// // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // #include #include #include #include "p_lnspec.h" #include "templates.h" #include "doomdef.h" #include "m_swap.h" #include "i_system.h" #include "w_wad.h" #include "g_levellocals.h" #include "p_maputl.h" #include "swrenderer/things/r_visiblesprite.h" #include "swrenderer/things/r_visiblespritelist.h" #include "swrenderer/r_memory.h" namespace swrenderer { void VisibleSpriteList::Clear() { Sprites.Clear(); StartIndices.Clear(); SortedSprites.Clear(); DrewAVoxel = false; } void VisibleSpriteList::PushPortal() { StartIndices.Push(Sprites.Size()); } void VisibleSpriteList::PopPortal() { Sprites.Resize(StartIndices.Last()); StartIndices.Pop(); } void VisibleSpriteList::Push(VisibleSprite *sprite, bool isVoxel) { Sprites.Push(sprite); if (isVoxel) DrewAVoxel = true; } void VisibleSpriteList::Sort() { bool compare2d = DrewAVoxel; unsigned int first = StartIndices.Size() == 0 ? 0 : StartIndices.Last(); unsigned int count = Sprites.Size() - first; SortedSprites.Resize(count); if (count == 0) return; if (!(i_compatflags & COMPATF_SPRITESORT)) { for (unsigned int i = 0; i < count; i++) SortedSprites[i] = Sprites[first + i]; } else { // If the compatibility option is on sprites of equal distance need to // be sorted in inverse order. This is most easily achieved by // filling the sort array backwards before the sort. for (unsigned int i = 0; i < count; i++) SortedSprites[i] = Sprites[first + count - i - 1]; } if (compare2d) { // This is an alternate version, for when one or more voxel is in view. // It does a 2D distance test based on whichever one is furthest from // the viewpoint. std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool { return a->SortDist2D() < b->SortDist2D(); }); } else { // This is the standard version, which does a simple test based on depth. std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](VisibleSprite *a, VisibleSprite *b) -> bool { return a->SortDist() > b->SortDist(); }); } } }