// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // 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. // // DESCRIPTION: // Rendering of moving objects, sprites. // //----------------------------------------------------------------------------- #ifndef __R_THINGS__ #define __R_THINGS__ #include "r_bsp.h" struct particle_t; struct FVoxel; namespace swrenderer { // A vissprite_t is a thing // that will be drawn during a refresh. // I.e. a sprite object that is partly visible. struct vissprite_t { struct posang { FVector3 vpos; // view origin FAngle vang; // view angle }; short x1, x2; FVector3 gpos; // origin in world coordinates union { struct { float gzb, gzt; // global bottom / top for silhouette clipping }; struct { int y1, y2; // top / bottom of particle on screen }; }; DAngle Angle; fixed_t xscale; float yscale; float depth; float idepth; // 1/z float deltax, deltay; DWORD FillColor; double floorclip; union { FTexture *pic; struct FVoxel *voxel; }; union { // Used by face sprites struct { double texturemid; fixed_t startfrac; // horizontal position of x1 fixed_t xiscale; // negative if flipped }; // Used by wall sprites FWallCoords wallc; // Used by voxels posang pa; }; sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling sector_t *sector; // [RH] sector this sprite is in F3DFloor *fakefloor; F3DFloor *fakeceiling; BYTE bIsVoxel:1; // [RH] Use voxel instead of pic BYTE bWallSprite:1; // [RH] This is a wall sprite BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg BYTE bInMirror:1; // [RH] Sprite is "inside" a mirror BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on BYTE ColormapNum; // Which colormap is rendered (needed for shaded drawer) short renderflags; DWORD Translation; // [RH] for color translation visstyle_t Style; int CurrentPortalUniq; // [ZZ] to identify the portal that this thing is in. used for clipping. vissprite_t() {} }; void R_DrawParticle_C (vissprite_t *); void R_ProjectParticle (particle_t *, const sector_t *sector, int shade, int fakeside); extern int MaxVisSprites; extern vissprite_t **vissprites, **firstvissprite; extern vissprite_t **vissprite_p; // Constant arrays used for psprite clipping // and initializing clipping. extern short zeroarray[MAXWIDTH]; extern short screenheightarray[MAXWIDTH]; // vars for R_DrawMaskedColumn extern short* mfloorclip; extern short* mceilingclip; extern double spryscale; extern double sprtopscreen; extern bool sprflipvert; extern double pspritexscale; extern double pspritexiscale; extern double pspriteyscale; extern FTexture *WallSpriteTile; void R_DrawMaskedColumn (FTexture *texture, fixed_t column, bool useRt, bool unmasked = false); void R_WallSpriteColumn (bool useRt); void R_CacheSprite (spritedef_t *sprite); void R_SortVisSprites (int (*compare)(const void *, const void *), size_t first); void R_AddSprites (sector_t *sec, int lightlevel, int fakeside); void R_DrawSprites (); void R_ClearSprites (); void R_DrawMasked (); void R_DrawRemainingPlayerSprites (); void R_CheckOffscreenBuffer(int width, int height, bool spansonly); enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 }; void R_DrawVoxel(const FVector3 &viewpos, FAngle viewangle, const FVector3 &sprpos, DAngle dasprang, fixed_t daxscale, fixed_t dayscale, struct FVoxel *voxobj, lighttable_t *colormap, short *daumost, short *dadmost, int minslabz, int maxslabz, int flags); void R_ClipVisSprite (vissprite_t *vis, int xl, int xh); } #endif