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67 lines
2.6 KiB
C++
67 lines
2.6 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include "polyrenderer/drawers/poly_triangle.h"
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class RenderPolySprite
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{
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public:
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void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2);
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static bool GetLine(AActor *thing, DVector2 &left, DVector2 &right);
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static bool IsThingCulled(AActor *thing);
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static FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
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private:
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static double PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, double spriteheight, double z);
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static double GetSpriteFloorZ(AActor *thing, const DVector2 &thingpos);
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static double GetSpriteCeilingZ(AActor *thing, const DVector2 &thingpos);
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static void SetDynlight(AActor *thing, PolyDrawArgs &args);
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};
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class PolyTranslucentThing : public PolyTranslucentObject
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{
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public:
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PolyTranslucentThing(AActor *thing, subsector_t *sub, uint32_t subsectorDepth, double dist, float t1, float t2, uint32_t stencilValue) : PolyTranslucentObject(subsectorDepth, dist), thing(thing), sub(sub), SpriteLeft(t1), SpriteRight(t2), StencilValue(stencilValue) { }
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void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) override
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{
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if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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RenderPolyWallSprite wallspr;
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wallspr.Render(thread, worldToClip, portalPlane, thing, sub, StencilValue + 1);
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}
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else
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{
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RenderPolySprite spr;
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spr.Render(thread, worldToClip, portalPlane, thing, sub, StencilValue + 1, SpriteLeft, SpriteRight);
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}
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}
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AActor *thing = nullptr;
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subsector_t *sub = nullptr;
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float SpriteLeft = 0.0f;
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float SpriteRight = 1.0f;
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uint32_t StencilValue = 0;
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};
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