gzdoom/src/polyrenderer/scene/poly_sprite.h
2017-09-23 14:14:59 +02:00

67 lines
2.6 KiB
C++

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