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