mirror of
https://github.com/ZDoom/gzdoom.git
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d0043bed78
- This still doesn't use all the sprite properties correctly. It also looks like they're going to need different code to build the clipping arrays. But at least wall sprites are drawn at the proper angle now!
138 lines
4.1 KiB
C++
138 lines
4.1 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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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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// DESCRIPTION:
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// Rendering of moving objects, sprites.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_THINGS__
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#define __R_THINGS__
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#include "r_bsp.h"
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// A vissprite_t is a thing
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// that will be drawn during a refresh.
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// I.e. a sprite object that is partly visible.
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struct vissprite_t
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{
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short x1, x2;
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fixed_t gx, gy, gz; // origin in world coordinates
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angle_t angle;
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fixed_t gzb, gzt; // global bottom / top for silhouette clipping
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fixed_t xscale, yscale;
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fixed_t depth;
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fixed_t idepth; // 1/z
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fixed_t deltax, deltay;
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DWORD FillColor;
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fixed_t floorclip;
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union
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{
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FTexture *pic;
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struct FVoxel *voxel;
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};
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union
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{
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// Used by face sprites
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struct
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{
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fixed_t texturemid;
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fixed_t startfrac; // horizontal position of x1
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fixed_t xiscale; // negative if flipped
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};
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// Used by wall sprites
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struct
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{
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FWallCoords wallc;
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};
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// Used by voxels
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struct
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{
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fixed_t vx, vy, vz; // view origin
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angle_t vang; // view angle
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};
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};
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sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
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sector_t *sector; // [RH] sector this sprite is in
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F3DFloor *fakefloor;
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F3DFloor *fakeceiling;
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BYTE bIsVoxel:1; // [RH] Use voxel instead of pic
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BYTE bWallSprite:1; // [RH] This is a wall sprite
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BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg
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BYTE bInMirror:1; // [RH] Sprite is "inside" a mirror
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BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
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BYTE ColormapNum; // Which colormap is rendered (needed for shaded drawer)
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short renderflags;
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DWORD Translation; // [RH] for color translation
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visstyle_t Style;
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};
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struct particle_t;
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void R_DrawParticle (vissprite_t *);
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void R_ProjectParticle (particle_t *, const sector_t *sector, int shade, int fakeside);
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extern int MaxVisSprites;
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extern vissprite_t **vissprites, **firstvissprite;
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extern vissprite_t **vissprite_p;
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// Constant arrays used for psprite clipping
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// and initializing clipping.
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extern short zeroarray[MAXWIDTH];
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extern short screenheightarray[MAXWIDTH];
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// vars for R_DrawMaskedColumn
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extern short* mfloorclip;
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extern short* mceilingclip;
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extern fixed_t spryscale;
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extern fixed_t sprtopscreen;
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extern bool sprflipvert;
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extern fixed_t pspritexscale;
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extern fixed_t pspriteyscale;
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extern fixed_t pspritexiscale;
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extern FTexture *WallSpriteTile;
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void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *spans);
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void R_WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans));
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void R_CacheSprite (spritedef_t *sprite);
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void R_SortVisSprites (int (STACK_ARGS *compare)(const void *, const void *), size_t first);
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void R_AddSprites (sector_t *sec, int lightlevel, int fakeside);
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void R_AddPSprites ();
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void R_DrawSprites ();
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void R_ClearSprites ();
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void R_DrawMasked ();
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void R_DrawRemainingPlayerSprites ();
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void R_CheckOffscreenBuffer(int width, int height, bool spansonly);
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enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
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void R_DrawVoxel(fixed_t viewx, fixed_t viewy, fixed_t viewz, angle_t viewangle,
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fixed_t dasprx, fixed_t daspry, fixed_t dasprz, angle_t dasprang,
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fixed_t daxscale, fixed_t dayscale, FVoxel *voxobj,
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lighttable_t *colormap, short *daumost, short *dadmost, int minslabz, int maxslabz, int flags);
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void R_ClipVisSprite (vissprite_t *vis, int xl, int xh);
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#endif
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