mirror of
https://github.com/ZDoom/gzdoom.git
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150 lines
4.1 KiB
C++
150 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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struct posang
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{
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FVector3 vpos; // view origin
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FAngle vang; // view angle
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};
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short x1, x2;
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FVector3 gpos; // origin in world coordinates
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union
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{
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struct
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{
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float gzb, gzt; // global bottom / top for silhouette clipping
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};
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struct
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{
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int y1, y2; // top / bottom of particle on screen
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};
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};
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DAngle Angle;
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fixed_t xscale;
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float yscale;
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float depth;
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float idepth; // 1/z
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float deltax, deltay;
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DWORD FillColor;
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double 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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double 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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FWallCoords wallc;
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// Used by voxels
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posang pa;
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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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int CurrentPortalUniq; // [ZZ] to identify the portal that this thing is in. used for clipping.
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vissprite_t() {}
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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 double spryscale;
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extern double sprtopscreen;
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extern bool sprflipvert;
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extern double pspritexscale;
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extern double pspritexiscale;
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extern double pspriteyscale;
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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 (*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_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(const FVector3 &viewpos, FAngle viewangle,
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const FVector3 &sprpos, DAngle dasprang,
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fixed_t daxscale, fixed_t dayscale, struct 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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