From 42091b1bb3454d75c37f25307058c85e4490e57c Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 6 Jul 2011 13:00:51 +0000 Subject: [PATCH] - changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter. - FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere. SVN r3258 (trunk) --- src/g_shared/a_artifacts.cpp | 4 +- src/g_shared/a_artifacts.h | 4 +- src/g_shared/a_pickups.cpp | 2 +- src/g_shared/a_pickups.h | 4 +- src/r_bsp.h | 8 ++ src/r_defs.h | 63 +--------------- src/r_main.h | 2 + src/r_things.cpp | 138 ++++++++++++++++++++--------------- src/r_things.h | 37 ++++++++++ 9 files changed, 136 insertions(+), 126 deletions(-) diff --git a/src/g_shared/a_artifacts.cpp b/src/g_shared/a_artifacts.cpp index 3fab6b55a..dc6cf685d 100644 --- a/src/g_shared/a_artifacts.cpp +++ b/src/g_shared/a_artifacts.cpp @@ -464,7 +464,7 @@ void APowerInvulnerable::EndEffect () // //=========================================================================== -int APowerInvulnerable::AlterWeaponSprite (vissprite_t *vis) +int APowerInvulnerable::AlterWeaponSprite (visstyle_t *vis) { int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis); if (Owner != NULL) @@ -655,7 +655,7 @@ void APowerInvisibility::EndEffect () // //=========================================================================== -int APowerInvisibility::AlterWeaponSprite (vissprite_t *vis) +int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis) { int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis); // Blink if the powerup is wearing off diff --git a/src/g_shared/a_artifacts.h b/src/g_shared/a_artifacts.h index 13ff0f1d4..1d775b02b 100644 --- a/src/g_shared/a_artifacts.h +++ b/src/g_shared/a_artifacts.h @@ -54,7 +54,7 @@ protected: void InitEffect (); void DoEffect (); void EndEffect (); - int AlterWeaponSprite (vissprite_t *vis); + int AlterWeaponSprite (visstyle_t *vis); }; class APowerStrength : public APowerup @@ -76,7 +76,7 @@ protected: void InitEffect (); void DoEffect (); void EndEffect (); - int AlterWeaponSprite (vissprite_t *vis); + int AlterWeaponSprite (visstyle_t *vis); // FRenderStyle OwnersNormalStyle; // fixed_t OwnersNormalAlpha; }; diff --git a/src/g_shared/a_pickups.cpp b/src/g_shared/a_pickups.cpp index 116c62eca..dbcbf8494 100644 --- a/src/g_shared/a_pickups.cpp +++ b/src/g_shared/a_pickups.cpp @@ -774,7 +774,7 @@ fixed_t AInventory::GetSpeedFactor () // //=========================================================================== -int AInventory::AlterWeaponSprite (vissprite_t *vis) +int AInventory::AlterWeaponSprite (visstyle_t *vis) { if (Inventory != NULL) { diff --git a/src/g_shared/a_pickups.h b/src/g_shared/a_pickups.h index 23cac960a..efc7a8c37 100644 --- a/src/g_shared/a_pickups.h +++ b/src/g_shared/a_pickups.h @@ -10,6 +10,7 @@ class player_t; class FConfigFile; class AWeapon; +struct visstyle_t; class FWeaponSlot { @@ -132,7 +133,6 @@ enum IF_PERSISTENTPOWER = 1<<18, // Powerup is kept when travelling between levels }; -struct vissprite_t; class AInventory : public AActor { @@ -192,7 +192,7 @@ public: virtual void AbsorbDamage (int damage, FName damageType, int &newdamage); virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive); virtual fixed_t GetSpeedFactor(); - virtual int AlterWeaponSprite (vissprite_t *vis); + virtual int AlterWeaponSprite (visstyle_t *vis); virtual PalEntry GetBlend (); diff --git a/src/r_bsp.h b/src/r_bsp.h index 867bb3fcf..da20fb90c 100644 --- a/src/r_bsp.h +++ b/src/r_bsp.h @@ -26,6 +26,14 @@ #include "tarray.h" #include +enum +{ + FAKED_Center, + FAKED_BelowFloor, + FAKED_AboveCeiling +}; + + struct drawseg_t { seg_t* curline; diff --git a/src/r_defs.h b/src/r_defs.h index 2a0f530ff..f37fd965e 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -1042,72 +1042,13 @@ struct FMiniBSP typedef BYTE lighttable_t; // This could be wider for >8 bit display. -// A vissprite_t is a thing -// that will be drawn during a refresh. -// I.e. a sprite object that is partly visible. -struct vissprite_t +// This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite +struct visstyle_t { - short x1, x2; - fixed_t cx; // for line side calculation - fixed_t gx, gy, gz; // origin in world coordinates - angle_t angle; - fixed_t gzb, gzt; // global bottom / top for silhouette clipping - fixed_t startfrac; // horizontal position of x1 - fixed_t xscale, yscale; - fixed_t xiscale; // negative if flipped - fixed_t depth; - fixed_t idepth; // 1/z - fixed_t texturemid; - DWORD FillColor; lighttable_t *colormap; - sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling - sector_t *sector; // [RH] sector this sprite is in - F3DFloor *fakefloor; - F3DFloor *fakeceiling; fixed_t alpha; - fixed_t floorclip; - union - { - FTexture *pic; - struct FVoxel *voxel; - }; - BYTE bIsVoxel:1; // [RH] Use voxel instead of pic - BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg - BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on - short renderflags; - DWORD Translation; // [RH] for color translation FRenderStyle RenderStyle; }; -enum -{ - FAKED_Center, - FAKED_BelowFloor, - FAKED_AboveCeiling -}; - - -// [RH] A c-buffer. Used for keeping track of offscreen voxel spans. - -struct FCoverageBuffer -{ - struct Span - { - Span *NextSpan; - short Start, Stop; - }; - - FCoverageBuffer(int size); - ~FCoverageBuffer(); - - void Clear(); - void InsertSpan(int listnum, int start, int stop); - Span *AllocSpan(); - - FMemArena SpanArena; - Span **Spans; // [0..NumLists-1] span lists - Span *FreeSpans; - unsigned int NumLists; -}; #endif diff --git a/src/r_main.h b/src/r_main.h index 3dff4a79d..89e82fbbe 100644 --- a/src/r_main.h +++ b/src/r_main.h @@ -33,6 +33,8 @@ #include "r_data/colormaps.h" +typedef BYTE lighttable_t; // This could be wider for >8 bit display. + // // POV related. // diff --git a/src/r_things.cpp b/src/r_things.cpp index 0b7b26cc6..2a769a1f0 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -62,6 +62,28 @@ #include "r_data/colormaps.h" #include "r_data/voxels.h" +// [RH] A c-buffer. Used for keeping track of offscreen voxel spans. + +struct FCoverageBuffer +{ + struct Span + { + Span *NextSpan; + short Start, Stop; + }; + + FCoverageBuffer(int size); + ~FCoverageBuffer(); + + void Clear(); + void InsertSpan(int listnum, int start, int stop); + Span *AllocSpan(); + + FMemArena SpanArena; + Span **Spans; // [0..NumLists-1] span lists + Span *FreeSpans; + unsigned int NumLists; +}; void R_DeinitSpriteData(); @@ -316,9 +338,9 @@ void R_DrawVisSprite (vissprite_t *vis) fixed_t xiscale; ESPSResult mode; - dc_colormap = vis->colormap; + dc_colormap = vis->Style.colormap; - mode = R_SetPatchStyle (vis->RenderStyle, vis->alpha, vis->Translation, vis->FillColor); + mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.alpha, vis->Translation, vis->FillColor); if (mode != DontDraw) { @@ -390,8 +412,8 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop int flags = 0; // Do setup for blending. - dc_colormap = spr->colormap; - mode = R_SetPatchStyle(spr->RenderStyle, spr->alpha, spr->Translation, spr->FillColor); + dc_colormap = spr->Style.colormap; + mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.alpha, spr->Translation, spr->FillColor); if (mode == DontDraw) { @@ -411,7 +433,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop } // Render the voxel, either directly to the screen or offscreen. - R_DrawVoxel(spr->gx, spr->gy, spr->gz, spr->angle, spr->xscale, spr->yscale, spr->voxel, spr->colormap, cliptop, clipbot, + R_DrawVoxel(spr->gx, spr->gy, spr->gz, spr->angle, spr->xscale, spr->yscale, spr->voxel, spr->Style.colormap, cliptop, clipbot, minslabz, maxslabz, flags); // Blend the voxel, if that's what we need to do. @@ -753,11 +775,11 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor vis->gzt = gzt; // killough 3/27/98 vis->renderflags = thing->renderflags; if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D - vis->RenderStyle = thing->RenderStyle; + vis->Style.RenderStyle = thing->RenderStyle; vis->FillColor = thing->fillcolor; vis->Translation = thing->Translation; // [RH] thing translation table vis->FakeFlatStat = fakeside; - vis->alpha = thing->alpha; + vis->Style.alpha = thing->alpha; vis->fakefloor = fakefloor; vis->fakeceiling = fakeceiling; @@ -775,9 +797,9 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor // The software renderer cannot invert the source without inverting the overlay // too. That means if the source is inverted, we need to do the reverse of what // the invert overlay flag says to do. - INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay); + INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay); - if (vis->RenderStyle.Flags & STYLEF_InvertSource) + if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource) { invertcolormap = !invertcolormap; } @@ -785,12 +807,12 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor FDynamicColormap *mybasecolormap = basecolormap; // Sprites that are added to the scene must fade to black. - if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0) + if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0) { mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate); } - if (vis->RenderStyle.Flags & STYLEF_FadeToBlack) + if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack) { if (invertcolormap) { // Fade to white @@ -806,7 +828,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor // get light level if (fixedcolormap != NULL) { // fixed map - vis->colormap = fixedcolormap; + vis->Style.colormap = fixedcolormap; } else { @@ -816,15 +838,15 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor } if (fixedlightlev >= 0) { - vis->colormap = mybasecolormap->Maps + fixedlightlev; + vis->Style.colormap = mybasecolormap->Maps + fixedlightlev; } else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT))) { // full bright - vis->colormap = mybasecolormap->Maps; + vis->Style.colormap = mybasecolormap->Maps; } else { // diminished light - vis->colormap = mybasecolormap->Maps + (GETPALOOKUP ( + vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP ( (fixed_t)DivScale12 (r_SpriteVisibility, MAX(tz, MINZ)), spriteshade) << COLORMAPSHIFT); } } @@ -1000,22 +1022,22 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_ noaccel = false; if (pspnum <= ps_flash) { - vis->alpha = owner->alpha; - vis->RenderStyle = owner->RenderStyle; + vis->Style.alpha = owner->alpha; + vis->Style.RenderStyle = owner->RenderStyle; // The software renderer cannot invert the source without inverting the overlay // too. That means if the source is inverted, we need to do the reverse of what // the invert overlay flag says to do. - INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay); + INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay); - if (vis->RenderStyle.Flags & STYLEF_InvertSource) + if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource) { invertcolormap = !invertcolormap; } FDynamicColormap *mybasecolormap = basecolormap; - if (vis->RenderStyle.Flags & STYLEF_FadeToBlack) + if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack) { if (invertcolormap) { // Fade to white @@ -1030,7 +1052,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_ if (realfixedcolormap != NULL) { // fixed color - vis->colormap = realfixedcolormap->Colormap; + vis->Style.colormap = realfixedcolormap->Colormap; } else { @@ -1040,35 +1062,35 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_ } if (fixedlightlev >= 0) { - vis->colormap = mybasecolormap->Maps + fixedlightlev; + vis->Style.colormap = mybasecolormap->Maps + fixedlightlev; } else if (!foggy && psp->state->GetFullbright()) { // full bright - vis->colormap = mybasecolormap->Maps; // [RH] use basecolormap + vis->Style.colormap = mybasecolormap->Maps; // [RH] use basecolormap } else { // local light - vis->colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT); + vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT); } } if (camera->Inventory != NULL) { - lighttable_t *oldcolormap = vis->colormap; - camera->Inventory->AlterWeaponSprite (vis); - if (vis->colormap != oldcolormap) + lighttable_t *oldcolormap = vis->Style.colormap; + camera->Inventory->AlterWeaponSprite (&vis->Style); + if (vis->Style.colormap != oldcolormap) { // The colormap has changed. Is it one we can easily identify? // If not, then don't bother trying to identify it for // hardware accelerated drawing. - if (vis->colormap < SpecialColormaps[0].Colormap || - vis->colormap > SpecialColormaps.Last().Colormap) + if (vis->Style.colormap < SpecialColormaps[0].Colormap || + vis->Style.colormap > SpecialColormaps.Last().Colormap) { noaccel = true; } // Has the basecolormap changed? If so, we can't hardware accelerate it, // since we don't know what it is anymore. - else if (vis->colormap < mybasecolormap->Maps || - vis->colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256) + else if (vis->Style.colormap < mybasecolormap->Maps || + vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256) { noaccel = true; } @@ -1076,8 +1098,8 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_ } // If we're drawing with a special colormap, but shaders for them are disabled, do // not accelerate. - if (!r_shadercolormaps && (vis->colormap >= SpecialColormaps[0].Colormap && - vis->colormap <= SpecialColormaps.Last().Colormap)) + if (!r_shadercolormaps && (vis->Style.colormap >= SpecialColormaps[0].Colormap && + vis->Style.colormap <= SpecialColormaps.Last().Colormap)) { noaccel = true; } @@ -1094,15 +1116,15 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_ else { VisPSpritesBaseColormap[pspnum] = basecolormap; - vis->colormap = basecolormap->Maps; - vis->RenderStyle = STYLE_Normal; + vis->Style.colormap = basecolormap->Maps; + vis->Style.RenderStyle = STYLE_Normal; } // Check for hardware-assisted 2D. If it's available, and this sprite is not // fuzzy, don't draw it until after the switch to 2D mode. if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D) { - FRenderStyle style = vis->RenderStyle; + FRenderStyle style = vis->Style.RenderStyle; style.CheckFuzz(); if (style.BlendOp != STYLEOP_Fuzz) { @@ -1237,18 +1259,18 @@ void R_DrawRemainingPlayerSprites() FColormapStyle colormapstyle; bool usecolormapstyle = false; - if (vis->colormap >= SpecialColormaps[0].Colormap && - vis->colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap) + if (vis->Style.colormap >= SpecialColormaps[0].Colormap && + vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap) { // Yuck! There needs to be a better way to store colormaps in the vissprite... :( - ptrdiff_t specialmap = (vis->colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap); + ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap); special = &SpecialColormaps[specialmap]; } else if (colormap->Color == PalEntry(255,255,255) && colormap->Desaturate == 0) { overlay = colormap->Fade; - overlay.a = BYTE(((vis->colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS); + overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS); } else { @@ -1256,7 +1278,7 @@ void R_DrawRemainingPlayerSprites() colormapstyle.Color = colormap->Color; colormapstyle.Fade = colormap->Fade; colormapstyle.Desaturate = colormap->Desaturate; - colormapstyle.FadeLevel = ((vis->colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS); + colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS); } screen->DrawTexture(vis->pic, viewwindowx + VisPSpritesX1[i], @@ -1271,8 +1293,8 @@ void R_DrawRemainingPlayerSprites() DTA_ClipTop, viewwindowy, DTA_ClipRight, viewwindowx + viewwidth, DTA_ClipBottom, viewwindowy + viewheight, - DTA_Alpha, vis->alpha, - DTA_RenderStyle, vis->RenderStyle, + DTA_Alpha, vis->Style.alpha, + DTA_RenderStyle, vis->Style.RenderStyle, DTA_FillColor, vis->FillColor, DTA_SpecialColormap, special, DTA_ColorOverlay, overlay.d, @@ -1493,7 +1515,7 @@ void R_DrawSprite (vissprite_t *spr) int r1, r2; short topclip, botclip; short *clip1, *clip2; - lighttable_t *colormap = spr->colormap; + lighttable_t *colormap = spr->Style.colormap; F3DFloor *rover; FDynamicColormap *mybasecolormap; @@ -1557,20 +1579,20 @@ void R_DrawSprite (vissprite_t *spr) // found new values, recalculate if (sec) { - INTBOOL invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay); + INTBOOL invertcolormap = (spr->Style.RenderStyle.Flags & STYLEF_InvertOverlay); - if (spr->RenderStyle.Flags & STYLEF_InvertSource) + if (spr->Style.RenderStyle.Flags & STYLEF_InvertSource) { invertcolormap = !invertcolormap; } // Sprites that are added to the scene must fade to black. - if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0) + if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0) { mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate); } - if (spr->RenderStyle.Flags & STYLEF_FadeToBlack) + if (spr->Style.RenderStyle.Flags & STYLEF_FadeToBlack) { if (invertcolormap) { // Fade to white @@ -1590,16 +1612,16 @@ void R_DrawSprite (vissprite_t *spr) } if (fixedlightlev >= 0) { - spr->colormap = mybasecolormap->Maps + fixedlightlev; + spr->Style.colormap = mybasecolormap->Maps + fixedlightlev; } else if (!foggy && (spr->renderflags & RF_FULLBRIGHT)) { // full bright - spr->colormap = mybasecolormap->Maps; + spr->Style.colormap = mybasecolormap->Maps; } else { // diminished light spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight); - spr->colormap = mybasecolormap->Maps + (GETPALOOKUP ( + spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP ( (fixed_t)DivScale12 (r_SpriteVisibility, spr->depth), spriteshade) << COLORMAPSHIFT); } } @@ -1750,7 +1772,7 @@ void R_DrawSprite (vissprite_t *spr) if (topclip >= botclip) { - spr->colormap = colormap; + spr->Style.colormap = colormap; return; } @@ -1864,7 +1886,7 @@ void R_DrawSprite (vissprite_t *spr) } if (i == x2) { - spr->colormap = colormap; + spr->Style.colormap = colormap; return; } } @@ -1872,7 +1894,7 @@ void R_DrawSprite (vissprite_t *spr) int maxvoxely = spr->gzb > hzb ? INT_MAX : (spr->gzt - hzb) / spr->yscale; R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot); } - spr->colormap = colormap; + spr->Style.colormap = colormap; } // kg3D: @@ -2205,17 +2227,17 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, if (fixedlightlev >= 0) { - vis->colormap = map + fixedlightlev; + vis->Style.colormap = map + fixedlightlev; } else if (fixedcolormap) { - vis->colormap = fixedcolormap; + vis->Style.colormap = fixedcolormap; } else { // Using MulScale15 instead of 16 makes particles slightly more visible // than regular sprites. - vis->colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility), + vis->Style.colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility), shade) << COLORMAPSHIFT); } } @@ -2249,7 +2271,7 @@ void R_DrawParticle (vissprite_t *vis) int spacing; BYTE *dest; DWORD fg; - BYTE color = vis->colormap[vis->startfrac]; + BYTE color = vis->Style.colormap[vis->startfrac]; int yl = vis->gzb; int ycount = vis->gzt - yl + 1; int x1 = vis->x1; diff --git a/src/r_things.h b/src/r_things.h index da31daf79..a751d1445 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -23,6 +23,43 @@ #ifndef __R_THINGS__ #define __R_THINGS__ + +// A vissprite_t is a thing +// that will be drawn during a refresh. +// I.e. a sprite object that is partly visible. + +struct vissprite_t +{ + short x1, x2; + fixed_t cx; // for line side calculation + fixed_t gx, gy, gz; // origin in world coordinates + angle_t angle; + fixed_t gzb, gzt; // global bottom / top for silhouette clipping + fixed_t startfrac; // horizontal position of x1 + fixed_t xscale, yscale; + fixed_t xiscale; // negative if flipped + fixed_t depth; + fixed_t idepth; // 1/z + fixed_t texturemid; + DWORD FillColor; + sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling + sector_t *sector; // [RH] sector this sprite is in + F3DFloor *fakefloor; + F3DFloor *fakeceiling; + fixed_t floorclip; + union + { + FTexture *pic; + struct FVoxel *voxel; + }; + BYTE bIsVoxel:1; // [RH] Use voxel instead of pic + BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg + BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on + short renderflags; + DWORD Translation; // [RH] for color translation + visstyle_t Style; +}; + // [RH] Particle details struct particle_t {