/* ** Handling drawing a player sprite ** 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 "r_defs.h" class DPSprite; struct FDynamicColormap; class PolyColormapLight { public: int ColormapNum = 0; FSWColormap *BaseColormap = nullptr; void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack); }; class PolyNoAccelPlayerSprite { public: short x1 = 0; short x2 = 0; double texturemid = 0.0; fixed_t xscale = 0; float yscale = 0.0f; FTexture *pic = nullptr; fixed_t xiscale = 0; fixed_t startfrac = 0; float Alpha = 0.0f; FRenderStyle RenderStyle; uint32_t Translation = 0; uint32_t FillColor = 0; PolyColormapLight Light; short renderflags = 0; void Render(); }; class PolyHWAccelPlayerSprite { public: FTexture *pic = nullptr; double texturemid = 0.0; float yscale = 0.0f; fixed_t xscale = 0; float Alpha = 0.0f; FRenderStyle RenderStyle; uint32_t Translation = 0; uint32_t FillColor = 0; FDynamicColormap *basecolormap = nullptr; int x1 = 0; bool flip = false; FSpecialColormap *special = nullptr; PalEntry overlay = 0; FColormapStyle colormapstyle; bool usecolormapstyle = false; }; class RenderPolyPlayerSprites { public: void Render(); void RenderRemainingSprites(); private: void RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy); static fixed_t LightLevelToShade(int lightlevel, bool foggy); enum { BASEXCENTER = 160 }; enum { BASEYCENTER = 100 }; TArray AcceleratedSprites; sector_t tempsec; };