// // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // #include #include #include #include "p_lnspec.h" #include "templates.h" #include "doomdef.h" #include "m_swap.h" #include "i_system.h" #include "w_wad.h" #include "g_levellocals.h" #include "p_maputl.h" #include "swrenderer/things/r_visiblesprite.h" #include "swrenderer/things/r_visiblespritelist.h" #include "swrenderer/r_memory.h" namespace swrenderer { void VisibleSpriteList::Deinit() { // Free vissprites for (int i = 0; i < MaxVisSprites; ++i) { delete vissprites[i]; } free(vissprites); vissprites = nullptr; vissprite_p = lastvissprite = nullptr; MaxVisSprites = 0; } void VisibleSpriteList::Clear() { vissprite_p = firstvissprite; } vissprite_t *VisibleSpriteList::Add() { if (vissprite_p == lastvissprite) { ptrdiff_t firstvisspritenum = firstvissprite - vissprites; ptrdiff_t prevvisspritenum = vissprite_p - vissprites; MaxVisSprites = MaxVisSprites ? MaxVisSprites * 2 : 128; vissprites = (vissprite_t **)M_Realloc(vissprites, MaxVisSprites * sizeof(vissprite_t)); lastvissprite = &vissprites[MaxVisSprites]; firstvissprite = &vissprites[firstvisspritenum]; vissprite_p = &vissprites[prevvisspritenum]; DPrintf(DMSG_NOTIFY, "MaxVisSprites increased to %d\n", MaxVisSprites); // Allocate sprites from the new pile for (vissprite_t **p = vissprite_p; p < lastvissprite; ++p) { *p = new vissprite_t; } } vissprite_p++; return *(vissprite_p - 1); } int VisibleSpriteList::MaxVisSprites; vissprite_t **VisibleSpriteList::vissprites; vissprite_t **VisibleSpriteList::firstvissprite; vissprite_t **VisibleSpriteList::vissprite_p; vissprite_t **VisibleSpriteList::lastvissprite; ///////////////////////////////////////////////////////////////////////// void SortedVisibleSpriteList::Deinit() { delete[] spritesorter; spritesortersize = 0; spritesorter = nullptr; } // This is the standard version, which does a simple test based on depth. bool SortedVisibleSpriteList::sv_compare(vissprite_t *a, vissprite_t *b) { return a->idepth > b->idepth; } // This is an alternate version, for when one or more voxel is in view. // It does a 2D distance test based on whichever one is furthest from // the viewpoint. bool SortedVisibleSpriteList::sv_compare2d(vissprite_t *a, vissprite_t *b) { return DVector2(a->deltax, a->deltay).LengthSquared() < DVector2(b->deltax, b->deltay).LengthSquared(); } void SortedVisibleSpriteList::Sort(bool(*compare)(vissprite_t *, vissprite_t *), size_t first) { int i; vissprite_t **spr; vsprcount = int(VisibleSpriteList::vissprite_p - &VisibleSpriteList::vissprites[first]); if (vsprcount == 0) return; if (spritesortersize < VisibleSpriteList::MaxVisSprites) { if (spritesorter != nullptr) delete[] spritesorter; spritesorter = new vissprite_t *[VisibleSpriteList::MaxVisSprites]; spritesortersize = VisibleSpriteList::MaxVisSprites; } if (!(i_compatflags & COMPATF_SPRITESORT)) { for (i = 0, spr = VisibleSpriteList::firstvissprite; i < vsprcount; i++, spr++) { spritesorter[i] = *spr; } } else { // If the compatibility option is on sprites of equal distance need to // be sorted in inverse order. This is most easily achieved by // filling the sort array backwards before the sort. for (i = 0, spr = VisibleSpriteList::firstvissprite + vsprcount - 1; i < vsprcount; i++, spr--) { spritesorter[i] = *spr; } } std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare); } vissprite_t **SortedVisibleSpriteList::spritesorter; int SortedVisibleSpriteList::spritesortersize = 0; int SortedVisibleSpriteList::vsprcount; }