qzdoom/src/polyrenderer/scene/poly_playersprite.h

105 lines
2.5 KiB
C++

/*
** 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<PolyHWAccelPlayerSprite> AcceleratedSprites;
sector_t tempsec;
};