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- function for checking wall sprites’ need for recalculation
Preparation for overhauling their rendering
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2 changed files with 34 additions and 1 deletions
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@ -233,6 +233,7 @@ public:
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void RenderMirrorSurface(HWDrawInfo *di, FRenderState &state);
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void RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags);
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void RenderTranslucentWall(HWDrawInfo *di, FRenderState &state);
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int CheckWallSprite(tspritetype* spr, tspritetype* last);
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public:
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void Process(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector);
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@ -1086,6 +1086,38 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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}
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}
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//==========================================================================
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//
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// checks if the wall sprite has changed since the last call.
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// Returns:
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// 0 if identical or only render style changed
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// 1 if vertical orientation changed
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// 2 if horizontal orientation changed
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// 3 if positioning changed
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//
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//==========================================================================
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int HWWall::CheckWallSprite(tspritetype* spr, tspritetype* last)
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{
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// If the position changed we need to recalculate everything.
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if (spr->pos.X != last->pos.X || spr->pos.Y != last->pos.Y || spr->sectp != last->sectp || spr->ang != last->ang) return 3;
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// if the horizontal orientation changes we need to recalculate the walls this attaches to, but not the positioning.
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if (spr->xrepeat != last->xrepeat || spr->xoffset != last->xoffset || spr->picnum != last->picnum || ((spr->cstat ^ last->cstat) & CSTAT_SPRITE_XFLIP)) return 2;
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// only y-positioning changed - we need to re-check the wall tiers this sprite attaches to
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if(spr->yrepeat != last->yrepeat || spr->yoffset != last->yoffset || ((spr->cstat ^ last->cstat) & (CSTAT_SPRITE_YFLIP|CSTAT_SPRITE_YCENTER))) return 1;
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// all remaining properties only affect the render style which is not relevant for positioning a wall sprite
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void HWWall::ProcessWallSprite(HWDrawInfo* di, tspritetype* spr, sectortype* sector)
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{
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auto tex = tileGetTexture(spr->picnum);
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@ -1217,4 +1249,4 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, tspritetype* spr, sectortype* sec
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}
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PutWall(di, spriteHasTranslucency(Sprite));
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}
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}
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