vkdoom_m/src/rendering/hwrenderer/scene/hw_weapon.h
Major Cooke a6bbddf167 Finished implementing PSprite interpolation for vertices.
- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating.
- Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
2020-10-25 15:42:11 +01:00

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C++

#pragma once
#include "vectors.h"
class DPSprite;
class player_t;
class AActor;
enum area_t : int;
struct FSpriteModelFrame;
struct HWDrawInfo;
class FGameTexture;
struct WeaponPosition
{
float wx, wy;
float bobx, boby;
DPSprite *weapon;
};
struct WeaponLighting
{
FColormap cm;
int lightlevel;
bool isbelow;
};
struct HUDSprite
{
AActor *owner;
DPSprite *weapon;
FGameTexture *texture;
FSpriteModelFrame *mframe;
FColormap cm;
int lightlevel;
PalEntry ObjectColor;
FRenderStyle RenderStyle;
float alpha;
int OverrideShader;
float mx, my;
float dynrgb[3];
int lightindex;
void SetBright(bool isbelow);
bool GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &light);
bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, double ticfrac);
};