vkdoom_m/src/rendering/swrenderer/things/r_sprite.h
Magnus Norddahl 236b476933 - change ProjectedWallTexcoords to use gradients for its texture coordinate calculations
- change SpriteDrawerArgs to draw a full sprite instead of one column at a time
- add r_noaccel cvar to allow forced software rendering of the psprites (useful for debugging and also one person on the forum actually requested this feature)
- remove FWallTmapVals and calculate texture coordinates directly from FWallCoords
- move portal clipping out of the inner sprite drawing loop
2019-11-20 04:50:24 +01:00

24 lines
711 B
C++

#pragma once
#include "r_visiblesprite.h"
namespace swrenderer
{
class RenderSprite : public VisibleSprite
{
public:
static void Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap);
protected:
void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor) override;
private:
FWallCoords wallc;
double SpriteScale;
uint32_t Translation = 0;
uint32_t FillColor = 0;
uint32_t dynlightcolor = 0;
};
}