Merge branch 'public_flatsprite' of git@git.magicalgirl.moe:STJr/SRB2.git

# Conflicts:
#	src/hardware/hw_main.c
This commit is contained in:
Sryder 2018-06-09 21:01:59 +01:00
commit 00ac4dd59b
2 changed files with 30 additions and 24 deletions

View file

@ -68,7 +68,6 @@ typedef struct gr_vissprite_s
struct gr_vissprite_s *prev;
struct gr_vissprite_s *next;
float x1, x2;
float z1, z2;
float tz, ty;
lumpnum_t patchlumpnum;
boolean flip;
@ -79,6 +78,7 @@ typedef struct gr_vissprite_s
//Hurdler: 25/04/2000: now support colormap in hardware mode
UINT8 *colormap;
INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
float z1, z2;
} gr_vissprite_t;
// --------

View file

@ -5190,7 +5190,6 @@ static void HWR_ProjectSprite(mobj_t *thing)
float tr_x, tr_y;
float tz;
float x1, x2;
float z1, z2;
float rightsin, rightcos;
float this_scale;
float gz, gzt;
@ -5202,7 +5201,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
angle_t ang;
INT32 heightsec, phs;
const boolean papersprite = (thing->frame & FF_PAPERSPRITE);
float ang_scale = 1.0f, ang_scalez = 0.0f;
float z1, z2;
if (!thing)
return;
@ -5257,25 +5256,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
I_Error("sprframes NULL for sprite %d\n", thing->sprite);
#endif
if (papersprite)
{
// Use the actual view angle, rather than the angle formed
// between the view point and the thing
// this makes sure paper sprites always appear at the right angle!
// Note: DO NOT do this in software mode version, it actually
// makes papersprites look WORSE there (I know, I've tried)
// Monster Iestyn - 13/05/17
ang = dup_viewangle - thing->angle;
ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT));
ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT));
if (ang_scale < 0)
{
ang_scale = -ang_scale;
ang_scalez = -ang_scalez;
}
}
else if (sprframe->rotate != SRF_SINGLE)
if (sprframe->rotate != SRF_SINGLE)
{
if (thing->player)
ang = R_PointToAngle (thing->x, thing->y) - thing->player->frameangle;
@ -5289,6 +5270,14 @@ static void HWR_ProjectSprite(mobj_t *thing)
rot = 0; //Fab: for vis->patch below
lumpoff = sprframe->lumpid[0]; //Fab: see note above
flip = sprframe->flip; // Will only be 0x00 or 0xFF
if (papersprite && (R_PointToAngle (thing->x, thing->y) - thing->angle < ANGLE_180))
{
if (flip)
flip = 0;
else
flip = 255;
}
}
else
{
@ -5308,8 +5297,25 @@ static void HWR_ProjectSprite(mobj_t *thing)
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale);
rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
if (papersprite)
{
if (flip && sprframe->rotate != SRF_SINGLE)
{
rightsin = FIXED_TO_FLOAT(FINESINE((thing->angle+ANGLE_180)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((thing->angle+ANGLE_180)>>ANGLETOFINESHIFT));
}
else
{
rightsin = FIXED_TO_FLOAT(FINESINE((thing->angle)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((thing->angle)>>ANGLETOFINESHIFT));
}
}
else
{
rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
}
if (flip)
{
x1 = (FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale);