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Merge branch 'private_flatsprite' into 'master'
OpenGL papersprites I don't know if anyone actually tested Sryder's original OpenGL papersprites support before it was merged in, but there was some issues with the papersprites themselves "wobbling" about in a sort of weird way depending on the angle you view it from or where you are. It's easiest to see what I mean if you just load up sawb.wad, and strafe about when viewing one of the sawblades. Thankfully all I really needed to do was tweak the way angles work for papersprites. I also cleaned up Sryder's original code a little, not that I really needed to do so though. See merge request !96
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commit
252cdb0c28
2 changed files with 45 additions and 7 deletions
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@ -78,6 +78,7 @@ typedef struct gr_vissprite_s
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//Hurdler: 25/04/2000: now support colormap in hardware mode
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UINT8 *colormap;
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INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
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float z1, z2;
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} gr_vissprite_t;
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// --------
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@ -4229,6 +4229,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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GLPatch_t *gpatch; // sprite patch converted to hardware
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FSurfaceInfo Surf;
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const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES);
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//const boolean papersprite = (spr->mobj && (spr->mobj->frame & FF_PAPERSPRITE));
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if (spr->mobj)
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this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
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if (hires)
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@ -4272,7 +4273,8 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
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// and the 2d map coords of start/end vertices
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wallVerts[0].z = wallVerts[1].z = wallVerts[2].z = wallVerts[3].z = spr->tz;
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wallVerts[0].z = wallVerts[3].z = spr->z1;
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wallVerts[2].z = wallVerts[1].z = spr->z2;
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// transform
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wv = wallVerts;
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@ -5068,6 +5070,10 @@ static void HWR_ProjectSprite(mobj_t *thing)
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angle_t ang;
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INT32 heightsec, phs;
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const boolean papersprite = (thing->frame & FF_PAPERSPRITE);
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float offset;
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float ang_scale = 1.0f, ang_scalez = 0.0f;
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float z1, z2;
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if (!thing)
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return;
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@ -5082,7 +5088,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
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// thing is behind view plane?
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if (tz < ZCLIP_PLANE && (!cv_grmd2.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear
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if (tz < ZCLIP_PLANE && !papersprite && (!cv_grmd2.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear
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return;
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tx = (tr_x * gr_viewsin) - (tr_y * gr_viewcos);
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@ -5120,6 +5126,27 @@ static void HWR_ProjectSprite(mobj_t *thing)
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I_Error("sprframes NULL for sprite %d\n", thing->sprite);
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#endif
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if (papersprite)
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{
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// Use the actual view angle, rather than the angle formed
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// between the view point and the thing
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// this makes sure paper sprites always appear at the right angle!
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// Note: DO NOT do this in software mode version, it actually
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// makes papersprites look WORSE there (I know, I've tried)
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// Monster Iestyn - 13/05/17
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ang = dup_viewangle - thing->angle;
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ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT));
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ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT));
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if (ang_scale < 0)
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{
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ang_scale = -ang_scale;
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ang_scalez = -ang_scalez;
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}
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}
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else if (sprframe->rotate != SRF_SINGLE)
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ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
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if (sprframe->rotate == SRF_SINGLE)
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{
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// use single rotation for all views
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@ -5130,8 +5157,6 @@ static void HWR_ProjectSprite(mobj_t *thing)
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else
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{
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// choose a different rotation based on player view
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ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
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if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
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rot = 6; // F7 slot
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else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
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@ -5149,9 +5174,12 @@ static void HWR_ProjectSprite(mobj_t *thing)
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// calculate edges of the shape
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if (flip)
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tx -= FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale;
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offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale;
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else
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tx -= FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale;
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offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale;
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z1 = tz - (offset * ang_scalez);
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tx -= offset * ang_scale;
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// project x
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x1 = gr_windowcenterx + (tx * gr_centerx / tz);
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@ -5162,7 +5190,14 @@ static void HWR_ProjectSprite(mobj_t *thing)
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x1 = tx;
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tx += FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width) * this_scale;
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offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width) * this_scale;
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z2 = z1 + (offset * ang_scalez);
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tx += offset * ang_scale;
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if (papersprite && max(z1, z2) < ZCLIP_PLANE)
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return;
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x2 = gr_windowcenterx + (tx * gr_centerx / tz);
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if (vflip)
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@ -5211,6 +5246,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
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vis->patchlumpnum = sprframe->lumppat[rot];
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vis->flip = flip;
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vis->mobj = thing;
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vis->z1 = z1;
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vis->z2 = z2;
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//Hurdler: 25/04/2000: now support colormap in hardware mode
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if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
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