From 3764ba3de0aa96f573d1597cebf0578b725f7a18 Mon Sep 17 00:00:00 2001 From: Lactozilla <jp6781615@gmail.com> Date: Fri, 24 Nov 2023 02:17:59 -0300 Subject: [PATCH] Sector texture scaling, part 2 --- src/hardware/hw_main.c | 48 ++++++++++++++++++++++++++++-------------- 1 file changed, 32 insertions(+), 16 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 3a347196d..369f731b2 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -458,14 +458,18 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool { if (!isceiling) // it's a floor { - scrollx = FIXED_TO_FLOAT(FOFsector->floorxoffset)/fflatwidth; - scrolly = FIXED_TO_FLOAT(FOFsector->flooryoffset)/fflatheight; + fflatwidth /= FixedToFloat(FOFsector->floorxscale); + fflatheight /= FixedToFloat(FOFsector->flooryscale); + scrollx = FixedToFloat(FOFsector->floorxoffset) / fflatwidth; + scrolly = FixedToFloat(FOFsector->flooryoffset) / fflatheight; angle = FOFsector->floorangle; } else // it's a ceiling { - scrollx = FIXED_TO_FLOAT(FOFsector->ceilingxoffset)/fflatwidth; - scrolly = FIXED_TO_FLOAT(FOFsector->ceilingyoffset)/fflatheight; + fflatwidth /= FixedToFloat(FOFsector->ceilingxscale); + fflatheight /= FixedToFloat(FOFsector->ceilingyscale); + scrollx = FixedToFloat(FOFsector->ceilingxoffset) / fflatwidth; + scrolly = FixedToFloat(FOFsector->ceilingyoffset) / fflatheight; angle = FOFsector->ceilingangle; } } @@ -473,14 +477,18 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool { if (!isceiling) // it's a floor { - scrollx = FIXED_TO_FLOAT(gl_frontsector->floorxoffset)/fflatwidth; - scrolly = FIXED_TO_FLOAT(gl_frontsector->flooryoffset)/fflatheight; + fflatwidth /= FixedToFloat(gl_frontsector->floorxscale); + fflatheight /= FixedToFloat(gl_frontsector->flooryscale); + scrollx = FixedToFloat(gl_frontsector->floorxoffset) / fflatwidth; + scrolly = FixedToFloat(gl_frontsector->flooryoffset) / fflatheight; angle = gl_frontsector->floorangle; } else // it's a ceiling { - scrollx = FIXED_TO_FLOAT(gl_frontsector->ceilingxoffset)/fflatwidth; - scrolly = FIXED_TO_FLOAT(gl_frontsector->ceilingyoffset)/fflatheight; + fflatwidth /= FixedToFloat(gl_frontsector->ceilingxscale); + fflatheight /= FixedToFloat(gl_frontsector->ceilingyscale); + scrollx = FixedToFloat(gl_frontsector->ceilingxoffset) / fflatwidth; + scrolly = FixedToFloat(gl_frontsector->ceilingyoffset) / fflatheight; angle = gl_frontsector->ceilingangle; } } @@ -2705,14 +2713,18 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, { if (!isceiling) // it's a floor { - scrollx = FIXED_TO_FLOAT(FOFsector->floorxoffset)/fflatwidth; - scrolly = FIXED_TO_FLOAT(FOFsector->flooryoffset)/fflatheight; + fflatwidth /= FixedToFloat(FOFsector->floorxscale); + fflatheight /= FixedToFloat(FOFsector->flooryscale); + scrollx = FixedToFloat(FOFsector->floorxoffset) / fflatwidth; + scrolly = FixedToFloat(FOFsector->flooryoffset) / fflatheight; angle = FOFsector->floorangle; } else // it's a ceiling { - scrollx = FIXED_TO_FLOAT(FOFsector->ceilingxoffset)/fflatwidth; - scrolly = FIXED_TO_FLOAT(FOFsector->ceilingyoffset)/fflatheight; + fflatwidth /= FixedToFloat(FOFsector->ceilingxscale); + fflatheight /= FixedToFloat(FOFsector->ceilingyscale); + scrollx = FixedToFloat(FOFsector->ceilingxoffset) / fflatwidth; + scrolly = FixedToFloat(FOFsector->ceilingyoffset) / fflatheight; angle = FOFsector->ceilingangle; } } @@ -2720,14 +2732,18 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, { if (!isceiling) // it's a floor { - scrollx = FIXED_TO_FLOAT(gl_frontsector->floorxoffset)/fflatwidth; - scrolly = FIXED_TO_FLOAT(gl_frontsector->flooryoffset)/fflatheight; + fflatwidth /= FixedToFloat(gl_frontsector->floorxscale); + fflatheight /= FixedToFloat(gl_frontsector->flooryscale); + scrollx = FixedToFloat(gl_frontsector->floorxoffset) / fflatwidth; + scrolly = FixedToFloat(gl_frontsector->flooryoffset) / fflatheight; angle = gl_frontsector->floorangle; } else // it's a ceiling { - scrollx = FIXED_TO_FLOAT(gl_frontsector->ceilingxoffset)/fflatwidth; - scrolly = FIXED_TO_FLOAT(gl_frontsector->ceilingyoffset)/fflatheight; + fflatwidth /= FixedToFloat(gl_frontsector->ceilingxscale); + fflatheight /= FixedToFloat(gl_frontsector->ceilingyscale); + scrollx = FixedToFloat(gl_frontsector->ceilingxoffset) / fflatwidth; + scrolly = FixedToFloat(gl_frontsector->ceilingyoffset) / fflatheight; angle = gl_frontsector->ceilingangle; } }