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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-16 01:31:30 +00:00
OpenGL sprite billboarding
Should work on both normal and precipitation sprites. Sprites that are split by lighting should work correctly.
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6d95f3ceb2
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4d77ed925e
1 changed files with 121 additions and 27 deletions
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@ -4246,10 +4246,43 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t
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}
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}
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// This is expecting a pointer to an array containing 4 wallVerts for a sprite
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static void HWR_RotateSpritePolyToAim(gr_vissprite_t *spr, FOutVector *wallVerts)
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{
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if (spr && spr->mobj && wallVerts)
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{
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float basey = FIXED_TO_FLOAT(spr->mobj->z);
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float lowy = wallVerts[0].y;
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if (P_MobjFlip(spr->mobj) == -1)
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{
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basey = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height);
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}
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// Rotate sprites to fully billboard with the camera
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// X, Y, AND Z need to be manipulated for the polys to rotate around the
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// origin, because of how the origin setting works I believe that should
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// be mobj->z or mobj->z + mobj->height
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wallVerts[2].y = wallVerts[3].y = (spr->ty - basey) * gr_viewludsin + basey;
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wallVerts[0].y = wallVerts[1].y = (lowy - basey) * gr_viewludsin + basey;
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// translate back to be around 0 before translating back
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wallVerts[3].x += ((spr->ty - basey) * gr_viewludcos) * gr_viewcos;
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wallVerts[2].x += ((spr->ty - basey) * gr_viewludcos) * gr_viewcos;
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wallVerts[0].x += ((lowy - basey) * gr_viewludcos) * gr_viewcos;
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wallVerts[1].x += ((lowy - basey) * gr_viewludcos) * gr_viewcos;
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wallVerts[3].z += ((spr->ty - basey) * gr_viewludcos) * gr_viewsin;
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wallVerts[2].z += ((spr->ty - basey) * gr_viewludcos) * gr_viewsin;
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wallVerts[0].z += ((lowy - basey) * gr_viewludcos) * gr_viewsin;
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wallVerts[1].z += ((lowy - basey) * gr_viewludcos) * gr_viewsin;
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}
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}
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static void HWR_SplitSprite(gr_vissprite_t *spr)
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{
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float this_scale = 1.0f;
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FOutVector wallVerts[4];
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FOutVector baseWallVerts[4]; // This is what the verts should end up as
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GLPatch_t *gpatch;
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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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@ -4262,11 +4295,13 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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float realtop, realbot, top, bot;
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float towtop, towbot, towmult;
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float bheight;
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float realheight, heightmult;
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const sector_t *sector = spr->mobj->subsector->sector;
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const lightlist_t *list = sector->lightlist;
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#ifdef ESLOPE
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float endrealtop, endrealbot, endtop, endbot;
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float endbheight;
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float endrealheight;
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fixed_t temp;
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fixed_t v1x, v1y, v2x, v2y;
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#endif
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@ -4299,16 +4334,16 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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HWR_DrawSpriteShadow(spr, gpatch, this_scale);
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}
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wallVerts[0].x = wallVerts[3].x = spr->x1;
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wallVerts[2].x = wallVerts[1].x = spr->x2;
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wallVerts[0].z = wallVerts[3].z = spr->z1;
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wallVerts[1].z = wallVerts[2].z = spr->z2;
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baseWallVerts[0].x = baseWallVerts[3].x = spr->x1;
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baseWallVerts[2].x = baseWallVerts[1].x = spr->x2;
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baseWallVerts[0].z = baseWallVerts[3].z = spr->z1;
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baseWallVerts[1].z = baseWallVerts[2].z = spr->z2;
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wallVerts[2].y = wallVerts[3].y = spr->ty;
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baseWallVerts[2].y = baseWallVerts[3].y = spr->ty;
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if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
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wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height * this_scale;
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baseWallVerts[0].y = baseWallVerts[1].y = spr->ty - gpatch->height * this_scale;
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else
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wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
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baseWallVerts[0].y = baseWallVerts[1].y = spr->ty - gpatch->height;
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v1x = FLOAT_TO_FIXED(spr->x1);
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v1y = FLOAT_TO_FIXED(spr->z1);
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@ -4317,44 +4352,56 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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if (spr->flip)
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{
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wallVerts[0].sow = wallVerts[3].sow = gpatch->max_s;
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wallVerts[2].sow = wallVerts[1].sow = 0;
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}else{
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wallVerts[0].sow = wallVerts[3].sow = 0;
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wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s;
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baseWallVerts[0].sow = baseWallVerts[3].sow = gpatch->max_s;
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baseWallVerts[2].sow = baseWallVerts[1].sow = 0;
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}
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else
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{
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baseWallVerts[0].sow = baseWallVerts[3].sow = 0;
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baseWallVerts[2].sow = baseWallVerts[1].sow = gpatch->max_s;
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}
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// flip the texture coords (look familiar?)
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if (spr->vflip)
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{
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wallVerts[3].tow = wallVerts[2].tow = gpatch->max_t;
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wallVerts[0].tow = wallVerts[1].tow = 0;
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}else{
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wallVerts[3].tow = wallVerts[2].tow = 0;
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wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t;
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baseWallVerts[3].tow = baseWallVerts[2].tow = gpatch->max_t;
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baseWallVerts[0].tow = baseWallVerts[1].tow = 0;
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}
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else
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{
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baseWallVerts[3].tow = baseWallVerts[2].tow = 0;
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baseWallVerts[0].tow = baseWallVerts[1].tow = gpatch->max_t;
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}
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// if it has a dispoffset, push it a little towards the camera
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if (spr->dispoffset) {
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float co = -gr_viewcos*(0.05f*spr->dispoffset);
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float si = -gr_viewsin*(0.05f*spr->dispoffset);
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wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si;
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wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si;
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wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co;
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wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co;
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baseWallVerts[0].z = baseWallVerts[3].z = baseWallVerts[0].z+si;
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baseWallVerts[1].z = baseWallVerts[2].z = baseWallVerts[1].z+si;
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baseWallVerts[0].x = baseWallVerts[3].x = baseWallVerts[0].x+co;
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baseWallVerts[1].x = baseWallVerts[2].x = baseWallVerts[1].x+co;
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}
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realtop = top = wallVerts[3].y;
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realbot = bot = wallVerts[0].y;
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towtop = wallVerts[3].tow;
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towbot = wallVerts[0].tow;
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// Let dispoffset work first since this adjust each vertex
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HWR_RotateSpritePolyToAim(spr, baseWallVerts);
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realtop = top = baseWallVerts[3].y;
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realbot = bot = baseWallVerts[0].y;
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towtop = baseWallVerts[3].tow;
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towbot = baseWallVerts[0].tow;
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towmult = (towbot - towtop) / (top - bot);
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#ifdef ESLOPE
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endrealtop = endtop = wallVerts[2].y;
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endrealbot = endbot = wallVerts[1].y;
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endrealtop = endtop = baseWallVerts[2].y;
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endrealbot = endbot = baseWallVerts[1].y;
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#endif
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// copy the contents of baseWallVerts into the drawn wallVerts array
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// baseWallVerts is used to know the final shape to easily get the vertex
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// co-ordinates
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memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts));
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if (!cv_translucency.value) // translucency disabled
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{
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Surf.FlatColor.s.alpha = 0xFF;
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@ -4481,12 +4528,53 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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wallVerts[2].y = endtop;
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wallVerts[0].y = bot;
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wallVerts[1].y = endbot;
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// The x and y only need to be adjusted in the case that it's not a papersprite
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if (spr->mobj)
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{
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// Get the x and z of the vertices so billboarding draws correctly
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realheight = realbot - realtop;
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endrealheight = endrealbot - endrealtop;
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heightmult = (realtop - top) / realheight;
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wallVerts[3].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
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wallVerts[3].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
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heightmult = (endrealtop - endtop) / endrealheight;
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wallVerts[2].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
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wallVerts[2].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
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heightmult = (realtop - bot) / realheight;
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wallVerts[0].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
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wallVerts[0].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
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heightmult = (endrealtop - endbot) / endrealheight;
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wallVerts[1].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
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wallVerts[1].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
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}
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#else
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wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult);
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wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult);
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wallVerts[2].y = wallVerts[3].y = top;
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wallVerts[0].y = wallVerts[1].y = bot;
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// The x and y only need to be adjusted in the case that it's not a papersprite
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if (spr->mobj)
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{
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// Get the x and z of the vertices so billboarding draws correctly
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realheight = realbot - realtop;
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heightmult = (realtop - top) / realheight;
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wallVerts[3].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
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wallVerts[3].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
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wallVerts[2].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
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wallVerts[2].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
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heightmult = (realtop - bot) / realheight;
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wallVerts[0].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
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wallVerts[0].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
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wallVerts[1].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
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wallVerts[1].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
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}
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#endif
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if (colormap)
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@ -4655,6 +4743,9 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co;
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}
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// Let dispoffset work first since this adjust each vertex
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HWR_RotateSpritePolyToAim(spr, wallVerts);
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// This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black.
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// sprite lighting by modulating the RGB components
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/// \todo coloured
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@ -4736,6 +4827,9 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
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wallVerts[0].z = wallVerts[3].z = spr->z1;
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wallVerts[1].z = wallVerts[2].z = spr->z2;
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// Let dispoffset work first since this adjust each vertex
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HWR_RotateSpritePolyToAim(spr, wallVerts);
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wallVerts[0].sow = wallVerts[3].sow = 0;
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wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s;
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