hw_md2 merge errors

This commit is contained in:
mazmazz 2018-12-18 22:50:00 -05:00
parent 8d10a0b105
commit 65543545c6
2 changed files with 126 additions and 6 deletions

View file

@ -104,11 +104,12 @@ typedef struct
typedef struct
{
FLOAT x,y,z; // position
FLOAT anglex,angley; // aimingangle / viewangle
FLOAT anglex,angley,anglez; // aimingangle / viewangle
FLOAT scalex,scaley,scalez;
FLOAT fovxangle, fovyangle;
INT32 splitscreen;
UINT8 splitscreen;
boolean flip; // screenflip
boolean mirror; // SRB2Kart: Encore Mode
} FTransform;
// Transformed vector, as passed to HWR API

View file

@ -40,8 +40,8 @@
#include "../w_wad.h"
#include "../z_zone.h"
#include "../r_things.h"
// #include "../r_draw.h"
// #include "../p_tick.h"
#include "../r_draw.h"
#include "../p_tick.h"
#include "hw_model.h"
#include "hw_main.h"
@ -815,11 +815,13 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
return;
}
static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, const UINT8 *colormap, skincolors_t color)
static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT32 skinnum, const UINT8 *colormap, skincolors_t color)
{
// mostly copied from HWR_GetMappedPatch, hence the similarities and comment
GLMipmap_t *grmip, *newmip;
(void)skinnum;
if (colormap == colormaps || colormap == NULL)
{
// Don't do any blending
@ -889,7 +891,11 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
FSurfaceInfo Surf;
char filename[64];
INT32 frame = 0;
INT32 nextFrame = -1;
FTransform p;
md2_t *md2;
UINT8 color[4];
if (!cv_grmd2.value)
return;
@ -934,6 +940,16 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
// Look at HWR_ProjectSprite for more
{
GLPatch_t *gpatch;
INT32 durs = spr->mobj->state->tics;
INT32 tics = spr->mobj->tics;
const UINT8 flip = (UINT8)((spr->mobj->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP);
spritedef_t *sprdef;
spriteframe_t *sprframe;
float finalscale;
// Apparently people don't like jump frames like that, so back it goes
//if (tics > durs)
//durs = tics;
if (spr->mobj->flags2 & MF2_SHADOW)
Surf.FlatColor.s.alpha = 0x40;
@ -975,6 +991,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
}
}
//HWD.pfnSetBlend(blend); // This seems to actually break translucency?
finalscale = md2->scale;
//Hurdler: arf, I don't like that implementation at all... too much crappy
gpatch = md2->grpatch;
if (!gpatch || !gpatch->mipmap.grInfo.format || !gpatch->mipmap.downloaded)
@ -991,7 +1008,25 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format
&& gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height)
{
HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, spr->colormap, (skincolors_t)spr->mobj->color);
INT32 skinnum;
if ((spr->mobj->flags & MF_BOSS) && (spr->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
{
if (spr->mobj->type == MT_CYBRAKDEMON)
skinnum = TC_ALLWHITE;
else if (spr->mobj->type == MT_METALSONIC_BATTLE)
skinnum = TC_METALSONIC;
else
skinnum = TC_BOSS;
}
else if (spr->mobj->color)
{
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
skinnum = (INT32)((skin_t*)spr->mobj->skin-skins);
}
else skinnum = TC_DEFAULT;
}
HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolors_t)spr->mobj->color);
}
else
{
@ -1005,6 +1040,90 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
HWR_GetMappedPatch(gpatch, spr->colormap);
}
if (spr->mobj->frame & FF_ANIMATE)
{
// set duration and tics to be the correct values for FF_ANIMATE states
durs = spr->mobj->state->var2;
tics = spr->mobj->anim_duration;
}
//FIXME: this is not yet correct
frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames;
#if 0
if (cv_grmd2.value == 1 && tics <= durs)
{
// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
if (spr->mobj->frame & FF_ANIMATE)
{
UINT32 nextframe = (spr->mobj->frame & FF_FRAMEMASK) + 1;
if (nextframe >= (UINT32)spr->mobj->state->var1)
nextframe = (spr->mobj->state->frame & FF_FRAMEMASK);
nextframe %= md2->model->header.numFrames;
next = &md2->model->frames[nextframe];
}
else
{
if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL)
{
const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames;
next = &md2->model->frames[nextframe];
}
}
}
#endif
//Hurdler: it seems there is still a small problem with mobj angle
p.x = FIXED_TO_FLOAT(spr->mobj->x);
p.y = FIXED_TO_FLOAT(spr->mobj->y)+md2->offset;
if (spr->mobj->eflags & MFE_VERTICALFLIP)
p.z = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height);
else
p.z = FIXED_TO_FLOAT(spr->mobj->z);
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
sprdef = &((skin_t *)spr->mobj->skin)->spritedef;
else
sprdef = &sprites[spr->mobj->sprite];
sprframe = &sprdef->spriteframes[spr->mobj->frame & FF_FRAMEMASK];
if (sprframe->rotate)
{
const fixed_t anglef = AngleFixed(spr->mobj->angle);
p.angley = FIXED_TO_FLOAT(anglef);
}
else
{
const fixed_t anglef = AngleFixed((R_PointToAngle(spr->mobj->x, spr->mobj->y))-ANGLE_180);
p.angley = FIXED_TO_FLOAT(anglef);
}
p.anglex = 0.0f;
p.anglez = 0.0f;
if (spr->mobj->standingslope)
{
fixed_t tempz = spr->mobj->standingslope->normal.z;
fixed_t tempy = spr->mobj->standingslope->normal.y;
fixed_t tempx = spr->mobj->standingslope->normal.x;
fixed_t tempangle = AngleFixed(R_PointToAngle2(0, 0, FixedSqrt(FixedMul(tempy, tempy) + FixedMul(tempz, tempz)), tempx));
p.anglez = FIXED_TO_FLOAT(tempangle);
tempangle = -AngleFixed(R_PointToAngle2(0, 0, tempz, tempy));
p.anglex = FIXED_TO_FLOAT(tempangle);
}
color[0] = Surf.FlatColor.s.red;
color[1] = Surf.FlatColor.s.green;
color[2] = Surf.FlatColor.s.blue;
color[3] = Surf.FlatColor.s.alpha;
// SRB2CBTODO: MD2 scaling support
finalscale *= FIXED_TO_FLOAT(spr->mobj->scale);
p.flip = atransform.flip;
p.mirror = atransform.mirror;
HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, color);
}
}