From a71a7f271036487eb608ef7196c0fe3b3575d321 Mon Sep 17 00:00:00 2001 From: James R Date: Tue, 25 Oct 2022 02:36:35 -0700 Subject: [PATCH] Support spritexoffset/spriteyoffset for 3D models --- src/hardware/hw_main.c | 2 +- src/hardware/hw_main.h | 1 + src/hardware/hw_md2.c | 22 ++++++++++++++-------- 3 files changed, 16 insertions(+), 9 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 8c1bc09e0..cb519877c 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -140,7 +140,7 @@ static fixed_t dup_viewx, dup_viewy, dup_viewz; static angle_t dup_viewangle; static float gl_viewx, gl_viewy, gl_viewz; -static float gl_viewsin, gl_viewcos; +float gl_viewsin, gl_viewcos; // Maybe not necessary with the new T&L code (needs to be checked!) static float gl_viewludsin, gl_viewludcos; // look up down kik test diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index 4a1b412fc..9450ca2c5 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -115,6 +115,7 @@ extern float gl_viewwindowx, gl_basewindowcentery; // BP: big hack for a test in lighting ref : 1249753487AB extern fixed_t *hwbbox; extern FTransform atransform; +extern float gl_viewsin, gl_viewcos; // Render stats diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 096d24f52..f0108969f 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1347,7 +1347,6 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) spritedef_t *sprdef; spriteframe_t *sprframe; INT32 mod; - float finalscale; interpmobjstate_t interp; if (R_UsingFrameInterpolation() && !paused) @@ -1451,7 +1450,6 @@ boolean HWR_DrawModel(gl_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 if (gpatch && hwrPatch && hwrPatch->mipmap->format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture @@ -1635,17 +1633,25 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) p.anglez = FIXED_TO_FLOAT(AngleFixed(interp.pitch)); p.anglex = FIXED_TO_FLOAT(AngleFixed(interp.roll)); - // SRB2CBTODO: MD2 scaling support - finalscale *= FIXED_TO_FLOAT(interp.scale); - p.flip = atransform.flip; p.mirror = atransform.mirror; HWD.pfnSetShader(SHADER_MODEL); // model shader { - float xs = finalscale * FIXED_TO_FLOAT(spr->mobj->spritexscale); - float ys = finalscale * FIXED_TO_FLOAT(spr->mobj->spriteyscale); - HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, xs, ys, flip, hflip, &Surf); + float this_scale = FIXED_TO_FLOAT(interp.scale); + + float xs = this_scale * FIXED_TO_FLOAT(interp.spritexscale); + float ys = this_scale * FIXED_TO_FLOAT(interp.spriteyscale); + + float ox = xs * FIXED_TO_FLOAT(interp.spritexoffset); + float oy = ys * FIXED_TO_FLOAT(interp.spriteyoffset); + + // offset perpendicular to the camera angle + p.x -= ox * gl_viewsin; + p.y += ox * gl_viewcos; + p.z += oy; + + HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, md2->scale * xs, md2->scale * ys, flip, hflip, &Surf); } }