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https://git.do.srb2.org/STJr/SRB2.git
synced 2025-01-31 13:40:45 +00:00
Move drop shadows to the ceiling for objects in reverse gravity
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b7c5163419
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a7f73bfa85
2 changed files with 50 additions and 44 deletions
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@ -3862,20 +3862,21 @@ static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale
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UINT8 lightlevel = 255;
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extracolormap_t *colormap = NULL;
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UINT8 i;
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SINT8 flip = P_MobjFlip(thing);
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INT32 light;
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fixed_t scalemul;
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UINT16 alpha;
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fixed_t floordiff;
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fixed_t floorz;
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fixed_t groundz;
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fixed_t slopez;
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pslope_t *floorslope;
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pslope_t *groundslope;
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floorz = R_GetShadowZ(thing, &floorslope);
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groundz = R_GetShadowZ(thing, &groundslope);
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//if (abs(floorz - gr_viewz) / tz > 4) return; // Prevent stretchy shadows and possible crashes
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//if (abs(groundz - gr_viewz) / tz > 4) return; // Prevent stretchy shadows and possible crashes
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floordiff = abs(thing->z - floorz);
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floordiff = abs((flip < 0 ? thing->height : 0) + thing->z - groundz);
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alpha = floordiff / (4*FRACUNIT) + 75;
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if (alpha >= 255) return;
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@ -3907,18 +3908,18 @@ static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale
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shadowVerts[0].z = shadowVerts[1].z = fy - offset;
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shadowVerts[3].z = shadowVerts[2].z = fy + offset;
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if (floorslope)
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if (groundslope)
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{
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for (i = 0; i < 4; i++)
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{
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slopez = P_GetSlopeZAt(floorslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
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shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + 0.05f;
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slopez = P_GetSlopeZAt(groundslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
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shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + flip * 0.05f;
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}
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}
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else
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{
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for (i = 0; i < 4; i++)
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shadowVerts[i].y = FIXED_TO_FLOAT(floorz) + 0.05f;
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shadowVerts[i].y = FIXED_TO_FLOAT(groundz) + flip * 0.05f;
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}
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if (spr->flip)
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@ -3946,7 +3947,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale
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if (thing->subsector->sector->numlights)
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{
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light = R_GetPlaneLight(thing->subsector->sector, floorz, false); // Always use the light at the top instead of whatever I was doing before
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light = R_GetPlaneLight(thing->subsector->sector, groundz, false); // Always use the light at the top instead of whatever I was doing before
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if (*thing->subsector->sector->lightlist[light].lightlevel > 255)
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lightlevel = 255;
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@ -1096,27 +1096,29 @@ static void R_SplitSprite(vissprite_t *sprite)
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//
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fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
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{
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fixed_t z, floorz = INT32_MIN;
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pslope_t *slope, *floorslope = NULL;
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boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
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fixed_t z, groundz = isflipped ? INT32_MAX : INT32_MIN;
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pslope_t *slope, *groundslope = NULL;
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msecnode_t *node;
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sector_t *sector;
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ffloor_t *rover;
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#define CHECKZ (isflipped ? z > thing->z+thing->height/2 && z < groundz : z < thing->z+thing->height/2 && z > groundz)
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for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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sector = node->m_sector;
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slope = sector->heightsec != -1 ? NULL : sector->f_slope;
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slope = sector->heightsec != -1 ? NULL : (isflipped ? sector->c_slope : sector->f_slope);
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if (sector->heightsec != -1)
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z = sectors[sector->heightsec].floorheight;
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z = isflipped ? sectors[sector->heightsec].ceilingheight : sectors[sector->heightsec].floorheight;
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else
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z = P_GetSectorFloorZAt(sector, thing->x, thing->y);
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z = isflipped ? P_GetSectorCeilingZAt(sector, thing->x, thing->y) : P_GetSectorFloorZAt(sector, thing->x, thing->y);
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if (z < thing->z+thing->height/2 && z > floorz)
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if CHECKZ
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{
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floorz = z;
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floorslope = slope;
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groundz = z;
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groundslope = slope;
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}
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if (sector->ffloors)
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@ -1125,23 +1127,25 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES) || (rover->alpha < 90 && !(rover->flags & FF_SWIMMABLE)))
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continue;
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z = P_GetFFloorTopZAt(rover, thing->x, thing->y);
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if (z < thing->z+thing->height/2 && z > floorz)
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z = isflipped ? P_GetFFloorBottomZAt(rover, thing->x, thing->y) : P_GetFFloorTopZAt(rover, thing->x, thing->y);
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if CHECKZ
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{
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floorz = z;
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floorslope = *rover->t_slope;
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groundz = z;
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groundslope = isflipped ? *rover->b_slope : *rover->t_slope;
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}
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}
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}
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if (thing->floorz > floorz + (!floorslope ? 0 : FixedMul(abs(floorslope->zdelta), thing->radius*3/2)))
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if (isflipped ? (thing->ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))
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: (thing->floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))))
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{
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floorz = thing->floorz;
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floorslope = NULL;
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groundz = isflipped ? thing->ceilingz : thing->floorz;
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groundslope = NULL;
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}
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#if 0 // Unfortunately, this drops CEZ2 down to sub-17 FPS on my i7.
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// Check polyobjects and see if floorz needs to be altered, for rings only because they don't update floorz
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// NOTE: this section was not updated to reflect reverse gravity support
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// Check polyobjects and see if groundz needs to be altered, for rings only because they don't update floorz
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if (thing->type == MT_RING)
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{
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INT32 xl, xh, yl, yh, bx, by;
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@ -1186,10 +1190,10 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
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// We're inside it! Yess...
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z = po->lines[0]->backsector->ceilingheight;
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if (z < thing->z+thing->height/2 && z > floorz)
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if (z < thing->z+thing->height/2 && z > groundz)
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{
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floorz = z;
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floorslope = NULL;
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groundz = z;
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groundslope = NULL;
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}
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}
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plink = (polymaplink_t *)(plink->link.next);
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@ -1199,9 +1203,9 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
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#endif
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if (shadowslope != NULL)
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*shadowslope = floorslope;
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*shadowslope = groundslope;
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return floorz;
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return groundz;
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}
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static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, fixed_t tx, fixed_t tz)
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@ -1212,14 +1216,15 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
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INT32 light = 0;
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fixed_t scalemul; UINT8 trans;
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fixed_t floordiff;
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fixed_t floorz;
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pslope_t *floorslope;
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fixed_t groundz;
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pslope_t *groundslope;
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boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
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floorz = R_GetShadowZ(thing, &floorslope);
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groundz = R_GetShadowZ(thing, &groundslope);
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if (abs(floorz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
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if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
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floordiff = abs(thing->z - floorz);
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floordiff = abs((isflipped ? thing->height : 0) + thing->z - groundz);
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trans = floordiff / (100*FRACUNIT) + 3;
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if (trans >= 9) return;
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@ -1230,23 +1235,23 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
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xscale = FixedDiv(projection, tz);
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yscale = FixedDiv(projectiony, tz);
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shadowxscale = FixedMul(thing->radius*2, scalemul);
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shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(floorz - viewz), tz));
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shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz));
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shadowyscale = min(shadowyscale, shadowxscale) / SHORT(patch->height);
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shadowxscale /= SHORT(patch->width);
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shadowskew = 0;
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if (floorslope)
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if (groundslope)
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{
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// haha let's try some dumb stuff
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fixed_t xslope, zslope;
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angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - floorslope->xydirection) >> ANGLETOFINESHIFT;
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angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - groundslope->xydirection) >> ANGLETOFINESHIFT;
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xslope = FixedMul(FINESINE(sloperelang), floorslope->zdelta);
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zslope = FixedMul(FINECOSINE(sloperelang), floorslope->zdelta);
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xslope = FixedMul(FINESINE(sloperelang), groundslope->zdelta);
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zslope = FixedMul(FINECOSINE(sloperelang), groundslope->zdelta);
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//CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope);
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if (viewz < floorz)
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if (viewz < groundz)
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shadowyscale += FixedMul(FixedMul(thing->radius*2 / SHORT(patch->height), scalemul), zslope);
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else
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shadowyscale -= FixedMul(FixedMul(thing->radius*2 / SHORT(patch->height), scalemul), zslope);
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@ -1271,7 +1276,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
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shadow->heightsec = vis->heightsec;
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shadow->thingheight = FRACUNIT;
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shadow->pz = floorz;
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shadow->pz = groundz + (isflipped ? -shadow->thingheight : 0);
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shadow->pzt = shadow->pz + shadow->thingheight;
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shadow->mobjflags = 0;
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@ -1279,7 +1284,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
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shadow->dispoffset = vis->dispoffset - 5;
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shadow->gx = thing->x;
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shadow->gy = thing->y;
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shadow->gzt = shadow->pz + SHORT(patch->height) * shadowyscale / 2;
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shadow->gzt = (isflipped ? shadow->pzt : shadow->pz) + SHORT(patch->height) * shadowyscale / 2;
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shadow->gz = shadow->gzt - SHORT(patch->height) * shadowyscale;
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shadow->texturemid = FixedMul(thing->scale, FixedDiv(shadow->gzt - viewz, shadowyscale));
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if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
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