Fixed, Classic modes: thing sprite should always be rendered when it's size is affected by "Fixed Things Scale" option or FixedSize setting.

MAPINFO parser: removed a misleading warning.
This commit is contained in:
MaxED 2016-04-01 22:23:05 +00:00
parent f6b444a4f1
commit 6cb9f96a46
2 changed files with 38 additions and 18 deletions

View file

@ -188,11 +188,7 @@ namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
if(mapinfo.OutsideFogDensity > 0 && (mapinfo.OutsideFogColor.Red > 0 || mapinfo.OutsideFogColor.Green > 0 || mapinfo.OutsideFogColor.Blue > 0))
mapinfo.HasOutsideFogColor = true;
if(!string.IsNullOrEmpty(mapinfo.Sky2) && !mapinfo.DoubleSky)
{
LogWarning("\"Sky2\" is defined without \"doublesky\" flag. It won't be shown ingame");
}
else if(string.IsNullOrEmpty(mapinfo.Sky2) && mapinfo.DoubleSky)
if(string.IsNullOrEmpty(mapinfo.Sky2) && mapinfo.DoubleSky)
{
LogWarning("\"doublesky\" flag is defined without \"Sky2\" property.");
mapinfo.DoubleSky = false;

View file

@ -1205,6 +1205,9 @@ namespace CodeImp.DoomBuilder.Rendering
foreach(KeyValuePair<int, List<Thing>> group in thingsByType)
{
// Skip when all things of this type will be rendered as models
if(group.Value[0].IsModel && (General.Settings.GZDrawModelsMode == ModelRenderMode.ALL)) continue;
// Find thing information
ThingTypeInfo info = General.Map.Data.GetThingInfo(group.Key);
@ -1231,31 +1234,52 @@ namespace CodeImp.DoomBuilder.Rendering
buffercount = 0;
totalcount = 0;
float spriteWidth, spriteHeight;
float fixedscaler = (group.Value[0].FixedSize ? 1.0f : 2.0f);
float spriteScale = ((group.Value[0].FixedSize || General.Settings.FixedThingsScale) && (scale > fixedscaler)) ? fixedscaler : scale;
bool forcespriterendering;
float spritewidth, spriteheight, spritescale;
float fixedscaler = (group.Value[0].FixedSize ? 1.0f : 2.0f); // Make sure thing size stays at 2x scale when FixedThingsScale is enabled
// Apply FixedSize setting?
if((group.Value[0].FixedSize || General.Settings.FixedThingsScale) && (scale > fixedscaler))
{
spritescale = fixedscaler;
forcespriterendering = true; // Always render sprite when thing size is affected by FixedSize or FixedThingsScale settings
}
else
{
spritescale = scale;
forcespriterendering = false;
}
// Calculate scaled sprite size
if(sprite.Width > sprite.Height)
{
spriteWidth = info.Radius * spriteScale - THING_SPRITE_SHRINK * spriteScale;
spriteHeight = spriteWidth * ((float)sprite.Height / sprite.Width);
spritewidth = (info.Radius - THING_SPRITE_SHRINK) * spritescale;
spriteheight = spritewidth * ((float)sprite.Height / sprite.Width);
}
else if(sprite.Width < sprite.Height)
{
spriteHeight = info.Radius * spriteScale - THING_SPRITE_SHRINK * spriteScale;
spriteWidth = spriteHeight * ((float)sprite.Width / sprite.Height);
spriteheight = (info.Radius - THING_SPRITE_SHRINK) * spritescale;
spritewidth = spriteheight * ((float)sprite.Width / sprite.Height);
}
else
{
spriteWidth = info.Radius * spriteScale - THING_SPRITE_SHRINK * spriteScale;
spriteHeight = spriteWidth;
spritewidth = (info.Radius - THING_SPRITE_SHRINK) * spritescale;
spriteheight = spritewidth;
}
// Apply radius and height Thing Argument overrides?
if(!group.Value[0].FixedSize)
{
float sizeoverridescaler = group.Value[0].Size / info.Radius;
spritewidth *= sizeoverridescaler;
spriteheight *= sizeoverridescaler;
}
float spritesize = Math.Max(spritewidth, spriteheight);
foreach(Thing t in group.Value)
{
if(t.IsModel && (General.Settings.GZDrawModelsMode == ModelRenderMode.ALL || (General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha == 1.0f))) continue;
float scaler = t.Size / info.Radius;
if(Math.Max(spriteWidth, spriteHeight) * scaler < MINIMUM_SPRITE_RADIUS)
if(t.IsModel && ((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha == 1.0f))) continue;
if(!forcespriterendering && spritesize < MINIMUM_SPRITE_RADIUS)
{
// Hackish way to tell arrow rendering code to draw bigger arrow...
Vector3D v = thingsByPosition[t];
@ -1266,7 +1290,7 @@ namespace CodeImp.DoomBuilder.Rendering
continue;
}
CreateThingSpriteVerts(thingsByPosition[t], spriteWidth * scaler, spriteHeight * scaler, ref verts, buffercount * 6, t.Selected ? selectionColor : 0xFFFFFF);
CreateThingSpriteVerts(thingsByPosition[t], spritewidth, spriteheight, ref verts, buffercount * 6, (t.Selected ? selectionColor : 0xFFFFFF));
buffercount++;
totalcount++;