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- scaling demessification in the voxel renderer
(needs thorough testing!!!)
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parent
91c318b708
commit
a6fb831894
1 changed files with 10 additions and 10 deletions
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@ -378,12 +378,12 @@ void HWSprite::Process(HWDrawInfo* di, tspritetype* spr, sectortype* sector, int
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float xoff = tilexoff * sx;
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float yoff = tileyoff * sy;
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if (xsize & 1) xoff -= sx * 0.5; // Odd xspans (taken from polymost as-is)
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if (xsize & 1) xoff -= sx * 0.5f; // Odd xspans (taken from polymost as-is)
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if (spr->cstat & CSTAT_SPRITE_YCENTER)
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{
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yoff -= height * 0.5;
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if (ysize & 1) yoff -= spr->yrepeat * (0.125f / 16.f); // Odd yspans (taken from polymost as-is)
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yoff -= height * 0.5f;
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if (ysize & 1) yoff -= sy * 0.5f; // Odd yspans (taken from polymost as-is)
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}
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if (flags & CSTAT_SPRITE_XFLIP) xoff = -xoff;
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@ -478,14 +478,14 @@ bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, tspritetype* spr, s
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FVector3 scalevec = { voxel->scale, voxel->scale, voxel->scale };
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FVector3 translatevec = { 0, 0, voxel->zadd * voxel->scale };
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float basescale = voxel->bscale / 64.f;
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float sprxscale = (float)spr->ScaleX() * (256.f / 5) * basescale;
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float basescale = voxel->bscale;
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float sprxscale = (float)spr->ScaleX() * 0.8f * basescale;
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if ((spr->ownerActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_WALL)
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{
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sprxscale *= 1.25f;
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auto rvec = ownerActor->sprext.rot.Yaw.ToVector();
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translatevec.Y -= spr->xoffset * rvec.X / 64;
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translatevec.X += spr->xoffset * rvec.Y / 64;
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translatevec.Y -= spr->xoffset * rvec.X;
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translatevec.X += spr->xoffset * rvec.Y;
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}
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if (spr->cstat & CSTAT_SPRITE_YFLIP)
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@ -504,13 +504,13 @@ bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, tspritetype* spr, s
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translatevec.X *= sprxscale;
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scalevec.Y *= sprxscale;
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translatevec.Y *= sprxscale;
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float sprzscale = (float)spr->yrepeat * basescale;
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float sprzscale = (float)spr->ScaleY() * basescale;
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scalevec.Z *= sprzscale;
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translatevec.Z *= sprzscale;
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float zpos = (float)(spr->pos.Z + ownerActor->sprext.position_offset.Z);
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float zscale = ((spr->cstat & CSTAT_SPRITE_YFLIP) && (spr->ownerActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != 0) ? -1.f/64.f : 1.f/64.f;
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zpos -= (spr->yoffset * spr->yrepeat) * zscale * voxel->bscale;
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float zscale = ((spr->cstat & CSTAT_SPRITE_YFLIP) && (spr->ownerActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != 0) ? -1.f : 1.f;
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zpos -= (spr->yoffset * spr->ScaleY()) * zscale * basescale;
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x = (spr->pos.X + ownerActor->sprext.position_offset.X);
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z = -zpos;
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