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… and in gl_sprites.cpp
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22b8d0a8d7
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2c655322c3
1 changed files with 6 additions and 4 deletions
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@ -79,6 +79,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
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bool additivefog = false;
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bool foglayer = false;
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int rel = sprite->fullbright? 0 : getExtraLight();
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auto &vp = r_viewpoint;
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if (pass==GLPASS_TRANSLUCENT)
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{
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@ -112,7 +113,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
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// fog + fuzz don't work well without some fiddling with the alpha value!
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if (!sprite->Colormap.FadeColor.isBlack())
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{
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float dist=Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, sprite->x, sprite->y);
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float dist=Dist2(vp.Pos.X, vp.Pos.Y, sprite->x, sprite->y);
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int fogd = hw_GetFogDensity(sprite->lightlevel, sprite->Colormap.FadeColor, sprite->Colormap.FogDensity);
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// this value was determined by trial and error and is scale dependent!
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@ -221,7 +222,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
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secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottomp : &(*lightlist)[i + 1].plane;
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int thislight = (*lightlist)[i].caster != nullptr ? hw_ClampLight(*(*lightlist)[i].p_lightlevel) : sprite->lightlevel;
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int thisll = sprite->actor == nullptr? thislight : (uint8_t)sprite->actor->Sector->CheckSpriteGlow(thislight, sprite->actor->InterpolatedPosition(r_viewpoint.TicFrac));
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int thisll = sprite->actor == nullptr? thislight : (uint8_t)sprite->actor->Sector->CheckSpriteGlow(thislight, sprite->actor->InterpolatedPosition(vp.TicFrac));
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FColormap thiscm;
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thiscm.CopyFog(sprite->Colormap);
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@ -249,7 +250,8 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
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FVector3 v[4];
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gl_RenderState.SetNormal(0, 0, 0);
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if (sprite->CalculateVertices(this, v))
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if (sprite->CalculateVertices(this, v, &vp.Pos))
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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@ -277,7 +279,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
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else
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{
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FGLModelRenderer renderer(sprite->dynlightindex);
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renderer.RenderModel(sprite->x, sprite->y, sprite->z, sprite->modelframe, sprite->actor, r_viewpoint.TicFrac);
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renderer.RenderModel(sprite->x, sprite->y, sprite->z, sprite->modelframe, sprite->actor, vp.TicFrac);
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}
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}
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