Add support for face sprite Y flipping

This commit is contained in:
Randy Heit 2016-01-31 22:05:32 -06:00
parent 809a9d801c
commit 2f4dc17954

View file

@ -359,11 +359,24 @@ void R_DrawVisSprite (vissprite_t *vis)
spryscale = vis->yscale;
sprflipvert = false;
dc_iscale = 0xffffffffu / (unsigned)vis->yscale;
dc_texturemid = vis->texturemid;
frac = vis->startfrac;
xiscale = vis->xiscale;
dc_texturemid = vis->texturemid;
sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale);
if (vis->renderflags & RF_YFLIP)
{
sprflipvert = true;
spryscale = -spryscale;
dc_iscale = -dc_iscale;
dc_texturemid -= (vis->pic->GetHeight() << FRACBITS);
sprtopscreen = centeryfrac + FixedMul(dc_texturemid, spryscale);
}
else
{
sprflipvert = false;
sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
}
dc_x = vis->x1;
x2 = vis->x2;
@ -652,8 +665,6 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
FTexture *tex;
FVoxelDef *voxel;
WORD flip;
vissprite_t* vis;
fixed_t iscale;
@ -681,6 +692,12 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
int spritenum = thing->sprite;
fixed_t spritescaleX = thing->scaleX;
fixed_t spritescaleY = thing->scaleY;
int renderflags = thing->renderflags;
if (spritescaleY < 0)
{
spritescaleY = -spritescaleY;
renderflags ^= RF_YFLIP;
}
if (thing->player != NULL)
{
P_CheckPlayerSprite(thing, spritenum, spritescaleX, spritescaleY);
@ -695,7 +712,6 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
{
return;
}
flip = 0;
if (tex->Rotations != 0xFFFF)
{
@ -712,7 +728,10 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
flip = sprframe->Flip & (1 << rot);
if (sprframe->Flip & (1 << rot))
{
renderflags ^= RF_XFLIP;
}
tex = TexMan[picnum]; // Do not animate the rotation
}
}
@ -748,7 +767,10 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
flip = sprframe->Flip & (1 << rot);
if (sprframe->Flip & (1 << rot))
{
renderflags ^= RF_XFLIP;
}
tex = TexMan[picnum]; // Do not animate the rotation
if (r_drawvoxels)
{
@ -759,16 +781,16 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
if (spritescaleX < 0)
{
spritescaleX = -spritescaleX;
flip = !flip;
renderflags ^= RF_XFLIP;
}
if (voxel == NULL && (tex == NULL || tex->UseType == FTexture::TEX_Null))
{
return;
}
if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
R_ProjectWallSprite(thing, fx, fy, fz, picnum, spritescaleX, spritescaleY, flip);
R_ProjectWallSprite(thing, fx, fy, fz, picnum, spritescaleX, spritescaleY, renderflags);
return;
}
@ -855,16 +877,13 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
return;
}
// [RH] Flip for mirrors and renderflags
if ((MirrorFlags ^ thing->renderflags) & RF_XFLIP)
{
flip = !flip;
}
// [RH] Flip for mirrors
renderflags ^= MirrorFlags & RF_XFLIP;
// calculate edges of the shape
const fixed_t thingxscalemul = DivScale16(spritescaleX, tex->xScale);
tx -= (flip ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
x1 = centerx + MulScale32 (tx, xscale);
// off the right side?
@ -895,7 +914,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
vis->x2 = x2 > WindowRight ? WindowRight : x2;
vis->angle = thing->angle;
if (flip)
if (renderflags & RF_XFLIP)
{
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
vis->xiscale = -iscale;
@ -949,7 +968,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
vis->gzt = gzt; // killough 3/27/98
vis->deltax = fx - viewx;
vis->deltay = fy - viewy;
vis->renderflags = thing->renderflags;
vis->renderflags = renderflags;
if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->Style.RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;
@ -1022,7 +1041,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
{
vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
}
else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.colormap = mybasecolormap->Maps;
}
@ -1035,7 +1054,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
}
}
static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t fz, FTextureID picnum, fixed_t xscale, fixed_t yscale, INTBOOL flip)
static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t fz, FTextureID picnum, fixed_t xscale, fixed_t yscale, int renderflags)
{
FWallCoords wallc;
int x1, x2;
@ -1089,7 +1108,7 @@ static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t f
vis->gzt = gzt;
vis->deltax = fx - viewx;
vis->deltay = fy - viewy;
vis->renderflags = thing->renderflags;
vis->renderflags = renderflags;
if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->Style.RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;