- completely removed the flat sprite code.

This was conceptionally so wrong that there is no chance to salvage any of it.
This commit is contained in:
Christoph Oelckers 2016-09-10 10:58:53 +02:00
parent d83a72f361
commit 30cb651d92

View file

@ -135,7 +135,6 @@ void GLSprite::CalculateVertices(FVector3 *v)
// [Nash] is a flat sprite
const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
const bool dontFlip = (actor != nullptr) && (actor->renderflags & RF_DONTFLIP);
const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
// [Nash] check for special sprite drawing modes
@ -176,37 +175,8 @@ void GLSprite::CalculateVertices(FVector3 *v)
yawvecY = actor->Angles.Yaw.Sin();
}
// [MC] This is the only thing that I changed in Nash's submission which
// was constantly applying roll to everything. That was wrong. Flat sprites
// with roll literally look like paper thing space ships trying to swerve.
// However, it does well with wall sprites.
// Also, renamed FLOORSPRITE to FLATSPRITE because that's technically incorrect.
// I plan on adding proper FLOORSPRITEs which can actually curve along sloped
// 3D floors later... if possible.
// Here we need some form of priority in order to work.
if (spritetype == RF_FLATSPRITE)
{
float pitchDegrees = -actor->Angles.Pitch.Degrees;
DVector3 apos = { x, y, z };
DVector3 diff = ViewPos - apos;
DAngle angto = diff.Angle();
angto = deltaangle(actor->Angles.Yaw, angto);
bool noFlipSprite = (!dontFlip || (fabs(angto) < 90.));
mat.Rotate(0, 1, 0, (noFlipSprite) ? 0 : 180);
mat.Rotate(-yawvecY, 0, yawvecX, (noFlipSprite) ? -pitchDegrees : pitchDegrees);
if (drawRollSpriteActor)
{
if (useOffsets) mat.Translate(xx, zz, yy);
mat.Rotate(yawvecX, 0, yawvecY, (noFlipSprite) ? -rollDegrees : rollDegrees);
if (useOffsets) mat.Translate(-xx, -zz, -yy);
}
}
// [fgsfds] Rotate the sprite about the sight vector (roll)
else if (spritetype == RF_WALLSPRITE)
if (spritetype == RF_WALLSPRITE)
{
mat.Rotate(0, 1, 0, 0);
if (drawRollSpriteActor)
@ -405,7 +375,13 @@ void GLSprite::Draw(int pass)
gl_RenderState.Apply();
FVector3 v[4];
CalculateVertices(v);
if ((actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
{
}
else
{
CalculateVertices(v);
}
FQuadDrawer qd;
@ -711,7 +687,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
x = thingpos.X;
z = thingpos.Z;
y = thingpos.Y;
if (spritetype != RF_FLATSPRITE) z -= thing->Floorclip;
if (spritetype == RF_FACESPRITE) z -= thing->Floorclip; // wall and flat sprites are to be considered level geometry so this may not apply.
// [RH] Make floatbobbing a renderer-only effect.
if (thing->flags2 & MF2_FLOATBOB)
@ -727,9 +703,19 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
DAngle ang = (thingpos - ViewPos).Angle();
FTextureID patch;
if (thing->flags7 & MF7_SPRITEANGLE)
{
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
else
}
else if (!(thing->renderflags & RF_FLATSPRITE))
{
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
}
else
{
// Flat sprites cannot rotate in a predictable manner.
patch = gl_GetSpriteFrame(spritenum, thing->frame, 0, 0, &mirror);
}
if (!patch.isValid()) return;
int type = thing->renderflags & RF_SPRITETYPEMASK;
gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
@ -781,6 +767,9 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
break;
case RF_FLATSPRITE:
// needs careful rethinking
return;
case RF_WALLSPRITE:
viewvecX = thing->Angles.Yaw.Cos();
viewvecY = thing->Angles.Yaw.Sin();