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https://github.com/ZDoom/gzdoom-gles.git
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Added wall sprite support. Unfortunately it would seem that a bullet hole is not a wall sprite..
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parent
ae889acaea
commit
59f7dedfb4
4 changed files with 98 additions and 4 deletions
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@ -183,7 +183,7 @@ void RenderPolyScene::RenderTranslucent()
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else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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RenderPolyWallSprite wallspr;
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wallspr.Render(obj.thing, obj.sub, obj.subsectorDepth);
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wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
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}
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else
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{
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@ -30,8 +30,8 @@ public:
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void Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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static bool IsThingCulled(AActor *thing);
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static FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
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private:
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visstyle_t GetSpriteVisStyle(AActor *thing, double z);
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FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
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};
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@ -28,8 +28,102 @@
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#include "r_poly_wallsprite.h"
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#include "r_poly.h"
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void RenderPolyWallSprite::Render(AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
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void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
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{
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if (RenderPolySprite::IsThingCulled(thing))
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return;
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DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
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pos.Z += thing->GetBobOffset(r_TicFracF);
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bool flipTextureX = false;
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FTexture *tex = RenderPolySprite::GetSpriteTexture(thing, flipTextureX);
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if (tex == nullptr)
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return;
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DVector2 spriteScale = thing->Scale;
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double thingxscalemul = spriteScale.X / tex->Scale.X;
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double thingyscalemul = spriteScale.Y / tex->Scale.Y;
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double spriteHeight = thingyscalemul * tex->GetHeight();
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DAngle ang = thing->Angles.Yaw + 90;
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double angcos = ang.Cos();
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double angsin = ang.Sin();
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// Determine left and right edges of sprite. The sprite's angle is its normal,
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// so the edges are 90 degrees each side of it.
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double x2 = tex->GetScaledWidth() * spriteScale.X;
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double x1 = tex->GetScaledLeftOffset() * spriteScale.X;
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DVector2 left, right;
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left.X = pos.X - x1 * angcos;
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left.Y = pos.Y - x1 * angsin;
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right.X = left.X + x2 * angcos;
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right.Y = right.Y + x2 * angsin;
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//int scaled_to = tex->GetScaledTopOffset();
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//int scaled_bo = scaled_to - tex->GetScaledHeight();
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//gzt = pos.Z + scale.Y * scaled_to;
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//gzb = pos.Z + scale.Y * scaled_bo;
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DVector2 points[2] = { right, left };
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TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
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if (!vertices)
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return;
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bool foggy = false;
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int actualextralight = foggy ? 0 : extralight << 4;
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std::pair<float, float> offsets[4] =
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{
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{ 0.0f, 1.0f },
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{ 1.0f, 1.0f },
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{ 1.0f, 0.0f },
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{ 0.0f, 0.0f },
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};
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for (int i = 0; i < 4; i++)
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{
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auto &p = (i == 0 || i == 3) ? points[0] : points[1];
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vertices[i].x = (float)p.X;
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vertices[i].y = (float)p.Y;
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vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
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vertices[i].w = 1.0f;
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vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X);
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vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
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if (flipTextureX)
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vertices[i].varying[0] = 1.0f - vertices[i].varying[0];
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}
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bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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TriUniforms uniforms;
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uniforms.objectToClip = worldToClip;
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if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap)
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{
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uniforms.light = 256;
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uniforms.flags = TriUniforms::fixed_light;
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}
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else
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{
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uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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uniforms.flags = 0;
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}
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uniforms.subsectorDepth = subsectorDepth;
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PolyDrawArgs args;
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args.uniforms = uniforms;
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args.vinput = vertices;
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args.vcount = 4;
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args.mode = TriangleDrawMode::Fan;
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args.ccw = true;
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args.clipleft = 0;
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args.cliptop = 0;
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args.clipright = viewwidth;
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args.clipbottom = viewheight;
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args.stenciltestvalue = 0;
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args.stencilwritevalue = 1;
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args.SetTexture(tex);
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PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector);
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}
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@ -27,5 +27,5 @@
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class RenderPolyWallSprite
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{
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public:
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void Render(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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void Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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};
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