Moved flatsprite code into CalculateVertices.

This commit is contained in:
Major Cooke 2016-09-16 12:07:01 -05:00
parent 66d20726c2
commit d01b0e061e

View file

@ -107,6 +107,43 @@ static const float LARGE_VALUE = 1e19f;
void GLSprite::CalculateVertices(FVector3 *v)
{
if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
{
Matrix3x4 mat;
mat.MakeIdentity();
float cx, cy, cz = z;
if ((actor->renderflags & RF_ROLLCENTER))
{
cx = (x1 + x2) * 0.5;
cy = (y1 + y2) * 0.5;
}
else
{
cx = x;
cy = y;
}
// [MC] Rotate around the center or offsets given to the sprites.
// Counteract any existing rotations, then rotate the angle.
// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
// Then counteract the roll and DO A BARREL ROLL.
FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
pitch.Normalized180();
mat.Translate(cx, cz, cy);
mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees + 90);
mat.Rotate(0, 0, 1, pitch.Degrees);
mat.Rotate(0, 1, 0, 270. - actor->Angles.Roll.Degrees);
mat.Translate(-cx, -cz, -cy);
v[0] = mat * FVector3(x1, z, y2);
v[1] = mat * FVector3(x2, z, y2);
v[2] = mat * FVector3(x1, z, y1);
v[3] = mat * FVector3(x2, z, y1);
return;
}
// [BB] Billboard stuff
const bool drawWithXYBillboard = ((particle && gl_billboard_particles) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
//&& GLRenderer->mViewActor != NULL
@ -363,55 +400,8 @@ void GLSprite::Draw(int pass)
gl_RenderState.Apply();
FVector3 v[4];
if (actor != nullptr)
{
if ((actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
{
Matrix3x4 mat;
mat.MakeIdentity();
float cx, cy, cz = z;
if ((actor->renderflags & RF_ROLLCENTER))
{
cx = (x1 + x2) * 0.5;
cy = (y1 + y2) * 0.5;
}
else
{
cx = x;
cy = y;
}
// [MC] Rotate around the center or offsets given to the sprites.
// Counteract any existing rotations, then rotate the angle.
// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
// Then counteract the roll and DO A BARREL ROLL.
FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
pitch.Normalized180();
mat.Translate(cx, cz, cy);
mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees + 90);
mat.Rotate(0, 0, 1, pitch.Degrees);
mat.Rotate(0, 1, 0, 270. - actor->Angles.Roll.Degrees);
mat.Translate(-cx, -cz, -cy);
v[0] = mat * FVector3(x1, z, y2);
v[1] = mat * FVector3(x2, z, y2);
v[2] = mat * FVector3(x1, z, y1);
v[3] = mat * FVector3(x2, z, y1);
}
else
{
CalculateVertices(v);
}
}
else
{
CalculateVertices(v);
}
CalculateVertices(v);
FQuadDrawer qd;
qd.Set(0, v[0][0], v[0][1], v[0][2], ul, vt);
qd.Set(1, v[1][0], v[1][1], v[1][2], ur, vt);