Fix dancing sprites regression

This commit is contained in:
Magnus Norddahl 2021-02-12 04:48:59 +01:00 committed by Rachael Alexanderson
parent e0e0fb0d8f
commit d7924d6e9d
3 changed files with 32 additions and 17 deletions

View file

@ -54,6 +54,8 @@ namespace swrenderer
auto viewport = thread->Viewport.get();
RenderPortal* renderportal = thread->Portal.get();
// Rotate to view direction:
tleft.X = float(pt1.X * viewport->viewpoint.Sin - pt1.Y * viewport->viewpoint.Cos);
tright.X = float(pt2.X * viewport->viewpoint.Sin - pt2.Y * viewport->viewpoint.Cos);
@ -68,6 +70,8 @@ namespace swrenderer
std::swap(tleft.Y, tright.Y);
}
// Edge clip:
float fsx1, fsz1, fsx2, fsz2;
if (tleft.X >= -tleft.Y)
@ -112,23 +116,20 @@ namespace swrenderer
if (fsz2 < TOO_CLOSE_Z)
return true;
// Find screen range covered by the line:
sx1 = xs_RoundToInt(fsx1);
sx2 = xs_RoundToInt(fsx2);
float delta = fsx2 - fsx1;
float t1 = (sx1 + 0.5f - fsx1) / delta;
float t2 = (sx2 + 0.5f - fsx1) / delta;
float invZ1 = 1.0f / fsz1;
float invZ2 = 1.0f / fsz2;
sz1 = 1.0f / (invZ1 * (1.0f - t1) + invZ2 * t1);
sz2 = 1.0f / (invZ1 * (1.0f - t2) + invZ2 * t2);
if (sx2 <= sx1)
return true;
// Remap texture coordinates to the part covered by the line segment:
if (lineseg && lineseg->linedef)
{
line_t* line = lineseg->linedef;
float t1, t2;
if (fabs(line->delta.X) > fabs(line->delta.Y))
{
t1 = (lineseg->v1->fX() - line->v1->fX()) / line->delta.X;
@ -150,6 +151,23 @@ namespace swrenderer
tx2 = t1 + tx2 * (t2 - t1);
}
// Calculate screen depths for the start and end points (resulting values are at the pixel center):
float delta = fsx2 - fsx1;
float t1 = (sx1 + 0.5f - fsx1) / delta;
float t2 = (sx2 + 0.5f - fsx1) / delta;
float invZ1 = 1.0f / fsz1;
float invZ2 = 1.0f / fsz2;
sz1 = 1.0f / (invZ1 * (1.0f - t1) + invZ2 * t1);
sz2 = 1.0f / (invZ1 * (1.0f - t2) + invZ2 * t2);
// Adjust texture coordinates to also be at the pixel centers:
float ftx1 = tx1 * invZ1;
float ftx2 = tx2 * invZ2;
tx1 = (ftx1 * (1.0f - t1) + ftx2 * t1) * sz1;
tx2 = (ftx1 * (1.0f - t2) + ftx2 * t2) * sz2;
return false;
}

View file

@ -70,9 +70,6 @@ namespace swrenderer
iscale = -iscale;
float vstepY = iscale / WallC.sz1 / (viewport->InvZtoScale / WallC.sz1);
wpos += wstepX * 0.5f;
upos += ustepX * 0.5f;
int x1 = MAX<int>(WallC.sx1, clipx1);
int x2 = MIN<int>(WallC.sx2, clipx2);
if (x1 >= x2)
@ -165,7 +162,7 @@ namespace swrenderer
}
}
void SpriteDrawerArgs::DrawMaskedColumn(RenderThread* thread, int x, int y1, int cliptop, int clipbottom, uint32_t texelX, uint32_t texelStepX, uint32_t texelStepY, float scaleV, bool flipY, FSoftwareTexture* tex, int texwidth, int texheight, bool bgra, FRenderStyle style)
void SpriteDrawerArgs::DrawMaskedColumn(RenderThread* thread, int x, float y1, int cliptop, int clipbottom, uint32_t texelX, uint32_t texelStepX, uint32_t texelStepY, float scaleV, bool flipY, FSoftwareTexture* tex, int texwidth, int texheight, bool bgra, FRenderStyle style)
{
const FSoftwareTextureSpan* span;
if (bgra)
@ -230,8 +227,8 @@ namespace swrenderer
const int top = span->TopOffset;
// calculate unclipped screen coordinates for post
dc_yl = (int)(y1 + top / scaleV + 0.5f);
dc_yh = (int)(y1 + (top + length) / scaleV + 0.5f);
dc_yl = xs_RoundToInt(y1 + top / scaleV);
dc_yh = xs_RoundToInt(y1 + (top + length) / scaleV);
if (flipY)
std::swap(dc_yl, dc_yh);
@ -268,8 +265,8 @@ namespace swrenderer
const int top = span->TopOffset;
// calculate unclipped screen coordinates for post
dc_yl = (int)(y1 + top / scaleV + 0.5f);
dc_yh = (int)(y1 + (top + length) / scaleV + 0.5f);
dc_yl = xs_RoundToInt(y1 + top / scaleV);
dc_yh = xs_RoundToInt(y1 + (top + length) / scaleV);
if (flipY)
std::swap(dc_yl, dc_yh);

View file

@ -69,7 +69,7 @@ namespace swrenderer
RenderViewport *Viewport() const { return dc_viewport; }
private:
void DrawMaskedColumn(RenderThread* thread, int x, int y1, int cliptop, int clipbottom, uint32_t texelX, uint32_t texelStepX, uint32_t texelStepY, float scaleV, bool flipY, FSoftwareTexture* tex, int texwidth, int texheight, bool bgra, FRenderStyle style);
void DrawMaskedColumn(RenderThread* thread, int x, float y1, int cliptop, int clipbottom, uint32_t texelX, uint32_t texelStepX, uint32_t texelStepY, float scaleV, bool flipY, FSoftwareTexture* tex, int texwidth, int texheight, bool bgra, FRenderStyle style);
void SetDest(RenderViewport* viewport, int x, int y);
void SetCount(int count) { dc_count = count; }