- stretch billboarding sprites properly according to the level's aspect ratio

This commit is contained in:
Rachael Alexanderson 2024-04-20 17:52:51 -04:00
parent f2d3275db5
commit 111fd48348
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GPG key ID: 26A8ACCE97115EE0

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@ -421,10 +421,15 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
// [Nash] check for special sprite drawing modes
if (drawWithXYBillboard || isWallSprite)
{
float pixelstretch = 1.2;
if (actor && actor->Level)
pixelstretch = actor->Level->pixelstretch;
else if (particle && particle->subsector && particle->subsector->sector && particle->subsector->sector->Level)
pixelstretch = particle->subsector->sector->Level->pixelstretch;
mat.MakeIdentity();
mat.Translate(center.X, center.Z, center.Y); // move to sprite center
mat.Scale(1.0, 1.0/pixelstretch, 1.0); // unstretch sprite by level aspect ratio
// [MC] Sprite offsets.
if (!offset.isZero())
@ -480,6 +485,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
}
mat.Scale(1.0, pixelstretch, 1.0); // stretch sprite by level aspect ratio
mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
v[0] = mat * FVector3(x1, z1, y1);