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- completely removed the flat sprite code.
This was conceptionally so wrong that there is no chance to salvage any of it.
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1 changed files with 23 additions and 34 deletions
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@ -135,7 +135,6 @@ void GLSprite::CalculateVertices(FVector3 *v)
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// [Nash] is a flat sprite
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const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
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const bool dontFlip = (actor != nullptr) && (actor->renderflags & RF_DONTFLIP);
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const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
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// [Nash] check for special sprite drawing modes
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@ -176,37 +175,8 @@ void GLSprite::CalculateVertices(FVector3 *v)
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yawvecY = actor->Angles.Yaw.Sin();
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}
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// [MC] This is the only thing that I changed in Nash's submission which
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// was constantly applying roll to everything. That was wrong. Flat sprites
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// with roll literally look like paper thing space ships trying to swerve.
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// However, it does well with wall sprites.
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// Also, renamed FLOORSPRITE to FLATSPRITE because that's technically incorrect.
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// I plan on adding proper FLOORSPRITEs which can actually curve along sloped
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// 3D floors later... if possible.
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// Here we need some form of priority in order to work.
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if (spritetype == RF_FLATSPRITE)
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{
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float pitchDegrees = -actor->Angles.Pitch.Degrees;
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DVector3 apos = { x, y, z };
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DVector3 diff = ViewPos - apos;
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DAngle angto = diff.Angle();
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angto = deltaangle(actor->Angles.Yaw, angto);
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bool noFlipSprite = (!dontFlip || (fabs(angto) < 90.));
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mat.Rotate(0, 1, 0, (noFlipSprite) ? 0 : 180);
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mat.Rotate(-yawvecY, 0, yawvecX, (noFlipSprite) ? -pitchDegrees : pitchDegrees);
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if (drawRollSpriteActor)
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{
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if (useOffsets) mat.Translate(xx, zz, yy);
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mat.Rotate(yawvecX, 0, yawvecY, (noFlipSprite) ? -rollDegrees : rollDegrees);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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}
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// [fgsfds] Rotate the sprite about the sight vector (roll)
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else if (spritetype == RF_WALLSPRITE)
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if (spritetype == RF_WALLSPRITE)
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{
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mat.Rotate(0, 1, 0, 0);
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if (drawRollSpriteActor)
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@ -405,7 +375,13 @@ void GLSprite::Draw(int pass)
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gl_RenderState.Apply();
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FVector3 v[4];
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CalculateVertices(v);
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if ((actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
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{
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}
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else
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{
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CalculateVertices(v);
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}
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FQuadDrawer qd;
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@ -711,7 +687,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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x = thingpos.X;
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z = thingpos.Z;
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y = thingpos.Y;
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if (spritetype != RF_FLATSPRITE) z -= thing->Floorclip;
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if (spritetype == RF_FACESPRITE) z -= thing->Floorclip; // wall and flat sprites are to be considered level geometry so this may not apply.
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// [RH] Make floatbobbing a renderer-only effect.
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if (thing->flags2 & MF2_FLOATBOB)
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@ -727,9 +703,19 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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DAngle ang = (thingpos - ViewPos).Angle();
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FTextureID patch;
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if (thing->flags7 & MF7_SPRITEANGLE)
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{
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patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
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else
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}
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else if (!(thing->renderflags & RF_FLATSPRITE))
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{
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patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
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}
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else
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{
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// Flat sprites cannot rotate in a predictable manner.
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patch = gl_GetSpriteFrame(spritenum, thing->frame, 0, 0, &mirror);
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}
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if (!patch.isValid()) return;
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int type = thing->renderflags & RF_SPRITETYPEMASK;
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gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
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@ -781,6 +767,9 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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break;
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case RF_FLATSPRITE:
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// needs careful rethinking
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return;
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case RF_WALLSPRITE:
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viewvecX = thing->Angles.Yaw.Cos();
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viewvecY = thing->Angles.Yaw.Sin();
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