Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom

This commit is contained in:
Rachael Alexanderson 2022-01-24 12:30:59 -05:00
commit 410c35b942
7 changed files with 50 additions and 9 deletions

View File

@ -279,6 +279,8 @@ xx(Crosshair)
xx(WeaponFlags)
xx(DropTime)
xx(PickupSound)
xx(WeaponScaleX)
xx(WeaponScaleY)
// PlayerPawn member fields
xx(ColorRangeStart)

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@ -132,6 +132,7 @@ DEFINE_FIELD(DPSprite, x)
DEFINE_FIELD(DPSprite, y)
DEFINE_FIELD(DPSprite, oldx)
DEFINE_FIELD(DPSprite, oldy)
DEFINE_FIELD(DPSprite, baseScale)
DEFINE_FIELD(DPSprite, pivot)
DEFINE_FIELD(DPSprite, scale)
DEFINE_FIELD(DPSprite, rotation)
@ -180,6 +181,7 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
ID(id),
processPending(true)
{
baseScale = {1.0, 1.2};
rotation = 0.;
scale = {1.0, 1.0};
pivot = {0.0, 0.0};
@ -250,6 +252,26 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, FindPSprite) // the underscore is needed to
}
//------------------------------------------------------------------------
//
//
//
//------------------------------------------------------------------------
static DPSprite *P_CreatePsprite(player_t *player, AActor *caller, int layer)
{
DPSprite *pspr = Create<DPSprite>(player, caller, layer);
// [XA] apply WeaponScaleX/WeaponScaleY properties for weapon psprites
if (caller != nullptr && caller->IsKindOf(NAME_Weapon))
{
pspr->baseScale.X = caller->FloatVar(NAME_WeaponScaleX);
pspr->baseScale.Y = caller->FloatVar(NAME_WeaponScaleY);
}
return pspr;
}
//------------------------------------------------------------------------
//
//
@ -299,7 +321,7 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
DPSprite *pspr = FindPSprite(layer);
if (pspr == nullptr)
{
pspr = Create<DPSprite>(this, newcaller, layer);
pspr = P_CreatePsprite(this, newcaller, layer);
}
else
{
@ -1110,7 +1132,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Overlay)
}
DPSprite *pspr;
pspr = Create<DPSprite>(player, stateowner, layer);
pspr = P_CreatePsprite(player, stateowner, layer);
pspr->SetState(state);
ACTION_RETURN_BOOL(true);
}
@ -1251,7 +1273,8 @@ void DPSprite::Serialize(FSerializer &arc)
("rotation", rotation)
("halign", HAlign)
("valign", VAlign)
("renderstyle_", Renderstyle); // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.)
("renderstyle_", Renderstyle) // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.)
("baseScale", baseScale);
}
//------------------------------------------------------------------------

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@ -114,9 +114,10 @@ public:
float GetYAdjust(bool fullscreen);
int HAlign, VAlign; // Horizontal and vertical alignment
DVector2 baseScale; // Base scale (set by weapon); defaults to (1.0, 1.2) since that's Doom's native aspect ratio
DAngle rotation; // How much rotation to apply.
DVector2 pivot; // pivot points
DVector2 scale; // Scale
DVector2 scale; // Dynamic scale (set by A_Overlay functions)
double x, y, alpha;
double oldx, oldy;
bool InterpolateTic; // One tic interpolation (WOF_INTERPOLATE)

View File

@ -411,6 +411,7 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
float tx;
float scale;
float scalex;
float ftextureadj;
float ftexturemid;
// decide which patch to use
@ -428,7 +429,7 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
FloatRect r = spi.GetSpriteRect();
// calculate edges of the shape
scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320;
scalex = psp->baseScale.X * (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * (vw / 320);
float x1, y1, x2, y2, u1, v1, u2, v2;
@ -445,9 +446,13 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
x2 += viewwindowx;
// killough 12/98: fix psprite positioning problem
ftexturemid = 100.f - sy - r.top - psp->GetYAdjust(screenblocks >= 11);
ftextureadj = (120.0f / psp->baseScale.Y) - 100.0f; // [XA] scale relative to weapon baseline
ftexturemid = 100.f - sy - r.top - psp->GetYAdjust(screenblocks >= 11) - ftextureadj;
scale = (SCREENHEIGHT*vw) / (SCREENWIDTH * 200.0f);
// [XA] note: Doom's native 1.2x aspect ratio was originally
// handled here by multiplying SCREENWIDTH by 200 instead of
// 240, but now the baseScale var defines this from now on.
scale = psp->baseScale.Y * (SCREENHEIGHT*vw) / (SCREENWIDTH * 240.0f);
y1 = viewwindowy + vh / 2 - (ftexturemid * scale);
y2 = y1 + (r.height * scale) + 1;

View File

@ -265,7 +265,8 @@ namespace swrenderer
auto viewport = Thread->Viewport.get();
double pspritexscale = viewport->viewwindow.centerxwide / 160.0;
double pspriteyscale = pspritexscale * viewport->BaseYaspectMul * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
double pspriteyscale = pspritexscale * pspr->baseScale.Y * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
pspritexscale *= pspr->baseScale.X; // [XA] don't accidentally apply this to the Y calculation above; math be weird
double pspritexiscale = 1 / pspritexscale;
int tleft = tex->GetDisplayLeftOffset(0);
@ -292,7 +293,8 @@ namespace swrenderer
vis.renderflags = owner->renderflags;
FSoftwareTexture* stex = GetSoftwareTexture(tex);
vis.texturemid = (BASEYCENTER - sy) * stex->GetScale().Y + stex->GetTopOffset(0);
double textureadj = (120.0f / pspr->baseScale.Y) - BASEYCENTER; // [XA] scale relative to weapon baseline
vis.texturemid = (BASEYCENTER - sy - textureadj) * stex->GetScale().Y + stex->GetTopOffset(0);
// Force it to use software rendering when drawing to a canvas texture.
bool renderToCanvas = viewport->RenderingToCanvas;

View File

@ -25,6 +25,7 @@ class Weapon : StateProvider
int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
double WeaponScaleX, WeaponScaleY; // [XA] Weapon scale. Defines the scale for the held weapon sprites (PSprite). Defaults to (1.0, 1.2) since that's what Doom does.
Ammo Ammo1, Ammo2; // In-inventory instance variables
Weapon SisterWeapon;
double FOVScale;
@ -57,6 +58,8 @@ class Weapon : StateProvider
property BobSpeed: BobSpeed;
property BobRangeX: BobRangeX;
property BobRangeY: BobRangeY;
property WeaponScaleX: WeaponScaleX;
property WeaponScaleY: WeaponScaleY;
property SlotNumber: SlotNumber;
property SlotPriority: SlotPriority;
property LookScale: LookScale;
@ -95,6 +98,8 @@ class Weapon : StateProvider
Weapon.BobSpeed 1.0;
Weapon.BobRangeX 1.0;
Weapon.BobRangeY 1.0;
Weapon.WeaponScaleX 1.0;
Weapon.WeaponScaleY 1.2;
Weapon.SlotNumber -1;
Weapon.SlotPriority 32767;
+WEAPONSPAWN
@ -218,6 +223,8 @@ class Weapon : StateProvider
{
if (!psp) return;
psp.rotation = 0;
psp.baseScale.x = invoker.WeaponScaleX;
psp.baseScale.y = invoker.WeaponScaleY;
psp.scale.x = 1;
psp.scale.y = 1;
psp.pivot.x = 0;

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@ -2605,6 +2605,7 @@ class PSprite : Object native play
native double y;
native double oldx;
native double oldy;
native Vector2 baseScale;
native Vector2 pivot;
native Vector2 scale;
native double rotation;