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https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 07:12:36 +00:00
CalculateVertices Refactor
- Added roll support for Y billboarding - Fixed a bunch of broken checks that prevented Y billboarding from working properly - Y billboarding takes precedence over sprite facing - Optimized ROLLCENTER: now combines the sprite's embedded offsets with SpriteOffsets instead of doing wasteful transforms before/after rotations - Greatly cleaned up a bunch of cruft
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1c7f195353
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1 changed files with 77 additions and 51 deletions
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@ -340,19 +340,32 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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//
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//
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//==========================================================================
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//==========================================================================
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bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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void HandleSpriteOffsets(Matrix3x4 *mat, const FRotator *HW, FVector2 *offset, bool XYBillboard)
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{
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{
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const auto &HWAngles = di->Viewpoint.HWAngles;
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FAngle zero = FAngle::fromDeg(0);
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FAngle pitch = (XYBillboard) ? HW->Pitch : zero;
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FAngle yaw = FAngle::fromDeg(270.) - HW->Yaw;
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FQuaternion quat = FQuaternion::FromAngles(yaw, pitch, zero);
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FVector3 sideVec = quat * FVector3(0, 1, 0);
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FVector3 upVec = quat * FVector3(0, 0, 1);
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FVector3 res = sideVec * offset->X + upVec * offset->Y;
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mat->Translate(res.X, res.Z, res.Y);
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}
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bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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{
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FVector3 center = FVector3((x1 + x2) * 0.5, (y1 + y2) * 0.5, (z1 + z2) * 0.5);
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const auto& HWAngles = di->Viewpoint.HWAngles;
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Matrix3x4 mat;
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if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
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if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
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{
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{
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Matrix3x4 mat;
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mat.MakeIdentity();
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// [MC] Rotate around the center or offsets given to the sprites.
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// [MC] Rotate around the center or offsets given to the sprites.
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// Counteract any existing rotations, then rotate the angle.
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// Counteract any existing rotations, then rotate the angle.
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// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
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// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
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// Then counteract the roll and DO A BARREL ROLL.
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// Then counteract the roll and DO A BARREL ROLL.
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mat.MakeIdentity();
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FAngle pitch = FAngle::fromDeg(-Angles.Pitch.Degrees());
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FAngle pitch = FAngle::fromDeg(-Angles.Pitch.Degrees());
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pitch.Normalized180();
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pitch.Normalized180();
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@ -362,12 +375,9 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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if (actor->renderflags & RF_ROLLCENTER)
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if (actor->renderflags & RF_ROLLCENTER)
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{
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{
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float cx = (x1 + x2) * 0.5;
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mat.Translate(center.X - x, 0, center.Y - y);
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float cy = (y1 + y2) * 0.5;
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mat.Translate(cx - x, 0, cy - y);
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mat.Rotate(0, 1, 0, - Angles.Roll.Degrees());
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mat.Rotate(0, 1, 0, - Angles.Roll.Degrees());
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mat.Translate(-cx, -z, -cy);
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mat.Translate(-center.X, -z, -center.Y);
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}
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}
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else
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else
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{
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{
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@ -393,51 +403,45 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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// [Nash] has +ROLLSPRITE
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// [Nash] has +ROLLSPRITE
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const bool drawRollSpriteActor = (actor != nullptr && actor->renderflags & RF_ROLLSPRITE);
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const bool drawRollSpriteActor = (actor != nullptr && actor->renderflags & RF_ROLLSPRITE);
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const bool drawRollParticle = (particle != nullptr && particle->flags & SPF_ROLL);
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const bool drawRollParticle = (particle != nullptr && particle->flags & SPF_ROLL);
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const bool doRoll = (drawRollSpriteActor || drawRollParticle);
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// [fgsfds] check sprite type mask
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// [fgsfds] check sprite type mask
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uint32_t spritetype = (uint32_t)-1;
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uint32_t spritetype = (uint32_t)-1;
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if (actor != nullptr) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
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if (actor != nullptr) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
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// [Nash] is a flat sprite
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// [Nash] is a flat sprite
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const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE);
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const bool isWallSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE);
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const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
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const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
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FVector2 offset = FVector2( -offx, -offy );
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// Account for +ROLLCENTER flag. Takes the embedded image offsets and adds them in with SpriteOffsets.
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if (drawRollSpriteActor && useOffsets)
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{
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offset.X += center.X - x;
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offset.Y += center.Z - z;
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}
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// [Nash] check for special sprite drawing modes
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// [Nash] check for special sprite drawing modes
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if (drawWithXYBillboard || drawBillboardFacingCamera || drawRollSpriteActor || drawRollParticle || isFlatSprite)
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if (drawWithXYBillboard || isWallSprite)
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{
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{
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// Compute center of sprite
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// Compute center of sprite
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float xcenter = (x1 + x2)*0.5;
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float ycenter = (y1 + y2)*0.5;
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float zcenter = (z1 + z2)*0.5;
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float xx = -xcenter + x;
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float zz = -zcenter + z;
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float yy = -ycenter + y;
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Matrix3x4 mat;
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mat.MakeIdentity();
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mat.MakeIdentity();
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mat.Translate(xcenter, zcenter, ycenter); // move to sprite center
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mat.Translate(center.X, center.Z, center.Y); // move to sprite center
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// [MC] Sprite offsets. These must be calculated separately in their own matrix,
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// otherwise "face sprites" would cause some issues whenever enabled. We don't
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// [MC] Sprite offsets.
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// want those calculations here. Credit to PhantomBeta for this.
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if (!offset.isZero())
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if (offx || offy)
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HandleSpriteOffsets(&mat, &HWAngles, &offset, true);
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{
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FQuaternion quat = FQuaternion::FromAngles(FAngle::fromDeg(270) - di->Viewpoint.HWAngles.Yaw, di->Viewpoint.HWAngles.Pitch, FAngle::fromDeg(0));
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FVector3 sideVec = quat * FVector3(0, 1, 0);
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FVector3 upVec = quat * FVector3(0, 0, 1);
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FVector3 res = sideVec * -offx + upVec * -offy;
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mat.Translate(res.X, res.Z, res.Y);
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}
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// Order of rotations matters. Perform yaw rotation (Y, face camera) before pitch (X, tilt up/down).
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// Order of rotations matters. Perform yaw rotation (Y, face camera) before pitch (X, tilt up/down).
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if (drawBillboardFacingCamera && !isFlatSprite)
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if (drawBillboardFacingCamera && !isWallSprite)
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{
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{
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// [CMB] Rotate relative to camera XY position, not just camera direction,
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// [CMB] Rotate relative to camera XY position, not just camera direction,
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// which is nicer in VR
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// which is nicer in VR
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float xrel = xcenter - vp->X;
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float xrel = center.X - vp->X;
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float yrel = ycenter - vp->Y;
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float yrel = center.Y - vp->Y;
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float absAngleDeg = atan2(-yrel, xrel) * (180 / M_PI);
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float absAngleDeg = atan2(-yrel, xrel) * (180 / M_PI);
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float counterRotationDeg = 270. - HWAngles.Yaw.Degrees(); // counteracts existing sprite rotation
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float counterRotationDeg = 270. - HWAngles.Yaw.Degrees(); // counteracts existing sprite rotation
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float relAngleDeg = counterRotationDeg + absAngleDeg;
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float relAngleDeg = counterRotationDeg + absAngleDeg;
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@ -446,32 +450,27 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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}
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}
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// [fgsfds] calculate yaw vectors
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// [fgsfds] calculate yaw vectors
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float rollDegrees = 0;
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float rollDegrees = doRoll ? Angles.Roll.Degrees() : 0;
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float angleRad = (FAngle::fromDeg(270.) - HWAngles.Yaw).Radians();
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float angleRad = (FAngle::fromDeg(270.) - HWAngles.Yaw).Radians();
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if (actor || drawRollParticle) rollDegrees = Angles.Roll.Degrees();
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// [fgsfds] Rotate the sprite about the sight vector (roll)
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// [fgsfds] Rotate the sprite about the sight vector (roll)
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if (spritetype == RF_WALLSPRITE)
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if (isWallSprite)
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{
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{
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float yawvecX = Angles.Yaw.Cos();
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float yawvecX = Angles.Yaw.Cos();
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float yawvecY = Angles.Yaw.Sin();
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float yawvecY = Angles.Yaw.Sin();
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mat.Rotate(0, 1, 0, 0);
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mat.Rotate(0, 1, 0, 0);
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if (drawRollSpriteActor)
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if (drawRollSpriteActor)
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{
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{
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if (useOffsets) mat.Translate(xx, zz, yy);
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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}
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}
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}
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else if (drawRollSpriteActor || drawRollParticle)
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else if (doRoll)
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{
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{
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if (useOffsets) mat.Translate(xx, zz, yy);
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if (drawWithXYBillboard)
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if (drawWithXYBillboard)
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{
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{
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
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}
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}
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mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
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mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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}
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}
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else if (drawWithXYBillboard)
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else if (drawWithXYBillboard)
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{
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{
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@ -481,7 +480,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees());
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}
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}
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mat.Translate(-xcenter, -zcenter, -ycenter); // retreat from sprite center
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mat.Translate(-center.X, -center.Z, -center.Y); // retreat from sprite center
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v[0] = mat * FVector3(x1, z1, y1);
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v[0] = mat * FVector3(x1, z1, y1);
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v[1] = mat * FVector3(x2, z1, y2);
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v[1] = mat * FVector3(x2, z1, y2);
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@ -490,10 +489,38 @@ bool HWSprite::CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp)
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}
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}
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else // traditional "Y" billboard mode
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else // traditional "Y" billboard mode
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{
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{
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v[0] = FVector3(x1, z1, y1);
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if (doRoll || !offset.isZero())
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v[1] = FVector3(x2, z1, y2);
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{
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v[2] = FVector3(x1, z2, y1);
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mat.MakeIdentity();
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v[3] = FVector3(x2, z2, y2);
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if (!offset.isZero())
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HandleSpriteOffsets(&mat, &HWAngles, &offset, false);
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if (doRoll)
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{
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// Compute center of sprite
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float angleRad = (FAngle::fromDeg(270.) - HWAngles.Yaw).Radians();
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float rollDegrees = Angles.Roll.Degrees();
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mat.Translate(center.X, center.Z, center.Y);
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mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
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mat.Translate(-center.X, -center.Z, -center.Y);
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}
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v[0] = mat * FVector3(x1, z1, y1);
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v[1] = mat * FVector3(x2, z1, y2);
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v[2] = mat * FVector3(x1, z2, y1);
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v[3] = mat * FVector3(x2, z2, y2);
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}
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else
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{
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v[0] = FVector3(x1, z1, y1);
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v[1] = FVector3(x2, z1, y2);
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v[2] = FVector3(x1, z2, y1);
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v[3] = FVector3(x2, z2, y2);
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}
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}
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}
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return false;
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return false;
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}
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}
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@ -1252,7 +1279,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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{
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{
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lightlist = nullptr;
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lightlist = nullptr;
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}
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}
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PutSprite(di, hw_styleflags != STYLEHW_Solid);
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PutSprite(di, hw_styleflags != STYLEHW_Solid);
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rendered_sprites++;
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rendered_sprites++;
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}
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}
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