Added wall sprite support. Unfortunately it would seem that a bullet hole is not a wall sprite..

This commit is contained in:
Magnus Norddahl 2016-11-16 22:31:49 +01:00
parent ae889acaea
commit 59f7dedfb4
4 changed files with 98 additions and 4 deletions

View File

@ -183,7 +183,7 @@ void RenderPolyScene::RenderTranslucent()
else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
RenderPolyWallSprite wallspr;
wallspr.Render(obj.thing, obj.sub, obj.subsectorDepth);
wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
}
else
{

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@ -30,8 +30,8 @@ public:
void Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
static bool IsThingCulled(AActor *thing);
static FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
private:
visstyle_t GetSpriteVisStyle(AActor *thing, double z);
FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
};

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@ -28,8 +28,102 @@
#include "r_poly_wallsprite.h"
#include "r_poly.h"
void RenderPolyWallSprite::Render(AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
{
if (RenderPolySprite::IsThingCulled(thing))
return;
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
bool flipTextureX = false;
FTexture *tex = RenderPolySprite::GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr)
return;
DVector2 spriteScale = thing->Scale;
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
double spriteHeight = thingyscalemul * tex->GetHeight();
DAngle ang = thing->Angles.Yaw + 90;
double angcos = ang.Cos();
double angsin = ang.Sin();
// Determine left and right edges of sprite. The sprite's angle is its normal,
// so the edges are 90 degrees each side of it.
double x2 = tex->GetScaledWidth() * spriteScale.X;
double x1 = tex->GetScaledLeftOffset() * spriteScale.X;
DVector2 left, right;
left.X = pos.X - x1 * angcos;
left.Y = pos.Y - x1 * angsin;
right.X = left.X + x2 * angcos;
right.Y = right.Y + x2 * angsin;
//int scaled_to = tex->GetScaledTopOffset();
//int scaled_bo = scaled_to - tex->GetScaledHeight();
//gzt = pos.Z + scale.Y * scaled_to;
//gzb = pos.Z + scale.Y * scaled_bo;
DVector2 points[2] = { right, left };
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
if (!vertices)
return;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
std::pair<float, float> offsets[4] =
{
{ 0.0f, 1.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f },
{ 0.0f, 0.0f },
};
for (int i = 0; i < 4; i++)
{
auto &p = (i == 0 || i == 3) ? points[0] : points[1];
vertices[i].x = (float)p.X;
vertices[i].y = (float)p.Y;
vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
vertices[i].w = 1.0f;
vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X);
vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
if (flipTextureX)
vertices[i].varying[0] = 1.0f - vertices[i].varying[0];
}
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
TriUniforms uniforms;
uniforms.objectToClip = worldToClip;
if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap)
{
uniforms.light = 256;
uniforms.flags = TriUniforms::fixed_light;
}
else
{
uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
uniforms.flags = 0;
}
uniforms.subsectorDepth = subsectorDepth;
PolyDrawArgs args;
args.uniforms = uniforms;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.clipleft = 0;
args.cliptop = 0;
args.clipright = viewwidth;
args.clipbottom = viewheight;
args.stenciltestvalue = 0;
args.stencilwritevalue = 1;
args.SetTexture(tex);
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector);
}

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@ -27,5 +27,5 @@
class RenderPolyWallSprite
{
public:
void Render(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
void Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
};