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GZDoom Roll Submission
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26acf8e994
commit
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1 changed files with 85 additions and 13 deletions
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@ -264,7 +264,8 @@ void GLSprite::Draw(int pass)
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&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD))));
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const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
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// [Nash] has +ROLLSPRITE
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const bool drawRollSpriteActor = (actor != NULL && actor->renderflags & RF_ROLLSPRITE);
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gl_RenderState.Apply();
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FVector3 v1;
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@ -272,7 +273,15 @@ void GLSprite::Draw(int pass)
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FVector3 v3;
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FVector3 v4;
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if (drawWithXYBillboard || drawBillboardFacingCamera)
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// [fgsfds] check sprite type mask
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DWORD spritetype = (DWORD)-1;
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if (actor != NULL) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
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// [Nash] is a flat sprite
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const bool isFlatSprite = (actor != NULL) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE || spritetype == RF_PITCHFLATSPRITE);
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// [Nash] check for special sprite drawing modes
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if (drawWithXYBillboard || drawBillboardFacingCamera || drawRollSpriteActor || isFlatSprite)
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{
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// Compute center of sprite
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float xcenter = (x1 + x2)*0.5;
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@ -284,7 +293,8 @@ void GLSprite::Draw(int pass)
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mat.Translate(xcenter, zcenter, ycenter); // move to sprite center
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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) {
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if (drawBillboardFacingCamera)
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{
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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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float xrel = xcenter - GLRenderer->mViewActor->X();
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@ -296,13 +306,64 @@ void GLSprite::Draw(int pass)
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mat.Rotate(0, 1, 0, relAngleDeg);
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}
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if (drawWithXYBillboard)
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// [fgsfds] calculate yaw vectors
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float yawvecX = 0, yawvecY = 0, FlatAngle = 0, rollDegrees = 0;
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float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
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if (actor) rollDegrees = actor->Angles.Roll.Degrees;
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if (isFlatSprite)
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{
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yawvecX = actor->Angles.Yaw.Cos();
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yawvecY = actor->Angles.Yaw.Sin();
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FlatAngle = actor->FlatAngle.Degrees;
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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_PITCHFLATSPRITE)
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{
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float pitchDegrees = actor->Angles.Pitch.Degrees;
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mat.Rotate(0, 1, 0, -FlatAngle);
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if (drawRollSpriteActor)
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{
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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}
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mat.Rotate(-yawvecY, 0, yawvecX, pitchDegrees);
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}
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else if (spritetype == RF_FLATSPRITE)
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{ // [fgsfds] rotate the sprite so it faces upwards/downwards
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mat.Rotate(-yawvecY, 0, yawvecX, -90.f);
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if (drawRollSpriteActor)
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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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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{
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mat.Rotate(0, 1, 0, -FlatAngle);
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if (drawRollSpriteActor)
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mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
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}
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else if (drawRollSpriteActor)
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{
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if (drawWithXYBillboard)
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{
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
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}
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mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
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}
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// apply the transform
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else if (drawWithXYBillboard)
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{
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// Rotate the sprite about the vector starting at the center of the sprite
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// triangle strip and with direction orthogonal to where the player is looking
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// in the x/y plane.
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float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
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}
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mat.Translate(-xcenter, -zcenter, -ycenter); // retreat from sprite center
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@ -623,16 +684,25 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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bottomclip = rendersector->PortalBlocksMovement(sector_t::floor) ? -LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::floor);
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x = thingpos.X;
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z = thingpos.Z - thing->Floorclip;
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y = thingpos.Y;
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// [RH] Make floatbobbing a renderer-only effect.
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if (thing->flags2 & MF2_FLOATBOB)
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{
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float fz = thing->GetBobOffset(r_TicFracF);
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z += fz;
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}
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DWORD spritetype = thing->renderflags & RF_SPRITETYPEMASK;
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switch (spritetype)
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{
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case RF_FLATSPRITE:
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case RF_PITCHFLATSPRITE:
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z = thingpos.Z;
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default:
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z = thingpos.Z - thing->Floorclip;
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// [RH] Make floatbobbing a renderer-only effect.
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if (thing->flags2 & MF2_FLOATBOB)
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{
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float fz = thing->GetBobOffset(r_TicFracF);
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z += fz;
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}
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break;
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}
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modelframe = gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (!modelframe)
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{
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@ -677,7 +747,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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float viewvecX;
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float viewvecY;
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switch (thing->renderflags & RF_SPRITETYPEMASK)
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switch (spritetype)
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{
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case RF_FACESPRITE:
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viewvecX = GLRenderer->mViewVector.X;
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@ -689,6 +759,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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y2 = y + viewvecX*rightfac;
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break;
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case RF_FLATSPRITE:
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case RF_PITCHFLATSPRITE:
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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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