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- separated the coordinate calculation from GLSprite::Draw.
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a5c0f9a548
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2 changed files with 149 additions and 137 deletions
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@ -110,17 +110,157 @@ CVAR(Bool, gl_nolayer, false, 0)
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static const float LARGE_VALUE = 1e19f;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLSprite::CalculateVertices(FVector3 *v)
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{
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// [BB] Billboard stuff
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const bool drawWithXYBillboard = ((particle && gl_billboard_particles) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
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//&& GLRenderer->mViewActor != NULL
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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 != nullptr && actor->renderflags & RF_ROLLSPRITE);
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// [fgsfds] check sprite type mask
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DWORD spritetype = (DWORD)-1;
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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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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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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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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.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 && !isFlatSprite)
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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 - ViewPos.X;
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float yrel = ycenter - ViewPos.Y;
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float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
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float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
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float relAngleDeg = counterRotationDeg + absAngleDeg;
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mat.Rotate(0, 1, 0, relAngleDeg);
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}
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// [fgsfds] calculate yaw vectors
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float yawvecX = 0, yawvecY = 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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}
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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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{
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mat.Rotate(0, 1, 0, 0);
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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, 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 (drawRollSpriteActor)
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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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{
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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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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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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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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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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 // traditional "Y" billboard mode
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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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//
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//
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//
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//==========================================================================
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void GLSprite::Draw(int pass)
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{
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if (pass == GLPASS_DECALS || pass == GLPASS_LIGHTSONLY) return;
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bool additivefog = false;
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bool foglayer = false;
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int rel = fullbright? 0 : getExtraLight();
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@ -264,147 +404,18 @@ void GLSprite::Draw(int pass)
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if (!modelframe)
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{
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// [BB] Billboard stuff
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const bool drawWithXYBillboard = ((particle && gl_billboard_particles) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
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//&& GLRenderer->mViewActor != NULL
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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 != nullptr && actor->renderflags & RF_ROLLSPRITE);
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gl_RenderState.Apply();
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FVector3 v1;
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FVector3 v2;
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FVector3 v3;
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FVector3 v4;
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FVector3 v[4];
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// [fgsfds] check sprite type mask
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DWORD spritetype = (DWORD)-1;
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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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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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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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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.Translate(xcenter, zcenter, ycenter); // move to sprite center
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CalculateVertices(v);
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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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{
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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 - ViewPos.X;
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float yrel = ycenter - ViewPos.Y;
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float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
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float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
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float relAngleDeg = counterRotationDeg + absAngleDeg;
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mat.Rotate(0, 1, 0, relAngleDeg);
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}
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// [fgsfds] calculate yaw vectors
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float yawvecX = 0, yawvecY = 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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}
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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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{
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mat.Rotate(0, 1, 0, 0);
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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, 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 (drawRollSpriteActor)
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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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{
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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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if (useOffsets) mat.Translate(-xx, -zz, -yy);
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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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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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v1 = mat * FVector3(x1, z1, y1);
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v2 = mat * FVector3(x2, z1, y2);
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v3 = mat * FVector3(x1, z2, y1);
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v4 = mat * FVector3(x2, z2, y2);
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}
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else // traditional "Y" billboard mode
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{
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v1 = FVector3(x1, z1, y1);
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v2 = FVector3(x2, z1, y2);
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v3 = FVector3(x1, z2, y1);
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v4 = FVector3(x2, z2, y2);
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}
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FQuadDrawer qd;
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qd.Set(0, v1[0], v1[1], v1[2], ul, vt);
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qd.Set(1, v2[0], v2[1], v2[2], ur, vt);
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qd.Set(2, v3[0], v3[1], v3[2], ul, vb);
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qd.Set(3, v4[0], v4[1], v4[2], ur, vb);
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qd.Set(0, v[0][0], v[0][1], v[0][2], ul, vt);
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qd.Set(1, v[1][0], v[1][1], v[1][2], ur, vt);
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qd.Set(2, v[2][0], v[2][1], v[2][2], ul, vb);
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qd.Set(3, v[3][0], v[3][1], v[3][2], ur, vb);
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qd.Render(GL_TRIANGLE_STRIP);
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if (foglayer)
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@ -371,6 +371,7 @@ public:
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void SplitSprite(sector_t * frontsector, bool translucent);
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void SetLowerParam();
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void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight);
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void CalculateVertices(FVector3 *v);
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public:
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