diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 59e001416e..7b8c48d8f4 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -269,7 +269,8 @@ void GLSprite::Draw(int pass) && (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD)))); const bool drawBillboardFacingCamera = gl_billboard_faces_camera; - + // [Nash] has +ROLLSPRITE + const bool drawRollSpriteActor = (actor != NULL && actor->renderflags & RF_ROLLSPRITE); gl_RenderState.Apply(); FVector3 v1; @@ -277,7 +278,16 @@ void GLSprite::Draw(int pass) FVector3 v3; FVector3 v4; - if (drawWithXYBillboard || drawBillboardFacingCamera) + // [fgsfds] check sprite type mask + DWORD spritetype = (DWORD)-1; + if (actor != NULL) spritetype = actor->renderflags & RF_SPRITETYPEMASK; + + // [Nash] is a flat sprite + const bool isFlatSprite = (actor != NULL) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE); + const bool dontFlip = (actor != nullptr) && (actor->renderflags & RF_DONTFLIP); + + // [Nash] check for special sprite drawing modes + if (drawWithXYBillboard || drawBillboardFacingCamera || drawRollSpriteActor || isFlatSprite) { // Compute center of sprite float xcenter = (x1 + x2)*0.5; @@ -289,7 +299,8 @@ void GLSprite::Draw(int pass) mat.Translate(xcenter, zcenter, ycenter); // move to sprite center // Order of rotations matters. Perform yaw rotation (Y, face camera) before pitch (X, tilt up/down). - if (drawBillboardFacingCamera) { + if (drawBillboardFacingCamera) + { // [CMB] Rotate relative to camera XY position, not just camera direction, // which is nicer in VR float xrel = xcenter - ViewPos.X; @@ -301,13 +312,62 @@ void GLSprite::Draw(int pass) mat.Rotate(0, 1, 0, relAngleDeg); } - if (drawWithXYBillboard) + // [fgsfds] calculate yaw vectors + float yawvecX = 0, yawvecY = 0, rollDegrees = 0; + float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians(); + if (actor) rollDegrees = actor->Angles.Roll.Degrees; + if (isFlatSprite) + { + yawvecX = actor->Angles.Yaw.Cos(); + yawvecY = actor->Angles.Yaw.Sin(); + } + + // [MC] This is the only thing that I changed in Nash's submission which + // was constantly applying roll to everything. That was wrong. Flat sprites + // with roll literally look like paper thing space ships trying to swerve. + // However, it does well with wall sprites. + // Also, renamed FLOORSPRITE to FLATSPRITE because that's technically incorrect. + // I plan on adding proper FLOORSPRITEs which can actually curve along sloped + // 3D floors later... if possible. + + // Here we need some form of priority in order to work. + if (spritetype == RF_FLATSPRITE) + { + DVector3 diff = actor->Vec3To(GLRenderer->mViewActor); + DAngle angto = diff.Angle(); + angto = deltaangle(actor->Angles.Yaw, angto); + + float pitchDegrees = actor->Angles.Pitch.Degrees; + bool noFlipSprite = (!dontFlip || (fabs(angto) < 90.)); + mat.Rotate(0, 1, 0, (noFlipSprite) ? 0 : 180); + mat.Rotate(-yawvecY, 0, yawvecX, (noFlipSprite) ? -pitchDegrees : pitchDegrees); + if (drawRollSpriteActor) + { + mat.Rotate(yawvecX, 0, yawvecY, (noFlipSprite) ? -rollDegrees : rollDegrees); + } + } + // [fgsfds] Rotate the sprite about the sight vector (roll) + else if (spritetype == RF_WALLSPRITE) + { + mat.Rotate(0, 1, 0, 0); + if (drawRollSpriteActor) + mat.Rotate(yawvecX, 0, yawvecY, rollDegrees); + } + else if (drawRollSpriteActor) + { + if (drawWithXYBillboard) + { + mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees); + } + mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees); + } + + // apply the transform + else if (drawWithXYBillboard) { // Rotate the sprite about the vector starting at the center of the sprite // triangle strip and with direction orthogonal to where the player is looking // in the x/y plane. - float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians(); - mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees); } mat.Translate(-xcenter, -zcenter, -ycenter); // retreat from sprite center @@ -630,16 +690,24 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal) bottomclip = rendersector->PortalBlocksMovement(sector_t::floor) ? -LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::floor); x = thingpos.X; - z = thingpos.Z - thing->Floorclip; y = thingpos.Y; - // [RH] Make floatbobbing a renderer-only effect. - if (thing->flags2 & MF2_FLOATBOB) + DWORD spritetype = thing->renderflags & RF_SPRITETYPEMASK; + + switch (spritetype) { - float fz = thing->GetBobOffset(r_TicFracF); - z += fz; + case RF_FLATSPRITE: + z = thingpos.Z; + default: + z = thingpos.Z - thing->Floorclip; + // [RH] Make floatbobbing a renderer-only effect. + if (thing->flags2 & MF2_FLOATBOB) + { + float fz = thing->GetBobOffset(r_TicFracF); + z += fz; + } + break; } - modelframe = gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED)); if (!modelframe) { @@ -684,7 +752,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal) float viewvecX; float viewvecY; - switch (thing->renderflags & RF_SPRITETYPEMASK) + switch (spritetype) { case RF_FACESPRITE: viewvecX = GLRenderer->mViewVector.X; @@ -696,6 +764,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal) y2 = y + viewvecX*rightfac; break; + case RF_FLATSPRITE: case RF_WALLSPRITE: viewvecX = thing->Angles.Yaw.Cos(); viewvecY = thing->Angles.Yaw.Sin();