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Extract flat rotation from SetPlaneTextureRotation
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3 changed files with 42 additions and 22 deletions
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@ -1016,6 +1016,11 @@ public:
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return pos == floor? floorplane:ceilingplane;
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return pos == floor? floorplane:ceilingplane;
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}
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}
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const secplane_t& GetSecPlane(int pos) const
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{
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return pos == floor ? floorplane : ceilingplane;
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}
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bool isSecret() const
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bool isSecret() const
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{
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{
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return !!(Flags & SECF_SECRET);
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return !!(Flags & SECF_SECRET);
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@ -79,7 +79,7 @@ struct HWSectorPlane
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FVector2 Offs;
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FVector2 Offs;
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FVector2 Scale;
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FVector2 Scale;
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void GetFromSector(sector_t * sec, int ceiling)
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void GetFromSector(const sector_t * sec, int ceiling)
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{
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{
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Offs.X = (float)sec->GetXOffset(ceiling);
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Offs.X = (float)sec->GetXOffset(ceiling);
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Offs.Y = (float)sec->GetYOffset(ceiling);
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Offs.Y = (float)sec->GetYOffset(ceiling);
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@ -57,6 +57,41 @@ CVAR(Int, gl_breaksec, -1, 0)
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//
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//
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//==========================================================================
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//==========================================================================
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VSMatrix GetPlaneTextureRotationMatrix(FGameTexture* gltexture, const FVector2& uvOffset, float angle, const FVector2& scale)
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{
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float uoffs = uvOffset.X / gltexture->GetDisplayWidth();
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float voffs = uvOffset.Y / gltexture->GetDisplayHeight();
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float yscale1 = scale.Y;
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if (gltexture->isHardwareCanvas())
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{
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yscale1 = 0 - yscale1;
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}
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float xscale2 = 64.f / gltexture->GetDisplayWidth();
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float yscale2 = 64.f / gltexture->GetDisplayHeight();
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VSMatrix mat;
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mat.loadIdentity();
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mat.scale(scale.X, yscale1, 1.0f);
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mat.translate(uoffs, voffs, 0.0f);
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mat.scale(xscale2, yscale2, 1.0f);
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mat.rotate(angle, 0.0f, 0.0f, 1.0f);
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return mat;
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}
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VSMatrix GetPlaneTextureRotationMatrix(FGameTexture* gltexture, const HWSectorPlane& secplane)
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{
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return GetPlaneTextureRotationMatrix(gltexture, secplane.Offs, -secplane.Angle, secplane.Scale);
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}
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VSMatrix GetPlaneTextureRotationMatrix(FGameTexture* gltexture, const sector_t* sector, int plane)
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{
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HWSectorPlane splane;
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splane.GetFromSector(sector, plane);
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return GetPlaneTextureRotationMatrix(gltexture, splane);
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}
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bool SetPlaneTextureRotation(FRenderState& state, HWSectorPlane* secplane, FGameTexture* gltexture)
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bool SetPlaneTextureRotation(FRenderState& state, HWSectorPlane* secplane, FGameTexture* gltexture)
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{
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{
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// only manipulate the texture matrix if needed.
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// only manipulate the texture matrix if needed.
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@ -66,27 +101,7 @@ bool SetPlaneTextureRotation(FRenderState& state, HWSectorPlane* secplane, FGame
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gltexture->GetDisplayWidth() != 64 ||
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gltexture->GetDisplayWidth() != 64 ||
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gltexture->GetDisplayHeight() != 64)
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gltexture->GetDisplayHeight() != 64)
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{
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{
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float uoffs = secplane->Offs.X / gltexture->GetDisplayWidth();
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state.SetTextureMatrix(GetPlaneTextureRotationMatrix(gltexture, *secplane));
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float voffs = secplane->Offs.Y / gltexture->GetDisplayHeight();
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float xscale1 = secplane->Scale.X;
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float yscale1 = secplane->Scale.Y;
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if (gltexture->isHardwareCanvas())
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{
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yscale1 = 0 - yscale1;
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}
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float angle = -secplane->Angle;
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float xscale2 = 64.f / gltexture->GetDisplayWidth();
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float yscale2 = 64.f / gltexture->GetDisplayHeight();
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VSMatrix mat;
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mat.loadIdentity();
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mat.scale(xscale1, yscale1, 1.0f);
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mat.translate(uoffs, voffs, 0.0f);
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mat.scale(xscale2, yscale2, 1.0f);
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mat.rotate(angle, 0.0f, 0.0f, 1.0f);
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state.SetTextureMatrix(mat);
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return true;
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return true;
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}
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}
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return false;
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return false;
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