Setting everything up.

This commit is contained in:
Major Cooke 2020-09-30 10:11:53 -05:00 committed by Christoph Oelckers
parent 14776aebb6
commit e5ca3caa6c
7 changed files with 241 additions and 21 deletions

View File

@ -132,6 +132,18 @@ DEFINE_FIELD(DPSprite, x)
DEFINE_FIELD(DPSprite, y)
DEFINE_FIELD(DPSprite, oldx)
DEFINE_FIELD(DPSprite, oldy)
DEFINE_FIELD(DPSprite, px)
DEFINE_FIELD(DPSprite, py)
DEFINE_FIELD(DPSprite, oldpx)
DEFINE_FIELD(DPSprite, oldpy)
DEFINE_FIELD(DPSprite, scalex)
DEFINE_FIELD(DPSprite, scaley)
DEFINE_FIELD(DPSprite, oldscalex)
DEFINE_FIELD(DPSprite, oldscaley)
DEFINE_FIELD(DPSprite, rotation)
DEFINE_FIELD(DPSprite, oldrotation)
DEFINE_FIELD(DPSprite, PivotPercent)
DEFINE_FIELD(DPSprite, PivotScreen)
DEFINE_FIELD(DPSprite, firstTic)
DEFINE_FIELD(DPSprite, Tics)
DEFINE_FIELD(DPSprite, Translation)
@ -143,6 +155,8 @@ DEFINE_FIELD_BIT(DPSprite, Flags, bCVarFast, PSPF_CVARFAST)
DEFINE_FIELD_BIT(DPSprite, Flags, bFlip, PSPF_FLIP)
DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
DEFINE_FIELD_BIT(DPSprite, Flags, bPlayerTranslated, PSPF_PLAYERTRANSLATED)
DEFINE_FIELD_BIT(DPSprite, Flags, bPivotPercent, PSPF_PIVOTPERCENT)
DEFINE_FIELD_BIT(DPSprite, Flags, bPivotScreen, PSPF_PIVOTSCREEN)
//------------------------------------------------------------------------
//
@ -163,7 +177,15 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
Sprite(0),
Frame(0),
ID(id),
processPending(true)
processPending(true),
scalex(1.0), scaley(1.0),
px(.0), py(.0),
rotation(.0),
oldscalex(.0), oldscaley(.0),
oldpx(.0), oldpy(.0),
oldrotation(.0),
PivotPercent(true),
PivotScreen(false)
{
alpha = 1;
Renderstyle = STYLE_Normal;
@ -192,7 +214,7 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
Next->Destroy(); // Replace it.
if (Caller->IsKindOf(NAME_Weapon) || Caller->IsKindOf(NAME_PlayerPawn))
Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST);
Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST|PSPF_PIVOTPERCENT);
}
//------------------------------------------------------------------------
@ -637,18 +659,140 @@ DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons)
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayScale
//
//---------------------------------------------------------------------------
enum WOFFlags
{
WOF_KEEPX = 1,
WOF_KEEPY = 1 << 1,
WOF_ADD = 1 << 2,
WOF_INTERPOLATE = 1 << 3,
};
DEFINE_ACTION_FUNCTION(AActor, A_OverlayScale)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(layer)
PARAM_FLOAT(wx)
PARAM_FLOAT(wy)
PARAM_INT(flags)
if (!ACTION_CALL_FROM_PSPRITE())
return 0;
DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
if (pspr == nullptr)
return 0;
if (flags & WOF_ADD)
{
if (!(flags & WOF_KEEPX))
pspr->scalex += wx;
if (!(flags & WOF_KEEPY))
pspr->scaley += (wy != 0.0 ? wy : wx);
}
else
{
if (!(flags & WOF_KEEPX))
pspr->scalex = wx;
if (!(flags & WOF_KEEPY))
pspr->scaley = (wy != 0.0 ? wy : wx);
}
if (!(flags & WOF_INTERPOLATE))
{
pspr->oldscalex = pspr->scalex;
pspr->oldscaley = pspr->scaley;
}
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayRotate
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_OverlayRotate)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(layer)
PARAM_FLOAT(degrees)
PARAM_INT(flags)
if (!ACTION_CALL_FROM_PSPRITE())
return 0;
DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
if (pspr == nullptr)
return 0;
pspr->rotation = (flags & WOF_ADD) ? pspr->rotation + degrees : degrees;
if (!(flags & WOF_INTERPOLATE))
pspr->oldrotation = degrees;
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayPivot
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_OverlayPivot)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(layer)
PARAM_FLOAT(wx)
PARAM_FLOAT(wy)
PARAM_INT(flags)
if (!ACTION_CALL_FROM_PSPRITE())
return 0;
DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
if (pspr == nullptr)
return 0;
if (flags & WOF_ADD)
{
if (!(flags & WOF_KEEPX))
pspr->px += wx;
if (!(flags & WOF_KEEPY))
pspr->py += (wy != 0.0 ? wy : wx);
}
else
{
if (!(flags & WOF_KEEPX))
pspr->px = wx;
if (!(flags & WOF_KEEPY))
pspr->py = (wy != 0.0 ? wy : wx);
}
if (!(flags & WOF_INTERPOLATE))
{
pspr->oldpx = pspr->px;
pspr->oldpy = pspr->py;
}
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayOffset
//
//---------------------------------------------------------------------------
enum WOFFlags
{
WOF_KEEPX = 1,
WOF_KEEPY = 1 << 1,
WOF_ADD = 1 << 2,
WOF_INTERPOLATE = 1 << 3,
};
void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
{

View File

@ -70,7 +70,9 @@ enum PSPFlags
PSPF_FORCEALPHA = 1 << 7,
PSPF_FORCESTYLE = 1 << 8,
PSPF_MIRROR = 1 << 9,
PSPF_PLAYERTRANSLATED = 1 << 10
PSPF_PLAYERTRANSLATED = 1 << 10,
PSPF_PIVOTPERCENT = 1 << 11,
PSPF_PIVOTSCREEN = 1 << 12,
};
class DPSprite : public DObject
@ -97,6 +99,14 @@ public:
std::pair<FRenderStyle, float> GetRenderStyle(FRenderStyle ownerstyle, double owneralpha);
float GetYAdjust(bool fullscreen);
bool PivotScreen; // If true, the pivot is based on the entire screen width/height instead of the image's dimensions/position.
bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size.
double px, py; // pivot points
double oldpx, oldpy;
double rotation; // How much rotation to apply.
double oldrotation;
double scalex, scaley; // Scale
double oldscalex, oldscaley;
double x, y, alpha;
double oldx, oldy;
bool firstTic;

View File

@ -291,7 +291,7 @@ public:
void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
void PreparePlayerSprites(sector_t * viewsector, area_t in_area);
void PrepareTargeterSprites();
void PrepareTargeterSprites(WeaponPosition *weap);
void UpdateCurrentMapSection();
void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);

View File

@ -169,17 +169,32 @@ static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
{
w.wx = (float)w.weapon->x;
w.wy = (float)w.weapon->y;
w.sx = (float)w.weapon->scalex;
w.sy = (float)w.weapon->scaley;
w.px = (float)w.weapon->px;
w.py = (float)w.weapon->py;
w.r = (float)w.weapon->rotation;
}
else
{
w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
w.px = (float)(w.weapon->oldpx + (w.weapon->px - w.weapon->oldpx) * ticFrac);
w.py = (float)(w.weapon->oldpy + (w.weapon->py - w.weapon->oldpy) * ticFrac);
w.sx = (float)(w.weapon->oldscalex + (w.weapon->scalex - w.weapon->oldscalex) * ticFrac);
w.sy = (float)(w.weapon->oldscaley + (w.weapon->scaley - w.weapon->oldscaley) * ticFrac);
w.r = (float)(w.weapon->oldrotation + (w.weapon->rotation - w.weapon->oldrotation) * ticFrac);
}
}
else
{
w.wx = 0;
w.wy = 0;
w.px = 0;
w.py = 0;
w.sx = 0;
w.sy = 0;
w.r = 0;
}
return w;
}
@ -407,7 +422,7 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
//
//==========================================================================
bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player)
bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, WeaponPosition *weap)
{
float tx;
float scale;
@ -470,10 +485,42 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
auto verts = screen->mVertexData->AllocVertices(4);
mx = verts.second;
verts.first[0].Set(x1, y1, 0, u1, v1);
verts.first[1].Set(x1, y2, 0, u1, v2);
verts.first[2].Set(x2, y1, 0, u2, v1);
verts.first[3].Set(x2, y2, 0, u2, v2);
if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
{
double radang = psp->rotation * (pi::pi() / 180.);
double cosang = cos(radang);
double sinang = sin(radang);
double xcenter = psp->x;
double ycenter = psp->y;
double xx1 = xcenter + psp->scalex * (x1 * cosang + y1 * sinang);
double yy1 = ycenter + psp->scaley * (x1 * sinang - y1 * cosang);
double xx2 = xcenter + psp->scalex * (x1 * cosang + y2 * sinang);
double yy2 = ycenter + psp->scaley * (x1 * sinang - y2 * cosang);
double xx3 = xcenter + psp->scalex * (x2 * cosang + y1 * sinang);
double yy3 = ycenter + psp->scaley * (x2 * sinang - y1 * cosang);
double xx4 = xcenter + psp->scalex * (x2 * cosang + y2 * sinang);
double yy4 = ycenter + psp->scaley * (x2 * sinang - y2 * cosang);
verts.first[0].Set(xx1, yy1, 0, u1, v1);
verts.first[1].Set(xx2, yy2, 0, u1, v2);
verts.first[2].Set(xx3, yy3, 0, u2, v1);
verts.first[3].Set(xx4, yy4, 0, u2, v2);
}
else
{
verts.first[0].Set(x1, y1, 0, u1, v1);
verts.first[1].Set(x1, y2, 0, u1, v2);
verts.first[2].Set(x2, y1, 0, u2, v1);
verts.first[3].Set(x2, y2, 0, u2, v2);
}
texture = tex;
return true;
@ -554,12 +601,12 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
}
else
{
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player)) continue;
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player, &weap)) continue;
}
hudsprites.Push(hudsprite);
}
lightmode = oldlightmode;
PrepareTargeterSprites();
PrepareTargeterSprites(&weap);
}
@ -569,7 +616,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
//
//==========================================================================
void HWDrawInfo::PrepareTargeterSprites()
void HWDrawInfo::PrepareTargeterSprites(WeaponPosition *weap)
{
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
@ -601,7 +648,8 @@ void HWDrawInfo::PrepareTargeterSprites()
if (psp->GetState() != nullptr && (psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr))
{
hudsprite.weapon = psp;
if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player))
if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player, weap))
{
hudsprites.Push(hudsprite);
}

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@ -15,6 +15,9 @@ struct WeaponPosition
{
float wx, wy;
float bobx, boby;
float sx, sy;
float px, py;
float r;
DPSprite *weapon;
};
@ -47,6 +50,6 @@ struct HUDSprite
void SetBright(bool isbelow);
bool GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &light);
bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player);
bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, WeaponPosition *weap);
};

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@ -1183,6 +1183,9 @@ class Actor : Thinker native
action native bool A_Overlay(int layer, statelabel start = null, bool nooverride = false);
native void A_WeaponOffset(double wx = 0, double wy = 32, int flags = 0);
action native void A_OverlayScale(int layer, double wx = 1, double wy = 0, int flags = 0);
action native void A_OverlayRotate(int layer, double degrees = 0, int flags = 0);
action native void A_OverlayPivot(int layer, double wx = 0.5, double wy = 0.5, int flags = 0);
action native void A_OverlayOffset(int layer = PSP_WEAPON, double wx = 0, double wy = 32, int flags = 0);
action native void A_OverlayFlags(int layer, int flags, bool set);
action native void A_OverlayAlpha(int layer, double alph);

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@ -2557,6 +2557,16 @@ class PSprite : Object native play
native double y;
native double oldx;
native double oldy;
native double px;
native double py;
native double oldpx;
native double oldpy;
native double scalex;
native double scaley;
native double oldscalex;
native double oldscaley;
native double rotation;
native double oldrotation;
native double alpha;
native Bool firstTic;
native int Tics;
@ -2568,6 +2578,8 @@ class PSprite : Object native play
native bool bFlip;
native bool bMirror;
native bool bPlayerTranslated;
native bool bPivotPercent;
native bool bPivotScreen;
native void SetState(State newstate, bool pending = false);