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Moved flatsprite code into CalculateVertices.
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66d20726c2
commit
d01b0e061e
1 changed files with 39 additions and 49 deletions
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@ -107,6 +107,43 @@ static const float LARGE_VALUE = 1e19f;
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void GLSprite::CalculateVertices(FVector3 *v)
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{
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if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
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{
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Matrix3x4 mat;
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mat.MakeIdentity();
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float cx, cy, cz = z;
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if ((actor->renderflags & RF_ROLLCENTER))
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{
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cx = (x1 + x2) * 0.5;
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cy = (y1 + y2) * 0.5;
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}
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else
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{
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cx = x;
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cy = y;
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}
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// [MC] Rotate around the center or offsets given to the sprites.
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// Counteract any existing rotations, then rotate the angle.
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// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
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// Then counteract the roll and DO A BARREL ROLL.
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FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
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pitch.Normalized180();
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mat.Translate(cx, cz, cy);
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mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees + 90);
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mat.Rotate(0, 0, 1, pitch.Degrees);
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mat.Rotate(0, 1, 0, 270. - actor->Angles.Roll.Degrees);
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mat.Translate(-cx, -cz, -cy);
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v[0] = mat * FVector3(x1, z, y2);
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v[1] = mat * FVector3(x2, z, y2);
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v[2] = mat * FVector3(x1, z, y1);
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v[3] = mat * FVector3(x2, z, y1);
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return;
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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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@ -363,55 +400,8 @@ void GLSprite::Draw(int pass)
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gl_RenderState.Apply();
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FVector3 v[4];
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if (actor != nullptr)
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{
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if ((actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
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{
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Matrix3x4 mat;
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mat.MakeIdentity();
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float cx, cy, cz = z;
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if ((actor->renderflags & RF_ROLLCENTER))
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{
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cx = (x1 + x2) * 0.5;
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cy = (y1 + y2) * 0.5;
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}
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else
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{
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cx = x;
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cy = y;
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}
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// [MC] Rotate around the center or offsets given to the sprites.
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// Counteract any existing rotations, then rotate the angle.
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// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
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// Then counteract the roll and DO A BARREL ROLL.
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FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
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pitch.Normalized180();
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mat.Translate(cx, cz, cy);
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mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees + 90);
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mat.Rotate(0, 0, 1, pitch.Degrees);
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mat.Rotate(0, 1, 0, 270. - actor->Angles.Roll.Degrees);
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mat.Translate(-cx, -cz, -cy);
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v[0] = mat * FVector3(x1, z, y2);
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v[1] = mat * FVector3(x2, z, y2);
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v[2] = mat * FVector3(x1, z, y1);
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v[3] = mat * FVector3(x2, z, y1);
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}
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else
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{
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CalculateVertices(v);
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}
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}
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else
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{
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CalculateVertices(v);
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}
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CalculateVertices(v);
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FQuadDrawer qd;
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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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