2016-11-14 13:19:48 +00:00
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/*
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** Handling drawing a sprite
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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2016-12-27 05:31:55 +00:00
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#include "poly_sprite.h"
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#include "polyrenderer/poly_renderer.h"
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2017-03-20 07:28:16 +00:00
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#include "polyrenderer/scene/poly_light.h"
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2016-11-14 13:19:48 +00:00
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2016-11-20 22:07:58 +00:00
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Int, r_drawfuzz)
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2016-12-02 07:12:01 +00:00
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bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
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2016-11-14 13:19:48 +00:00
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{
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if (IsThingCulled(thing))
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2016-12-02 07:12:01 +00:00
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return false;
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2017-03-20 07:28:16 +00:00
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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2017-03-12 17:54:39 +00:00
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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2016-12-02 07:12:01 +00:00
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bool flipTextureX = false;
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FTexture *tex = GetSpriteTexture(thing, flipTextureX);
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if (tex == nullptr)
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return false;
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DVector2 spriteScale = thing->Scale;
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double thingxscalemul = spriteScale.X / tex->Scale.X;
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double thingyscalemul = spriteScale.Y / tex->Scale.Y;
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if (flipTextureX)
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pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
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else
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pos.X -= tex->LeftOffset * thingxscalemul;
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double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
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double spriteHeight = thingyscalemul * tex->GetHeight();
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pos.X += spriteHalfWidth;
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2017-03-12 17:54:39 +00:00
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left = DVector2(pos.X - viewpoint.Sin * spriteHalfWidth, pos.Y + viewpoint.Cos * spriteHalfWidth);
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right = DVector2(pos.X + viewpoint.Sin * spriteHalfWidth, pos.Y - viewpoint.Cos * spriteHalfWidth);
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return true;
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}
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2016-11-14 13:19:48 +00:00
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2017-03-26 15:12:20 +00:00
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void RenderPolySprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2)
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2016-12-02 07:12:01 +00:00
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{
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2016-12-02 12:24:53 +00:00
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DVector2 line[2];
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if (!GetLine(thing, line[0], line[1]))
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2016-12-02 07:12:01 +00:00
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return;
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
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2016-11-14 13:19:48 +00:00
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bool flipTextureX = false;
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FTexture *tex = GetSpriteTexture(thing, flipTextureX);
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2016-12-07 17:59:48 +00:00
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if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
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return;
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2016-11-14 13:19:48 +00:00
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DVector2 spriteScale = thing->Scale;
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double thingxscalemul = spriteScale.X / tex->Scale.X;
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double thingyscalemul = spriteScale.Y / tex->Scale.Y;
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if (flipTextureX)
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pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
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else
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pos.X -= tex->LeftOffset * thingxscalemul;
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//pos.Z -= tex->TopOffset * thingyscalemul;
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pos.Z -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul + thing->Floorclip;
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double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
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double spriteHeight = thingyscalemul * tex->GetHeight();
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pos.X += spriteHalfWidth;
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//double depth = 1.0;
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//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
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// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..
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//R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS);
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2017-03-24 06:28:28 +00:00
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TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
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2016-11-14 13:19:48 +00:00
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bool foggy = false;
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2017-03-12 17:54:39 +00:00
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int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
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2016-11-14 13:19:48 +00:00
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std::pair<float, float> offsets[4] =
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{
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{ t1, 1.0f },
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{ t2, 1.0f },
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{ t2, 0.0f },
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{ t1, 0.0f },
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};
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DVector2 points[2] =
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{
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line[0] * (1.0 - t1) + line[1] * t1,
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line[0] * (1.0 - t2) + line[1] * t2
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2016-11-14 13:19:48 +00:00
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};
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for (int i = 0; i < 4; i++)
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{
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auto &p = (i == 0 || i == 3) ? points[0] : points[1];
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vertices[i].x = (float)p.X;
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vertices[i].y = (float)p.Y;
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vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
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vertices[i].w = 1.0f;
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2017-03-28 08:52:19 +00:00
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vertices[i].u = (float)(offsets[i].first * tex->Scale.X);
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vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
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2016-11-14 13:19:48 +00:00
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if (flipTextureX)
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vertices[i].u = 1.0f - vertices[i].u;
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}
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2016-11-15 22:30:42 +00:00
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bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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2017-03-26 08:10:55 +00:00
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int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
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2016-11-15 22:30:42 +00:00
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2016-11-21 02:49:55 +00:00
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PolyDrawArgs args;
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2017-03-26 08:10:55 +00:00
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args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetSubsectorDepth(subsectorDepth);
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args.SetTransform(&worldToClip);
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args.SetFaceCullCCW(true);
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args.SetStencilTestValue(stencilValue);
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args.SetWriteStencil(true, stencilValue);
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args.SetClipPlane(clipPlane);
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args.SetStyle(thing->RenderStyle, thing->Alpha, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
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2017-03-26 08:10:55 +00:00
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args.SetSubsectorDepthTest(true);
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args.SetWriteSubsectorDepth(false);
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args.SetWriteStencil(false);
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args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
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2016-11-14 13:19:48 +00:00
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}
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bool RenderPolySprite::IsThingCulled(AActor *thing)
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{
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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if (cvar != nullptr && *cvar >= 0)
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{
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double dist = (thing->Pos() - PolyRenderer::Instance()->Viewpoint.Pos).LengthSquared();
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double check = (double)**cvar;
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if (dist >= check * check)
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return true;
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}
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr ||
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(thing->renderflags & RF_INVISIBLE) ||
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!thing->RenderStyle.IsVisible(thing->Alpha) ||
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!thing->IsVisibleToPlayer())
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{
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return true;
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}
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return false;
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}
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FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
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{
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2017-03-20 07:28:16 +00:00
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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2016-11-14 13:19:48 +00:00
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flipX = false;
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2017-03-16 12:49:34 +00:00
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if (thing->renderflags & RF_FLATSPRITE)
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return nullptr; // do not draw flat sprites.
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2016-11-14 13:19:48 +00:00
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if (thing->picnum.isValid())
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{
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FTexture *tex = TexMan(thing->picnum);
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if (tex->UseType == FTexture::TEX_Null)
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{
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return nullptr;
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}
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if (tex->Rotations != 0xFFFF)
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
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2017-03-12 17:54:39 +00:00
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
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DAngle ang = (pos - viewpoint.Pos).Angle();
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2016-11-14 13:19:48 +00:00
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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flipX = (sprframe->Flip & (1 << rot)) != 0;
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tex = TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
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}
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return tex;
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}
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else
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{
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// decide which texture to use for the sprite
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int spritenum = thing->sprite;
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if (spritenum >= (signed)sprites.Size() || spritenum < 0)
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return nullptr;
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spritedef_t *sprdef = &sprites[spritenum];
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if (thing->frame >= sprdef->numframes)
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{
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// If there are no frames at all for this sprite, don't draw it.
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return nullptr;
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}
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else
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{
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//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
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// choose a different rotation based on player view
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2017-03-16 12:49:34 +00:00
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2017-03-12 17:54:39 +00:00
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
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DAngle ang = (pos - viewpoint.Pos).Angle();
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2017-03-16 12:49:34 +00:00
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DAngle sprangle = thing->GetSpriteAngle((pos - viewpoint.Pos).Angle(), viewpoint.TicFrac);
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FTextureID tex = sprdef->GetSpriteFrame(thing->frame, -1, sprangle, &flipX);
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if (!tex.isValid()) return nullptr;
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return TexMan[tex];
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2016-11-14 13:19:48 +00:00
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}
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}
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}
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