Fix incorrect texture mapping vectors for slopes

This commit is contained in:
Randy Heit 2016-04-29 20:35:37 -05:00
parent 8309d8f634
commit 09730bff73

View file

@ -1624,7 +1624,7 @@ void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
double lxscale, lyscale;
double xscale, yscale;
FVector3 p, m, n;
DAngle ang;
double ang, planeang, cosine, sine;
double zeroheight;
if (alpha <= 0)
@ -1640,37 +1640,44 @@ void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
pviewx = xs_ToFixed(32 - ds_xbits, pl->xform.xOffs * pl->xform.xScale);
pviewy = xs_ToFixed(32 - ds_ybits, pl->xform.yOffs * pl->xform.yScale);
planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians();
// p is the texture origin in view space
// Don't add in the offsets at this stage, because doing so can result in
// errors if the flat is rotated.
ang = DAngle(270.) - ViewAngle;
p[0] = ViewPos.X * ang.Cos() - ViewPos.Y * ang.Sin();
p[2] = ViewPos.X * ang.Sin() + ViewPos.Y * ang.Cos();
ang = M_PI*3/2 - ViewAngle.Radians();
cosine = cos(ang), sine = sin(ang);
p[0] = ViewPos.X * cosine - ViewPos.Y * sine;
p[2] = ViewPos.X * sine + ViewPos.Y * cosine;
p[1] = pl->height.ZatPoint(0.0, 0.0) - ViewPos.Z;
// m is the v direction vector in view space
ang = DAngle(180.) - ViewAngle;
m[0] = yscale * cos(ang.Radians());
m[2] = yscale * sin(ang.Radians());
ang = ang - M_PI / 2 - planeang;
cosine = cos(ang), sine = sin(ang);
m[0] = yscale * cosine;
m[2] = yscale * sine;
// m[1] = pl->height.ZatPointF (0, iyscale) - pl->height.ZatPointF (0,0));
// VectorScale2 (m, 64.f/VectorLength(m));
// n is the u direction vector in view space
ang += 90;
n[0] = -xscale * cos(ang.Radians());
n[2] = -xscale * sin(ang.Radians());
#if 0
//let's use the sin/cosine we already know instead of computing new ones
ang += M_PI/2
n[0] = -xscale * cos(ang);
n[2] = -xscale * sin(ang);
#else
n[0] = xscale * sine;
n[2] = -xscale * cosine;
#endif
// n[1] = pl->height.ZatPointF (ixscale, 0) - pl->height.ZatPointF (0,0));
// VectorScale2 (n, 64.f/VectorLength(n));
// This code keeps the texture coordinates constant across the x,y plane no matter
// how much you slope the surface. Use the commented-out code above instead to keep
// the textures a constant size across the surface's plane instead.
ang = pl->xform.Angle + pl->xform.baseAngle;
double cosine = cos(ang.Radians()), sine = sin(ang.Radians());
cosine = cos(planeang), sine = sin(planeang);
m[1] = pl->height.ZatPoint(ViewPos.X + yscale * sine, ViewPos.Y + yscale * cosine) - zeroheight;
ang += 90;
n[1] = pl->height.ZatPoint(ViewPos.X + xscale * sine, ViewPos.Y + xscale * cosine) - zeroheight;
n[1] = pl->height.ZatPoint(ViewPos.X - xscale * cosine, ViewPos.Y + xscale * sine) - zeroheight;
plane_su = p ^ m;
plane_sv = p ^ n;