Major Cooke: Added A_SpriteOffset

- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
This commit is contained in:
Major Cooke 2019-10-19 10:02:34 -05:00
parent d2ecc535c1
commit 39bcc7b3fb
9 changed files with 39 additions and 3 deletions

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@ -989,6 +989,7 @@ public:
DVector3 OldRenderPos;
DVector3 Vel;
DVector2 SpriteOffset;
double Speed;
double FloatSpeed;

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@ -366,7 +366,8 @@ void AActor::Serialize(FSerializer &arc)
A("spawntime", SpawnTime)
A("spawnorder", SpawnOrder)
A("friction", Friction)
A("userlights", UserLights);
A("userlights", UserLights)
A("SpriteOffset", SpriteOffset);
}
#undef A

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@ -847,11 +847,21 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
r.Scale(sprscale.X, sprscale.Y);
float rightfac = -r.left;
// Disable this for flat/wall sprites. Facing sprites work just fine though.
float SOX = thing->SpriteOffset.X;
float SOY = thing->SpriteOffset.Y;
if (spritetype & (RF_FLATSPRITE | RF_WALLSPRITE))
{
SOX = 0.f;
SOY = 0.f;
}
float rightfac = -r.left - SOX;
float leftfac = rightfac - r.width;
float bottomfac = -r.top;
float topfac = bottomfac - r.height;
z1 = z - r.top;
z1 = z - r.top - SOY;
z2 = z1 - r.height;
float spriteheight = sprscale.Y * r.height;

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@ -66,6 +66,10 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
else
offsetX = tex->GetLeftOffsetPo() * thingxscalemul;
uint32_t type = (thing->renderflags & RF_SPRITETYPEMASK);
if (!(type & (RF_FLATSPRITE | RF_WALLSPRITE)))
offsetX -= thing->SpriteOffset.X;
left = DVector2(pos.X - viewpoint.Sin * offsetX, pos.Y + viewpoint.Cos * offsetX);
right = DVector2(left.X + viewpoint.Sin * spriteWidth, left.Y - viewpoint.Cos * spriteWidth);
return true;
@ -115,6 +119,9 @@ void RenderPolySprite::Render(PolyRenderThread *thread, AActor *thing, subsector
posZ -= (tex->GetHeight() - tex->GetTopOffsetPo()) * thingyscalemul;
posZ = PerformSpriteClipAdjustment(thing, thingpos, spriteHeight, posZ);
if (!(spritetype & (RF_FLATSPRITE | RF_WALLSPRITE)))
posZ -= thing->SpriteOffset.Y;
//double depth = 1.0;
//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..

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@ -1005,6 +1005,11 @@ namespace swrenderer
sprite.pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
sprite.pos.Z += thing->GetBobOffset(Thread->Viewport->viewpoint.TicFrac);
// The X offsetting is performed in r_sprite.cpp, in RenderSprite::Project().
uint32_t type = (thing->renderflags & RF_SPRITETYPEMASK);
if (!(type & (RF_FLATSPRITE | RF_WALLSPRITE)))
sprite.pos.Z -= thing->SpriteOffset.Y;
sprite.spritenum = thing->sprite;
sprite.tex = nullptr;
sprite.voxel = nullptr;

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@ -95,6 +95,11 @@ namespace swrenderer
}
//tx2 = tx >> 4;
// The Y offsetting is done in r_opaque_pass.cpp, in RenderOpaquePass::GetThingSprite().
uint32_t type = (thing->renderflags & RF_SPRITETYPEMASK);
if (!(type & (RF_FLATSPRITE | RF_WALLSPRITE)))
tx += thing->SpriteOffset.X;
// too far off the side?
if (fabs(tx / 64) > fabs(tz))
{

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@ -1711,6 +1711,7 @@ DEFINE_FIELD_NAMED(AActor, __Pos, pos)
DEFINE_FIELD_NAMED(AActor, __Pos.X, x)
DEFINE_FIELD_NAMED(AActor, __Pos.Y, y)
DEFINE_FIELD_NAMED(AActor, __Pos.Z, z)
DEFINE_FIELD(AActor, SpriteOffset)
DEFINE_FIELD(AActor, Prev)
DEFINE_FIELD(AActor, SpriteAngle)
DEFINE_FIELD(AActor, SpriteRotation)

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@ -95,4 +95,9 @@ extend class Actor
}
}
void A_SpriteOffset(double ox = 0.0, double oy = 0.0)
{
SpriteOffset.X = ox;
SpriteOffset.Y = oy;
}
}

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@ -89,6 +89,7 @@ class Actor : Thinker native
native PlayerInfo Player;
native readonly vector3 Pos;
native vector3 Prev;
native vector2 SpriteOffset;
native double spriteAngle;
native double spriteRotation;
native double VisibleStartAngle;