Fix dancing sprites due to texture coordinate calculations not taking pixel centers into account

This commit is contained in:
Magnus Norddahl 2016-10-28 01:55:59 +02:00
parent 9ed45c7e03
commit 767c3a2edd

View file

@ -255,17 +255,15 @@ void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *span, bool us
{
int pixelsize = r_swtruecolor ? 4 : 1;
int inputpixelsize = (r_swtruecolor && !drawer_needs_pal_input) ? 4 : 1;
const fixed_t centeryfrac = FLOAT2FIXED(CenterY);
const fixed_t texturemid = FLOAT2FIXED(dc_texturemid);
while (span->Length != 0)
{
const int length = span->Length;
const int top = span->TopOffset;
// calculate unclipped screen coordinates for post
dc_yl = xs_RoundToInt(sprtopscreen + spryscale * top);
dc_yh = xs_RoundToInt(sprtopscreen + spryscale * (top + length)) - 1;
dc_yl = (int)(sprtopscreen + spryscale * top);
dc_yh = (int)(sprtopscreen + spryscale * (top + length)) - 1;
if (sprflipvert)
{
swapvalues (dc_yl, dc_yh);
@ -282,49 +280,8 @@ void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *span, bool us
if (dc_yl <= dc_yh)
{
if (sprflipvert)
{
dc_texturefrac = (dc_yl*dc_iscale) - (top << FRACBITS)
- FixedMul (centeryfrac, dc_iscale) - texturemid;
const fixed_t maxfrac = length << FRACBITS;
while (dc_texturefrac >= maxfrac)
{
if (++dc_yl > dc_yh)
goto nextpost;
dc_texturefrac += dc_iscale;
}
fixed_t endfrac = dc_texturefrac + (dc_yh-dc_yl)*dc_iscale;
while (endfrac < 0)
{
if (--dc_yh < dc_yl)
goto nextpost;
endfrac -= dc_iscale;
}
}
else
{
dc_texturefrac = texturemid - (top << FRACBITS)
+ (dc_yl*dc_iscale) - FixedMul (centeryfrac-FRACUNIT, dc_iscale);
while (dc_texturefrac < 0)
{
if (++dc_yl > dc_yh)
goto nextpost;
dc_texturefrac += dc_iscale;
}
fixed_t endfrac = dc_texturefrac + (dc_yh-dc_yl)*dc_iscale;
const fixed_t maxfrac = length << FRACBITS;
if (dc_yh < mfloorclip[dc_x]-1 && endfrac < maxfrac - dc_iscale)
{
dc_yh++;
}
else while (endfrac >= maxfrac)
{
if (--dc_yh < dc_yl)
goto nextpost;
endfrac -= dc_iscale;
}
}
dc_source = column + top * inputpixelsize;
dc_texturefrac = FLOAT2FIXED((dc_yl + 0.5 - sprtopscreen) / spryscale);
dc_source = column;
dc_dest = (ylookup[dc_yl] + dc_x) * pixelsize + dc_destorg;
dc_count = dc_yh - dc_yl + 1;
if (useRt)
@ -332,7 +289,6 @@ void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *span, bool us
else
colfunc ();
}
nextpost:
span++;
}
@ -1006,21 +962,23 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
const double thingxscalemul = spriteScale.X / tex->Scale.X;
tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
x1 = centerx + xs_RoundToInt(tx * xscale);
double dtx1 = tx * xscale;
x1 = centerx + xs_RoundToInt(dtx1);
// off the right side?
if (x1 >= WindowRight)
return;
tx += tex->GetWidth() * thingxscalemul;
x2 = centerx + xs_RoundToInt(tx * xscale);
double dtx2 = tx * xscale;
x2 = centerx + xs_RoundToInt(dtx2);
// off the left side or too small?
if ((x2 < WindowLeft || x2 <= x1))
return;
xscale = spriteScale.X * xscale / tex->Scale.X;
iscale = (tex->GetWidth() << FRACBITS) / (x2 - x1);
iscale = (fixed_t)(tex->GetWidth() / (dtx2 - dtx1) * FRACUNIT);
double yscale = spriteScale.Y / tex->Scale.Y;
@ -1047,9 +1005,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
vis->startfrac = 0;
vis->xiscale = iscale;
}
if (vis->x1 > x1)
vis->startfrac += vis->xiscale * (vis->x1 - x1);
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx - dtx1 + 0.5 * thingxscalemul));
}
else
{