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Fix dancing sprites due to texture coordinate calculations not taking pixel centers into account
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parent
9ed45c7e03
commit
767c3a2edd
1 changed files with 12 additions and 55 deletions
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@ -255,17 +255,15 @@ void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *span, bool us
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{
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int pixelsize = r_swtruecolor ? 4 : 1;
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int inputpixelsize = (r_swtruecolor && !drawer_needs_pal_input) ? 4 : 1;
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const fixed_t centeryfrac = FLOAT2FIXED(CenterY);
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const fixed_t texturemid = FLOAT2FIXED(dc_texturemid);
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while (span->Length != 0)
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{
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const int length = span->Length;
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const int top = span->TopOffset;
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// calculate unclipped screen coordinates for post
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dc_yl = xs_RoundToInt(sprtopscreen + spryscale * top);
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dc_yh = xs_RoundToInt(sprtopscreen + spryscale * (top + length)) - 1;
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dc_yl = (int)(sprtopscreen + spryscale * top);
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dc_yh = (int)(sprtopscreen + spryscale * (top + length)) - 1;
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if (sprflipvert)
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{
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swapvalues (dc_yl, dc_yh);
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@ -282,49 +280,8 @@ void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *span, bool us
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if (dc_yl <= dc_yh)
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{
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if (sprflipvert)
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{
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dc_texturefrac = (dc_yl*dc_iscale) - (top << FRACBITS)
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- FixedMul (centeryfrac, dc_iscale) - texturemid;
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const fixed_t maxfrac = length << FRACBITS;
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while (dc_texturefrac >= maxfrac)
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{
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if (++dc_yl > dc_yh)
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goto nextpost;
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dc_texturefrac += dc_iscale;
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}
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fixed_t endfrac = dc_texturefrac + (dc_yh-dc_yl)*dc_iscale;
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while (endfrac < 0)
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{
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if (--dc_yh < dc_yl)
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goto nextpost;
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endfrac -= dc_iscale;
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}
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}
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else
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{
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dc_texturefrac = texturemid - (top << FRACBITS)
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+ (dc_yl*dc_iscale) - FixedMul (centeryfrac-FRACUNIT, dc_iscale);
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while (dc_texturefrac < 0)
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{
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if (++dc_yl > dc_yh)
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goto nextpost;
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dc_texturefrac += dc_iscale;
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}
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fixed_t endfrac = dc_texturefrac + (dc_yh-dc_yl)*dc_iscale;
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const fixed_t maxfrac = length << FRACBITS;
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if (dc_yh < mfloorclip[dc_x]-1 && endfrac < maxfrac - dc_iscale)
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{
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dc_yh++;
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}
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else while (endfrac >= maxfrac)
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{
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if (--dc_yh < dc_yl)
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goto nextpost;
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endfrac -= dc_iscale;
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}
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}
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dc_source = column + top * inputpixelsize;
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dc_texturefrac = FLOAT2FIXED((dc_yl + 0.5 - sprtopscreen) / spryscale);
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dc_source = column;
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dc_dest = (ylookup[dc_yl] + dc_x) * pixelsize + dc_destorg;
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dc_count = dc_yh - dc_yl + 1;
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if (useRt)
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@ -332,7 +289,6 @@ void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *span, bool us
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else
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colfunc ();
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}
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nextpost:
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span++;
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}
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@ -1006,21 +962,23 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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const double thingxscalemul = spriteScale.X / tex->Scale.X;
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tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
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x1 = centerx + xs_RoundToInt(tx * xscale);
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double dtx1 = tx * xscale;
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x1 = centerx + xs_RoundToInt(dtx1);
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// off the right side?
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if (x1 >= WindowRight)
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return;
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tx += tex->GetWidth() * thingxscalemul;
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x2 = centerx + xs_RoundToInt(tx * xscale);
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double dtx2 = tx * xscale;
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x2 = centerx + xs_RoundToInt(dtx2);
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// off the left side or too small?
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if ((x2 < WindowLeft || x2 <= x1))
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return;
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xscale = spriteScale.X * xscale / tex->Scale.X;
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iscale = (tex->GetWidth() << FRACBITS) / (x2 - x1);
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iscale = (fixed_t)(tex->GetWidth() / (dtx2 - dtx1) * FRACUNIT);
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double yscale = spriteScale.Y / tex->Scale.Y;
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@ -1047,9 +1005,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->startfrac = 0;
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vis->xiscale = iscale;
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}
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if (vis->x1 > x1)
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vis->startfrac += vis->xiscale * (vis->x1 - x1);
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vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx - dtx1 + 0.5 * thingxscalemul));
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}
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else
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{
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