Make model stretch fix opt-in with a flag.

This commit is contained in:
Marisa the Magician 2022-11-22 14:57:03 +01:00 committed by Christoph Oelckers
parent 0509d3a4e7
commit eab675c0cb
2 changed files with 21 additions and 3 deletions

View file

@ -135,8 +135,15 @@ void RenderModel(FModelRenderer *renderer, float x, float y, float z, FSpriteMod
angle += actor->SpriteRotation.Degrees();
// consider the pixel stretching. For non-voxels this must be factored out here
float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor(actor->Level->info->pixelstretch) : 1.f) / actor->Level->info->pixelstretch;
float stretch = 1.f;
// [MK] distortions might happen depending on when the pixel stretch is compensated for
// so we make the "undistorted" behavior opt-in
if (smf->flags & MDL_CORRECTPIXELSTRETCH)
{
stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor(actor->Level->info->pixelstretch) : 1.f) / actor->Level->info->pixelstretch;
objectToWorldMatrix.scale(1, stretch, 1);
}
// Applying model transformations:
// 1) Applying actor angle, pitch and roll to the model
@ -173,6 +180,12 @@ void RenderModel(FModelRenderer *renderer, float x, float y, float z, FSpriteMod
objectToWorldMatrix.rotate(smf->pitchoffset, 0, 0, 1);
objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
if (!(smf->flags & MDL_CORRECTPIXELSTRETCH))
{
stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor(actor->Level->info->pixelstretch) : 1.f) / actor->Level->info->pixelstretch;
objectToWorldMatrix.scale(1, stretch, 1);
}
float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
renderer->BeginDrawModel(actor->RenderStyle, smf, objectToWorldMatrix, orientation < 0);
@ -846,6 +859,10 @@ static void ParseModelDefLump(int Lump)
smf.rotationCenterY = 0.;
smf.rotationCenterZ = 0.;
}
else if (sc.Compare("correctpixelstretch"))
{
smf.flags |= MDL_CORRECTPIXELSTRETCH;
}
else
{
sc.ScriptMessage("Unrecognized string \"%s\"", sc.String);

View file

@ -58,6 +58,7 @@ enum
MDL_NOPERPIXELLIGHTING = 1024, // forces a model to not use per-pixel lighting. useful for voxel-converted-to-model objects.
MDL_SCALEWEAPONFOV = 2048, // scale weapon view model with higher user FOVs
MDL_MODELSAREATTACHMENTS = 4096, // any model index after 0 is treated as an attachment, and therefore will use the bone results of index 0
MDL_CORRECTPIXELSTRETCH = 8192, // ensure model does not distort with pixel stretch when pitch/roll is applied
};
FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);