Fix z fighting issues with wall and floor sprites. This isn't perfect, and somebody like Plgman or Helixhorned who better understands how the depth buffer positions are calculated will be able to do a much better determination of how much to offset the glDepthRange values based on distance to the sprite.

git-svn-id: https://svn.eduke32.com/eduke32@4652 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2014-10-25 03:26:31 +00:00
parent dedadcb76e
commit 73ecabaff9
3 changed files with 240 additions and 217 deletions

View file

@ -6607,7 +6607,8 @@ static void drawsprite(int32_t snum)
#ifdef USE_OPENGL
case REND_POLYMOST:
polymost_drawsprite(snum);
bglDisable(GL_POLYGON_OFFSET_FILL);
bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
bglDepthRange(0.0, 1.0); //<- this is more widely supported than glPolygonOffset
return;
# ifdef POLYMER
case REND_POLYMER:
@ -9541,9 +9542,6 @@ killsprite:
{
_point2d pos;
#ifdef USE_OPENGL
curpolygonoffset = 0.f;
#endif
pos.x = (float)globalposx;
pos.y = (float)globalposy;

View file

@ -1915,19 +1915,27 @@ static inline void md3draw_handle_triangles(const md3surf_t *s, uint16_t *indexh
if (r_vertexarrays)
{
int32_t k = 0;
uint16_t tri;
for (i=s->numtris-1; i>=0; i--)
if (M == NULL)
{
tri = M ? M->indexes[i] : i;
for (i=s->numtris-1; i>=0; i--, k+=3)
{
indexhandle[k] = s->tris[i].i[0];
indexhandle[k+1] = s->tris[i].i[1];
indexhandle[k+2] = s->tris[i].i[2];
}
return;
}
for (i=s->numtris-1; i>=0; i--, k+=3)
{
uint16_t tri = M->indexes[i];
indexhandle[k] = s->tris[tri].i[0];
indexhandle[k+1] = s->tris[tri].i[1];
indexhandle[k+2] = s->tris[tri].i[2];
k += 3;
}
return;
}
@ -2072,10 +2080,11 @@ static int32_t polymost_md3draw(md3model_t *m, const spritetype *tspr)
// Bit 10 is an ugly hack in game.c:G_DoSpriteAnimations() telling md2sprite
// to use Z-buffer hacks to hide overdraw problems with the
// flat-tsprite-on-floor shadows.
// is this still needed?
if (tspr->cstat&CSTAT_SPRITE_MDHACK)
{
bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
bglDepthRange(0.0,0.9999);
bglDepthFunc(GL_LESS);
bglDepthRange(-.0001, .9999);
}
bglPushAttrib(GL_POLYGON_BIT);
if ((grhalfxdown10x >= 0) ^((globalorientation&8) != 0) ^((globalorientation&4) != 0)) bglFrontFace(GL_CW); else bglFrontFace(GL_CCW);
@ -2148,7 +2157,7 @@ static int32_t polymost_md3draw(md3model_t *m, const spritetype *tspr)
//PLAG : sorting stuff
void *vbotemp;
vec3f_t *vertexhandle = NULL;
uint16_t *indexhandle;
uint16_t *indexhandle;
const md3surf_t *const s = &m->head.surfs[surfi];
@ -2282,22 +2291,26 @@ static int32_t polymost_md3draw(md3model_t *m, const spritetype *tspr)
//PLAG: delayed polygon-level sorted rendering
if (m->usesalpha && !(tspr->cstat & CSTAT_SPRITE_MDHACK))
{
vec3f_t fp, fp1, fp2, vlt0, vlt1, vlt2;
for (i=s->numtris-1; i>=0; i--)
{
vec3f_t fp, fp1, fp2;
vlt0 = vertlist[s->tris[i].i[0]];
vlt1 = vertlist[s->tris[i].i[1]];
vlt2 = vertlist[s->tris[i].i[2]];
// Matrix multiplication - ugly but clear
fp.x = (vertlist[s->tris[i].i[0]].x * mat[0]) + (vertlist[s->tris[i].i[0]].y * mat[4]) + (vertlist[s->tris[i].i[0]].z * mat[8]) + mat[12];
fp.y = (vertlist[s->tris[i].i[0]].x * mat[1]) + (vertlist[s->tris[i].i[0]].y * mat[5]) + (vertlist[s->tris[i].i[0]].z * mat[9]) + mat[13];
fp.z = (vertlist[s->tris[i].i[0]].x * mat[2]) + (vertlist[s->tris[i].i[0]].y * mat[6]) + (vertlist[s->tris[i].i[0]].z * mat[10]) + mat[14];
fp.x = (vlt0.x * mat[0]) + (vlt0.y * mat[4]) + (vlt0.z * mat[8]) + mat[12];
fp.y = (vlt0.x * mat[1]) + (vlt0.y * mat[5]) + (vlt0.z * mat[9]) + mat[13];
fp.z = (vlt0.x * mat[2]) + (vlt0.y * mat[6]) + (vlt0.z * mat[10]) + mat[14];
fp1.x = (vertlist[s->tris[i].i[1]].x * mat[0]) + (vertlist[s->tris[i].i[1]].y * mat[4]) + (vertlist[s->tris[i].i[1]].z * mat[8]) + mat[12];
fp1.y = (vertlist[s->tris[i].i[1]].x * mat[1]) + (vertlist[s->tris[i].i[1]].y * mat[5]) + (vertlist[s->tris[i].i[1]].z * mat[9]) + mat[13];
fp1.z = (vertlist[s->tris[i].i[1]].x * mat[2]) + (vertlist[s->tris[i].i[1]].y * mat[6]) + (vertlist[s->tris[i].i[1]].z * mat[10]) + mat[14];
fp1.x = (vlt1.x * mat[0]) + (vlt1.y * mat[4]) + (vlt1.z * mat[8]) + mat[12];
fp1.y = (vlt1.x * mat[1]) + (vlt1.y * mat[5]) + (vlt1.z * mat[9]) + mat[13];
fp1.z = (vlt1.x * mat[2]) + (vlt1.y * mat[6]) + (vlt1.z * mat[10]) + mat[14];
fp2.x = (vertlist[s->tris[i].i[2]].x * mat[0]) + (vertlist[s->tris[i].i[2]].y * mat[4]) + (vertlist[s->tris[i].i[2]].z * mat[8]) + mat[12];
fp2.y = (vertlist[s->tris[i].i[2]].x * mat[1]) + (vertlist[s->tris[i].i[2]].y * mat[5]) + (vertlist[s->tris[i].i[2]].z * mat[9]) + mat[13];
fp2.z = (vertlist[s->tris[i].i[2]].x * mat[2]) + (vertlist[s->tris[i].i[2]].y * mat[6]) + (vertlist[s->tris[i].i[2]].z * mat[10]) + mat[14];
fp2.x = (vlt2.x * mat[0]) + (vlt2.y * mat[4]) + (vlt2.z * mat[8]) + mat[12];
fp2.y = (vlt2.x * mat[1]) + (vlt2.y * mat[5]) + (vlt2.z * mat[9]) + mat[13];
fp2.z = (vlt2.x * mat[2]) + (vlt2.y * mat[6]) + (vlt2.z * mat[10]) + mat[14];
f = (fp.x * fp.x) + (fp.y * fp.y) + (fp.z * fp.z);
@ -2385,13 +2398,9 @@ static int32_t polymost_md3draw(md3model_t *m, const spritetype *tspr)
//------------
if (m->usesalpha) bglDisable(GL_ALPHA_TEST);
bglDisable(GL_CULL_FACE);
bglPopAttrib();
if (tspr->cstat&CSTAT_SPRITE_MDHACK)
{
bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
bglDepthRange(0.0,0.99999);
}
bglLoadIdentity();
globalnoeffect=0;

View file

@ -82,6 +82,7 @@ Low priority:
#include "cache1d.h"
#include "kplib.h"
#include "texcache.h"
#include "common.h"
#ifndef _WIN32
extern int32_t filelength(int h); // kplib.c
@ -99,6 +100,7 @@ int32_t usehightile=1;
int32_t vsync=0;
#include <math.h> //<-important!
#include <float.h>
typedef struct { float x, cy[2], fy[2]; int32_t tag; int16_t n, p, ctag, ftag; } vsptyp;
#define VSPMAX 4096 //<- careful!
@ -107,7 +109,7 @@ static int32_t gtag;
static float dxb1[MAXWALLSB], dxb2[MAXWALLSB];
#define SCISDIST 1.0f //1.0: Close plane clipping distance
#define SCISDIST .9999f //1.0: Close plane clipping distance
float shadescale = 1.0f;
int32_t shadescale_unbounded = 0;
@ -164,8 +166,6 @@ int32_t glrendmode = REND_POLYMOST;
// fullbright tiles. Also see 'fullbrightloadingpass'.
static int32_t fullbrightdrawingpass = 0;
float curpolygonoffset; // internal polygon offset stack for drawing flat sprites to avoid depth fighting
int32_t r_detailmapping = 1;
int32_t r_glowmapping = 1;
int32_t r_vertexarrays = 1;
@ -2066,6 +2066,140 @@ void domost(float x0, float y0, float x1, float y1)
}
}
void polymost_editorfunc(void)
{
vec3_t v, o, o2;
int32_t cz, fz;
hitdata_t hit;
vec3_t vect;
const float ratio = get_projhack_ratio();
o2.x = (searchx-ghalfx)/ratio;
o2.y = (searchy-ghoriz)/ratio; // ghoriz is (ydimen>>1) here
o2.z = ghalfx;
//Tilt rotation
o.x = o2.x*gctang + o2.y*gstang;
o.y = o2.y*gctang - o2.x*gstang;
o.z = o2.z;
//Up/down rotation
o2.x = o.z*gchang - o.y*gshang;
o2.y = o.x;
o2.z = o.y*gchang + o.z*gshang;
//Standard Left/right rotation
v.x = (int32_t) (o2.x*fcosglobalang - o2.y*fsinglobalang);
v.y = (int32_t) (o2.x*fsinglobalang + o2.y*fcosglobalang);
v.z = (int32_t) (o2.z*16384.f);
vect.x = globalposx;
vect.y = globalposy;
vect.z = globalposz;
hitallsprites = 1;
hitscan((const vec3_t *) &vect, globalcursectnum, //Start position
v.x>>10, v.y>>10, v.z>>6, &hit, 0xffff0030);
if (hit.sect != -1) // if hitsect is -1, hitscan overflowed somewhere
{
getzsofslope(hit.sect, hit.pos.x, hit.pos.y, &cz, &fz);
hitallsprites = 0;
searchsector = hit.sect;
if (hit.pos.z<cz) searchstat = 1;
else if (hit.pos.z>fz) searchstat = 2;
else if (hit.wall >= 0)
{
searchbottomwall = searchwall = hit.wall; searchstat = 0;
if (wall[hit.wall].nextwall >= 0)
{
int32_t cz, fz;
getzsofslope(wall[hit.wall].nextsector, hit.pos.x, hit.pos.y, &cz, &fz);
if (hit.pos.z > fz)
{
searchisbottom = 1;
if (wall[hit.wall].cstat&2) //'2' bottoms of walls
searchbottomwall = wall[hit.wall].nextwall;
}
else
{
searchisbottom = 0;
if ((hit.pos.z > cz) && (wall[hit.wall].cstat&(16+32))) //masking or 1-way
searchstat = 4;
}
}
}
else if (hit.sprite >= 0) { searchwall = hit.sprite; searchstat = 3; }
else
{
int32_t cz, fz;
getzsofslope(hit.sect, hit.pos.x, hit.pos.y, &cz, &fz);
if ((hit.pos.z<<1) < cz+fz) searchstat = 1; else searchstat = 2;
//if (vz < 0) searchstat = 1; else searchstat = 2; //Won't work for slopes :/
}
if (preview_mouseaim && spritesortcnt < MAXSPRITESONSCREEN)
{
spritetype *tsp = &tsprite[spritesortcnt];
double dadist, x, y, z;
Bmemcpy(tsp, &hit.pos, sizeof(vec3_t));
x = tsp->x-globalposx; y=tsp->y-globalposy; z=(tsp->z-globalposz)/16.0;
dadist = Bsqrt(x*x + y*y + z*z);
tsp->sectnum = hit.sect;
tsp->picnum = 2523; // CROSSHAIR
tsp->cstat = 128;
tsp->owner = MAXSPRITES-1;
tsp->xrepeat = tsp->yrepeat = min(max(1, (int32_t) (dadist*48.0/3200.0)), 255);
sprite[tsp->owner].xoffset = sprite[tsp->owner].yoffset = 0;
tspriteptr[spritesortcnt++] = tsp;
}
if ((searchstat==1 || searchstat==2) && searchsector>=0)
{
int32_t scrv[2] ={ (v.x>>12), (v.y>>12) };
int32_t scrv_r[2] ={ scrv[1], -scrv[0] };
walltype *wal = &wall[sector[searchsector].wallptr];
uint64_t wdistsq, bestwdistsq=0x7fffffff;
int32_t k, bestk=-1;
for (k=0; k<sector[searchsector].wallnum; k++)
{
int32_t w1[2] ={ wal[k].x, wal[k].y };
int32_t w2[2] ={ wall[wal[k].point2].x, wall[wal[k].point2].y };
int32_t w21[2] ={ w1[0]-w2[0], w1[1]-w2[1] };
int32_t pw1[2] ={ w1[0]-hit.pos.x, w1[1]-hit.pos.y };
int32_t pw2[2] ={ w2[0]-hit.pos.x, w2[1]-hit.pos.y };
float w1d = (float) (scrv_r[0]*pw1[0] + scrv_r[1]*pw1[1]);
float w2d = (float) (scrv_r[0]*pw2[0] + scrv_r[1]*pw2[1]);
int32_t ptonline[2], scrp[2];
int64_t t1, t2;
w2d = -w2d;
if ((w1d==0 && w2d==0) || (w1d<0 || w2d<0))
continue;
ptonline[0] = (int32_t) (w2[0]+(w2d/(w1d+w2d))*w21[0]);
ptonline[1] = (int32_t) (w2[1]+(w2d/(w1d+w2d))*w21[1]);
scrp[0] = ptonline[0]-vect.x;
scrp[1] = ptonline[1]-vect.y;
if (scrv[0]*scrp[0] + scrv[1]*scrp[1] <= 0)
continue;
t1=scrp[0]; t2=scrp[1];
wdistsq = t1*t1 + t2*t2;
if (wdistsq < bestwdistsq)
{
bestk = k;
bestwdistsq = wdistsq;
}
}
if (bestk >= 0)
searchwall = sector[searchsector].wallptr + bestk;
}
}
searchit = 0;
}
void polymost_scansector(int32_t sectnum);
// variables that are set to ceiling- or floor-members, depending
@ -3271,12 +3405,9 @@ void polymost_drawrooms()
bglDisable(GL_BLEND);
bglEnable(GL_TEXTURE_2D);
//bglTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); //default anyway
bglEnable(GL_DEPTH_TEST);
bglDepthFunc(GL_ALWAYS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
bglPolygonOffset(-1.f, 0.f); //Supposed to make sprites pasted on walls or floors not disappear
// bglDepthRange(0.00001,1.0); //<- this is more widely supported than glPolygonOffset
bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
bglDepthRange(0.0, 1.0); //<- this is more widely supported than glPolygonOffset
//Enable this for OpenGL red-blue glasses mode :)
#ifdef REDBLUEMODE
@ -3382,139 +3513,7 @@ void polymost_drawrooms()
initmosts(sx,sy,n2);
if (searchit == 2)
{
int32_t vx, vy, vz;
int32_t cz, fz;
hitdata_t hit;
vec3_t vect;
const float ratio = get_projhack_ratio();
ox2 = (searchx-ghalfx)/ratio;
oy2 = (searchy-ghoriz)/ratio; // ghoriz is (ydimen>>1) here
oz2 = ghalfx;
//Tilt rotation
ox = ox2*gctang + oy2*gstang;
oy = oy2*gctang - ox2*gstang;
oz = oz2;
//Up/down rotation
ox2 = oz*gchang - oy*gshang;
oy2 = ox;
oz2 = oy*gchang + oz*gshang;
//Standard Left/right rotation
vx = (int32_t)(ox2*fcosglobalang - oy2*fsinglobalang);
vy = (int32_t)(ox2*fsinglobalang + oy2*fcosglobalang);
vz = (int32_t)(oz2*16384.f);
vect.x = globalposx;
vect.y = globalposy;
vect.z = globalposz;
hitallsprites = 1;
hitscan((const vec3_t *)&vect,globalcursectnum, //Start position
vx>>10,vy>>10,vz>>6,&hit,0xffff0030);
if (hit.sect != -1) // if hitsect is -1, hitscan overflowed somewhere
{
getzsofslope(hit.sect,hit.pos.x,hit.pos.y,&cz,&fz);
hitallsprites = 0;
searchsector = hit.sect;
if (hit.pos.z<cz) searchstat = 1;
else if (hit.pos.z>fz) searchstat = 2;
else if (hit.wall >= 0)
{
searchbottomwall = searchwall = hit.wall; searchstat = 0;
if (wall[hit.wall].nextwall >= 0)
{
int32_t cz, fz;
getzsofslope(wall[hit.wall].nextsector,hit.pos.x,hit.pos.y,&cz,&fz);
if (hit.pos.z > fz)
{
searchisbottom = 1;
if (wall[hit.wall].cstat&2) //'2' bottoms of walls
searchbottomwall = wall[hit.wall].nextwall;
}
else
{
searchisbottom = 0;
if ((hit.pos.z > cz) && (wall[hit.wall].cstat&(16+32))) //masking or 1-way
searchstat = 4;
}
}
}
else if (hit.sprite >= 0) { searchwall = hit.sprite; searchstat = 3; }
else
{
int32_t cz, fz;
getzsofslope(hit.sect,hit.pos.x,hit.pos.y,&cz,&fz);
if ((hit.pos.z<<1) < cz+fz) searchstat = 1; else searchstat = 2;
//if (vz < 0) searchstat = 1; else searchstat = 2; //Won't work for slopes :/
}
if (preview_mouseaim && spritesortcnt < MAXSPRITESONSCREEN)
{
spritetype *tsp = &tsprite[spritesortcnt];
double dadist, x,y,z;
Bmemcpy(tsp, &hit.pos, sizeof(vec3_t));
x = tsp->x-globalposx; y=tsp->y-globalposy; z=(tsp->z-globalposz)/16.0;
dadist = Bsqrt(x*x + y*y + z*z);
tsp->sectnum = hit.sect;
tsp->picnum = 2523; // CROSSHAIR
tsp->cstat = 128;
tsp->owner = MAXSPRITES-1;
tsp->xrepeat = tsp->yrepeat = min(max(1, (int32_t)(dadist*48.0/3200.0)), 255);
sprite[tsp->owner].xoffset = sprite[tsp->owner].yoffset = 0;
tspriteptr[spritesortcnt++] = tsp;
}
if ((searchstat==1 || searchstat==2) && searchsector>=0)
{
int32_t scrv[2] = {(vx>>12), (vy>>12)};
int32_t scrv_r[2] = {scrv[1], -scrv[0]};
walltype *wal = &wall[sector[searchsector].wallptr];
uint64_t wdistsq, bestwdistsq=0x7fffffff;
int32_t k, bestk=-1;
for (k=0; k<sector[searchsector].wallnum; k++)
{
int32_t w1[2] = {wal[k].x, wal[k].y};
int32_t w2[2] = {wall[wal[k].point2].x, wall[wal[k].point2].y};
int32_t w21[2] = {w1[0]-w2[0], w1[1]-w2[1]};
int32_t pw1[2] = {w1[0]-hit.pos.x, w1[1]-hit.pos.y};
int32_t pw2[2] = {w2[0]-hit.pos.x, w2[1]-hit.pos.y};
float w1d = (float)(scrv_r[0]*pw1[0] + scrv_r[1]*pw1[1]);
float w2d = (float)(scrv_r[0]*pw2[0] + scrv_r[1]*pw2[1]);
int32_t ptonline[2], scrp[2];
int64_t t1, t2;
w2d = -w2d;
if ((w1d==0 && w2d==0) || (w1d<0 || w2d<0))
continue;
ptonline[0] = (int32_t)(w2[0]+(w2d/(w1d+w2d))*w21[0]);
ptonline[1] = (int32_t)(w2[1]+(w2d/(w1d+w2d))*w21[1]);
scrp[0] = ptonline[0]-vect.x;
scrp[1] = ptonline[1]-vect.y;
if (scrv[0]*scrp[0] + scrv[1]*scrp[1] <= 0)
continue;
t1=scrp[0]; t2=scrp[1];
wdistsq = t1*t1 + t2*t2;
if (wdistsq < bestwdistsq)
{
bestk = k;
bestwdistsq = wdistsq;
}
}
if (bestk >= 0)
searchwall = sector[searchsector].wallptr + bestk;
}
}
searchit = 0;
}
polymost_editorfunc();
numscans = numbunches = 0;
@ -3578,10 +3577,8 @@ void polymost_drawrooms()
#ifdef USE_OPENGL
if (getrendermode() >= REND_POLYMOST)
{
bglDepthFunc(GL_LEQUAL); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
bglPolygonOffset(-1.f, 0.f);
// bglDepthRange(0.0,0.99999); //<- this is more widely supported than glPolygonOffset
bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
bglDepthRange(0.0, 1.0); //<- this is more widely supported than glPolygonOffset
}
#endif
@ -3827,9 +3824,17 @@ void polymost_drawsprite(int32_t snum)
if (tspr->cstat & (2|16) || gltexmayhavealpha(tspr->picnum,tspr->pal))
{
curpolygonoffset += .25f;
bglEnable(GL_POLYGON_OFFSET_FILL);
bglPolygonOffset(-1.f, -1.f-curpolygonoffset);
#ifdef __arm__ // GL ES has a glDepthRangef and the loss of precision is OK there
float f = (tspr->cstat & (2|16)) ? (float)(spritenum + 1) * (FLT_EPSILON * 8.0) : 0.0;
if (f != 0.0) f *= 1.f/(float)(sepldist(globalposx - tspr->x, globalposy - tspr->y)>>5);
bglDepthFunc(GL_LESS);
glDepthRangef(0.f - f, 1.f - f);
#else
double f = (tspr->cstat & (2|16)) ? (double)(spritenum + 1) * (FLT_EPSILON * 8.0) : 0.0;
if (f != 0.0) f *= 1.0/(double)(sepldist(globalposx - tspr->x, globalposy - tspr->y)>>5);
bglDepthFunc(GL_LESS);
bglDepthRange(0.0 - f, 1.0 - f);
#endif
}
#endif
@ -3895,10 +3900,21 @@ void polymost_drawsprite(int32_t snum)
else { gvy = (float)tsizy*gdo/(py[0]-py[3]-.002f); gvo = -gvy*(py[3]+.001f); }
// sprite panning
guy -= gdy*((float)(spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
guo -= gdo*((float)(spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
gvy -= gdy*((float)(spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
gvo -= gdo*((float)(spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
#ifdef USE_OPENGL
if (spriteext[spritenum].xpanning)
{
guy -= gdy*((float) (spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
guo -= gdo*((float) (spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
srepeat = 1;
}
if (spriteext[spritenum].ypanning)
{
gvy -= gdy*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
gvo -= gdo*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
trepeat = 1;
}
#endif
//Clip sprites to ceilings/floors when no parallaxing and not sloped
if (!(sector[tspr->sectnum].ceilingstat&3))
@ -3912,23 +3928,14 @@ void polymost_drawsprite(int32_t snum)
if (py[2] > sy0) py[2] = py[3] = sy0;
}
#ifdef USE_OPENGL
if (spriteext[spritenum].xpanning)
srepeat = 1;
if (spriteext[spritenum].ypanning)
trepeat = 1;
#endif
tilesiz[globalpicnum].x = tsizx;
tilesiz[globalpicnum].y = tsizy;
pow2xsplit = 0; drawpoly(px,py,4,method);
#ifdef USE_OPENGL
if (spriteext[spritenum].xpanning)
srepeat = 0;
if (spriteext[spritenum].ypanning)
trepeat = 0;
srepeat = 0;
trepeat = 0;
#endif
break;
case 1: //Wall sprite
@ -3994,9 +4001,16 @@ void polymost_drawsprite(int32_t snum)
if (globalorientation&4) { t0 = 1.f-t0; t1 = 1.f-t1; }
//sprite panning
t0 -= ((float)(spriteext[spritenum].xpanning)*(1.0f/255.f));
t1 -= ((float)(spriteext[spritenum].xpanning)*(1.0f/255.f));
gux = (t0*ryp0 - t1*ryp1)*gxyaspect*(float)tsizx / (sx0-sx1);
#ifdef USE_OPENGL
if (spriteext[spritenum].xpanning)
{
t0 -= ((float) (spriteext[spritenum].xpanning)*(1.0f/255.f));
t1 -= ((float) (spriteext[spritenum].xpanning)*(1.0f/255.f));
srepeat = 1;
}
#endif
gux = (t0*ryp0 - t1*ryp1)*gxyaspect*(float) tsizx / (sx0-sx1);
guy = 0;
guo = t0*ryp0*gxyaspect*(float)tsizx - gux*sx0;
@ -4018,9 +4032,15 @@ void polymost_drawsprite(int32_t snum)
}
// sprite panning
gvx -= gdx*((float)(spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
gvy -= gdy*((float)(spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
gvo -= gdo*((float)(spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
#ifdef USE_OPENGL
if (spriteext[spritenum].ypanning)
{
gvx -= gdx*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
gvy -= gdy*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
gvo -= gdo*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
trepeat = 1;
}
#endif
//Clip sprites to ceilings/floors when no parallaxing
if (!(sector[tspr->sectnum].ceilingstat&1))
@ -4055,22 +4075,13 @@ void polymost_drawsprite(int32_t snum)
px[2] = sx1; py[2] = sf1;
px[3] = sx0; py[3] = sf0;
#ifdef USE_OPENGL
if (spriteext[spritenum].xpanning)
srepeat = 1;
if (spriteext[spritenum].ypanning)
trepeat = 1;
#endif
tilesiz[globalpicnum].x = tsizx;
tilesiz[globalpicnum].y = tsizy;
pow2xsplit = 0; drawpoly(px,py,4,method);
#ifdef USE_OPENGL
if (spriteext[spritenum].xpanning)
srepeat = 0;
if (spriteext[spritenum].ypanning)
trepeat = 0;
srepeat = 0;
trepeat = 0;
#endif
break;
@ -4103,6 +4114,9 @@ void polymost_drawsprite(int32_t snum)
py[j] = sx0*gcosang2 + sy0*gsinang2;
}
if (tspr->z == sec->ceilingz) tspr->z++;
if (tspr->z == sec->floorz) tspr->z--;
if (tspr->z < globalposz) //if floor sprite is above you, reverse order of points
{
swapfloat(&px[0], &px[1]);
@ -4163,16 +4177,20 @@ void polymost_drawsprite(int32_t snum)
}
// sprite panning
guy -= gdy*((float)(spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
guo -= gdo*((float)(spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
gvy -= gdy*((float)(spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
gvo -= gdo*((float)(spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
#ifdef USE_OPENGL
if (spriteext[spritenum].xpanning)
{
guy -= gdy*((float) (spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
guo -= gdo*((float) (spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
srepeat = 1;
}
if (spriteext[spritenum].ypanning)
{
gvy -= gdy*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
gvo -= gdo*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
trepeat = 1;
}
#endif
tilesiz[globalpicnum].x = tsizx;
@ -4180,10 +4198,8 @@ void polymost_drawsprite(int32_t snum)
pow2xsplit = 0; drawpoly(px,py,npoints,method);
#ifdef USE_OPENGL
if (spriteext[spritenum].xpanning)
srepeat = 0;
if (spriteext[spritenum].ypanning)
trepeat = 0;
srepeat = 0;
trepeat = 0;
#endif
break;