- redid sprite projection math.

This commit is contained in:
Christoph Oelckers 2021-03-28 10:49:34 +02:00
parent fa44d75e98
commit 9f48b36627
4 changed files with 46 additions and 33 deletions

View file

@ -187,7 +187,7 @@ FRenderViewpoint SetupViewpoint(spritetype* cam, const vec3_t& position, int sec
DAngle an = 270. - r_viewpoint.HWAngles.Yaw.Degrees; DAngle an = 270. - r_viewpoint.HWAngles.Yaw.Degrees;
r_viewpoint.TanSin = FocalTangent * an.Sin(); r_viewpoint.TanSin = FocalTangent * an.Sin();
r_viewpoint.TanCos = FocalTangent * an.Cos(); r_viewpoint.TanCos = FocalTangent * an.Cos();
r_viewpoint.ViewVector = an.ToVector();
return r_viewpoint; return r_viewpoint;
} }

View file

@ -43,7 +43,7 @@ struct FRenderViewpoint
int SectCount; int SectCount;
double TicFrac; double TicFrac;
double TanCos, TanSin; // needed for calculating a sprite's screen depth. double TanCos, TanSin; // needed for calculating a sprite's screen depth.
DVector2 ViewVector; // direction the camera is facing.
}; };
//========================================================================== //==========================================================================
// //

View file

@ -568,6 +568,7 @@ bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clippe
DAngle an = 270. - vp.HWAngles.Yaw.Degrees; DAngle an = 270. - vp.HWAngles.Yaw.Degrees;
vp.TanSin = FocalTangent * an.Sin(); vp.TanSin = FocalTangent * an.Sin();
vp.TanCos = FocalTangent * an.Cos(); vp.TanCos = FocalTangent * an.Cos();
vp.ViewVector = an.ToVector();
int oldstat = 0; int oldstat = 0;
if (vp.CameraSprite) if (vp.CameraSprite)

View file

@ -344,52 +344,64 @@ void HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int
if (modelframe == 0) if (modelframe == 0)
{ {
auto tex = tileGetTexture(spr->picnum); int flags = spr->cstat;
int tilenum = spr->picnum;
int xsize, ysize, tilexoff, tileyoff;
// abuse the wall sprite function to get the proper coordinates by faking the angle to be facing the camera if (hw_hightile && TileFiles.tiledata[tilenum].h_xsize)
auto savedang = spr->ang;
spr->ang = bamang(di->Viewpoint.RotAngle).asbuild();
vec2_t pos[2];
GetWallSpritePosition(spr, spr->pos.vec2, pos, true);
spr->ang = savedang;
int height, topofs;
if (hw_hightile && TileFiles.tiledata[spr->picnum].h_xsize)
{ {
height = TileFiles.tiledata[spr->picnum].h_ysize; xsize = TileFiles.tiledata[tilenum].h_xsize;
topofs = (TileFiles.tiledata[spr->picnum].h_yoffs + spr->yoffset); ysize = TileFiles.tiledata[tilenum].h_ysize;
tilexoff = TileFiles.tiledata[tilenum].h_xoffs;
tileyoff = TileFiles.tiledata[tilenum].h_yoffs;
} }
else else
{ {
height = tex->GetTexelHeight(); xsize = tex->GetTexelWidth();
topofs = (tex->GetTexelTopOffset() + spr->yoffset); ysize = tex->GetTexelHeight();
tilexoff = tex->GetTexelLeftOffset();
tileyoff = tex->GetTexelTopOffset();
} }
if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs; int heinum = 0; // tspriteGetSlope(tspr); // todo: slope sprites
if (spr->cstat & CSTAT_SPRITE_YFLIP) if (heinum == 0)
topofs = -topofs;
int sprz = spr->z;
sprz -= ((topofs * spr->yrepeat) << 2);
if (spr->cstat & CSTAT_SPRITE_YCENTER)
{ {
sprz += ((height * spr->yrepeat) << 1); tilexoff += spr->xoffset;
if (height & 1) sprz += (spr->yrepeat << 1); // Odd yspans (taken from polymost as-is) tileyoff += spr->yoffset;
} }
x1 = pos[0].x * (1 / 16.f); // convert to render space.
y1 = pos[0].y * (1 / -16.f); float width = (xsize * spr->xrepeat) * (0.2f / 16.f); // weird Build fuckery. Face sprites are rendered at 80% width only.
x2 = pos[1].x * (1 / 16.f); float height = (ysize * spr->yrepeat) * (0.25f / 16.f);
y2 = pos[1].y * (1 / -16.f); float xoff = (tilexoff * spr->xrepeat) * (0.2f / 16.f);
z1 = (sprz) * (1 / -256.); float yoff = (tileyoff * spr->yrepeat) * (0.25f / 16.f);
z2 = (sprz - ((height * spr->yrepeat) << 2)) * (1 / -256.);
if (spr->cstat & CSTAT_SPRITE_YCENTER) yoff -= width / 2;
if (flags & CSTAT_SPRITE_XFLIP) xoff = -xoff;
if (flags & CSTAT_SPRITE_YFLIP) yoff = -yoff;
ul = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f; ul = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
ur = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 1.f : 0.f; ur = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 1.f : 0.f;
vt = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f; vt = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
vb = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 1.f : 0.f; vb = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 1.f : 0.f;
float viewvecX = vp.ViewVector.X;
float viewvecY = vp.ViewVector.Y;
x = spr->x * (1 / 16.f);
y = spr->y * (1 / -16.f);
z = spr->z * (1 / -256.f);
x1 = x - viewvecY * (xoff - (width * 0.5f));
x2 = x - viewvecY * (xoff + (width * 0.5f));
y1 = y + viewvecX * (xoff - (width * 0.5f));
y2 = y + viewvecX * (xoff + (width * 0.5f));
z1 = z + yoff;
z2 = z + height + yoff;
} }
else else
{ {