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https://github.com/ZDoom/raze-gles.git
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- expose animatesprite set of functions to new renderer as a callback.
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0b1e81023f
commit
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10 changed files with 33 additions and 18 deletions
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@ -102,7 +102,7 @@ struct GameInterface
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virtual int chaseCamX(binangle ang) { return 0; }
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virtual int chaseCamY(binangle ang) { return 0; }
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virtual int chaseCamZ(fixedhoriz horiz) { return 0; }
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virtual void processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) {}
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virtual void processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) = 0;
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virtual FString statFPS()
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{
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@ -441,9 +441,10 @@ void BunchDrawer::ProcessSector(int sectnum)
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int sx = spr->x - iview.x, sy = spr->y - int(iview.y);
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if ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) || (hw_models && tile2model[spr->picnum].modelid >= 0) || ((sx * gcosang) + (sy * gsinang) > 0)) // is it behind the camera? (fixme!)
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// this checks if the sprite is it behind the camera, which will not work if the pitch is high enough to necessitate a FOV of more than 180°.
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//if ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) || (hw_models && tile2model[spr->picnum].modelid >= 0) || ((sx * gcosang) + (sy * gsinang) > 0))
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{
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if ((spr->cstat & (CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_ALIGNMENT_MASK)) != (CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_ALIGNMENT_WALL + 16) ||
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if ((spr->cstat & (CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_ALIGNMENT_MASK)) != (CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_ALIGNMENT_WALL) ||
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(r_voxels && tiletovox[spr->picnum] >= 0 && voxmodels[tiletovox[spr->picnum]]) ||
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DMulScale(bcos(spr->ang), -sx, bsin(spr->ang), -sy, 6) > 0)
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if (renderAddTsprite(z, sectnum))
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@ -65,6 +65,7 @@ struct GameInterface : public ::GameInterface
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int chaseCamX(binangle ang) { return -ang.bcos(-4); }
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int chaseCamY(binangle ang) { return -ang.bsin(-4); }
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int chaseCamZ(fixedhoriz horiz) { return horiz.asq16() >> 9; }
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void processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) override;
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};
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@ -414,6 +414,10 @@ bool GameInterface::GenerateSavePic()
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return true;
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}
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void GameInterface::processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
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{
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fi.animatesprites(viewx, viewy, viewz, int(smoothRatio));
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}
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END_DUKE_NS
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@ -255,6 +255,7 @@ struct GameInterface : ::GameInterface
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int chaseCamX(binangle ang) { return -ang.bcos() / 12; }
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int chaseCamY(binangle ang) { return -ang.bsin() / 12; }
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int chaseCamZ(fixedhoriz horiz) { return horiz.asq16() / 384; }
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void processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) override;
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::GameStats getStats() override;
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};
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@ -66,7 +66,7 @@ short enemy;
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short nEnemyPal = 0;
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// NOTE - not to be confused with Ken's analyzesprites()
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static void analyzesprites(double const smoothratio)
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static void analyzesprites(int x, int y, int z, double const smoothratio)
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{
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tspritetype *pTSprite;
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@ -90,11 +90,6 @@ static void analyzesprites(double const smoothratio)
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besttarget = -1;
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int x = pPlayerSprite->x;
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int y = pPlayerSprite->y;
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int z = pPlayerSprite->z - (GetSpriteHeight(nPlayerSprite) / 2);
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short nSector = pPlayerSprite->sectnum;
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int nAngle = (2048 - pPlayerSprite->ang) & kAngleMask;
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@ -362,7 +357,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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{
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renderSetRollAngle(rotscrnang.asbuildf());
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renderDrawRoomsQ16(nCamerax, nCameray, viewz, nCameraa.asq16(), nCamerapan.asq16(), nSector);
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analyzesprites(smoothRatio);
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analyzesprites(nCamerax, nCameray, viewz, smoothRatio);
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renderDrawMasks();
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}
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else
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@ -467,6 +462,12 @@ bool GameInterface::GenerateSavePic()
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return true;
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}
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void GameInterface::processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
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{
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analyzesprites(viewx, viewy, viewz, smoothRatio);
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}
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void NoClip()
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{
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}
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@ -177,7 +177,7 @@ void polymost_drawscreen(PLAYERp pp, int tx, int ty, int tz, binangle tang, fixe
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if (!FAF_DebugView)
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FAF_DrawRooms(tx, ty, tz, tang.asq16(), thoriz.asq16(), tsectnum);
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analyzesprites(tx, ty, tz, false);
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analyzesprites(tx, ty, tz, tang.asbuild());
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post_analyzesprites();
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renderDrawMasks();
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@ -323,7 +323,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
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renderDrawRoomsQ16(tposx, tposy, tz, (tang), tpq16horiz, mirror[cnt].mirrorsector + MAXSECTORS);
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analyzesprites(tposx, tposy, tz, true);
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analyzesprites(tposx, tposy, tz, tang >> 16);
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renderDrawMasks();
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renderCompleteMirror(); // Reverse screen x-wise in this
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@ -265,7 +265,7 @@ DoShadowFindGroundPoint(tspriteptr_t sp)
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}
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void
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DoShadows(tspriteptr_t tsp, int viewz, bool mirror)
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DoShadows(tspriteptr_t tsp, int viewz, int camang)
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{
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tspriteptr_t New = &tsprite[spritesortcnt];
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USERp tu = User[tsp->owner];
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@ -553,7 +553,7 @@ void DoStarView(tspriteptr_t tsp, USERp tu, int viewz)
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}
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void
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analyzesprites(int viewx, int viewy, int viewz, bool mirror)
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analyzesprites(int viewx, int viewy, int viewz, int camang)
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{
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int tSpriteNum;
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short SpriteNum;
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@ -645,7 +645,7 @@ analyzesprites(int viewx, int viewy, int viewz, bool mirror)
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if (r_shadows && TEST(tu->Flags, SPR_SHADOW))
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{
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DoShadows(tsp, viewz, mirror);
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DoShadows(tsp, viewz, camang);
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}
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//#define UK_VERSION 1
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@ -1869,6 +1869,12 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang,
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return true;
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}
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void GameInterface::processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
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{
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analyzesprites(viewx, viewy, viewz, viewang.asbuild());
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post_analyzesprites();
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}
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END_SW_NS
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@ -1967,7 +1967,7 @@ int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets);
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void change_sprite_stat(short, short);
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void SetOwner(short, short);
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void SetAttach(short, short);
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void analyzesprites(int,int,int,bool);
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void analyzesprites(int,int,int,int);
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void ChangeState(short SpriteNum, STATEp statep);
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void CollectPortals();
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@ -2248,6 +2248,7 @@ struct GameInterface : ::GameInterface
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int chaseCamX(binangle ang) { return -ang.bcos(-3); }
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int chaseCamY(binangle ang) { return -ang.bsin(-3); }
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int chaseCamZ(fixedhoriz horiz) { return horiz.asq16() >> 8; }
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void processSprites(int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) override;
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GameStats getStats() override;
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@ -476,7 +476,7 @@ void drawroomstotile(int daposx, int daposy, int daposz,
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if (!testnewrenderer)
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{
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renderDrawRoomsQ16(daposx, daposy, daposz, ang.asq16(), horiz.asq16(), dacursectnum);
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analyzesprites(daposx, daposy, daposz, false);
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analyzesprites(daposx, daposy, daposz, ang.asbuild());
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renderDrawMasks();
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}
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else
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