Remove the need for setting rotation axis in spriteinfo for models

Now it just does it like Software
This commit is contained in:
Sally Coolatta 2020-10-30 02:15:49 -04:00
parent 64c321fbed
commit 875493d778
6 changed files with 18 additions and 68 deletions

View file

@ -1271,8 +1271,6 @@ static void readspriteframe(MYFILE *f, spriteinfo_t *sprinfo, UINT8 frame)
sprinfo->pivot[frame].x = value;
else if (fastcmp(word, "YPIVOT"))
sprinfo->pivot[frame].y = value;
else if (fastcmp(word, "ROTAXIS"))
sprinfo->pivot[frame].rotaxis = value;
else
{
f->curpos = lastline;
@ -11480,11 +11478,6 @@ struct {
{"DI_SOUTHEAST",DI_SOUTHEAST},
{"NUMDIRS",NUMDIRS},
// Sprite rotation axis (rotaxis_t)
{"ROTAXIS_X",ROTAXIS_X},
{"ROTAXIS_Y",ROTAXIS_Y},
{"ROTAXIS_Z",ROTAXIS_Z},
// Buttons (ticcmd_t) // SRB2kart
{"BT_ACCELERATE",BT_ACCELERATE},
{"BT_DRIFT",BT_DRIFT},

View file

@ -101,9 +101,6 @@ typedef struct
//Hurdler: Transform (coords + angles)
//BP: transform order : scale(rotation_x(rotation_y(translation(v))))
// Kart features
#define USE_FTRANSFORM_MIRROR
// Vanilla features
#define USE_MODEL_NEXTFRAME
@ -118,13 +115,10 @@ typedef struct
boolean shearing; // 14042019
angle_t viewaiming; // 17052019
boolean roll;
SINT8 rollflip;
FLOAT rollangle; // done to not override USE_FTRANSFORM_ANGLEZ
UINT8 rotaxis;
FLOAT centerx, centery;
#ifdef USE_FTRANSFORM_MIRROR
FLOAT rollx, rollz;
boolean mirror; // SRB2Kart: Encore Mode
#endif
} FTransform;
// Transformed vector, as passed to HWR API

View file

@ -5508,6 +5508,8 @@ static void HWR_DrawSkyBackground(player_t *player)
fixed_t rol = AngleFixed(player->viewrollangle);
dometransform.rollangle = FIXED_TO_FLOAT(rol);
dometransform.roll = true;
dometransform.rollx = 1.0f;
dometransform.rollz = 0.0f;
}
dometransform.splitscreen = r_splitscreen;
@ -5786,6 +5788,8 @@ void HWR_RenderSkyboxView(player_t *player)
fixed_t rol = AngleFixed(player->viewrollangle);
atransform.rollangle = FIXED_TO_FLOAT(rol);
atransform.roll = true;
atransform.rollx = 1.0f;
atransform.rollz = 0.0f;
}
atransform.splitscreen = r_splitscreen;
@ -5987,6 +5991,8 @@ void HWR_RenderPlayerView(void)
fixed_t rol = AngleFixed(player->viewrollangle);
atransform.rollangle = FIXED_TO_FLOAT(rol);
atransform.roll = true;
atransform.rollx = 1.0f;
atransform.rollz = 0.0f;
}
atransform.splitscreen = r_splitscreen;

View file

@ -1353,8 +1353,6 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
const UINT8 hflip = (UINT8)(!(spr->mobj->mirrored) != !(spr->mobj->frame & FF_HORIZONTALFLIP));
spritedef_t *sprdef;
spriteframe_t *sprframe;
spriteinfo_t *sprinfo;
angle_t ang;
INT32 mod;
float finalscale;
@ -1378,12 +1376,10 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
{
md2 = &md2_playermodels[(skin_t*)spr->mobj->skin-skins];
md2->skin = (skin_t*)spr->mobj->skin-skins;
sprinfo = &((skin_t *)spr->mobj->skin)->sprinfo[spr->mobj->sprite2];
}
else
{
md2 = &md2_models[spr->mobj->sprite];
sprinfo = &spriteinfo[spr->mobj->sprite];
}
// texture loading before model init, so it knows if sprite graphics are used, which
@ -1578,31 +1574,22 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
}
p.rollangle = 0.0f;
p.rollflip = 1;
p.rotaxis = 0;
if (spr->mobj->rollangle)
{
fixed_t camAngleDiff = AngleFixed(viewangle) - FLOAT_TO_FIXED(p.angley); // dumb reconversion back, I know
fixed_t anglef = AngleFixed(spr->mobj->rollangle);
p.rollangle = FIXED_TO_FLOAT(anglef);
p.roll = true;
// rotation pivot
p.centerx = FIXED_TO_FLOAT(spr->mobj->radius/2);
p.centery = FIXED_TO_FLOAT(spr->mobj->height/(flip ? -2 : 2));
p.centerx = FIXED_TO_FLOAT(spr->mobj->radius / 2);
p.centery = FIXED_TO_FLOAT(spr->mobj->height / 2);
// rotation axis
if (sprinfo->available)
p.rotaxis = (UINT8)(sprinfo->pivot[(spr->mobj->frame & FF_FRAMEMASK)].rotaxis);
// for NiGHTS specifically but should work everywhere else
ang = R_PointToAngle (spr->mobj->x, spr->mobj->y) - (spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle);
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
p.rollflip = 1;
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
p.rollflip = -1;
if (flip)
p.rollflip *= -1;
// rotation axes relative to camera
p.rollx = FIXED_TO_FLOAT(FINECOSINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT));
p.rollz = FIXED_TO_FLOAT(FINESINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT));
}
p.anglez = FIXED_TO_FLOAT(AngleFixed(spr->mobj->pitch));
@ -1612,9 +1599,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
finalscale *= FIXED_TO_FLOAT(spr->mobj->scale);
p.flip = atransform.flip;
#ifdef USE_FTRANSFORM_MIRROR
p.mirror = atransform.mirror; // from Kart
#endif
p.mirror = atransform.mirror;
HWD.pfnSetShader(SHADER_MODEL); // model shader
HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, hflip, &Surf);

View file

@ -2610,7 +2610,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
pglEnable(GL_CULL_FACE);
pglEnable(GL_NORMALIZE);
#ifdef USE_FTRANSFORM_MIRROR
// flipped is if the object is vertically flipped
// hflipped is if the object is horizontally flipped
// pos->flip is if the screen is flipped vertically
@ -2623,17 +2622,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
else
pglCullFace(GL_BACK);
}
#else
// pos->flip is if the screen is flipped too
if (flipped ^ hflipped ^ pos->flip) // If one or three of these are active, but not two, invert the model's culling
{
pglCullFace(GL_FRONT);
}
else
{
pglCullFace(GL_BACK);
}
#endif
pglPushMatrix(); // should be the same as glLoadIdentity
//Hurdler: now it seems to work
@ -2649,14 +2637,8 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
if (pos->roll)
{
float roll = (1.0f * pos->rollflip);
pglTranslatef(pos->centerx, pos->centery, 0);
if (pos->rotaxis == 2) // Z
pglRotatef(pos->rollangle, 0.0f, 0.0f, roll);
else if (pos->rotaxis == 1) // Y
pglRotatef(pos->rollangle, 0.0f, roll, 0.0f);
else // X
pglRotatef(pos->rollangle, roll, 0.0f, 0.0f);
pglRotatef(pos->rollangle, pos->rollx, 0.0f, pos->rollz);
pglTranslatef(-pos->centerx, -pos->centery, 0);
}
@ -2829,13 +2811,9 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
if (stransform)
{
used_fov = stransform->fovxangle;
#ifdef USE_FTRANSFORM_MIRROR
// mirroring from Kart
if (stransform->mirror)
pglScalef(-stransform->scalex, stransform->scaley, -stransform->scalez);
else
#endif
if (stransform->flip)
else if (stransform->flip)
pglScalef(stransform->scalex, -stransform->scaley, -stransform->scalez);
else
pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez);

View file

@ -313,8 +313,6 @@ static int PopPivotSubTable(spriteframepivot_t *pivot, lua_State *L, int stk, in
pivot[idx].x = (INT32)value;
else if (ikey == 2 || (key && fastcmp(key, "y")))
pivot[idx].y = (INT32)value;
else if (ikey == 3 || (key && fastcmp(key, "rotaxis")))
pivot[idx].rotaxis = (UINT8)value;
else if (ikey == -1 && (key != NULL))
FIELDERROR("pivot key", va("invalid option %s", key));
okcool = 1;
@ -579,8 +577,6 @@ static int framepivot_get(lua_State *L)
lua_pushinteger(L, framepivot->x);
else if (fastcmp("y", field))
lua_pushinteger(L, framepivot->y);
else if (fastcmp("rotaxis", field))
lua_pushinteger(L, (UINT8)framepivot->rotaxis);
else
return luaL_error(L, va("Field %s does not exist in spriteframepivot_t", field));
@ -605,8 +601,6 @@ static int framepivot_set(lua_State *L)
framepivot->x = luaL_checkinteger(L, 3);
else if (fastcmp("y", field))
framepivot->y = luaL_checkinteger(L, 3);
else if (fastcmp("rotaxis", field))
framepivot->rotaxis = luaL_checkinteger(L, 3);
else
return luaL_error(L, va("Field %s does not exist in spriteframepivot_t", field));