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OGL sprite support
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719d4702c1
commit
ff756ae35c
1 changed files with 21 additions and 13 deletions
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@ -2831,6 +2831,10 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v
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static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
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{
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const fixed_t thingxpos = thing->x + thing->sprxoff;
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const fixed_t thingypos = thing->y + thing->spryoff;
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const fixed_t thingzpos = thing->z + thing->sprzoff;
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GLPatch_t *gpatch;
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FOutVector shadowVerts[4];
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FSurfaceInfo sSurf;
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@ -2848,7 +2852,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
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pslope_t *floorslope;
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floorz = R_GetShadowZ(thing, &floorslope);
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floordiff = abs(thing->z - floorz);
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floordiff = abs(thingzpos - floorz);
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alpha = floordiff / (4*FRACUNIT) + 75;
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if (alpha >= 255) return;
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@ -2872,8 +2876,8 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
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scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height);
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fscale = FIXED_TO_FLOAT(scalemul);
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fx = FIXED_TO_FLOAT(thing->x);
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fy = FIXED_TO_FLOAT(thing->y);
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fx = FIXED_TO_FLOAT(thingxpos);
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fy = FIXED_TO_FLOAT(thingypos);
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// 3--2
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// | /|
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@ -4096,6 +4100,10 @@ void HWR_AddSprites(sector_t *sec)
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// BP why not use xtoviexangle/viewangletox like in bsp ?....
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void HWR_ProjectSprite(mobj_t *thing)
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{
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const fixed_t thingxpos = thing->x + thing->sprxoff;
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const fixed_t thingypos = thing->y + thing->spryoff;
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const fixed_t thingzpos = thing->z + thing->sprzoff;
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gr_vissprite_t *vis;
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float tr_x, tr_y;
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float tz;
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@ -4120,8 +4128,8 @@ void HWR_ProjectSprite(mobj_t *thing)
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this_scale = FIXED_TO_FLOAT(thing->scale);
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// transform the origin point
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tr_x = FIXED_TO_FLOAT(thing->x) - gr_viewx;
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tr_y = FIXED_TO_FLOAT(thing->y) - gr_viewy;
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tr_x = FIXED_TO_FLOAT(thingxpos) - gr_viewx;
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tr_y = FIXED_TO_FLOAT(thingypos) - gr_viewy;
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// rotation around vertical axis
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tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
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@ -4131,8 +4139,8 @@ void HWR_ProjectSprite(mobj_t *thing)
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return;
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// The above can stay as it works for cutting sprites that are too close
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tr_x = FIXED_TO_FLOAT(thing->x);
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tr_y = FIXED_TO_FLOAT(thing->y);
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tr_x = FIXED_TO_FLOAT(thingxpos);
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tr_y = FIXED_TO_FLOAT(thingypos);
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// decide which patch to use for sprite relative to player
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#ifdef RANGECHECK
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@ -4168,9 +4176,9 @@ void HWR_ProjectSprite(mobj_t *thing)
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#endif
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if (thing->player)
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ang = R_PointToAngle (thing->x, thing->y) - thing->player->frameangle;
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ang = R_PointToAngle (thingxpos, thingypos) - thing->player->frameangle;
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else
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ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
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ang = R_PointToAngle (thingxpos, thingypos) - thing->angle;
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if (sprframe->rotate == SRF_SINGLE)
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{
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@ -4242,12 +4250,12 @@ void HWR_ProjectSprite(mobj_t *thing)
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if (vflip)
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{
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gz = FIXED_TO_FLOAT(thing->z+thing->height) - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale;
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gz = FIXED_TO_FLOAT(thingzpos + thing->height) - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale;
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gzt = gz + FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height) * this_scale;
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}
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else
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{
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gzt = FIXED_TO_FLOAT(thing->z) + FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale;
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gzt = FIXED_TO_FLOAT(thingzpos) + FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale;
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gz = gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height) * this_scale;
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}
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@ -4266,12 +4274,12 @@ void HWR_ProjectSprite(mobj_t *thing)
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if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
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{
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if (gr_viewz < FIXED_TO_FLOAT(sectors[phs].floorheight) ?
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FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].floorheight) :
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FIXED_TO_FLOAT(thingzpos) >= FIXED_TO_FLOAT(sectors[heightsec].floorheight) :
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gzt < FIXED_TO_FLOAT(sectors[heightsec].floorheight))
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return;
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if (gr_viewz > FIXED_TO_FLOAT(sectors[phs].ceilingheight) ?
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gzt < FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) && gr_viewz >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) :
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FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight))
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FIXED_TO_FLOAT(thingzpos) >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight))
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return;
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}
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