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Hanicef
SRB2Classic
Merge requests
!15
Fix OpenGL sprite clipping
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Merged
Fix OpenGL sprite clipping
spriteclipfix
into
next
Overview
0
Commits
3
Pipelines
1
Changes
1
Merged
chromaticpipe
requested to merge
spriteclipfix
into
next
1 month ago
Overview
0
Commits
3
Pipelines
1
Changes
1
Expand
Port of upstream merge request
!2650
with some improvements ported from
blankart
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After
0
0
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next
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latest version
latest version
b1e31d03
3 commits,
1 month ago
1 file
+
47
−
21
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src/hardware/hw_main.c
+
47
−
21
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@@ -3129,18 +3129,25 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
baseWallVerts
[
0
].
t
=
baseWallVerts
[
1
].
t
=
((
GLPatch_t
*
)
gpatch
->
hardware
)
->
max_t
;
}
// if it has a dispoffset, push it a little towards the camera
if
(
spr
->
dispoffset
)
{
float
co
=
-
gl_viewcos
*
(
0
.
05
f
*
spr
->
dispoffset
);
float
si
=
-
gl_viewsin
*
(
0
.
05
f
*
spr
->
dispoffset
);
baseWallVerts
[
0
].
z
=
baseWallVerts
[
3
].
z
=
baseWallVerts
[
0
].
z
+
si
;
baseWallVerts
[
1
].
z
=
baseWallVerts
[
2
].
z
=
baseWallVerts
[
1
].
z
+
si
;
baseWallVerts
[
0
].
x
=
baseWallVerts
[
3
].
x
=
baseWallVerts
[
0
].
x
+
co
;
baseWallVerts
[
1
].
x
=
baseWallVerts
[
2
].
x
=
baseWallVerts
[
1
].
x
+
co
;
// push it toward the camera to mitigate floor-clipping sprites
if
(
!
R_ThingIsPaperSprite
(
spr
->
mobj
))
// but not for papersprites
{
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim
(
spr
,
baseWallVerts
,
false
);
// push it toward the camera to mitigate floor-clipping sprites
float
sprdist
=
sqrtf
((
spr
->
x1
-
gl_viewx
)
*
(
spr
->
x1
-
gl_viewx
)
+
(
spr
->
z1
-
gl_viewy
)
*
(
spr
->
z1
-
gl_viewy
)
+
(
spr
->
gzt
-
gl_viewz
)
*
(
spr
->
gzt
-
gl_viewz
));
float
distfact
=
((
2
.
0
f
*
spr
->
dispoffset
)
+
20
.
0
f
)
/
sprdist
;
for
(
i
=
0
;
i
<
4
;
i
++
)
{
baseWallVerts
[
i
].
x
+=
(
gl_viewx
-
baseWallVerts
[
i
].
x
)
*
distfact
;
baseWallVerts
[
i
].
z
+=
(
gl_viewy
-
baseWallVerts
[
i
].
z
)
*
distfact
;
baseWallVerts
[
i
].
y
+=
(
gl_viewz
-
baseWallVerts
[
i
].
y
)
*
distfact
;
}
}
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim
(
spr
,
baseWallVerts
,
false
);
realtop
=
top
=
baseWallVerts
[
3
].
y
;
realbot
=
bot
=
baseWallVerts
[
0
].
y
;
@@ -3596,21 +3603,40 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
wallVerts
[
0
].
t
=
wallVerts
[
1
].
t
=
((
GLPatch_t
*
)
gpatch
->
hardware
)
->
max_t
;
}
if
(
!
splat
)
{
// if it has a dispoffset, push it a little towards the camera
if
(
spr
->
dispoffset
)
{
float
co
=
-
gl_viewcos
*
(
0
.
05
f
*
spr
->
dispoffset
);
float
si
=
-
gl_viewsin
*
(
0
.
05
f
*
spr
->
dispoffset
);
wallVerts
[
0
].
z
=
wallVerts
[
3
].
z
=
wallVerts
[
0
].
z
+
si
;
wallVerts
[
1
].
z
=
wallVerts
[
2
].
z
=
wallVerts
[
1
].
z
+
si
;
wallVerts
[
0
].
x
=
wallVerts
[
3
].
x
=
wallVerts
[
0
].
x
+
co
;
wallVerts
[
1
].
x
=
wallVerts
[
2
].
x
=
wallVerts
[
1
].
x
+
co
;
}
float
sprdist
=
0
.
0
f
,
distfact
=
0
.
0
f
;
size_t
i
;
if
(
!
splat
&&
!
R_ThingIsPaperSprite
(
spr
->
mobj
))
{
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim
(
spr
,
wallVerts
,
false
);
// push it toward the camera to mitigate floor-clipping sprites
sprdist
=
sqrtf
((
spr
->
x1
-
gl_viewx
)
*
(
spr
->
x1
-
gl_viewx
)
+
(
spr
->
z1
-
gl_viewy
)
*
(
spr
->
z1
-
gl_viewy
)
+
(
spr
->
gzt
-
gl_viewz
)
*
(
spr
->
gzt
-
gl_viewz
));
distfact
=
((
2
.
0
f
*
spr
->
dispoffset
)
+
20
.
0
f
)
/
sprdist
;
for
(
i
=
0
;
i
<
4
;
i
++
)
{
wallVerts
[
i
].
x
+=
(
gl_viewx
-
wallVerts
[
i
].
x
)
*
distfact
;
wallVerts
[
i
].
z
+=
(
gl_viewy
-
wallVerts
[
i
].
z
)
*
distfact
;
wallVerts
[
i
].
y
+=
(
gl_viewz
-
wallVerts
[
i
].
y
)
*
distfact
;
}
}
else
if
(
R_ThingIsFloorSprite
(
spr
->
mobj
))
{
sprdist
=
sqrtf
((
spr
->
x1
-
gl_viewx
)
*
(
spr
->
x1
-
gl_viewx
)
+
(
spr
->
z1
-
gl_viewy
)
*
(
spr
->
z1
-
gl_viewy
));
distfact
=
(
2
.
0
f
+
20
.
0
f
)
/
sprdist
;
// pull splats out of the floor
for
(
i
=
0
;
i
<
4
;
i
++
)
{
wallVerts
[
i
].
x
+=
(
gl_viewx
-
wallVerts
[
i
].
x
)
*
distfact
;
wallVerts
[
i
].
z
+=
(
gl_viewy
-
wallVerts
[
i
].
z
)
*
distfact
;
wallVerts
[
i
].
y
+=
(
gl_viewz
-
wallVerts
[
i
].
y
)
*
distfact
;
}
}
// This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black.
// sprite lighting by modulating the RGB components
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