diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index d84322dfda647d5ae34bbd09d8cd715ff906fbc5..31e4af267b4177eb2a6494bbcfe0558a6a39305f 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -3065,19 +3065,19 @@ 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*(0.05f*spr->dispoffset); - float si = -gl_viewsin*(0.05f*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; - } - // 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 = ((2.0f*spr->dispoffset) + 20.0f) / 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; + } + realtop = top = baseWallVerts[3].y; realbot = bot = baseWallVerts[0].y; ttop = baseWallVerts[3].t; @@ -3528,18 +3528,20 @@ static void HWR_DrawSprite(gl_vissprite_t *spr) if (!splat) { - // if it has a dispoffset, push it a little towards the camera - if (spr->dispoffset) { - float co = -gl_viewcos*(0.05f*spr->dispoffset); - float si = -gl_viewsin*(0.05f*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; - } - // Let dispoffset work first since this adjust each vertex + // ...nah HWR_RotateSpritePolyToAim(spr, wallVerts, 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 = ((2.0f*spr->dispoffset) + 20.0f) / sprdist; + size_t i; + 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.