diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index bc66955fca4aab762076b4e322afe47ba548b2b2..f2022bcea337558ca983e9f7e83a688303fe8dfb 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -3595,7 +3595,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) return; } - floordiff = abs((flip < 0 ? thing->height : 0) + interp.z - groundz); + floordiff = abs((flip < 0 ? interp.height : 0) + interp.z - groundz); alpha = floordiff / (4*FRACUNIT) + 75; if (alpha >= 255) return; @@ -3606,9 +3606,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) HWR_GetPatch(gpatch); scalemul = FixedMul(FRACUNIT - floordiff/640, scale); - scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height); - if ((thing->scale != thing->old_scale) && (thing->scale >= FRACUNIT/1024)) // Interpolate shadows when scaling mobjs - scalemul = FixedMul(scalemul, FixedDiv(interp.scale, thing->scale)); + scalemul = FixedMul(scalemul, (interp.radius*2) / gpatch->height); fscale = FIXED_TO_FLOAT(scalemul); fx = FIXED_TO_FLOAT(interp.x); @@ -3720,7 +3718,7 @@ static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts if (P_MobjFlip(spr->mobj) == -1) { - basey = FIXED_TO_FLOAT(interp.z + spr->mobj->height); + basey = FIXED_TO_FLOAT(interp.z + interp.height); } else { @@ -4055,32 +4053,32 @@ static void HWR_DrawBoundingBox(gl_vissprite_t *vis) // repeat this 4 times (overhead) // // - // 17 20 21 11 - // 16 15 14 10 - // 27 22 *--* 07 12 + // 15 16 17 09 + // 14 13 12 08 + // 23 18 *--* 07 10 // | | - // 26 23 *--* 06 13 - // 24 00 01 02 - // 25 05 04 03 + // 22 19 *--* 06 11 + // 20 00 01 02 + // 21 05 04 03 // - v[000].x = v[005].x = v[015].x = v[016].x = v[017].x = v[020].x = - v[022].x = v[023].x = v[024].x = v[025].x = v[026].x = v[027].x = vis->x1; // west + v[ 0].x = v[ 5].x = v[13].x = v[14].x = v[15].x = v[16].x = + v[18].x = v[19].x = v[20].x = v[21].x = v[22].x = v[23].x = vis->x1; // west - v[001].x = v[002].x = v[003].x = v[004].x = v[006].x = v[007].x = - v[010].x = v[011].x = v[012].x = v[013].x = v[014].x = v[021].x = vis->x2; // east + v[ 1].x = v[ 2].x = v[ 3].x = v[ 4].x = v[ 6].x = v[ 7].x = + v[ 8].x = v[ 9].x = v[10].x = v[11].x = v[12].x = v[17].x = vis->x2; // east - v[000].z = v[001].z = v[002].z = v[003].z = v[004].z = v[005].z = - v[006].z = v[013].z = v[023].z = v[024].z = v[025].z = v[026].z = vis->z1; // south + v[ 0].z = v[ 1].z = v[ 2].z = v[ 3].z = v[ 4].z = v[ 5].z = + v[ 6].z = v[11].z = v[19].z = v[20].z = v[21].z = v[22].z = vis->z1; // south - v[007].z = v[010].z = v[011].z = v[012].z = v[014].z = v[015].z = - v[016].z = v[017].z = v[020].z = v[021].z = v[022].z = v[027].z = vis->z2; // north + v[ 7].z = v[ 8].z = v[ 9].z = v[10].z = v[12].z = v[13].z = + v[14].z = v[15].z = v[16].z = v[17].z = v[18].z = v[23].z = vis->z2; // north - v[000].y = v[001].y = v[002].y = v[006].y = v[007].y = v[010].y = - v[014].y = v[015].y = v[016].y = v[022].y = v[023].y = v[024].y = vis->gz; // bottom + v[ 0].y = v[ 1].y = v[ 2].y = v[ 6].y = v[ 7].y = v[ 8].y = + v[12].y = v[13].y = v[14].y = v[18].y = v[19].y = v[20].y = vis->gz; // bottom - v[003].y = v[004].y = v[005].y = v[011].y = v[012].y = v[013].y = - v[017].y = v[020].y = v[021].y = v[025].y = v[026].y = v[027].y = vis->gzt; // top + v[ 3].y = v[ 4].y = v[ 5].y = v[ 9].y = v[10].y = v[11].y = + v[15].y = v[16].y = v[17].y = v[21].y = v[22].y = v[23].y = vis->gzt; // top Surf.PolyColor = V_GetColor(R_GetBoundingBoxColor(vis->mobj)); @@ -5326,7 +5324,7 @@ static void HWR_ProjectSprite(mobj_t *thing) } groundz = R_GetShadowZ(thing, NULL); - floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? caster->height : 0) + casterinterp.z - groundz); + floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? casterinterp.height : 0) + casterinterp.z - groundz); shadowheight = FIXED_TO_FLOAT(floordiff); shadowscale = FIXED_TO_FLOAT(FixedMul(FRACUNIT - floordiff/640, casterinterp.scale)); @@ -5378,10 +5376,7 @@ static void HWR_ProjectSprite(mobj_t *thing) if (vflip) { - if (thing->scale != thing->old_scale) // Interpolate heights in reverse gravity when scaling mobjs - gz = FIXED_TO_FLOAT(interp.z + FixedMul(thing->height, FixedDiv(interp.scale, thing->scale))) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale); - else - gz = FIXED_TO_FLOAT(interp.z + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale); + gz = FIXED_TO_FLOAT(interp.z + interp.height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale); gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale); } else @@ -5687,7 +5682,6 @@ static void HWR_ProjectBoundingBox(mobj_t *thing) gl_vissprite_t *vis; float tr_x, tr_y; float tz; - float rad; if (!thing) return; @@ -5722,15 +5716,13 @@ static void HWR_ProjectBoundingBox(mobj_t *thing) tr_x += gl_viewx; tr_y += gl_viewy; - rad = FIXED_TO_FLOAT(thing->radius); - vis = HWR_NewVisSprite(); - vis->x1 = tr_x - rad; - vis->x2 = tr_x + rad; - vis->z1 = tr_y - rad; - vis->z2 = tr_y + rad; + vis->x1 = tr_x - FIXED_TO_FLOAT(interp.radius); + vis->x2 = tr_x + FIXED_TO_FLOAT(interp.radius); + vis->z1 = tr_y - FIXED_TO_FLOAT(interp.radius); + vis->z2 = tr_y + FIXED_TO_FLOAT(interp.radius); vis->gz = FIXED_TO_FLOAT(interp.z); - vis->gzt = vis->gz + FIXED_TO_FLOAT(thing->height); + vis->gzt = vis->gz + FIXED_TO_FLOAT(interp.height); vis->mobj = thing; vis->precip = false; diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 87881be8d66da9777f86e1472750d9c05fb4094f..6123eb9a932b4858e423343d917eaa606f658b1c 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1585,12 +1585,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) p.y = FIXED_TO_FLOAT(interp.y)+md2->offset; if (flip) - { - if (spr->mobj->scale != spr->mobj->old_scale) // Interpolate heights in reverse gravity when scaling mobjs - p.z = FIXED_TO_FLOAT(interp.z + FixedMul(spr->mobj->height, FixedDiv(interp.scale, spr->mobj->scale))); - else - p.z = FIXED_TO_FLOAT(interp.z + spr->mobj->height); - } + p.z = FIXED_TO_FLOAT(interp.z + interp.height); else p.z = FIXED_TO_FLOAT(interp.z); @@ -1626,8 +1621,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) p.roll = true; // rotation pivot - p.centerx = FIXED_TO_FLOAT(spr->mobj->radius / 2); - p.centery = FIXED_TO_FLOAT(spr->mobj->height / 2); + p.centerx = FIXED_TO_FLOAT(interp.radius / 2); + p.centery = FIXED_TO_FLOAT(interp.height / 2); // rotation axes relative to camera p.rollx = FIXED_TO_FLOAT(FINECOSINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT)); diff --git a/src/r_fps.c b/src/r_fps.c index c6eb5948212972d87d1e0079c668483fb927de94..de450aaa7f465b8d47891baec585c757de361c60 100644 --- a/src/r_fps.c +++ b/src/r_fps.c @@ -292,6 +292,8 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out) out->y = mobj->y; out->z = mobj->z; out->scale = mobj->scale; + out->radius = mobj->radius; + out->height = mobj->height; out->subsector = mobj->subsector; out->angle = mobj->player ? mobj->player->drawangle : mobj->angle; out->pitch = mobj->pitch; @@ -307,10 +309,22 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out) out->x = R_LerpFixed(mobj->old_x, mobj->x, frac); out->y = R_LerpFixed(mobj->old_y, mobj->y, frac); out->z = R_LerpFixed(mobj->old_z, mobj->z, frac); - out->scale = mobj->resetinterp ? mobj->scale : R_LerpFixed(mobj->old_scale, mobj->scale, frac); out->spritexscale = mobj->resetinterp ? mobj->spritexscale : R_LerpFixed(mobj->old_spritexscale, mobj->spritexscale, frac); out->spriteyscale = mobj->resetinterp ? mobj->spriteyscale : R_LerpFixed(mobj->old_spriteyscale, mobj->spriteyscale, frac); + if (mobj->scale == mobj->old_scale) // Tiny optimisation - scale is usually unchanging, so let's skip a lerp, two FixedMuls, and two FixedDivs + { + out->scale = mobj->scale; + out->radius = mobj->radius; + out->height = mobj->height; + } + else + { + out->scale = R_LerpFixed(mobj->old_scale, mobj->scale, frac); + out->radius = FixedMul(mobj->radius, FixedDiv(out->scale, mobj->scale)); + out->height = FixedMul(mobj->height, FixedDiv(out->scale, mobj->scale)); + } + // Sprite offsets are not interpolated until we have a way to interpolate them explicitly in Lua. // It seems existing mods visually break more often than not if it is interpolated. out->spritexoffset = mobj->spritexoffset; @@ -340,6 +354,8 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst out->y = mobj->y; out->z = mobj->z; out->scale = FRACUNIT; + out->radius = mobj->radius; + out->height = mobj->height; out->subsector = mobj->subsector; out->angle = mobj->angle; out->pitch = mobj->angle; @@ -356,6 +372,8 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst out->y = R_LerpFixed(mobj->old_y, mobj->y, frac); out->z = R_LerpFixed(mobj->old_z, mobj->z, frac); out->scale = FRACUNIT; + out->radius = mobj->radius; + out->height = mobj->height; out->spritexscale = R_LerpFixed(mobj->old_spritexscale, mobj->spritexscale, frac); out->spriteyscale = R_LerpFixed(mobj->old_spriteyscale, mobj->spriteyscale, frac); out->spritexoffset = R_LerpFixed(mobj->old_spritexoffset, mobj->spritexoffset, frac); diff --git a/src/r_fps.h b/src/r_fps.h index 9a8bfa38aeccfcab3dcd0654cd1380ac49f39d4f..f43d29f300a8a6707a3e4c6f5fa24e1e3f0ea37f 100644 --- a/src/r_fps.h +++ b/src/r_fps.h @@ -63,6 +63,8 @@ typedef struct { angle_t roll; angle_t spriteroll; fixed_t scale; + fixed_t radius; + fixed_t height; fixed_t spritexscale; fixed_t spriteyscale; fixed_t spritexoffset; diff --git a/src/r_things.c b/src/r_things.c index 6e334990bb59f9496c9dcfd87e8b7ac76961615d..59ae6171eab0ff941e0438d566f8594231de5eb6 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -1193,7 +1193,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope) R_InterpolateMobjState(thing, FRACUNIT, &interp); } - halfHeight = interp.z + (thing->height >> 1); + halfHeight = interp.z + (interp.height >> 1); floorz = P_GetFloorZ(thing, interp.subsector->sector, interp.x, interp.y, NULL); ceilingz = P_GetCeilingZ(thing, interp.subsector->sector, interp.x, interp.y, NULL); @@ -1257,8 +1257,8 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope) } } - if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))) - : (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))) + if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), interp.radius*3/2))) + : (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), interp.radius*3/2)))) { groundz = isflipped ? ceilingz : floorz; groundslope = NULL; @@ -1301,9 +1301,9 @@ static void R_SkewShadowSprite( //CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope); if (viewz < groundz) - *shadowyscale += FixedMul(FixedMul(thing->radius*2 / spriteheight, scalemul), zslope); + *shadowyscale += FixedMul(FixedMul(interp.radius*2 / spriteheight, scalemul), zslope); else - *shadowyscale -= FixedMul(FixedMul(thing->radius*2 / spriteheight, scalemul), zslope); + *shadowyscale -= FixedMul(FixedMul(interp.radius*2 / spriteheight, scalemul), zslope); *shadowyscale = abs((*shadowyscale)); *shadowskew = xslope; @@ -1354,20 +1354,18 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, return; } - floordiff = abs((isflipped ? thing->height : 0) + interp.z - groundz); + floordiff = abs((isflipped ? interp.height : 0) + interp.z - groundz); trans = floordiff / (100*FRACUNIT) + 3; if (trans >= 9) return; scalemul = FixedMul(FRACUNIT - floordiff/640, scale); - if ((thing->scale != thing->old_scale) && (thing->scale >= FRACUNIT/1024)) // Interpolate shadows when scaling mobjs - scalemul = FixedMul(scalemul, FixedDiv(interp.scale, thing->scale)); patch = W_CachePatchName("DSHADOW", PU_SPRITE); xscale = FixedDiv(projection, tz); yscale = FixedDiv(projectiony, tz); - shadowxscale = FixedMul(thing->radius*2, scalemul); - shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz)); + shadowxscale = FixedMul(interp.radius*2, scalemul); + shadowyscale = FixedMul(FixedMul(interp.radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz)); shadowyscale = min(shadowyscale, shadowxscale) / patch->height; shadowxscale /= patch->width; shadowskew = 0; @@ -1493,8 +1491,8 @@ static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis) // 0--2 // start in the (0) corner - gx = interp.x - thing->radius - viewx; - gy = interp.y - thing->radius - viewy; + gx = interp.x - interp.radius - viewx; + gy = interp.y - interp.radius - viewy; tz = FixedMul(gx, viewcos) + FixedMul(gy, viewsin); @@ -1516,14 +1514,14 @@ static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis) box = R_NewVisSprite(); box->mobj = thing; box->mobjflags = thing->flags; - box->thingheight = thing->height; + box->thingheight = interp.height; box->cut = SC_BBOX; box->gx = tx; box->gy = tz; - box->scale = 2 * FixedMul(thing->radius, viewsin); - box->xscale = 2 * FixedMul(thing->radius, viewcos); + box->scale = 2 * FixedMul(interp.radius, viewsin); + box->xscale = 2 * FixedMul(interp.radius, viewcos); box->pz = interp.z; box->pzt = box->pz + box->thingheight; @@ -1572,6 +1570,7 @@ static void R_ProjectSprite(mobj_t *thing) fixed_t tr_x, tr_y; fixed_t tx, tz; fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!! + fixed_t radius, height; // For drop shadows fixed_t sortscale, sortsplat = 0; fixed_t linkscale = 0; fixed_t sort_x = 0, sort_y = 0, sort_z; @@ -1647,6 +1646,8 @@ static void R_ProjectSprite(mobj_t *thing) } this_scale = interp.scale; + radius = interp.radius; // For drop shadows + height = interp.height; // Ditto // transform the origin point tr_x = interp.x - viewx; @@ -1986,6 +1987,8 @@ static void R_ProjectSprite(mobj_t *thing) { R_InterpolateMobjState(thing, FRACUNIT, &tracer_interp); } + radius = tracer_interp.radius; // For drop shadows + height = tracer_interp.height; // Ditto tr_x = (tracer_interp.x + sort_x) - viewx; tr_y = (tracer_interp.y + sort_y) - viewy; @@ -2077,7 +2080,7 @@ static void R_ProjectSprite(mobj_t *thing) if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes - floordiff = abs((isflipped ? caster->height : 0) + casterinterp.z - groundz); + floordiff = abs((isflipped ? casterinterp.height : 0) + casterinterp.z - groundz); trans += ((floordiff / (100*FRACUNIT)) + 3); shadowscale = FixedMul(FRACUNIT - floordiff/640, casterinterp.scale); } @@ -2092,8 +2095,8 @@ static void R_ProjectSprite(mobj_t *thing) if (shadowdraw) { - spritexscale = FixedMul(thing->radius * 2, FixedMul(shadowscale, spritexscale)); - spriteyscale = FixedMul(thing->radius * 2, FixedMul(shadowscale, spriteyscale)); + spritexscale = FixedMul(radius * 2, FixedMul(shadowscale, spritexscale)); + spriteyscale = FixedMul(radius * 2, FixedMul(shadowscale, spriteyscale)); spriteyscale = FixedMul(spriteyscale, FixedDiv(abs(groundz - viewz), tz)); spriteyscale = min(spriteyscale, spritexscale) / patch->height; spritexscale /= patch->width; @@ -2108,7 +2111,7 @@ static void R_ProjectSprite(mobj_t *thing) { R_SkewShadowSprite(thing, thing->standingslope, groundz, patch->height, shadowscale, &spriteyscale, &sheartan); - gzt = (isflipped ? (interp.z + thing->height) : interp.z) + patch->height * spriteyscale / 2; + gzt = (isflipped ? (interp.z + height) : interp.z) + patch->height * spriteyscale / 2; gz = gzt - patch->height * spriteyscale; cut |= SC_SHEAR; @@ -2123,11 +2126,7 @@ static void R_ProjectSprite(mobj_t *thing) // When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned. // sprite height - sprite topoffset is the proper inverse of the vertical offset, of course. // remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes! - - if (oldthing->scale != oldthing->old_scale) // Interpolate heights in reverse gravity when scaling mobjs - gz = interp.z + FixedMul(oldthing->height, FixedDiv(interp.scale, oldthing->scale)) - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale)); - else - gz = interp.z + oldthing->height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale)); + gz = interp.z + interp.height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale)); gzt = gz + FixedMul(spr_height, FixedMul(spriteyscale, this_scale)); } else @@ -2206,7 +2205,7 @@ static void R_ProjectSprite(mobj_t *thing) vis->gy = interp.y; vis->gz = gz; vis->gzt = gzt; - vis->thingheight = thing->height; + vis->thingheight = height; vis->pz = interp.z; vis->pzt = vis->pz + vis->thingheight; vis->texturemid = FixedDiv(gzt - viewz, spriteyscale);