From 19291c5e5c060d4be7dbb0ace8d2f735211764dc Mon Sep 17 00:00:00 2001 From: "Dileep V. Reddy" Date: Thu, 17 Jul 2025 17:34:16 -0600 Subject: [PATCH] Sprite lean/angled roll with geometric consistency in multiplayer and mirrors. An ANGLEDROLL flag ties actor's sprite-rolling axis to physical direction instead of viewpoint. Y-Billboarding occurs about a rolled axis (unlike flatsprites which don't billboard). This makes roll consistent when viewed from all angles and in reflections. Useful for sprite-based laser beams and lean mechanics with third-person cameras and/or multiplayer mods. --- src/playsim/actor.h | 2 + src/playsim/p_mobj.cpp | 1 + src/rendering/hwrenderer/scene/hw_sprites.cpp | 50 +++++++++++++++++-- src/scripting/thingdef_data.cpp | 1 + src/scripting/thingdef_properties.cpp | 19 +++++++ src/scripting/vmthunks_actors.cpp | 1 + wadsrc/static/zscript/actors/actor.zs | 2 + 7 files changed, 73 insertions(+), 3 deletions(-) diff --git a/src/playsim/actor.h b/src/playsim/actor.h index 2737a1cf8..2a0db55b9 100644 --- a/src/playsim/actor.h +++ b/src/playsim/actor.h @@ -509,6 +509,7 @@ enum ActorRenderFlag2 RF2_SQUAREPIXELS = 0x0100, // apply +ROLLSPRITE scaling math so that non rolling sprites get the same scaling RF2_STRETCHPIXELS = 0x0200, // don't apply SQUAREPIXELS for ROLLSPRITES RF2_LIGHTMULTALPHA = 0x0400, // attached lights use alpha as intensity multiplier + RF2_ANGLEDROLL = 0x0800, // Sprite roll amount depends on (actor.Angle - actor.AngledRollOffset) }; // This translucency value produces the closest match to Heretic's TINTTAB. @@ -1147,6 +1148,7 @@ public: DAngle SpriteAngle; DAngle SpriteRotation; + DAngle AngledRollOffset; // Offset for angle-dependent sprite rolling (see RF2_ANGLEDROLL) DVector2 AutomapOffsets; // Offset the actors' sprite view on the automap by these coordinates. float isoscaleY; // Y-scale to compensate for Y-billboarding for isometric sprites float isotheta; // Rotation angle to compensate for Y-billboarding for isometric sprites diff --git a/src/playsim/p_mobj.cpp b/src/playsim/p_mobj.cpp index 2f10399f4..105eb8908 100644 --- a/src/playsim/p_mobj.cpp +++ b/src/playsim/p_mobj.cpp @@ -399,6 +399,7 @@ void AActor::Serialize(FSerializer &arc) A("devthreshold", DefThreshold) A("spriteangle", SpriteAngle) A("spriterotation", SpriteRotation) + A("angledrolloffset", AngledRollOffset) ("alternative", alternative) A("thrubits", ThruBits) A("cameraheight", CameraHeight) diff --git a/src/rendering/hwrenderer/scene/hw_sprites.cpp b/src/rendering/hwrenderer/scene/hw_sprites.cpp index 26643e745..6414c6e4b 100644 --- a/src/rendering/hwrenderer/scene/hw_sprites.cpp +++ b/src/rendering/hwrenderer/scene/hw_sprites.cpp @@ -421,6 +421,9 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp) const bool drawRollParticle = (particle != nullptr && particle->flags & SPF_ROLL); const bool doRoll = (drawRollSpriteActor || drawRollParticle); + // [DVR] +ANGLEDROLL + const bool AngledRoll = (actor != nullptr && actor->renderflags2 & RF2_ANGLEDROLL); + // [fgsfds] check sprite type mask uint32_t spritetype = (uint32_t)-1; if (actor != nullptr) spritetype = actor->renderflags & RF_SPRITETYPEMASK; @@ -516,13 +519,31 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp) // Compute center of sprite float angleRad = (FAngle::fromDeg(270.) - HWAngles.Yaw).Radians(); float rollDegrees = Angles.Roll.Degrees(); + float pitchDegrees = 0.0; + + if (AngledRoll) + { + rollDegrees = fmodf(rollDegrees, 360.0f); + DAngle ang = di->Viewpoint.Angles.Yaw + actor->Angles.Yaw + actor->AngledRollOffset - DAngle::fromDeg(90.0); + angleRad = ang.Radians(); + FVector3 relPos = center - FVector3(di->Viewpoint.Pos); + if (useOffsets) relPos += FVector3(xx, yy, zz); + + Matrix3x4 rolltilt; + rolltilt.MakeIdentity(); + ang = actor->Angles.Yaw + actor->AngledRollOffset; + rolltilt.Rotate(ang.Cos(), ang.Sin(), 0.0, -rollDegrees); + pitchDegrees = 270.0 - DVector3(rolltilt * relPos).Angle().Degrees(); + } mat.Translate(center.X, center.Z, center.Y); - mat.Scale(1.0, 1.0/pixelstretch, 1.0); // unstretch sprite by level aspect ratio if (useOffsets) mat.Translate(xx, zz, yy); + mat.Scale(1.0, 1.0/pixelstretch, 1.0); // unstretch sprite by level aspect ratio + if (AngledRoll) mat.Rotate(0.0, 1.0, 0.0, -HWAngles.Yaw.Degrees()); // Cancel regular Y-billboarding mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees); - if (useOffsets) mat.Translate(-xx, -zz, -yy); + if (AngledRoll) mat.Rotate(0.0, 1.0, 0.0, pitchDegrees); // New Y-billboarding about rolled z-axis mat.Scale(1.0, pixelstretch, 1.0); // stretch sprite by level aspect ratio + if (useOffsets) mat.Translate(-xx, -zz, -yy); mat.Translate(-center.X, -center.Z, -center.Y); } @@ -928,8 +949,22 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t if (!modelframe) { bool mirror = false; + bool backfaced = false; DAngle ang = (thingpos - vp.Pos).Angle(); if (di->Viewpoint.IsOrtho()) ang = vp.Angles.Yaw; + else if (actor && thing->renderflags2 & RF2_ANGLEDROLL) + { + Matrix3x4 rolltilt; + rolltilt.MakeIdentity(); + DAngle tempang = thing->Angles.Yaw + thing->AngledRollOffset; + rolltilt.Rotate(tempang.Cos(), tempang.Sin(), 0.0, -thing->Angles.Roll.Degrees()); + tempang = DVector3(rolltilt * FVector3(thingpos - vp.Pos)).Angle(); + backfaced = fabs((ang - tempang).Degrees()) > 90.0; + if (backfaced) // (ang - tempang).Cos() < 0.0) + { + ang = DAngle::fromDeg(180.0) - ang; + } + } FTextureID patch; // [ZZ] add direct picnum override if (isPicnumOverride) @@ -1122,6 +1157,15 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin); if(thing->renderflags2 & RF2_ISOMETRICSPRITES) depth = depth * vp.PitchCos - vp.PitchSin * z2; // Helps with stacking actors with small xy offsets + if(actor && (thing->renderflags2 & RF2_ANGLEDROLL) && !(thing->renderflags & RF_ROLLCENTER)) + { + double rollsin = thing->Angles.Roll.Sin(); + DAngle tempang2 = thing->Angles.Yaw + thing->AngledRollOffset + DAngle::fromDeg(rollsin < 0.0 + ? 90.0 : -90.0); + double r2 = 0.5 * fabs((z2 - z1) * rollsin); + depth = (float)((x + r2 * tempang2.Cos() - vp.Pos.X) * vp.TanCos + + (y + r2 * tempang2.Sin() - vp.Pos.Y) * vp.TanSin); + } if (isSpriteShadow) depth += 1.f/65536.f; // always sort shadows behind the sprite. if (gl_spriteclip == -1 && (thing->renderflags & RF_SPRITETYPEMASK) == RF_FACESPRITE) // perform anamorphosis @@ -1171,7 +1215,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t z1 = z1 * spbias + vpz * vpbias; x2 = x2 * spbias + vpx * vpbias; y2 = y2 * spbias + vpy * vpbias; - z2 = z2 * spbias + vpz * vpbias; + z2 = z2 * spbias + vpz * vpbias; } // light calculation diff --git a/src/scripting/thingdef_data.cpp b/src/scripting/thingdef_data.cpp index c8d37c398..2c49d102a 100644 --- a/src/scripting/thingdef_data.cpp +++ b/src/scripting/thingdef_data.cpp @@ -391,6 +391,7 @@ static FFlagDef ActorFlagDefs[]= DEFINE_FLAG(RF2, SQUAREPIXELS, AActor, renderflags2), DEFINE_FLAG(RF2, STRETCHPIXELS, AActor, renderflags2), DEFINE_FLAG(RF2, LIGHTMULTALPHA, AActor, renderflags2), + DEFINE_FLAG(RF2, ANGLEDROLL, AActor, renderflags2), // Bounce flags DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags), diff --git a/src/scripting/thingdef_properties.cpp b/src/scripting/thingdef_properties.cpp index 2154f4db5..dd03c27c5 100644 --- a/src/scripting/thingdef_properties.cpp +++ b/src/scripting/thingdef_properties.cpp @@ -602,6 +602,16 @@ DEFINE_PROPERTY(tag, S, Actor) defaults->SetTag(str); } +//========================================================================== +// +//========================================================================== +DEFINE_PROPERTY(leanroll, 0, Actor) +{ + // sets the standard flags for angle-dependent roll + defaults->renderflags|=RF_ROLLSPRITE; + defaults->renderflags2|=RF2_STRETCHPIXELS|RF2_ANGLEDROLL; +} + //========================================================================== // //========================================================================== @@ -1023,6 +1033,15 @@ DEFINE_PROPERTY(spriteangle, F, Actor) defaults->SpriteAngle = DAngle::fromDeg(i); } +//========================================================================== +// +//========================================================================== +DEFINE_PROPERTY(angledrolloffset, F, Actor) +{ + PROP_DOUBLE_PARM(i, 0); + defaults->AngledRollOffset = DAngle::fromDeg(i); +} + //========================================================================== // //========================================================================== diff --git a/src/scripting/vmthunks_actors.cpp b/src/scripting/vmthunks_actors.cpp index f5efbab3a..d5b72c5ad 100644 --- a/src/scripting/vmthunks_actors.cpp +++ b/src/scripting/vmthunks_actors.cpp @@ -1951,6 +1951,7 @@ DEFINE_FIELD(AActor, WorldOffset) DEFINE_FIELD(AActor, Prev) DEFINE_FIELD(AActor, SpriteAngle) DEFINE_FIELD(AActor, SpriteRotation) +DEFINE_FIELD(AActor, AngledRollOffset) DEFINE_FIELD(AActor, VisibleStartAngle) DEFINE_FIELD(AActor, VisibleStartPitch) DEFINE_FIELD(AActor, VisibleEndAngle) diff --git a/wadsrc/static/zscript/actors/actor.zs b/wadsrc/static/zscript/actors/actor.zs index 123fe91be..20659551c 100644 --- a/wadsrc/static/zscript/actors/actor.zs +++ b/wadsrc/static/zscript/actors/actor.zs @@ -129,6 +129,7 @@ class Actor : Thinker native native double Angle; native double Pitch; native double Roll; + native double AngledRollOffset; native vector3 Vel; native double Speed; native double FloatSpeed; @@ -464,6 +465,7 @@ class Actor : Thinker native MissileHeight 32; SpriteAngle 0; SpriteRotation 0; + AngledRollOffset 0; StencilColor "00 00 00"; VisibleAngles 0, 0; VisiblePitch 0, 0;