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.

This commit is contained in:
Dileep V. Reddy 2025-07-17 17:34:16 -06:00 committed by Ricardo Luís Vaz Silva
commit 19291c5e5c
7 changed files with 73 additions and 3 deletions

View file

@ -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