Sprite line clipping by subsector

This commit is contained in:
Magnus Norddahl 2016-12-02 08:12:01 +01:00
commit 71350f2c17
4 changed files with 118 additions and 75 deletions

View file

@ -32,11 +32,43 @@
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR(Int, r_drawfuzz)
void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
{
if (IsThingCulled(thing))
return;
return false;
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr)
return false;
DVector2 spriteScale = thing->Scale;
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
if (flipTextureX)
pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
else
pos.X -= tex->LeftOffset * thingxscalemul;
double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
double spriteHeight = thingyscalemul * tex->GetHeight();
pos.X += spriteHalfWidth;
left = DVector2(pos.X - ViewSin * spriteHalfWidth, pos.Y + ViewCos * spriteHalfWidth);
right = DVector2(pos.X + ViewSin * spriteHalfWidth, pos.Y - ViewCos * spriteHalfWidth);
return true;
}
void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
{
DVector2 points[2];
if (!GetLine(thing, points[0], points[1]))
return;
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
@ -44,6 +76,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr)
return;
DVector2 spriteScale = thing->Scale;
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
@ -61,26 +94,6 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
pos.X += spriteHalfWidth;
DVector2 points[2] =
{
{ pos.X - ViewSin * spriteHalfWidth, pos.Y + ViewCos * spriteHalfWidth },
{ pos.X + ViewSin * spriteHalfWidth, pos.Y - ViewCos * spriteHalfWidth }
};
// Is this sprite inside? (To do: clip the points)
for (int i = 0; i < 2; i++)
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
double nx = line->v1->fY() - line->v2->fY();
double ny = line->v2->fX() - line->v1->fX();
double d = -(line->v1->fX() * nx + line->v1->fY() * ny);
if (pos.X * nx + pos.Y * ny + d > 0.0)
return;
}
}
//double depth = 1.0;
//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..