- add sprite/frame support for VisualThinkers
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6a067a7630
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4 changed files with 26 additions and 5 deletions
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@ -414,7 +414,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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const bool drawBillboardFacingCamera = hw_force_cambbpref ? gl_billboard_faces_camera :
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gl_billboard_faces_camera
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|| ((actor && (!(actor->renderflags2 & RF2_BILLBOARDNOFACECAMERA) && (actor->renderflags2 & RF2_BILLBOARDFACECAMERA)))
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|| (particle && particle->texture.isValid() && (!(particle->flags & SPF_NOFACECAMERA) && (particle->flags & SPF_FACECAMERA))));
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|| ((!(particle->flags & SPF_NOFACECAMERA) && (particle->flags & SPF_FACECAMERA))));
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// [Nash] has +ROLLSPRITE
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const bool drawRollSpriteActor = (actor != nullptr && actor->renderflags & RF_ROLLSPRITE);
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@ -1409,8 +1409,10 @@ void HWSprite::ProcessParticle(HWDrawInfo *di, particle_t *particle, sector_t *s
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if (!particle || particle->alpha <= 0)
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return;
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if (spr && spr->PT.texture.isNull())
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if (spr && spr->PT.texture.isNull() && (spr->sprite == -1))
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{
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return;
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}
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lightlevel = hw_ClampLight(spr ? spr->GetLightLevel(sector) : sector->GetSpriteLight());
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foglevel = (uint8_t)clamp<short>(sector->lightlevel, 0, 255);
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@ -1483,7 +1485,7 @@ void HWSprite::ProcessParticle(HWDrawInfo *di, particle_t *particle, sector_t *s
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}
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else
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{
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bool has_texture = particle->texture.isValid();
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bool has_texture = particle->texture.isValid() || !!spr;
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bool custom_animated_texture = (particle->flags & SPF_LOCAL_ANIM) && particle->animData.ok;
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int particle_style = has_texture ? 2 : gl_particles_style; // Treat custom texture the same as smooth particles
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@ -1505,6 +1507,19 @@ void HWSprite::ProcessParticle(HWDrawInfo *di, particle_t *particle, sector_t *s
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else if(has_texture)
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{
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lump = particle->texture;
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if (spr && !lump.isValid())
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{
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bool mirror = false;
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DVector3 thingpos = (DVector3)spr->InterpolatedPosition(vp.TicFrac);
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DAngle ang = (thingpos - vp.Pos).Angle();
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if (di->Viewpoint.IsOrtho()) ang = vp.Angles.Yaw;
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bool spriteflip = false; // !!(thing->renderflags & RF_SPRITEFLIP)
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int rot;
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rot = -1;
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lump = sprites[spr->sprite].GetSpriteFrame(spr->frame, rot, ang, &mirror, spriteflip);
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}
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}
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else
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{
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