- Fix playersprite offset being wrong in softpoly

- Remove DFrameBuffer::GetCanvas as it always returned null
This commit is contained in:
Magnus Norddahl 2018-04-08 15:49:06 +02:00
commit c4768441b4
7 changed files with 24 additions and 16 deletions

View file

@ -218,6 +218,11 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
DCanvas *renderTarget = PolyRenderer::Instance()->RenderTarget;
// Force it to use software rendering.
// To do: Fix that Draw2D() is never called by SWSceneDrawer::RenderView. Make sure to adjust the similar comment in r_playersprite.cpp
bool renderToCanvas = true;
//bool renderToCanvas = PolyRenderer::Instance()->RenderToCanvas;
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
picnum = sprframe->Texture[0];
@ -288,16 +293,14 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->GetTopOffsetPo();
auto screencanvas = screen->GetCanvas();
if (viewpoint.camera->player && (renderTarget != screencanvas ||
if (viewpoint.camera->player && (renderToCanvas ||
viewheight == renderTarget->GetHeight() ||
(renderTarget->GetWidth() > (BASEXCENTER * 2))))
{ // Adjust PSprite for fullscreen views
AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
if (weapon != nullptr && weapon->YAdjust != 0)
{
if (renderTarget != screencanvas || viewheight == renderTarget->GetHeight())
if (renderToCanvas || viewheight == renderTarget->GetHeight())
{
vis.texturemid -= weapon->YAdjust;
}
@ -412,7 +415,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
// Check for hardware-assisted 2D. If it's available, and this sprite is not
// fuzzy, don't draw it until after the switch to 2D mode.
if (!noaccel && renderTarget == screencanvas)
if (!noaccel && !renderToCanvas)
{
FRenderStyle style = vis.RenderStyle;
style.CheckFuzz();
@ -500,7 +503,7 @@ void PolyNoAccelPlayerSprite::Render(PolyRenderThread *thread)
y1 = centerY - texturemid * yscale;
y2 = y1 + pic->GetHeight() * yscale;
}
args.Draw(thread, x1, x2, y1, y2, 0.0f, 1.0f, 0.0f, 1.0f);
args.Draw(thread, viewwindowx + x1, viewwindowx + x2, viewwindowy + y1, viewwindowy + y2, 0.0f, 1.0f, 0.0f, 1.0f);
}
/////////////////////////////////////////////////////////////////////////////