Fix dancing sprites regression
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3 changed files with 32 additions and 17 deletions
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@ -54,6 +54,8 @@ namespace swrenderer
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auto viewport = thread->Viewport.get();
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RenderPortal* renderportal = thread->Portal.get();
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// Rotate to view direction:
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tleft.X = float(pt1.X * viewport->viewpoint.Sin - pt1.Y * viewport->viewpoint.Cos);
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tright.X = float(pt2.X * viewport->viewpoint.Sin - pt2.Y * viewport->viewpoint.Cos);
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@ -68,6 +70,8 @@ namespace swrenderer
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std::swap(tleft.Y, tright.Y);
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}
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// Edge clip:
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float fsx1, fsz1, fsx2, fsz2;
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if (tleft.X >= -tleft.Y)
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@ -112,23 +116,20 @@ namespace swrenderer
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if (fsz2 < TOO_CLOSE_Z)
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return true;
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// Find screen range covered by the line:
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sx1 = xs_RoundToInt(fsx1);
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sx2 = xs_RoundToInt(fsx2);
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float delta = fsx2 - fsx1;
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float t1 = (sx1 + 0.5f - fsx1) / delta;
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float t2 = (sx2 + 0.5f - fsx1) / delta;
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float invZ1 = 1.0f / fsz1;
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float invZ2 = 1.0f / fsz2;
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sz1 = 1.0f / (invZ1 * (1.0f - t1) + invZ2 * t1);
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sz2 = 1.0f / (invZ1 * (1.0f - t2) + invZ2 * t2);
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if (sx2 <= sx1)
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return true;
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// Remap texture coordinates to the part covered by the line segment:
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if (lineseg && lineseg->linedef)
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{
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line_t* line = lineseg->linedef;
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float t1, t2;
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if (fabs(line->delta.X) > fabs(line->delta.Y))
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{
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t1 = (lineseg->v1->fX() - line->v1->fX()) / line->delta.X;
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@ -150,6 +151,23 @@ namespace swrenderer
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tx2 = t1 + tx2 * (t2 - t1);
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}
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// Calculate screen depths for the start and end points (resulting values are at the pixel center):
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float delta = fsx2 - fsx1;
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float t1 = (sx1 + 0.5f - fsx1) / delta;
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float t2 = (sx2 + 0.5f - fsx1) / delta;
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float invZ1 = 1.0f / fsz1;
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float invZ2 = 1.0f / fsz2;
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sz1 = 1.0f / (invZ1 * (1.0f - t1) + invZ2 * t1);
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sz2 = 1.0f / (invZ1 * (1.0f - t2) + invZ2 * t2);
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// Adjust texture coordinates to also be at the pixel centers:
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float ftx1 = tx1 * invZ1;
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float ftx2 = tx2 * invZ2;
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tx1 = (ftx1 * (1.0f - t1) + ftx2 * t1) * sz1;
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tx2 = (ftx1 * (1.0f - t2) + ftx2 * t2) * sz2;
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return false;
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}
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