Setting everything up.

This commit is contained in:
Major Cooke 2020-09-30 10:11:53 -05:00 committed by Christoph Oelckers
commit e5ca3caa6c
7 changed files with 238 additions and 18 deletions

View file

@ -291,7 +291,7 @@ public:
void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
void PreparePlayerSprites(sector_t * viewsector, area_t in_area);
void PrepareTargeterSprites();
void PrepareTargeterSprites(WeaponPosition *weap);
void UpdateCurrentMapSection();
void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);

View file

@ -169,17 +169,32 @@ static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
{
w.wx = (float)w.weapon->x;
w.wy = (float)w.weapon->y;
w.sx = (float)w.weapon->scalex;
w.sy = (float)w.weapon->scaley;
w.px = (float)w.weapon->px;
w.py = (float)w.weapon->py;
w.r = (float)w.weapon->rotation;
}
else
{
w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
w.px = (float)(w.weapon->oldpx + (w.weapon->px - w.weapon->oldpx) * ticFrac);
w.py = (float)(w.weapon->oldpy + (w.weapon->py - w.weapon->oldpy) * ticFrac);
w.sx = (float)(w.weapon->oldscalex + (w.weapon->scalex - w.weapon->oldscalex) * ticFrac);
w.sy = (float)(w.weapon->oldscaley + (w.weapon->scaley - w.weapon->oldscaley) * ticFrac);
w.r = (float)(w.weapon->oldrotation + (w.weapon->rotation - w.weapon->oldrotation) * ticFrac);
}
}
else
{
w.wx = 0;
w.wy = 0;
w.px = 0;
w.py = 0;
w.sx = 0;
w.sy = 0;
w.r = 0;
}
return w;
}
@ -407,7 +422,7 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
//
//==========================================================================
bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player)
bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, WeaponPosition *weap)
{
float tx;
float scale;
@ -470,10 +485,42 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
auto verts = screen->mVertexData->AllocVertices(4);
mx = verts.second;
verts.first[0].Set(x1, y1, 0, u1, v1);
verts.first[1].Set(x1, y2, 0, u1, v2);
verts.first[2].Set(x2, y1, 0, u2, v1);
verts.first[3].Set(x2, y2, 0, u2, v2);
if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
{
double radang = psp->rotation * (pi::pi() / 180.);
double cosang = cos(radang);
double sinang = sin(radang);
double xcenter = psp->x;
double ycenter = psp->y;
double xx1 = xcenter + psp->scalex * (x1 * cosang + y1 * sinang);
double yy1 = ycenter + psp->scaley * (x1 * sinang - y1 * cosang);
double xx2 = xcenter + psp->scalex * (x1 * cosang + y2 * sinang);
double yy2 = ycenter + psp->scaley * (x1 * sinang - y2 * cosang);
double xx3 = xcenter + psp->scalex * (x2 * cosang + y1 * sinang);
double yy3 = ycenter + psp->scaley * (x2 * sinang - y1 * cosang);
double xx4 = xcenter + psp->scalex * (x2 * cosang + y2 * sinang);
double yy4 = ycenter + psp->scaley * (x2 * sinang - y2 * cosang);
verts.first[0].Set(xx1, yy1, 0, u1, v1);
verts.first[1].Set(xx2, yy2, 0, u1, v2);
verts.first[2].Set(xx3, yy3, 0, u2, v1);
verts.first[3].Set(xx4, yy4, 0, u2, v2);
}
else
{
verts.first[0].Set(x1, y1, 0, u1, v1);
verts.first[1].Set(x1, y2, 0, u1, v2);
verts.first[2].Set(x2, y1, 0, u2, v1);
verts.first[3].Set(x2, y2, 0, u2, v2);
}
texture = tex;
return true;
@ -554,12 +601,12 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
}
else
{
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player)) continue;
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player, &weap)) continue;
}
hudsprites.Push(hudsprite);
}
lightmode = oldlightmode;
PrepareTargeterSprites();
PrepareTargeterSprites(&weap);
}
@ -569,7 +616,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
//
//==========================================================================
void HWDrawInfo::PrepareTargeterSprites()
void HWDrawInfo::PrepareTargeterSprites(WeaponPosition *weap)
{
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
@ -601,7 +648,8 @@ void HWDrawInfo::PrepareTargeterSprites()
if (psp->GetState() != nullptr && (psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr))
{
hudsprite.weapon = psp;
if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player))
if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player, weap))
{
hudsprites.Push(hudsprite);
}

View file

@ -15,6 +15,9 @@ struct WeaponPosition
{
float wx, wy;
float bobx, boby;
float sx, sy;
float px, py;
float r;
DPSprite *weapon;
};
@ -47,6 +50,6 @@ struct HUDSprite
void SetBright(bool isbelow);
bool GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &light);
bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player);
bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, WeaponPosition *weap);
};