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- Fix softpoly sprite positioning bug
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dpjudas committed Nov 20, 2017
1 parent f0dc619 commit 5532266
Showing 1 changed file with 15 additions and 26 deletions.
41 changes: 15 additions & 26 deletions src/polyrenderer/scene/poly_sprite.cpp
Expand Up @@ -57,18 +57,17 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
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 spriteWidth = thingxscalemul * tex->GetWidth();
double spriteHeight = thingyscalemul * tex->GetHeight();

pos.X += spriteHalfWidth;
double offsetX;
if (flipTextureX)
offsetX = (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
else
offsetX = tex->LeftOffset * thingxscalemul;

left = DVector2(pos.X - viewpoint.Sin * spriteHalfWidth, pos.Y + viewpoint.Cos * spriteHalfWidth);
right = DVector2(pos.X + viewpoint.Sin * spriteHalfWidth, pos.Y - viewpoint.Cos * spriteHalfWidth);
left = DVector2(pos.X - viewpoint.Sin * offsetX, pos.Y + viewpoint.Cos * offsetX);
right = DVector2(left.X + viewpoint.Sin * spriteWidth, left.Y - viewpoint.Cos * spriteWidth);
return true;
}

Expand All @@ -81,36 +80,26 @@ void RenderPolySprite::Render(PolyRenderThread *thread, const TriMatrix &worldTo
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
DVector3 thingpos = thing->InterpolatedPosition(viewpoint.TicFrac);

DVector3 pos = thingpos;
double posZ = thingpos.Z;

uint32_t spritetype = (thing->renderflags & RF_SPRITETYPEMASK);

if (spritetype == RF_FACESPRITE)
pos.Z -= thing->Floorclip;
posZ -= thing->Floorclip;

if (thing->flags2 & MF2_FLOATBOB)
pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
posZ += thing->GetBobOffset(viewpoint.TicFrac);

bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
return;

DVector2 spriteScale = thing->Scale;
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
double thingyscalemul = thing->Scale.Y / tex->Scale.Y;
double spriteHeight = thingyscalemul * tex->GetHeight();

if (flipTextureX)
pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
else
pos.X -= tex->LeftOffset * thingxscalemul;

pos.X += spriteHalfWidth;

pos.Z -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul;
pos.Z = PerformSpriteClipAdjustment(thing, thingpos, spriteHeight, pos.Z);
posZ -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul;
posZ = PerformSpriteClipAdjustment(thing, thingpos, spriteHeight, posZ);

//double depth = 1.0;
//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
Expand Down Expand Up @@ -142,7 +131,7 @@ void RenderPolySprite::Render(PolyRenderThread *thread, const TriMatrix &worldTo

vertices[i].x = (float)p.X;
vertices[i].y = (float)p.Y;
vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
vertices[i].z = (float)(posZ + spriteHeight * offsets[i].second);
vertices[i].w = 1.0f;
vertices[i].u = (float)(offsets[i].first * tex->Scale.X);
vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
Expand Down

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