Merge branch 'ogl-sector-alignment-fix' into 'next'

Fix sector flat alignment issues in OpenGL

See merge request STJr/SRB2!1094
This commit is contained in:
James R 2020-08-03 12:47:29 -04:00
commit d8834143cb
1 changed files with 10 additions and 12 deletions

View File

@ -494,7 +494,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
if (angle) // Only needs to be done if there's an altered angle
{
angle = (InvAngle(angle)+ANGLE_180)>>ANGLETOFINESHIFT;
angle = (InvAngle(angle))>>ANGLETOFINESHIFT;
// This needs to be done so that it scrolls in a different direction after rotation like software
/*tempxsow = FLOAT_TO_FIXED(scrollx);
@ -528,8 +528,6 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
{\
tempxsow = FLOAT_TO_FIXED(vert->s);\
tempytow = FLOAT_TO_FIXED(vert->t);\
if (texflat)\
tempytow = -tempytow;\
vert->s = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));\
vert->t = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));\
}\
@ -2752,13 +2750,13 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
{
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatheight;
angle = FOFsector->floorpic_angle>>ANGLETOFINESHIFT;
angle = FOFsector->floorpic_angle;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatheight;
angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT;
angle = FOFsector->ceilingpic_angle;
}
}
else if (gl_frontsector)
@ -2767,23 +2765,25 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
{
scrollx = FIXED_TO_FLOAT(gl_frontsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gl_frontsector->floor_yoffs)/fflatheight;
angle = gl_frontsector->floorpic_angle>>ANGLETOFINESHIFT;
angle = gl_frontsector->floorpic_angle;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(gl_frontsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gl_frontsector->ceiling_yoffs)/fflatheight;
angle = gl_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT;
angle = gl_frontsector->ceilingpic_angle;
}
}
if (angle) // Only needs to be done if there's an altered angle
{
angle = (InvAngle(angle))>>ANGLETOFINESHIFT;
// This needs to be done so that it scrolls in a different direction after rotation like software
tempxs = FLOAT_TO_FIXED(scrollx);
/*tempxs = FLOAT_TO_FIXED(scrollx);
tempyt = FLOAT_TO_FIXED(scrolly);
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle))));
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle))));*/
// This needs to be done so everything aligns after rotation
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
@ -2813,10 +2813,8 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
{
tempxs = FLOAT_TO_FIXED(v3d->s);
tempyt = FLOAT_TO_FIXED(v3d->t);
if (texflat)
tempyt = -tempyt;
v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
v3d->t = (FIXED_TO_FLOAT(-FixedMul(tempxs, FINESINE(angle)) - FixedMul(tempyt, FINECOSINE(angle))));
v3d->t = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle))));
}
v3d->x = FIXED_TO_FLOAT(polysector->vertices[i]->x);