Interpolate radius/height when scaling mobjs

This commit is contained in:
Zwip-Zwap Zapony 2023-08-25 10:42:12 +02:00 committed by NepDisk
parent c6167030f0
commit 9a8b5b37bc
5 changed files with 83 additions and 28 deletions

View file

@ -4993,7 +4993,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
R_InterpolateMobjState(caster, R_GetTimeFrac(RTF_LEVEL), &casterinterp);
groundz = R_GetShadowZ(thing, NULL);
floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? caster->height : 0) + casterinterp.z - groundz);
floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? casterinterp.height : 0) + casterinterp.z - groundz);
shadowheight = FIXED_TO_FLOAT(floordiff);
shadowscale = FIXED_TO_FLOAT(FixedMul(FRACUNIT - floordiff/640, casterinterp.scale));
@ -5357,7 +5357,6 @@ static void HWR_ProjectBoundingBox(mobj_t *thing)
gl_vissprite_t *vis;
float tr_x, tr_y;
float tz;
float rad;
// uncapped/interpolation
interpmobjstate_t interp = {0};
@ -5384,15 +5383,13 @@ static void HWR_ProjectBoundingBox(mobj_t *thing)
tr_x += gl_viewx;
tr_y += gl_viewy;
rad = FIXED_TO_FLOAT(thing->radius);
vis = HWR_NewVisSprite();
vis->x1 = tr_x - rad;
vis->x2 = tr_x + rad;
vis->z1 = tr_y - rad;
vis->z2 = tr_y + rad;
vis->x1 = tr_x - FIXED_TO_FLOAT(interp.radius);
vis->x2 = tr_x + FIXED_TO_FLOAT(interp.radius);
vis->z1 = tr_y - FIXED_TO_FLOAT(interp.radius);
vis->z2 = tr_y + FIXED_TO_FLOAT(interp.radius);
vis->gz = FIXED_TO_FLOAT(interp.z);
vis->gzt = vis->gz + FIXED_TO_FLOAT(thing->height);
vis->gzt = vis->gz + FIXED_TO_FLOAT(interp.height);
vis->mobj = thing;
vis->precip = false;

View file

@ -1643,7 +1643,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
p.y = FIXED_TO_FLOAT(interp.y) + md2->offset;
if (flip)
p.z = FIXED_TO_FLOAT(interp.z + spr->mobj->height);
p.z = FIXED_TO_FLOAT(interp.z + interp.height);
else
p.z = FIXED_TO_FLOAT(interp.z);
@ -1694,8 +1694,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
p.roll = true;
// rotation pivot
p.centerx = FIXED_TO_FLOAT(spr->mobj->radius / 2);
p.centery = FIXED_TO_FLOAT(spr->mobj->height / 2);
p.centerx = FIXED_TO_FLOAT(interp.radius / 2);
p.centery = FIXED_TO_FLOAT(interp.height / 2);
// rotation axes relative to camera
pitchR = FINESINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT);

View file

@ -288,6 +288,8 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
out->y = mobj->y;
out->z = mobj->z;
out->scale = mobj->scale;
out->radius = mobj->radius;
out->height = mobj->height;
out->subsector = mobj->subsector;
out->angle = mobj->player ? mobj->player->drawangle : mobj->angle;
out->pitch = mobj->pitch;
@ -304,11 +306,21 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out)
out->x = R_LerpFixed(mobj->old_x, mobj->x, frac);
out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
out->scale = mobj->resetinterp ? mobj->scale : R_LerpFixed(mobj->old_scale, mobj->scale, frac);
out->spritexscale = mobj->resetinterp ? mobj->spritexscale : R_LerpFixed(mobj->old_spritexscale, mobj->spritexscale, frac);
out->spriteyscale = mobj->resetinterp ? mobj->spriteyscale : R_LerpFixed(mobj->old_spriteyscale, mobj->spriteyscale, frac);
out->spritexoffset = mobj->resetinterp ? mobj->spritexoffset : R_LerpFixed(mobj->old_spritexoffset, mobj->spritexoffset, frac);
out->spriteyoffset = mobj->resetinterp ? mobj->spriteyoffset : R_LerpFixed(mobj->old_spriteyoffset, mobj->spriteyoffset, frac);
if (mobj->scale == mobj->old_scale) // Tiny optimisation - scale is usually unchanging, so let's skip a lerp, two FixedMuls, and two FixedDivs
{
out->scale = mobj->scale;
out->radius = mobj->radius;
out->height = mobj->height;
}
else
{
out->scale = R_LerpFixed(mobj->old_scale, mobj->scale, frac);
out->radius = FixedMul(mobj->radius, FixedDiv(out->scale, mobj->scale));
out->height = FixedMul(mobj->height, FixedDiv(out->scale, mobj->scale));
}
out->subsector = R_PointInSubsector(out->x, out->y);
@ -350,6 +362,8 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst
out->y = mobj->y;
out->z = mobj->z;
out->scale = mapobjectscale;
out->radius = mobj->radius;
out->height = mobj->height;
out->subsector = mobj->subsector;
out->angle = mobj->angle;
out->spritexscale = mobj->spritexscale;
@ -363,6 +377,8 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst
out->y = R_LerpFixed(mobj->old_y, mobj->y, frac);
out->z = R_LerpFixed(mobj->old_z, mobj->z, frac);
out->scale = mapobjectscale;
out->radius = mobj->radius;
out->height = mobj->height;
out->spritexscale = R_LerpFixed(mobj->old_spritexscale, mobj->spritexscale, frac);
out->spriteyscale = R_LerpFixed(mobj->old_spriteyscale, mobj->spriteyscale, frac);
out->spritexoffset = R_LerpFixed(mobj->old_spritexoffset, mobj->spritexoffset, frac);

View file

@ -78,6 +78,8 @@ struct interpmobjstate_t {
subsector_t *subsector;
angle_t angle;
fixed_t scale;
fixed_t radius;
fixed_t height;
fixed_t spritexscale;
fixed_t spriteyscale;
fixed_t spritexoffset;

View file

@ -1396,7 +1396,7 @@ fixed_t R_GetShadowZ(
R_InterpolateMobjState(thing, R_GetTimeFrac(RTF_LEVEL), &interp);
halfHeight = interp.z + (thing->height >> 1);
halfHeight = interp.z + (interp.height >> 1);
floorz = P_GetFloorZ(thing, interp.subsector->sector, interp.x, interp.y, NULL);
ceilingz = P_GetCeilingZ(thing, interp.subsector->sector, interp.x, interp.y, NULL);
@ -1434,6 +1434,33 @@ fixed_t R_GetShadowZ(
}
}
// Check polyobjects and see if groundz needs to be altered
if (numPolyObjects)
{
// This isn't very precise, but the precise method was far too slow.
// (Polies are just naturally pretty flickery anyway :P)
polyobj_t *po = interp.subsector->polyList;
while (po)
{
if (!(po->flags & POF_RENDERPLANES) || !P_MobjInsidePolyobj(po, thing))
{
po = (polyobj_t *)(po->link.next);
continue;
}
// We're inside it! Yess...
z = isflipped ? po->lines[0]->backsector->floorheight : po->lines[0]->backsector->ceilingheight;
if CHECKZ
{
groundz = z;
groundslope = NULL;
}
po = (polyobj_t *)(po->link.next);
}
}
if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))
: (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))))
{
@ -1472,9 +1499,9 @@ static void R_SkewShadowSprite(
//CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope);
if (viewz < groundz)
*shadowyscale += FixedMul(FixedMul(thing->radius*2 / spriteheight, scalemul), zslope);
*shadowyscale += FixedMul(FixedMul(interp.radius*2 / spriteheight, scalemul), zslope);
else
*shadowyscale -= FixedMul(FixedMul(thing->radius*2 / spriteheight, scalemul), zslope);
*shadowyscale -= FixedMul(FixedMul(interp.radius*2 / spriteheight, scalemul), zslope);
*shadowyscale = abs((*shadowyscale));
*shadowskew = xslope;
@ -1610,8 +1637,8 @@ static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis)
// 0--2
// start in the (0) corner
gx = interp.x - thing->radius - viewx;
gy = interp.y - thing->radius - viewy;
gx = interp.x - interp.radius - viewx;
gy = interp.y - interp.radius - viewy;
tz = FixedMul(gx, viewcos) + FixedMul(gy, viewsin);
@ -1633,14 +1660,14 @@ static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis)
box = R_NewVisSprite();
box->mobj = thing;
box->mobjflags = thing->flags;
box->thingheight = thing->height;
box->thingheight = interp.height;
box->cut = SC_BBOX;
box->gx = tx;
box->gy = tz;
box->scale = 2 * FixedMul(thing->radius, viewsin);
box->xscale = 2 * FixedMul(thing->radius, viewcos);
box->scale = 2 * FixedMul(interp.radius, viewsin);
box->xscale = 2 * FixedMul(interp.radius, viewcos);
box->pz = interp.z;
box->pzt = box->pz + box->thingheight;
@ -1710,6 +1737,7 @@ static void R_ProjectSprite(mobj_t *thing)
fixed_t tr_x, tr_y;
fixed_t tx, tz;
fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!
fixed_t radius, height; // For drop shadows
fixed_t sortscale, sortsplat = 0;
fixed_t linkscale = 0;
fixed_t sort_x = 0, sort_y = 0, sort_z;
@ -1798,6 +1826,9 @@ static void R_ProjectSprite(mobj_t *thing)
interp.y += thing->spryoff;
interp.z += thing->sprzoff;
radius = interp.radius; // For drop shadows
height = interp.height; // Ditto
// transform the origin point
tr_x = interp.x - viewx;
tr_y = interp.y - viewy;
@ -2207,6 +2238,11 @@ static void R_ProjectSprite(mobj_t *thing)
if (! R_ThingVisible(thing))
return;
R_InterpolateMobjState(thing, R_GetTimeFrac(RTF_LEVEL), &tracer_interp);
radius = tracer_interp.radius; // For drop shadows
height = tracer_interp.height; // Ditto
tr_x = (tracer_interp.x + sort_x) - viewx;
tr_y = (tracer_interp.y + sort_y) - viewy;
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
@ -2279,6 +2315,10 @@ static void R_ProjectSprite(mobj_t *thing)
{
fixed_t groundz = R_GetShadowZ(thing, NULL);
boolean isflipped = (thing->eflags & MFE_VERTICALFLIP);
mobj_t *caster = thing->target;
interpmobjstate_t casterinterp = { 0 }; // MSVC compatibility - SSNTails
R_InterpolateMobjState(caster, R_GetTimeFrac(RTF_LEVEL), &casterinterp);
if (shadoweffects)
{
@ -2287,8 +2327,8 @@ static void R_ProjectSprite(mobj_t *thing)
if (shadowdraw)
{
spritexscale = FixedMul(thing->radius * 2, FixedMul(shadowscale, spritexscale));
spriteyscale = FixedMul(thing->radius * 2, FixedMul(shadowscale, spriteyscale));
spritexscale = FixedMul(radius * 2, FixedMul(shadowscale, spritexscale));
spriteyscale = FixedMul(radius * 2, FixedMul(shadowscale, spriteyscale));
spriteyscale = FixedMul(spriteyscale, FixedDiv(abs(groundz - viewz), tz));
spriteyscale = std::min(spriteyscale, spritexscale) / patch->height;
spritexscale /= patch->width;
@ -2303,7 +2343,7 @@ static void R_ProjectSprite(mobj_t *thing)
{
R_SkewShadowSprite(thing, thing->standingslope, groundz, patch->height, shadowscale, &spriteyscale, &sheartan);
gzt = (isflipped ? (interp.z + thing->height) : interp.z) + patch->height * spriteyscale / 2;
gzt = (isflipped ? (interp.z + height) : interp.z) + patch->height * spriteyscale / 2;
gz = gzt - patch->height * spriteyscale;
cut = static_cast<spritecut_e>(cut | SC_SHEAR);
@ -2318,7 +2358,7 @@ static void R_ProjectSprite(mobj_t *thing)
// When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned.
// sprite height - sprite topoffset is the proper inverse of the vertical offset, of course.
// remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes!
gz = interp.z + oldthing->height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
gz = interp.z + interp.height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
gzt = gz + FixedMul(spr_height, FixedMul(spriteyscale, this_scale));
}
else
@ -2451,7 +2491,7 @@ static void R_ProjectSprite(mobj_t *thing)
vis->gy = interp.y;
vis->gz = gz;
vis->gzt = gzt;
vis->thingheight = thing->height;
vis->thingheight = height;
vis->pz = interp.z;
vis->pzt = vis->pz + vis->thingheight;
vis->floorclip = floorClip;