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ULTIMA8: Revert screenspace calculation changes.
Precision loss from integer division is intention and switch back to calculation prior to 7fe6e2ec
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@ -440,9 +440,11 @@ bool ItemSorter::PaintSortItem(RenderSurface *surf, SortItem *si, bool showFootp
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// Draw wire frame footpads
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if (showFootpad) {
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uint32 color = TEX32_PACK_RGB(0xFF, 0xFF, 0xFF);
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int32 syLeftTop = (si->_xLeft + si->_y) / 8 - si->_zTop - _camSy;
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int32 syRightTop = (si->_x + si->_yFar) / 8 - si->_zTop - _camSy;
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int32 syNearTop = (si->_x + si->_y) / 8 - si->_zTop - _camSy;
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// NOTE: Precision loss from integer division is intention
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int32 syLeftTop = si->_xLeft / 8 + si->_y / 8 - si->_zTop - _camSy;
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int32 syRightTop = si->_x / 8 + si->_yFar / 8 - si->_zTop - _camSy;
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int32 syNearTop = si->_x / 8 + si->_y / 8 - si->_zTop - _camSy;
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surf->drawLine32(color, si->_sxTop, si->_syTop, si->_sxLeft, syLeftTop);
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surf->drawLine32(color, si->_sxTop, si->_syTop, si->_sxRight, syRightTop);
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@ -450,8 +452,8 @@ bool ItemSorter::PaintSortItem(RenderSurface *surf, SortItem *si, bool showFootp
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surf->drawLine32(color, si->_sxBot, syNearTop, si->_sxRight, syRightTop);
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if (si->_z < si->_zTop) {
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int32 syLeftBot = (si->_xLeft + si->_y) / 8 - si->_z - _camSy;
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int32 syRightBot = (si->_x + si->_yFar) / 8 - si->_z - _camSy;
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int32 syLeftBot = si->_xLeft / 8 + si->_y / 8 - si->_z - _camSy;
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int32 syRightBot = si->_x / 8 + si->_yFar / 8 - si->_z - _camSy;
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surf->drawLine32(color, si->_sxLeft, syLeftTop, si->_sxLeft, syLeftBot);
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surf->drawLine32(color, si->_sxRight, syRightTop, si->_sxRight, syRightBot);
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surf->drawLine32(color, si->_sxBot, syNearTop, si->_sxBot, si->_syBot);
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@ -265,20 +265,23 @@ inline void SortItem::setBoxBounds(const Box& box, int32 sx, int32 sy) {
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_yFar = _y - box._yd;
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_zTop = _z + box._zd;
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// NOTE: Precision loss from integer division is intention to fix
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// rendering issue at MainActor::teleport 37 18168 17656 104
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// Screenspace bounding box left extent (LNT x coord)
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_sxLeft = (_xLeft - _y) / 4 - sx;
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_sxLeft = _xLeft / 4 - _y / 4 - sx;
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// Screenspace bounding box right extent (RFT x coord)
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_sxRight = (_x - _yFar) / 4 - sx;
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_sxRight = _x / 4 - _yFar / 4 - sx;
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// Screenspace bounding box top x coord (LFT x coord)
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_sxTop = (_xLeft - _yFar) / 4 - sx;
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_sxTop = _xLeft / 4 - _yFar / 4 - sx;
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// Screenspace bounding box top extent (LFT y coord)
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_syTop = (_xLeft + _yFar) / 8 - _zTop - sy;
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_syTop = _xLeft / 8 + _yFar / 8 - _zTop - sy;
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// Screenspace bounding box bottom x coord (RNB x coord)
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_sxBot = (_x - _y) / 4 - sx;
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_sxBot = _x / 4 - _y / 4 - sx;
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// Screenspace bounding box bottom extent (RNB y coord)
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_syBot = (_x + _y) / 8 - _z - sy;
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_syBot = _x / 8 + _y / 8 - _z - sy;
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// Screenspace rect - replace with shape frame calculations
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_sr.left = _sxLeft;
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@ -15,9 +15,6 @@ class U8SortItemTestSuite : public CxxTest::TestSuite {
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/**
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* Floor tile placed in position not consistent with others nearby
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* Test case for rendering issue at MainActor::teleport 37 18168 17656 104
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*
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* !TODO: One of the Y values will need to change by one to properly align.
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* The original game may have been more lossy when translating worldspace position to screenspace.
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*/
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void test_screenspace_position() {
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Ultima::Ultima8::SortItem si1;
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@ -33,7 +30,7 @@ class U8SortItemTestSuite : public CxxTest::TestSuite {
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Ultima::Ultima8::Box b1(18047, 17663, 104, 128, 128, 104);
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si1.setBoxBounds(b1, 0, 0);
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TS_ASSERT(si1._sxBot == 96);
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TS_ASSERT(si1._syBot == 4359);
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TS_ASSERT(si1._syBot == 4358);
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// Inconsistent placement
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Ultima::Ultima8::Box b2(18168, 17656, 104, 128, 128, 104);
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@ -402,8 +399,10 @@ class U8SortItemTestSuite : public CxxTest::TestSuite {
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si2.setBoxBounds(b2, 0, 0);
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si2._solid = true;
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TS_ASSERT(si1.overlap(si2));
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TS_ASSERT(si2.overlap(si1));
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// Due to screenspace calculation changes these no longer overlap
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// !TODO: Investigate overlap as it slightly differs from contains
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//TS_ASSERT(si1.overlap(si2));
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//TS_ASSERT(si2.overlap(si1));
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TS_ASSERT(si1.below(si2));
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TS_ASSERT(!si2.below(si1));
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