diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 2965d7fc..cd6e97fd 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -974,111 +974,6 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom worldlow = gr_backsector->floorheight; #endif - // Sky culling - if (!gr_curline->polyseg) // Don't do it for polyobjects - { - // Sky Ceilings - wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX); - - if (gr_frontsector->ceilingpic == skyflatnum) - { - if (gr_backsector->ceilingpic == skyflatnum) - { - // Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the - // backsector is lower - if ((worldhigh <= worldtop) -#ifdef ESLOPE - && (worldhighslope <= worldtopslope) -#endif - ) - { -#ifdef ESLOPE - wallVerts[0].y = FIXED_TO_FLOAT(worldhigh); - wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope); -#else - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldhigh); -#endif - HWR_DrawSkyWall(wallVerts, &Surf, 0, 0); - } - } - else - { - // Only the frontsector is sky, just draw a skywall from the front ceiling -#ifdef ESLOPE - wallVerts[0].y = FIXED_TO_FLOAT(worldtop); - wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope); -#else - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop); -#endif - HWR_DrawSkyWall(wallVerts, &Surf, 0, 0); - } - } - else if (gr_backsector->ceilingpic == skyflatnum) - { - // Only the backsector is sky, just draw a skywall from the front ceiling -#ifdef ESLOPE - wallVerts[0].y = FIXED_TO_FLOAT(worldtop); - wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope); -#else - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop); -#endif - HWR_DrawSkyWall(wallVerts, &Surf, 0, 0); - } - - - // Sky Floors - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); - - if (gr_frontsector->floorpic == skyflatnum) - { - if (gr_backsector->floorpic == skyflatnum) - { - // Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the - // it's higher, also needs to check for bottomtexture as the floors don't usually move down - // when both sides are sky floors - if ((worldlow >= worldbottom) -#ifdef ESLOPE - && (worldlowslope >= worldbottomslope) -#endif - && !(gr_sidedef->bottomtexture)) - { -#ifdef ESLOPE - wallVerts[3].y = FIXED_TO_FLOAT(worldlow); - wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope); -#else - wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow); -#endif - - HWR_DrawSkyWall(wallVerts, &Surf, 0, 0); - } - } - else - { - // Only the backsector has sky, just draw a skywall from the back floor -#ifdef ESLOPE - wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); - wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope); -#else - wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom); -#endif - - HWR_DrawSkyWall(wallVerts, &Surf, 0, 0); - } - } - else if ((gr_backsector->floorpic == skyflatnum) && !(gr_sidedef->bottomtexture)) - { - // Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture -#ifdef ESLOPE - wallVerts[3].y = FIXED_TO_FLOAT(worldlow); - wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope); -#else - wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow); -#endif - - HWR_DrawSkyWall(wallVerts, &Surf, 0, 0); - } - } - // hack to allow height changes in outdoor areas // This is what gets rid of the upper textures if there should be sky if (gr_frontsector->ceilingpic == skyflatnum && @@ -1671,53 +1566,6 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap); } } - else - { -#ifdef ESLOPE - //Set textures properly on single sided walls that are sloped - wallVerts[3].y = FIXED_TO_FLOAT(worldtop); - wallVerts[0].y = FIXED_TO_FLOAT(worldbottom); - wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope); - wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope); -#else - // set top/bottom coords - wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop); - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom); -#endif - - // When there's no midtexture, draw a skywall to prevent rendering behind it - HWR_DrawSkyWall(wallVerts, &Surf, 0, 0); - } - - - // Single sided lines are simple for skywalls, just need to draw from the top or bottom of the sector if there's - // a sky flat - if (!gr_curline->polyseg) - { - if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector - { - wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX); -#ifdef ESLOPE - wallVerts[0].y = FIXED_TO_FLOAT(worldtop); - wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope); -#else - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop); -#endif - HWR_DrawSkyWall(wallVerts, &Surf, 0, 0); - } - if (gr_frontsector->floorpic == skyflatnum) - { -#ifdef ESLOPE - wallVerts[3].y = FIXED_TO_FLOAT(worldbottom); - wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope); -#else - wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom); -#endif - wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); - - HWR_DrawSkyWall(wallVerts, &Surf, 0, 0); - } - } }