mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 09:11:48 +00:00
More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now
Other notes: * on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way * despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
This commit is contained in:
parent
a733a29f4c
commit
1e98e3b4f2
4 changed files with 280 additions and 43 deletions
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@ -502,4 +502,11 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
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/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
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//#define SECTORSPECIALSAFTERTHINK
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/// FINALLY some real clipping that doesn't make walls dissappear AND speeds the game up
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/// (that was the original comment from SRB2CB, sadly it is a lie and actually slows game down)
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/// on the bright side it fixes some weird issues with translucent walls
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/// \note SRB2CB port.
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/// SRB2CB itself ported this from PrBoom+
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//#define NEWCLIP
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#endif // __DOOMDEF__
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@ -92,14 +92,14 @@ clipnode_t *freelist;
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clipnode_t *clipnodes;
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clipnode_t *cliphead;
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static clipnode_t * HWR_clipnode_GetNew(void);
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static clipnode_t * HWR_clipnode_NewRange(angle_t start, angle_t end);
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static boolean HWR_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle);
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static void HWR_clipper_AddClipRange(angle_t start, angle_t end);
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static void HWR_clipper_RemoveRange(clipnode_t * range);
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static void HWR_clipnode_Free(clipnode_t *node);
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static clipnode_t * gld_clipnode_GetNew(void);
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static clipnode_t * gld_clipnode_NewRange(angle_t start, angle_t end);
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static boolean gld_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle);
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static void gld_clipper_AddClipRange(angle_t start, angle_t end);
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static void gld_clipper_RemoveRange(clipnode_t * range);
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static void gld_clipnode_Free(clipnode_t *node);
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static clipnode_t * HWR_clipnode_GetNew(void)
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static clipnode_t * gld_clipnode_GetNew(void)
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{
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if (freelist)
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{
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@ -113,26 +113,26 @@ static clipnode_t * HWR_clipnode_GetNew(void)
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}
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}
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static clipnode_t * HWR_clipnode_NewRange(angle_t start, angle_t end)
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static clipnode_t * gld_clipnode_NewRange(angle_t start, angle_t end)
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{
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clipnode_t * c = HWR_clipnode_GetNew();
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clipnode_t * c = gld_clipnode_GetNew();
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c->start = start;
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c->end = end;
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c->next = c->prev=NULL;
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return c;
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}
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boolean HWR_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle)
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boolean gld_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle)
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{
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if(startAngle > endAngle)
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{
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return (HWR_clipper_IsRangeVisible(startAngle, ANGLE_MAX) || HWR_clipper_IsRangeVisible(0, endAngle));
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return (gld_clipper_IsRangeVisible(startAngle, ANGLE_MAX) || gld_clipper_IsRangeVisible(0, endAngle));
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}
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return HWR_clipper_IsRangeVisible(startAngle, endAngle);
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return gld_clipper_IsRangeVisible(startAngle, endAngle);
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}
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static boolean HWR_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle)
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static boolean gld_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle)
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{
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clipnode_t *ci;
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ci = cliphead;
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@ -152,13 +152,13 @@ static boolean HWR_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle)
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return true;
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}
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static void HWR_clipnode_Free(clipnode_t *node)
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static void gld_clipnode_Free(clipnode_t *node)
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{
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node->next = freelist;
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freelist = node;
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}
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static void HWR_clipper_RemoveRange(clipnode_t *range)
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static void gld_clipper_RemoveRange(clipnode_t *range)
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{
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if (range == cliphead)
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{
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@ -176,25 +176,25 @@ static void HWR_clipper_RemoveRange(clipnode_t *range)
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}
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}
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HWR_clipnode_Free(range);
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gld_clipnode_Free(range);
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}
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void HWR_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle)
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void gld_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle)
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{
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if(startangle > endangle)
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{
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// The range has to added in two parts.
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HWR_clipper_AddClipRange(startangle, ANGLE_MAX);
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HWR_clipper_AddClipRange(0, endangle);
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gld_clipper_AddClipRange(startangle, ANGLE_MAX);
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gld_clipper_AddClipRange(0, endangle);
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}
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else
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{
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// Add the range as usual.
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HWR_clipper_AddClipRange(startangle, endangle);
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gld_clipper_AddClipRange(startangle, endangle);
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}
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}
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static void HWR_clipper_AddClipRange(angle_t start, angle_t end)
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static void gld_clipper_AddClipRange(angle_t start, angle_t end)
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{
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clipnode_t *node, *temp, *prevNode, *node2, *delnode;
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@ -208,7 +208,7 @@ static void HWR_clipper_AddClipRange(angle_t start, angle_t end)
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{
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temp = node;
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node = node->next;
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HWR_clipper_RemoveRange(temp);
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gld_clipper_RemoveRange(temp);
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}
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else
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{
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@ -250,7 +250,7 @@ static void HWR_clipper_AddClipRange(angle_t start, angle_t end)
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delnode = node2;
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node2 = node2->next;
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HWR_clipper_RemoveRange(delnode);
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gld_clipper_RemoveRange(delnode);
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}
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return;
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}
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@ -260,7 +260,7 @@ static void HWR_clipper_AddClipRange(angle_t start, angle_t end)
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//just add range
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node = cliphead;
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prevNode = NULL;
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temp = HWR_clipnode_NewRange(start, end);
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temp = gld_clipnode_NewRange(start, end);
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while (node != NULL && node->start < end)
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{
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prevNode = node;
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@ -296,13 +296,13 @@ static void HWR_clipper_AddClipRange(angle_t start, angle_t end)
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}
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else
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{
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temp = HWR_clipnode_NewRange(start, end);
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temp = gld_clipnode_NewRange(start, end);
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cliphead = temp;
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return;
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}
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}
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void HWR_clipper_Clear(void)
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void gld_clipper_Clear(void)
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{
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clipnode_t *node = cliphead;
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clipnode_t *temp;
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@ -311,7 +311,7 @@ void HWR_clipper_Clear(void)
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{
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temp = node;
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node = node->next;
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HWR_clipnode_Free(temp);
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gld_clipnode_Free(temp);
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}
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cliphead = NULL;
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@ -319,7 +319,7 @@ void HWR_clipper_Clear(void)
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#define RMUL (1.6f/1.333333f)
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angle_t HWR_FrustumAngle(void)
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angle_t gld_FrustumAngle(void)
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{
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double floatangle;
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angle_t a1;
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@ -356,7 +356,7 @@ angle_t HWR_FrustumAngle(void)
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// btw to renable define HAVE_SPHEREFRUSTRUM in hw_clip.h
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#ifdef HAVE_SPHEREFRUSTRUM
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//
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// HWR_FrustrumSetup
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// gld_FrustrumSetup
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//
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#define CALCMATRIX(a, b, c, d, e, f, g, h)\
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@ -375,7 +375,7 @@ frustum[i][1] /= t; \
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frustum[i][2] /= t; \
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frustum[i][3] /= t
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void HWR_FrustrumSetup(void)
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void gld_FrustrumSetup(void)
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{
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float t;
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float clip[16];
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@ -446,7 +446,7 @@ void HWR_FrustrumSetup(void)
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NORMALIZE_PLANE(5);
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}
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boolean HWR_SphereInFrustum(float x, float y, float z, float radius)
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boolean gld_SphereInFrustum(float x, float y, float z, float radius)
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{
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int p;
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@ -12,13 +12,13 @@
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#include "../tables.h"
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#include "../doomtype.h"
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//#define HAVE_SPHEREFRUSTRUM // enable if you want HWR_SphereInFrustum and related code
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//#define HAVE_SPHEREFRUSTRUM // enable if you want gld_SphereInFrustum and related code
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boolean HWR_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle);
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void HWR_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle);
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void HWR_clipper_Clear(void);
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angle_t HWR_FrustumAngle(void);
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boolean gld_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle);
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void gld_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle);
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void gld_clipper_Clear(void);
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angle_t gld_FrustumAngle(void);
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#ifdef HAVE_SPHEREFRUSTRUM
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void HWR_FrustrumSetup(void);
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boolean HWR_SphereInFrustum(float x, float y, float z, float radius);
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void gld_FrustrumSetup(void);
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boolean gld_SphereInFrustum(float x, float y, float z, float radius);
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#endif
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@ -44,6 +44,10 @@
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#endif
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#include "hw_md2.h"
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#ifdef NEWCLIP
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#include "hw_clip.h"
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#endif
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#define R_FAKEFLOORS
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#define HWPRECIP
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#define SORTING
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boolean drawsky = true;
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// needs fix: walls are incorrectly clipped one column less
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#ifndef NEWCLIP
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static consvar_t cv_grclipwalls = {"gr_clipwalls", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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#endif
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//development variables for diverse uses
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static consvar_t cv_gralpha = {"gr_alpha", "160", 0, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
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static consvar_t cv_grbeta = {"gr_beta", "0", 0, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
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// (in fact a clipping plane that has a constant, so can clip with simple 2d)
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// with the wall segment
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//
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#ifndef NEWCLIP
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static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2)
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{
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float num, den;
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return num / den;
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}
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#endif
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//
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// HWR_SplitWall
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// Anything between means the wall segment has been clipped with solidsegs,
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// reducing wall overdraw to a minimum
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//
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#ifdef NEWCLIP
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static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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#else
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static void HWR_StoreWallRange(double startfrac, double endfrac)
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#endif
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{
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wallVert3D wallVerts[4];
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v2d_t vs, ve; // start, end vertices of 2d line (view from above)
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extracolormap_t *colormap;
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FSurfaceInfo Surf;
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#ifndef NEWCLIP
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if (startfrac > endfrac)
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return;
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#endif
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gr_sidedef = gr_curline->sidedef;
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gr_linedef = gr_curline->linedef;
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@ -1408,15 +1421,19 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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// x offset the texture
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fixed_t texturehpeg = gr_sidedef->textureoffset + gr_curline->offset;
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#ifndef NEWCLIP
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// clip texture s start/end coords with solidsegs
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if (startfrac > 0.0f && startfrac < 1.0f)
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cliplow = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * startfrac);
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else
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#endif
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cliplow = (float)texturehpeg;
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#ifndef NEWCLIP
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if (endfrac > 0.0f && endfrac < 1.0f)
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cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * endfrac);
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else
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#endif
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cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT));
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}
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@ -2325,6 +2342,135 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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//Hurdler: end of 3d-floors test
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}
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// From PrBoom:
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//
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// e6y: Check whether the player can look beyond this line
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//
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#ifdef NEWCLIP
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// Don't modify anything here, just check
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// Kalaron: Modified for sloped linedefs
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static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacksector)
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{
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fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
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fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
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// GZDoom method of sloped line clipping
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#ifdef ESLOPE
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if (afrontsector->f_slope || afrontsector->c_slope || abacksector->f_slope || abacksector->c_slope)
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{
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fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
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v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x);
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v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y);
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v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x);
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v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y);
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#define SLOPEPARAMS(slope, end1, end2, normalheight) \
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if (slope) { \
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end1 = P_GetZAt(slope, v1x, v1y); \
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end2 = P_GetZAt(slope, v2x, v2y); \
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} else \
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end1 = end2 = normalheight;
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SLOPEPARAMS(afrontsector->f_slope, frontf1, frontf2, afrontsector->floorheight)
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SLOPEPARAMS(afrontsector->c_slope, frontc1, frontc2, afrontsector->ceilingheight)
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SLOPEPARAMS( abacksector->f_slope, backf1, backf2, abacksector->floorheight)
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SLOPEPARAMS( abacksector->c_slope, backc1, backc2, abacksector->ceilingheight)
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#undef SLOPEPARAMS
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}
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else
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#endif
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{
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frontf1 = frontf2 = afrontsector->floorheight;
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frontc1 = frontc2 = afrontsector->ceilingheight;
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backf1 = backf2 = abacksector->floorheight;
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backc1 = backc2 = abacksector->ceilingheight;
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}
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// now check for closed sectors!
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if (backc1 <= frontf1 && backc2 <= frontf2)
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{
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if (!seg->sidedef->toptexture)
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return false;
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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return false;
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return true;
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}
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if (backf1 >= frontc1 && backf2 >= frontc2)
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{
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if (!seg->sidedef->bottomtexture)
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return false;
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// properly render skies (consider door "open" if both floors are sky):
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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return false;
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return true;
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}
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if (backc1 <= backf1 && backc2 <= backf2)
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{
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// preserve a kind of transparent door/lift special effect:
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if (backc1 < frontc1 || backc2 < frontc2)
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{
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if (!seg->sidedef->toptexture)
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return false;
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}
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if (backf1 > frontf1 || backf2 > frontf2)
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{
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if (!seg->sidedef->bottomtexture)
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return false;
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}
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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return false;
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if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
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return false;
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return true;
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}
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// Reject empty lines used for triggers and special events.
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// Identical floor and ceiling on both sides,
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// identical light levels on both sides,
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// and no middle texture.
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if (
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#ifdef POLYOBJECTS
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!seg->polyseg &&
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#endif
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gr_backsector->ceilingpic == gr_frontsector->ceilingpic
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&& gr_backsector->floorpic == gr_frontsector->floorpic
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#ifdef ESLOPE
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&& gr_backsector->f_slope == gr_frontsector->f_slope
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&& gr_backsector->c_slope == gr_frontsector->c_slope
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#endif
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&& gr_backsector->lightlevel == gr_frontsector->lightlevel
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&& !gr_curline->sidedef->midtexture
|
||||
// Check offsets too!
|
||||
&& gr_backsector->floor_xoffs == gr_frontsector->floor_xoffs
|
||||
&& gr_backsector->floor_yoffs == gr_frontsector->floor_yoffs
|
||||
&& gr_backsector->floorpic_angle == gr_frontsector->floorpic_angle
|
||||
&& gr_backsector->ceiling_xoffs == gr_frontsector->ceiling_xoffs
|
||||
&& gr_backsector->ceiling_yoffs == gr_frontsector->ceiling_yoffs
|
||||
&& gr_backsector->ceilingpic_angle == gr_frontsector->ceilingpic_angle
|
||||
// Consider altered lighting.
|
||||
&& gr_backsector->floorlightsec == gr_frontsector->floorlightsec
|
||||
&& gr_backsector->ceilinglightsec == gr_frontsector->ceilinglightsec
|
||||
// Consider colormaps
|
||||
&& gr_backsector->extra_colormap == gr_frontsector->extra_colormap
|
||||
&& ((!gr_frontsector->ffloors && !gr_backsector->ffloors)
|
||||
|| gr_frontsector->tag == gr_backsector->tag))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
#else
|
||||
//Hurdler: just like in r_bsp.c
|
||||
#if 1
|
||||
#define MAXSEGS MAXVIDWIDTH/2+1
|
||||
|
@ -2610,6 +2756,7 @@ static void HWR_ClearClipSegs(void)
|
|||
gr_solidsegs[1].last = 0x7fffffff;
|
||||
hw_newend = gr_solidsegs+2;
|
||||
}
|
||||
#endif // NEWCLIP
|
||||
|
||||
// -----------------+
|
||||
// HWR_AddLine : Clips the given segment and adds any visible pieces to the line list.
|
||||
|
@ -2618,17 +2765,20 @@ static void HWR_ClearClipSegs(void)
|
|||
// -----------------+
|
||||
static void HWR_AddLine(seg_t * line)
|
||||
{
|
||||
INT32 x1, x2;
|
||||
angle_t angle1, angle2;
|
||||
#ifndef NEWCLIP
|
||||
INT32 x1, x2;
|
||||
angle_t span, tspan;
|
||||
#endif
|
||||
|
||||
// SoM: Backsector needs to be run through R_FakeFlat
|
||||
static sector_t tempsec;
|
||||
|
||||
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
|
||||
|
||||
#ifdef POLYOBJECTS
|
||||
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
|
||||
return;
|
||||
#endif
|
||||
|
||||
gr_curline = line;
|
||||
|
||||
|
@ -2641,6 +2791,18 @@ static void HWR_AddLine(seg_t * line)
|
|||
angle1 = R_PointToAngle(v1x, v1y);
|
||||
angle2 = R_PointToAngle(v2x, v2y);
|
||||
|
||||
#ifdef NEWCLIP
|
||||
// PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle!
|
||||
if (angle2 - angle1 < ANGLE_180)
|
||||
return;
|
||||
|
||||
// PrBoom: use REAL clipping math YAYYYYYYY!!!
|
||||
|
||||
if (!gld_clipper_SafeCheckRange(angle2, angle1))
|
||||
{
|
||||
return;
|
||||
}
|
||||
#else
|
||||
// Clip to view edges.
|
||||
span = angle1 - angle2;
|
||||
|
||||
|
@ -2719,8 +2881,35 @@ static void HWR_AddLine(seg_t * line)
|
|||
return;
|
||||
}
|
||||
*/
|
||||
#endif
|
||||
|
||||
gr_backsector = line->backsector;
|
||||
|
||||
#ifdef NEWCLIP
|
||||
if (!line->backsector)
|
||||
{
|
||||
gld_clipper_SafeAddClipRange(angle2, angle1);
|
||||
}
|
||||
else
|
||||
{
|
||||
gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true);
|
||||
if (line->frontsector == line->backsector)
|
||||
{
|
||||
if (!line->sidedef->midtexture)
|
||||
{
|
||||
//e6y: nothing to do here!
|
||||
//return;
|
||||
}
|
||||
}
|
||||
if (CheckClip(line, gr_frontsector, gr_backsector))
|
||||
{
|
||||
gld_clipper_SafeAddClipRange(angle2, angle1);
|
||||
}
|
||||
}
|
||||
|
||||
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
|
||||
return;
|
||||
#else
|
||||
// Single sided line?
|
||||
if (!gr_backsector)
|
||||
goto clipsolid;
|
||||
|
@ -2835,6 +3024,7 @@ clipsolid:
|
|||
if (x1 == x2)
|
||||
goto clippass;
|
||||
HWR_ClipSolidWallSegment(x1, x2-1);
|
||||
#endif
|
||||
}
|
||||
|
||||
// HWR_CheckBBox
|
||||
|
@ -2846,9 +3036,13 @@ clipsolid:
|
|||
|
||||
static boolean HWR_CheckBBox(fixed_t *bspcoord)
|
||||
{
|
||||
INT32 boxpos, sx1, sx2;
|
||||
INT32 boxpos;
|
||||
fixed_t px1, py1, px2, py2;
|
||||
angle_t angle1, angle2, span, tspan;
|
||||
angle_t angle1, angle2;
|
||||
#ifndef NEWCLIP
|
||||
INT32 sx1, sx2;
|
||||
angle_t span, tspan;
|
||||
#endif
|
||||
|
||||
// Find the corners of the box
|
||||
// that define the edges from current viewpoint.
|
||||
|
@ -2874,6 +3068,11 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord)
|
|||
px2 = bspcoord[checkcoord[boxpos][2]];
|
||||
py2 = bspcoord[checkcoord[boxpos][3]];
|
||||
|
||||
#ifdef NEWCLIP
|
||||
angle1 = R_PointToAngle(px1, py1);
|
||||
angle2 = R_PointToAngle(px2, py2);
|
||||
return gld_clipper_SafeCheckRange(angle2, angle1);
|
||||
#else
|
||||
// check clip list for an open space
|
||||
angle1 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px1>>1, py1>>1) - dup_viewangle;
|
||||
angle2 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px2>>1, py2>>1) - dup_viewangle;
|
||||
|
@ -2921,6 +3120,7 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord)
|
|||
return false;
|
||||
|
||||
return HWR_ClipToSolidSegs(sx1, sx2 - 1);
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef POLYOBJECTS
|
||||
|
@ -5694,7 +5894,19 @@ if (0)
|
|||
#ifdef SORTING
|
||||
drawcount = 0;
|
||||
#endif
|
||||
#ifdef NEWCLIP
|
||||
if (rendermode == render_opengl)
|
||||
{
|
||||
angle_t a1 = gld_FrustumAngle();
|
||||
gld_clipper_Clear();
|
||||
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
|
||||
#ifdef HAVE_SPHEREFRUSTRUM
|
||||
gld_FrustrumSetup();
|
||||
#endif
|
||||
}
|
||||
#else
|
||||
HWR_ClearClipSegs();
|
||||
#endif
|
||||
|
||||
//04/01/2000: Hurdler: added for T&L
|
||||
// Actually it only works on Walls and Planes
|
||||
|
@ -5704,6 +5916,7 @@ if (0)
|
|||
|
||||
HWR_RenderBSPNode((INT32)numnodes-1);
|
||||
|
||||
#ifndef NEWCLIP
|
||||
// Make a viewangle int so we can render things based on mouselook
|
||||
if (player == &players[consoleplayer])
|
||||
viewangle = localaiming;
|
||||
|
@ -5730,6 +5943,7 @@ if (0)
|
|||
|
||||
dup_viewangle += ANGLE_90;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Check for new console commands.
|
||||
NetUpdate();
|
||||
|
@ -5901,7 +6115,19 @@ if (0)
|
|||
#ifdef SORTING
|
||||
drawcount = 0;
|
||||
#endif
|
||||
#ifdef NEWCLIP
|
||||
if (rendermode == render_opengl)
|
||||
{
|
||||
angle_t a1 = gld_FrustumAngle();
|
||||
gld_clipper_Clear();
|
||||
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
|
||||
#ifdef HAVE_SPHEREFRUSTRUM
|
||||
gld_FrustrumSetup();
|
||||
#endif
|
||||
}
|
||||
#else
|
||||
HWR_ClearClipSegs();
|
||||
#endif
|
||||
|
||||
//04/01/2000: Hurdler: added for T&L
|
||||
// Actually it only works on Walls and Planes
|
||||
|
@ -5911,6 +6137,7 @@ if (0)
|
|||
|
||||
HWR_RenderBSPNode((INT32)numnodes-1);
|
||||
|
||||
#ifndef NEWCLIP
|
||||
// Make a viewangle int so we can render things based on mouselook
|
||||
if (player == &players[consoleplayer])
|
||||
viewangle = localaiming;
|
||||
|
@ -5937,6 +6164,7 @@ if (0)
|
|||
|
||||
dup_viewangle += ANGLE_90;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Check for new console commands.
|
||||
NetUpdate();
|
||||
|
@ -6079,7 +6307,9 @@ static inline void HWR_AddEngineCommands(void)
|
|||
{
|
||||
// engine state variables
|
||||
//CV_RegisterVar(&cv_grzbuffer);
|
||||
#ifndef NEWCLIP
|
||||
CV_RegisterVar(&cv_grclipwalls);
|
||||
#endif
|
||||
|
||||
// engine development mode variables
|
||||
// - usage may vary from version to version..
|
||||
|
|
Loading…
Reference in a new issue