diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index 8722495e4..7deb36b69 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -596,6 +596,76 @@ void HWR_DrawCroppedPatch(patch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, if (option & V_WRAPY) flags |= PF_ForceWrapY; + // Auto-crop at splitscreen borders! + if (splitscreen && (option & V_PERPLAYER)) + { +#define flerp(a,b,amount) (((a) * (1.0f - (amount))) + ((b) * (amount))) // Float lerp + +#ifdef QUADS + if (splitscreen > 1) // 3 or 4 players + { + #error Auto-cropping doesnt take quadscreen into account! Fix it! + // Hint: For player 1/2, copy player 1's code below. For player 3/4, copy player 2's code below + // For player 1/3 and 2/4, mangle the below code to apply horizontally instead of vertically + } + else +#endif + // 2 players + { + if (stplyr == &players[displayplayer]) // Player 1's screen, crop at the bottom + { + if ((cy - fheight) < 0) // If the bottom is below the border + { + if (cy <= 0) // If the whole patch is beyond the border... + return; // ...crop away the entire patch, don't draw anything + + if (fheight <= 0) // Don't divide by zero + return; + + v[2].y = v[3].y = 0; // Clamp the polygon edge vertex position + // Now for the UV-map... Uh-oh, math time! + + // On second thought, a basic linear interpolation suffices + //float full_height = fheight; + //float cropped_height = fheight - cy; + //float remaining_height = cy; + //float cropped_percentage = (fheight - cy) / fheight; + //float remaining_percentage = cy / fheight; + //v[2].t = v[3].t = lerp(v[2].t, v[0].t, cropped_percentage); + // By swapping v[2] and v[0], we can use remaining_percentage for less operations + //v[2].t = v[3].t = lerp(v[0].t, v[2].t, remaining_percentage); + + v[2].t = v[3].t = flerp(v[0].t, v[2].t, cy/fheight); + } + } + else //if (stplyr == &players[secondarydisplayplayer]) // Player 2's screen, crop at the top + { + if (cy > 0) // If the top is above the border + { + if ((cy - fheight) >= 0) // If the whole patch is beyond the border... + return; // ...crop away the entire patch, don't draw anything + + if (fheight <= 0) // Don't divide by zero + return; + + v[0].y = v[1].y = 0; // Clamp the polygon edge vertex position + // Now for the UV-map... Uh-oh, math time! + + // On second thought, a basic linear interpolation suffices + //float full_height = fheight; + //float cropped_height = cy; + //float remaining_height = fheight - cy; + //float cropped_percentage = cy / fheight; + //float remaining_percentage = (fheight - cy) / fheight; + //v[0].t = v[1].t = lerp(v[0].t, v[2].t, cropped_percentage); + + v[0].t = v[1].t = flerp(v[0].t, v[2].t, cy/fheight); + } + } + } +#undef flerp + } + // clip it since it is used for bunny scroll in doom I if (alphalevel) { diff --git a/src/v_video.c b/src/v_video.c index 4ac8e4d27..bc919af72 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -1019,6 +1019,37 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, IN desttop += (y*vid.width) + x; } + // Auto-crop at splitscreen borders! + if (splitscreen && (scrn & V_PERPLAYER)) + { +#ifdef QUADS + if (splitscreen > 1) // 3 or 4 players + { + #error Auto-cropping doesnt take quadscreen into account! Fix it! + // Hint: For player 1/2, copy player 1's code below. For player 3/4, copy player 2's code below + // For player 1/3 and 2/4, hijack the X wrap prevention lines? That's probably easiest + } + else +#endif + // 2 players + { + if (stplyr == &players[displayplayer]) // Player 1's screen, crop at the bottom + { + // Just put a big old stop sign halfway through the screen + deststop -= vid.rowbytes * (vid.height>>1); + } + else //if (stplyr == &players[secondarydisplayplayer]) // Player 2's screen, crop at the top + { + if (y < (vid.height>>1)) // If the top is above the border + { + sy += ((vid.height>>1) - y) * rowfrac; // Start further down on the patch + h -= ((vid.height>>1) - y) * rowfrac; // Draw less downwards from the start + desttop += ((vid.height>>1) - y) * vid.width; // Start drawing at the border + } + } + } + } + for (col = sx; (col>>FRACBITS) < patch->width && (col - sx) < w; col += colfrac, ++x, desttop++) { INT32 topdelta, prevdelta = -1;