Merge branch 'next' into sector-portals

This commit is contained in:
Lactozilla 2023-09-09 22:28:01 -03:00
commit 5306d2b474
15 changed files with 277 additions and 159 deletions

View file

@ -1,4 +1,4 @@
version: 2.2.12.{branch}-{build}
version: 2.2.13.{branch}-{build}
os: MinGW
environment:

View file

@ -38,6 +38,8 @@
* Last updated 2021 / 05 / 06 - v2.2.9 - patch.pk3 & zones.pk3
* Last updated 2022 / 03 / 06 - v2.2.10 - main assets
* Last updated 2023 / 05 / 02 - v2.2.11 - patch.pk3 & zones.pk3
* Last updated 2023 / 09 / 06 - v2.2.12 - patch.pk3
* Last updated 2023 / 09 / 09 - v2.2.13 - none
*/
#define ASSET_HASH_SRB2_PK3 "ad911f29a28a18968ee5b2d11c2acb39"
#define ASSET_HASH_ZONES_PK3 "1c8adf8d079ecb87d00081f158acf3c7"

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@ -3540,7 +3540,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
return;
}
floordiff = abs((flip < 0 ? thing->height : 0) + interp.z - groundz);
floordiff = abs((flip < 0 ? interp.height : 0) + interp.z - groundz);
alpha = floordiff / (4*FRACUNIT) + 75;
if (alpha >= 255) return;
@ -3551,9 +3551,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
HWR_GetPatch(gpatch);
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height);
if ((thing->scale != thing->old_scale) && (thing->scale >= FRACUNIT/1024)) // Interpolate shadows when scaling mobjs
scalemul = FixedMul(scalemul, FixedDiv(interp.scale, thing->scale));
scalemul = FixedMul(scalemul, (interp.radius*2) / gpatch->height);
fscale = FIXED_TO_FLOAT(scalemul);
fx = FIXED_TO_FLOAT(interp.x);
@ -3665,7 +3663,7 @@ static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts
if (P_MobjFlip(spr->mobj) == -1)
{
basey = FIXED_TO_FLOAT(interp.z + spr->mobj->height);
basey = FIXED_TO_FLOAT(interp.z + interp.height);
}
else
{
@ -4000,32 +3998,32 @@ static void HWR_DrawBoundingBox(gl_vissprite_t *vis)
// repeat this 4 times (overhead)
//
//
// 17 20 21 11
// 16 15 14 10
// 27 22 *--* 07 12
// 15 16 17 09
// 14 13 12 08
// 23 18 *--* 07 10
// | |
// 26 23 *--* 06 13
// 24 00 01 02
// 25 05 04 03
// 22 19 *--* 06 11
// 20 00 01 02
// 21 05 04 03
//
v[000].x = v[005].x = v[015].x = v[016].x = v[017].x = v[020].x =
v[022].x = v[023].x = v[024].x = v[025].x = v[026].x = v[027].x = vis->x1; // west
v[ 0].x = v[ 5].x = v[13].x = v[14].x = v[15].x = v[16].x =
v[18].x = v[19].x = v[20].x = v[21].x = v[22].x = v[23].x = vis->x1; // west
v[001].x = v[002].x = v[003].x = v[004].x = v[006].x = v[007].x =
v[010].x = v[011].x = v[012].x = v[013].x = v[014].x = v[021].x = vis->x2; // east
v[ 1].x = v[ 2].x = v[ 3].x = v[ 4].x = v[ 6].x = v[ 7].x =
v[ 8].x = v[ 9].x = v[10].x = v[11].x = v[12].x = v[17].x = vis->x2; // east
v[000].z = v[001].z = v[002].z = v[003].z = v[004].z = v[005].z =
v[006].z = v[013].z = v[023].z = v[024].z = v[025].z = v[026].z = vis->z1; // south
v[ 0].z = v[ 1].z = v[ 2].z = v[ 3].z = v[ 4].z = v[ 5].z =
v[ 6].z = v[11].z = v[19].z = v[20].z = v[21].z = v[22].z = vis->z1; // south
v[007].z = v[010].z = v[011].z = v[012].z = v[014].z = v[015].z =
v[016].z = v[017].z = v[020].z = v[021].z = v[022].z = v[027].z = vis->z2; // north
v[ 7].z = v[ 8].z = v[ 9].z = v[10].z = v[12].z = v[13].z =
v[14].z = v[15].z = v[16].z = v[17].z = v[18].z = v[23].z = vis->z2; // north
v[000].y = v[001].y = v[002].y = v[006].y = v[007].y = v[010].y =
v[014].y = v[015].y = v[016].y = v[022].y = v[023].y = v[024].y = vis->gz; // bottom
v[ 0].y = v[ 1].y = v[ 2].y = v[ 6].y = v[ 7].y = v[ 8].y =
v[12].y = v[13].y = v[14].y = v[18].y = v[19].y = v[20].y = vis->gz; // bottom
v[003].y = v[004].y = v[005].y = v[011].y = v[012].y = v[013].y =
v[017].y = v[020].y = v[021].y = v[025].y = v[026].y = v[027].y = vis->gzt; // top
v[ 3].y = v[ 4].y = v[ 5].y = v[ 9].y = v[10].y = v[11].y =
v[15].y = v[16].y = v[17].y = v[21].y = v[22].y = v[23].y = vis->gzt; // top
Surf.PolyColor = V_GetColor(R_GetBoundingBoxColor(vis->mobj));
@ -5271,7 +5269,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
}
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));
@ -5323,10 +5321,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
if (vflip)
{
if (thing->scale != thing->old_scale) // Interpolate heights in reverse gravity when scaling mobjs
gz = FIXED_TO_FLOAT(interp.z + FixedMul(thing->height, FixedDiv(interp.scale, thing->scale))) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
else
gz = FIXED_TO_FLOAT(interp.z + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gz = FIXED_TO_FLOAT(interp.z + interp.height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale);
}
else
@ -5632,7 +5627,6 @@ static void HWR_ProjectBoundingBox(mobj_t *thing)
gl_vissprite_t *vis;
float tr_x, tr_y;
float tz;
float rad;
if (!thing)
return;
@ -5667,15 +5661,13 @@ 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

@ -1585,12 +1585,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
p.y = FIXED_TO_FLOAT(interp.y)+md2->offset;
if (flip)
{
if (spr->mobj->scale != spr->mobj->old_scale) // Interpolate heights in reverse gravity when scaling mobjs
p.z = FIXED_TO_FLOAT(interp.z + FixedMul(spr->mobj->height, FixedDiv(interp.scale, spr->mobj->scale)));
else
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);
@ -1626,8 +1621,8 @@ 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
p.rollx = FIXED_TO_FLOAT(FINECOSINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT));

View file

@ -25,6 +25,7 @@ enum skin {
skin_flags,
skin_realname,
skin_hudname,
skin_supername,
skin_ability,
skin_ability2,
skin_thokitem,
@ -63,6 +64,7 @@ static const char *const skin_opt[] = {
"flags",
"realname",
"hudname",
"supername",
"ability",
"ability2",
"thokitem",
@ -126,6 +128,9 @@ static int skin_get(lua_State *L)
case skin_hudname:
lua_pushstring(L, skin->hudname);
break;
case skin_supername:
lua_pushstring(L, skin->supername);
break;
case skin_ability:
lua_pushinteger(L, skin->ability);
break;

View file

@ -34,7 +34,7 @@ static CV_PossibleValue_t renderhitbox_cons_t[] = {
{RENDERHITBOX_RINGS, "Rings"},
{0}};
consvar_t cv_renderhitbox = CVAR_INIT ("renderhitbox", "Off", CV_CHEAT|CV_NETVAR, renderhitbox_cons_t, NULL);
consvar_t cv_renderhitbox = CVAR_INIT ("renderhitbox", "Off", CV_CHEAT|CV_NOTINNET, renderhitbox_cons_t, NULL);
consvar_t cv_renderhitboxinterpolation = CVAR_INIT ("renderhitbox_interpolation", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_renderhitboxgldepth = CVAR_INIT ("renderhitbox_gldepth", "Off", CV_SAVE, CV_OnOff, NULL);
@ -268,6 +268,9 @@ boolean R_ThingBoundingBoxVisible(mobj_t *thing)
{
INT32 cvmode = cv_renderhitbox.value;
if (multiplayer) // No hitboxes in multiplayer to avoid cheating
return false;
// Do not render bbox for these
switch (thing->type)
{

View file

@ -292,6 +292,8 @@ 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;
@ -307,10 +309,22 @@ 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);
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));
}
// Sprite offsets are not interpolated until we have a way to interpolate them explicitly in Lua.
// It seems existing mods visually break more often than not if it is interpolated.
out->spritexoffset = mobj->spritexoffset;
@ -340,6 +354,8 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst
out->y = mobj->y;
out->z = mobj->z;
out->scale = FRACUNIT;
out->radius = mobj->radius;
out->height = mobj->height;
out->subsector = mobj->subsector;
out->angle = mobj->angle;
out->pitch = mobj->angle;
@ -356,6 +372,8 @@ 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 = FRACUNIT;
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

@ -63,6 +63,8 @@ typedef struct {
angle_t roll;
angle_t spriteroll;
fixed_t scale;
fixed_t radius;
fixed_t height;
fixed_t spritexscale;
fixed_t spriteyscale;
fixed_t spritexoffset;

View file

@ -41,16 +41,6 @@
#include "hardware/hw_main.h"
#endif
//profile stuff ---------------------------------------------------------
//#define TIMING
#ifdef TIMING
#include "p5prof.h"
INT64 mycount;
INT64 mytotal = 0;
//unsigned long nombre = 100000;
#endif
//profile stuff ---------------------------------------------------------
// Fineangles in the SCREENWIDTH wide window.
#define FIELDOFVIEW 2048
@ -157,7 +147,8 @@ consvar_t cv_flipcam2 = CVAR_INIT ("flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT,
consvar_t cv_shadow = CVAR_INIT ("shadow", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_skybox = CVAR_INIT ("skybox", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_ffloorclip = CVAR_INIT ("ffloorclip", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_ffloorclip = CVAR_INIT ("r_ffloorclip", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_spriteclip = CVAR_INIT ("r_spriteclip", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_allowmlook = CVAR_INIT ("allowmlook", "Yes", CV_NETVAR|CV_ALLOWLUA, CV_YesNo, NULL);
consvar_t cv_showhud = CVAR_INIT ("showhud", "Yes", CV_CALL|CV_ALLOWLUA, CV_YesNo, R_SetViewSize);
consvar_t cv_translucenthud = CVAR_INIT ("translucenthud", "10", CV_SAVE, translucenthud_cons_t, NULL);
@ -1490,29 +1481,18 @@ void R_RenderPlayerView(player_t *player)
Mask_Pre(&masks[nummasks - 1]);
curdrawsegs = ds_p;
//profile stuff ---------------------------------------------------------
#ifdef TIMING
mytotal = 0;
ProfZeroTimer();
#endif
ps_numbspcalls.value.i = ps_numpolyobjects.value.i = ps_numdrawnodes.value.i = 0;
PS_START_TIMING(ps_bsptime);
R_RenderBSPNode((INT32)numnodes - 1);
PS_STOP_TIMING(ps_bsptime);
ps_numsprites.value.i = visspritecount;
#ifdef TIMING
RDMSR(0x10, &mycount);
mytotal += mycount; // 64bit add
CONS_Debug(DBG_RENDER, "RenderBSPNode: 0x%d %d\n", *((INT32 *)&mytotal + 1), (INT32)mytotal);
#endif
//profile stuff ---------------------------------------------------------
Mask_Post(&masks[nummasks - 1]);
PS_START_TIMING(ps_sw_spritecliptime);
R_ClipSprites(drawsegs, NULL);
PS_STOP_TIMING(ps_sw_spritecliptime);
ps_numsprites.value.i = numvisiblesprites;
// Add portals caused by visplanes.
Portal_AddPlanePortals(cv_skybox.value);
@ -1613,6 +1593,7 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_shadow);
CV_RegisterVar(&cv_skybox);
CV_RegisterVar(&cv_ffloorclip);
CV_RegisterVar(&cv_spriteclip);
CV_RegisterVar(&cv_cam_dist);
CV_RegisterVar(&cv_cam_still);

View file

@ -114,7 +114,7 @@ extern consvar_t cv_chasecam, cv_chasecam2;
extern consvar_t cv_flipcam, cv_flipcam2;
extern consvar_t cv_shadow;
extern consvar_t cv_ffloorclip;
extern consvar_t cv_ffloorclip, cv_spriteclip;
extern consvar_t cv_translucency;
extern consvar_t cv_drawdist, cv_drawdist_nights, cv_drawdist_precip;
extern consvar_t cv_fov;

View file

@ -314,9 +314,7 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr
fixed_t planeheight = 0;
fixed_t step;
int spanfunctype = SPANDRAWFUNC_SPRITE;
prepare_rastertab();
int spanfunctype;
#define RASTERPARAMS(vnum1, vnum2, tv1, tv2, tc, dir) \
x1 = verts[vnum1].x; \
@ -367,21 +365,15 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr
if (ry1 > maxy) \
maxy = ry1;
// do segment a -> top of texture
RASTERPARAMS(3,2,0,pSplat->width-1,0,0);
// do segment b -> right side of texture
RASTERPARAMS(2,1,0,pSplat->width-1,pSplat->height-1,0);
// do segment c -> bottom of texture
RASTERPARAMS(1,0,pSplat->width-1,0,pSplat->height-1,0);
// do segment d -> left side of texture
RASTERPARAMS(0,3,pSplat->width-1,0,0,1);
ds_source = (UINT8 *)pSplat->pic;
ds_flatwidth = pSplat->width;
ds_flatheight = pSplat->height;
ds_powersoftwo = false;
if (R_CheckPowersOfTwo())
ds_powersoftwo = ds_solidcolor = false;
if (R_CheckSolidColorFlat())
ds_solidcolor = true;
else if (R_CheckPowersOfTwo())
{
R_SetFlatVars(ds_flatwidth * ds_flatheight);
ds_powersoftwo = true;
@ -392,9 +384,8 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr
R_SetTiltedSpan(0);
R_SetScaledSlopePlane(pSplat->slope, vis->viewpoint.x, vis->viewpoint.y, vis->viewpoint.z, pSplat->xscale, pSplat->yscale, -pSplat->verts[0].x, pSplat->verts[0].y, vis->viewpoint.angle, pSplat->angle);
R_CalculateSlopeVectors();
spanfunctype = SPANDRAWFUNC_TILTEDSPRITE;
}
else
else if (!ds_solidcolor)
{
planeheight = abs(pSplat->z - vis->viewpoint.z);
@ -429,23 +420,70 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr
ds_colormap = &vis->extra_colormap->colormap[ds_colormap - colormaps];
}
if (vis->transmap)
{
ds_transmap = vis->transmap;
// Determine which R_DrawWhatever to use
// Solid color
if (ds_solidcolor)
{
UINT16 px = *(UINT16 *)ds_source;
// Uh, it's not visible.
if (!(px & 0xFF00))
return;
// Pixel color is contained in the lower 8 bits (upper 8 are the opacity), so advance the pointer
ds_source++;
if (pSplat->slope)
{
if (ds_transmap)
spanfunctype = SPANDRAWFUNC_TILTEDTRANSSOLID;
else
spanfunctype = SPANDRAWFUNC_TILTEDSOLID;
}
else
{
if (ds_transmap)
spanfunctype = SPANDRAWFUNC_TRANSSOLID;
else
spanfunctype = SPANDRAWFUNC_SOLID;
}
}
// Transparent
else if (ds_transmap)
{
if (pSplat->slope)
spanfunctype = SPANDRAWFUNC_TILTEDTRANSSPRITE;
else
spanfunctype = SPANDRAWFUNC_TRANSSPRITE;
}
// Opaque
else
ds_transmap = NULL;
{
if (pSplat->slope)
spanfunctype = SPANDRAWFUNC_TILTEDSPRITE;
else
spanfunctype = SPANDRAWFUNC_SPRITE;
}
if (ds_powersoftwo)
if (ds_powersoftwo || ds_solidcolor)
spanfunc = spanfuncs[spanfunctype];
else
spanfunc = spanfuncs_npo2[spanfunctype];
prepare_rastertab();
// do segment a -> top of texture
RASTERPARAMS(3,2,0,pSplat->width-1,0,0);
// do segment b -> right side of texture
RASTERPARAMS(2,1,0,pSplat->width-1,pSplat->height-1,0);
// do segment c -> bottom of texture
RASTERPARAMS(1,0,pSplat->width-1,0,pSplat->height-1,0);
// do segment d -> left side of texture
RASTERPARAMS(0,3,pSplat->width-1,0,0,1);
if (maxy >= vid.height)
maxy = vid.height-1;
@ -500,7 +538,7 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr
if (x2 < x1)
continue;
if (!pSplat->slope)
if (!ds_solidcolor && !pSplat->slope)
{
fixed_t xstep, ystep;
fixed_t distance, span;
@ -549,7 +587,7 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr
rastertab[y].maxx = INT32_MIN;
}
if (pSplat->angle && !pSplat->slope)
if (!ds_solidcolor && pSplat->angle && !pSplat->slope)
memset(cachedheight, 0, sizeof(cachedheight));
}

View file

@ -524,7 +524,8 @@ void R_AddSpriteDefs(UINT16 wadnum)
//
// GAME FUNCTIONS
//
UINT32 visspritecount;
UINT32 visspritecount, numvisiblesprites;
static UINT32 clippedvissprites;
static vissprite_t *visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};
@ -598,7 +599,7 @@ void R_InitSprites(void)
//
void R_ClearSprites(void)
{
visspritecount = clippedvissprites = 0;
visspritecount = numvisiblesprites = clippedvissprites = 0;
}
//
@ -896,7 +897,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
frac = vis->startfrac;
windowtop = windowbottom = sprbotscreen = INT32_MAX;
if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES)
if (vis->cut & SC_SHADOW && vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES)
this_scale = FixedMul(this_scale, ((skin_t *)vis->mobj->skin)->highresscale);
if (this_scale <= 0)
this_scale = 1;
@ -906,10 +907,10 @@ static void R_DrawVisSprite(vissprite_t *vis)
{
vis->scale = FixedMul(vis->scale, this_scale);
vis->scalestep = FixedMul(vis->scalestep, this_scale);
vis->xiscale = FixedDiv(vis->xiscale,this_scale);
vis->xiscale = FixedDiv(vis->xiscale, this_scale);
vis->cut |= SC_ISSCALED;
}
dc_texturemid = FixedDiv(dc_texturemid,this_scale);
dc_texturemid = FixedDiv(dc_texturemid, this_scale);
}
spryscale = vis->scale;
@ -1193,7 +1194,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
R_InterpolateMobjState(thing, FRACUNIT, &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);
@ -1257,8 +1258,8 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
}
}
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))))
if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), interp.radius*3/2)))
: (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), interp.radius*3/2))))
{
groundz = isflipped ? ceilingz : floorz;
groundslope = NULL;
@ -1301,9 +1302,9 @@ 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;
@ -1354,20 +1355,18 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
return;
}
floordiff = abs((isflipped ? thing->height : 0) + interp.z - groundz);
floordiff = abs((isflipped ? interp.height : 0) + interp.z - groundz);
trans = floordiff / (100*FRACUNIT) + 3;
if (trans >= 9) return;
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
if ((thing->scale != thing->old_scale) && (thing->scale >= FRACUNIT/1024)) // Interpolate shadows when scaling mobjs
scalemul = FixedMul(scalemul, FixedDiv(interp.scale, thing->scale));
patch = W_CachePatchName("DSHADOW", PU_SPRITE);
xscale = FixedDiv(projection, tz);
yscale = FixedDiv(projectiony, tz);
shadowxscale = FixedMul(thing->radius*2, scalemul);
shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz));
shadowxscale = FixedMul(interp.radius*2, scalemul);
shadowyscale = FixedMul(FixedMul(interp.radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz));
shadowyscale = min(shadowyscale, shadowxscale) / patch->height;
shadowxscale /= patch->width;
shadowskew = 0;
@ -1493,8 +1492,8 @@ 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);
@ -1516,14 +1515,14 @@ 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;
@ -1572,6 +1571,7 @@ 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;
@ -1647,6 +1647,8 @@ static void R_ProjectSprite(mobj_t *thing)
}
this_scale = interp.scale;
radius = interp.radius; // For drop shadows
height = interp.height; // Ditto
// transform the origin point
tr_x = interp.x - viewx;
@ -1767,9 +1769,6 @@ static void R_ProjectSprite(mobj_t *thing)
I_Assert(lump < max_spritelumps);
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
this_scale = FixedMul(this_scale, ((skin_t *)thing->skin)->highresscale);
spr_width = spritecachedinfo[lump].width;
spr_height = spritecachedinfo[lump].height;
spr_offset = spritecachedinfo[lump].offset;
@ -1819,6 +1818,14 @@ static void R_ProjectSprite(mobj_t *thing)
// calculate edges of the shape
spritexscale = interp.spritexscale;
spriteyscale = interp.spriteyscale;
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
{
fixed_t highresscale = ((skin_t *)thing->skin)->highresscale;
spritexscale = FixedMul(spritexscale, highresscale);
spriteyscale = FixedMul(spriteyscale, highresscale);
}
if (spritexscale < 1 || spriteyscale < 1)
return;
@ -1986,6 +1993,8 @@ static void R_ProjectSprite(mobj_t *thing)
{
R_InterpolateMobjState(thing, FRACUNIT, &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;
@ -2077,7 +2086,7 @@ static void R_ProjectSprite(mobj_t *thing)
if (abs(groundz-viewz)/tz > 4)
return; // Prevent stretchy shadows and possible crashes
floordiff = abs((isflipped ? caster->height : 0) + casterinterp.z - groundz);
floordiff = abs((isflipped ? casterinterp.height : 0) + casterinterp.z - groundz);
trans += ((floordiff / (100*FRACUNIT)) + 3);
shadowscale = FixedMul(FRACUNIT - floordiff/640, casterinterp.scale);
}
@ -2092,8 +2101,8 @@ 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 = min(spriteyscale, spritexscale) / patch->height;
spritexscale /= patch->width;
@ -2108,7 +2117,7 @@ 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 |= SC_SHEAR;
@ -2123,11 +2132,7 @@ 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!
if (oldthing->scale != oldthing->old_scale) // Interpolate heights in reverse gravity when scaling mobjs
gz = interp.z + FixedMul(oldthing->height, FixedDiv(interp.scale, oldthing->scale)) - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
else
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
@ -2206,7 +2211,7 @@ 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->texturemid = FixedDiv(gzt - viewz, spriteyscale);
@ -2646,6 +2651,14 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
// bundle linkdraw
for (ds = unsorted.prev; ds != &unsorted; ds = ds->prev)
{
// Remove this sprite if it was determined to not be visible
if (ds->cut & SC_NOTVISIBLE)
{
ds->next->prev = ds->prev;
ds->prev->next = ds->next;
continue;
}
if (!(ds->cut & SC_LINKDRAW))
continue;
@ -2672,21 +2685,27 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
continue;
// don't connect if the tracer's top is cut off, but lower than the link's top
if ((dsfirst->cut & SC_TOP)
&& dsfirst->szt > ds->szt)
if ((dsfirst->cut & SC_TOP) && dsfirst->szt > ds->szt)
continue;
// don't connect if the tracer's bottom is cut off, but higher than the link's bottom
if ((dsfirst->cut & SC_BOTTOM)
&& dsfirst->sz < ds->sz)
if ((dsfirst->cut & SC_BOTTOM) && dsfirst->sz < ds->sz)
continue;
// If the object isn't visible, then the bounding box isn't either
if (ds->cut & SC_BBOX && dsfirst->cut & SC_NOTVISIBLE)
ds->cut |= SC_NOTVISIBLE;
break;
}
// remove from chain
ds->next->prev = ds->prev;
ds->prev->next = ds->next;
if (ds->cut & SC_NOTVISIBLE)
continue;
linkedvissprites++;
if (dsfirst != &unsorted)
@ -2738,6 +2757,8 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
best = ds;
}
}
if (best)
{
best->next->prev = best->prev;
best->prev->next = best->next;
best->next = vsprsortedhead;
@ -2745,6 +2766,7 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
vsprsortedhead->prev->next = best;
vsprsortedhead->prev = best;
}
}
}
//
@ -3174,6 +3196,44 @@ static void R_HeightSecClip(vissprite_t *spr, INT32 x1, INT32 x2)
}
}
static boolean R_CheckSpriteVisible(vissprite_t *spr, INT32 x1, INT32 x2)
{
INT16 sz = spr->sz;
INT16 szt = spr->szt;
fixed_t texturemid, yscale, scalestep = spr->scalestep;
INT32 height;
if (scalestep)
{
height = spr->patch->height;
yscale = spr->scale;
scalestep = FixedMul(scalestep, spr->spriteyscale);
if (spr->thingscale != FRACUNIT)
texturemid = FixedDiv(spr->texturemid, max(spr->thingscale, 1));
else
texturemid = spr->texturemid;
}
for (INT32 x = x1; x <= x2; x++)
{
if (scalestep)
{
fixed_t top = centeryfrac - FixedMul(texturemid, yscale);
fixed_t bottom = top + (height * yscale);
szt = (INT16)(top >> FRACBITS);
sz = (INT16)(bottom >> FRACBITS);
yscale += scalestep;
}
if (spr->cliptop[x] < spr->clipbot[x] && sz > spr->cliptop[x] && szt < spr->clipbot[x])
return true;
}
return false;
}
// R_ClipVisSprite
// Clips vissprites without drawing, so that portals can work. -Red
static void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, portal_t* portal)
@ -3317,8 +3377,7 @@ static void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, portal_t* port
spr->clipbot[x] = (INT16)viewheight;
if (spr->cliptop[x] == -2)
//Fab : 26-04-98: was -1, now clips against console bottom
spr->cliptop[x] = (INT16)con_clipviewtop;
spr->cliptop[x] = -1;
}
if (portal)
@ -3343,6 +3402,14 @@ static void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, portal_t* port
spr->cliptop[x] = -1;
}
}
// Check if it'll be visible
// Not done for floorsprites.
if (cv_spriteclip.value && (spr->cut & SC_SPLAT) == 0)
{
if (!R_CheckSpriteVisible(spr, x1, x2))
spr->cut |= SC_NOTVISIBLE;
}
}
void R_ClipSprites(drawseg_t* dsstart, portal_t* portal)
@ -3411,8 +3478,19 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal)
{
vissprite_t *spr = R_GetVisSprite(clippedvissprites);
if (spr->cut & SC_BBOX)
if (cv_spriteclip.value
&& (spr->szt > vid.height || spr->sz < 0)
&& !((spr->cut & SC_SPLAT) || spr->scalestep))
{
spr->cut |= SC_NOTVISIBLE;
continue;
}
if (spr->cut & SC_BBOX)
{
numvisiblesprites++;
continue;
}
INT32 x1 = (spr->cut & SC_SPLAT) ? 0 : spr->x1;
INT32 x2 = (spr->cut & SC_SPLAT) ? viewwidth : spr->x2;
@ -3434,6 +3512,9 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal)
}
R_ClipVisSprite(spr, x1, x2, portal);
if ((spr->cut & SC_NOTVISIBLE) == 0)
numvisiblesprites++;
}
}

View file

@ -123,21 +123,22 @@ typedef enum
SC_NONE = 0,
SC_TOP = 1,
SC_BOTTOM = 1<<1,
SC_NOTVISIBLE = 1<<2,
// other flags
SC_PRECIP = 1<<2,
SC_LINKDRAW = 1<<3,
SC_FULLBRIGHT = 1<<4,
SC_SEMIBRIGHT = 1<<5,
SC_FULLDARK = 1<<6,
SC_VFLIP = 1<<7,
SC_ISSCALED = 1<<8,
SC_ISROTATED = 1<<9,
SC_SHADOW = 1<<10,
SC_SHEAR = 1<<11,
SC_SPLAT = 1<<12,
SC_BBOX = 1<<13,
SC_PRECIP = 1<<3,
SC_LINKDRAW = 1<<4,
SC_FULLBRIGHT = 1<<5,
SC_SEMIBRIGHT = 1<<6,
SC_FULLDARK = 1<<7,
SC_VFLIP = 1<<8,
SC_ISSCALED = 1<<9,
SC_ISROTATED = 1<<10,
SC_SHADOW = 1<<11,
SC_SHEAR = 1<<12,
SC_SPLAT = 1<<13,
SC_BBOX = 1<<14,
// masks
SC_CUTMASK = SC_TOP|SC_BOTTOM,
SC_CUTMASK = SC_TOP|SC_BOTTOM|SC_NOTVISIBLE,
SC_FLAGMASK = ~SC_CUTMASK
} spritecut_e;
@ -219,7 +220,7 @@ typedef struct vissprite_s
INT32 dispoffset; // copy of mobj->dispoffset, affects ordering but not drawing
} vissprite_t;
extern UINT32 visspritecount;
extern UINT32 visspritecount, numvisiblesprites;
void R_ClipSprites(drawseg_t* dsstart, portal_t* portal);

View file

@ -1,4 +1,4 @@
#define SRB2VERSION "2.2.12"/* this must be the first line, for cmake !! */
#define SRB2VERSION "2.2.13"/* this must be the first line, for cmake !! */
// The Modification ID; must be obtained from a Master Server Admin ( https://mb.srb2.org/members/?key=ms_admin ).
// DO NOT try to set this otherwise, or your modification will be unplayable through the Master Server.
@ -9,7 +9,7 @@
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.2.0 is not version "1".
#define MODVERSION 53
#define MODVERSION 54
// Define this as a prerelease version suffix (pre#, RC#)
//#define BETAVERSION "pre1"

View file

@ -77,8 +77,8 @@ END
#include "../doomdef.h" // Needed for version string
VS_VERSION_INFO VERSIONINFO
FILEVERSION 2,2,12,0
PRODUCTVERSION 2,2,12,0
FILEVERSION 2,2,13,0
PRODUCTVERSION 2,2,13,0
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L