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Undo clipsegs optimization
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parent
e22ea1f2e9
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4 changed files with 162 additions and 99 deletions
217
src/r_bsp.c
217
src/r_bsp.c
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@ -52,66 +52,164 @@ void R_ClearDrawSegs(void)
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ds_p = drawsegs;
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}
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// CPhipps -
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// Instead of clipsegs, let's try using an array with one entry for each column,
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// indicating whether it's blocked by a solid wall yet or not.
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UINT8 solidcol[MAXVIDWIDTH];
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// Fix from boom.
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#define MAXSEGS (MAXVIDWIDTH/2+1)
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// newend is one past the last valid seg
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static cliprange_t *newend;
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static cliprange_t solidsegs[MAXSEGS];
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// CPhipps -
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// R_ClipWallSegment
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//
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// Replaces the old R_Clip*WallSegment functions. It draws bits of walls in those
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// columns which aren't solid, and updates the solidcol[] array appropriately
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static void R_ClipWallSegment(INT32 first, INT32 last, boolean solid)
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// R_ClipSolidWallSegment
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// Does handle solid walls,
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// e.g. single sided LineDefs (middle texture)
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// that entirely block the view.
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//
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static void R_ClipSolidWallSegment(INT32 first, INT32 last)
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{
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while (first < last)
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cliprange_t *next;
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cliprange_t *start;
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// Find the first range that touches the range (adjacent pixels are touching).
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start = solidsegs;
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while (start->last < first - 1)
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start++;
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if (first < start->first)
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{
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UINT8 *p;
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if (solidcol[first])
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if (last < start->first - 1)
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{
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p = memchr(solidcol+first, 0, last-first);
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if (!p)
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return; // All solid
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// Post is entirely visible (above start), so insert a new clippost.
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R_StoreWallRange(first, last);
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next = newend;
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newend++;
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// NO MORE CRASHING!
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if (newend - solidsegs > MAXSEGS)
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I_Error("R_ClipSolidWallSegment: Solid Segs overflow!\n");
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first = p - solidcol;
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while (next != start)
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{
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*next = *(next-1);
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next--;
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}
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next->first = first;
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next->last = last;
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return;
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}
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else
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// There is a fragment above *start.
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R_StoreWallRange(first, start->first - 1);
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// Now adjust the clip size.
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start->first = first;
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}
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// Bottom contained in start?
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if (last <= start->last)
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return;
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next = start;
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while (last >= (next+1)->first - 1)
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{
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// There is a fragment between two posts.
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R_StoreWallRange(next->last + 1, (next+1)->first - 1);
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next++;
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if (last <= next->last)
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{
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p = memchr(solidcol+first, 1, last-first);
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int to;
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if (!p)
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to = last;
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else
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to = p - solidcol;
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R_StoreWallRange(first, to-1);
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if (solid)
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memset(solidcol+first, 1, to-first);
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first = to;
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// Bottom is contained in next.
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// Adjust the clip size.
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start->last = next->last;
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goto crunch;
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}
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}
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// There is a fragment after *next.
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R_StoreWallRange(next->last + 1, last);
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// Adjust the clip size.
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start->last = last;
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// Remove start+1 to next from the clip list, because start now covers their area.
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crunch:
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if (next == start)
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return; // Post just extended past the bottom of one post.
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while (next++ != newend)
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*++start = *next; // Remove a post.
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newend = start + 1;
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// NO MORE CRASHING!
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if (newend - solidsegs > MAXSEGS)
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I_Error("R_ClipSolidWallSegment: Solid Segs overflow!\n");
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}
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//
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// R_ClipPassWallSegment
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// Clips the given range of columns, but does not include it in the clip list.
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// Does handle windows, e.g. LineDefs with upper and lower texture.
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//
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static inline void R_ClipPassWallSegment(INT32 first, INT32 last)
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{
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cliprange_t *start;
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// Find the first range that touches the range
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// (adjacent pixels are touching).
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start = solidsegs;
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while (start->last < first - 1)
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start++;
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if (first < start->first)
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{
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if (last < start->first - 1)
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{
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// Post is entirely visible (above start).
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R_StoreWallRange(first, last);
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return;
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}
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// There is a fragment above *start.
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R_StoreWallRange(first, start->first - 1);
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}
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// Bottom contained in start?
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if (last <= start->last)
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return;
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while (last >= (start+1)->first - 1)
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{
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// There is a fragment between two posts.
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R_StoreWallRange(start->last + 1, (start+1)->first - 1);
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start++;
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if (last <= start->last)
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return;
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}
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// There is a fragment after *next.
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R_StoreWallRange(start->last + 1, last);
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}
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//
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// R_ClearClipSegs
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//
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void R_ClearClipSegs(void)
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{
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memset(solidcol, 0, viewwidth);
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solidsegs[0].first = -0x7fffffff;
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solidsegs[0].last = -1;
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solidsegs[1].first = viewwidth;
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solidsegs[1].last = 0x7fffffff;
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newend = solidsegs + 2;
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}
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void R_PortalClearClipSegs(INT32 start, INT32 end)
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{
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R_ClearClipSegs();
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for (INT32 x = 0; x < start; x++)
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solidcol[x] = 1;
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for (INT32 x = end; x < viewwidth; x++)
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solidcol[x] = 1;
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solidsegs[0].first = -0x7fffffff;
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solidsegs[0].last = start-1;
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solidsegs[1].first = end;
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solidsegs[1].last = 0x7fffffff;
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newend = solidsegs + 2;
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}
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// R_DoorClosed
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//
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// This function is used to fix the automap bug which
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@ -517,11 +615,11 @@ static void R_AddLine(seg_t *line)
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return;
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clippass:
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R_ClipWallSegment(x1, x2, false);
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R_ClipPassWallSegment(x1, x2 - 1);
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return;
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clipsolid:
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R_ClipWallSegment(x1, x2, true);
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R_ClipSolidWallSegment(x1, x2 - 1);
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}
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//
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@ -554,23 +652,10 @@ static boolean R_CheckBBox(const fixed_t *bspcoord)
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angle_t angle1, angle2;
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INT32 sx1, sx2, boxpos;
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const INT32* check;
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cliprange_t *start;
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// Find the corners of the box that define the edges from current viewpoint.
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if (viewx <= bspcoord[BOXLEFT])
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boxpos = 0;
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else if (viewx < bspcoord[BOXRIGHT])
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boxpos = 1;
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else
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boxpos = 2;
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if (viewy >= bspcoord[BOXTOP])
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boxpos |= 0;
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else if (viewy > bspcoord[BOXBOTTOM])
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boxpos |= 1<<2;
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else
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boxpos |= 2<<2;
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if (boxpos == 5)
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if ((boxpos = (viewx <= bspcoord[BOXLEFT] ? 0 : viewx < bspcoord[BOXRIGHT] ? 1 : 2) + (viewy >= bspcoord[BOXTOP] ? 0 : viewy > bspcoord[BOXBOTTOM] ? 4 : 8)) == 5)
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return true;
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check = checkcoord[boxpos];
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@ -599,14 +684,14 @@ static boolean R_CheckBBox(const fixed_t *bspcoord)
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sx2 = viewangletox[angle2];
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// Does not cross a pixel.
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if (sx1 >= sx2)
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return false;
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if (sx1 >= sx2) return false;
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if (!memchr(solidcol+sx1, 0, sx2-sx1))
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{
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// All columns it covers are already solidly covered
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return false;
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}
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start = solidsegs;
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while (start->last < sx2)
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start++;
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if (sx1 >= start->first && sx2 <= start->last)
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return false; // The clippost contains the new span.
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return true;
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}
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@ -1313,7 +1398,7 @@ void R_RenderPortalHorizonLine(sector_t *sector)
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firstseg = NULL;
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curline = &segs[0];
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R_ClipWallSegment(portalclipstart, portalclipend, true);
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R_ClipSolidWallSegment(portalclipstart, portalclipend);
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curline = NULL;
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}
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@ -38,8 +38,6 @@ extern boolean horizonline;
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extern INT32 doorclosed;
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extern UINT8 solidcol[MAXVIDWIDTH];
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// BSP?
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void R_ClearClipSegs(void);
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void R_PortalClearClipSegs(INT32 start, INT32 end);
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11
src/r_defs.h
11
src/r_defs.h
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@ -31,6 +31,17 @@
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#include "taglist.h"
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//
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// ClipWallSegment
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// Clips the given range of columns
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// and includes it in the new clip list.
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//
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typedef struct
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{
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INT32 first;
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INT32 last;
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} cliprange_t;
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// Silhouette, needed for clipping segs (mainly) and sprites representing things.
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#define SIL_NONE 0
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#define SIL_BOTTOM 1
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31
src/r_segs.c
31
src/r_segs.c
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@ -994,8 +994,6 @@ static boolean R_FFloorCanClip(visffloor_t *pfloor)
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return (cv_ffloorclip.value && !R_IsFFloorTranslucent(pfloor) && !pfloor->polyobj);
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}
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static boolean didsolidcol; // True if at least one column was marked solid
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//
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// R_RenderSegLoop
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// Draws zero, one, or two textures (and possibly a masked
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floorclip[rw_x] = bottomclip;
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}
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if ((markceiling || markfloor) && (floorclip[rw_x] <= ceilingclip[rw_x] + 1))
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{
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solidcol[rw_x] = 1;
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didsolidcol = true;
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}
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if (maskedtexturecol)
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maskedtexturecol[rw_x] = texturecolumn + rw_offsetx;
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@ -1565,12 +1557,6 @@ static void R_MarkSegBounds(void)
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if (markfloor) // no bottom wall
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floorclip[rw_x] = bottomclip;
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if (floorclip[rw_x] <= ceilingclip[rw_x] + 1)
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{
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solidcol[rw_x] = 1;
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didsolidcol = true;
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}
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rw_scale += rw_scalestep;
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topfrac += topstep;
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bottomfrac += bottomstep;
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@ -2954,8 +2940,6 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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}
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}
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didsolidcol = false;
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if (!segtextured && !numffloors && !numbackffloors)
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{
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if (markfloor || markceiling)
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@ -2985,21 +2969,6 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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else
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ds_p->portalpass = 0;
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// cph - if a column was made solid by this wall, we _must_ save full clipping info
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if (backsector && didsolidcol)
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{
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if (!(ds_p->silhouette & SIL_BOTTOM))
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{
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ds_p->silhouette |= SIL_BOTTOM;
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ds_p->bsilheight = backsector->f_slope ? INT32_MAX : backsector->floorheight;
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}
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if (!(ds_p->silhouette & SIL_TOP))
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{
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ds_p->silhouette |= SIL_TOP;
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ds_p->tsilheight = backsector->c_slope ? INT32_MIN : backsector->ceilingheight;
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}
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}
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// save sprite clipping info
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if (maskedtexture || (ds_p->silhouette & (SIL_TOP | SIL_BOTTOM)))
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{
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