mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 17:22:12 +00:00
Improve rain/weather.
* Like Kart, remove cv_precipdensity. * Like Kart, replace "Infinite" draw distance value with "None". * Better thinker with more return optimisation. * Better placement of thinking in rendering, to avoid ceiling-mounted sprite glitches.
This commit is contained in:
parent
740c561b0e
commit
861d0d0b0a
6 changed files with 52 additions and 59 deletions
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@ -5431,7 +5431,7 @@ static void HWR_AddSprites(sector_t *sec)
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}
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}
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#ifdef HWPRECIP
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#ifdef HWPRECIP
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// Someone seriously wants infinite draw distance for precipitation?
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// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
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if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
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if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
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{
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{
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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@ -5447,13 +5447,6 @@ static void HWR_AddSprites(sector_t *sec)
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HWR_ProjectPrecipitationSprite(precipthing);
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HWR_ProjectPrecipitationSprite(precipthing);
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}
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}
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}
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}
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else
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{
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// Draw everything in sector, no checks
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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if (!(precipthing->precipflags & PCF_INVISIBLE))
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HWR_ProjectPrecipitationSprite(precipthing);
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}
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#endif
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#endif
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}
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}
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@ -5774,16 +5767,6 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
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x1 = tr_x + x1 * rightcos;
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x1 = tr_x + x1 * rightcos;
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x2 = tr_x - x2 * rightcos;
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x2 = tr_x - x2 * rightcos;
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// okay, we can't return now... this is a hack, but weather isn't networked, so it should be ok
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if (!(thing->precipflags & PCF_THUNK))
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{
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if (thing->precipflags & PCF_RAIN)
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P_RainThinker(thing);
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else
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P_SnowThinker(thing);
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thing->precipflags |= PCF_THUNK;
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}
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//
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//
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// store information in a vissprite
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// store information in a vissprite
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//
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//
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@ -5804,6 +5787,16 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
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vis->ty = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset);
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vis->ty = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset);
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vis->precip = true;
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vis->precip = true;
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// okay... this is a hack, but weather isn't networked, so it should be ok
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if (!(thing->precipflags & PCF_THUNK))
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{
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if (thing->precipflags & PCF_RAIN)
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P_RainThinker(thing);
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else
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P_SnowThinker(thing);
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thing->precipflags |= PCF_THUNK;
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}
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}
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}
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#endif
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#endif
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11
src/m_menu.c
11
src/m_menu.c
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@ -1193,13 +1193,12 @@ static menuitem_t OP_VideoOptionsMenu[] =
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{IT_HEADER, NULL, "Level", NULL, 155},
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{IT_HEADER, NULL, "Level", NULL, 155},
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{IT_STRING | IT_CVAR, NULL, "Draw Distance", &cv_drawdist, 161},
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{IT_STRING | IT_CVAR, NULL, "Draw Distance", &cv_drawdist, 161},
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{IT_STRING | IT_CVAR, NULL, "NiGHTS Draw Dist.", &cv_drawdist_nights, 166},
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{IT_STRING | IT_CVAR, NULL, "Weather Draw Dist.", &cv_drawdist_precip, 166},
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{IT_STRING | IT_CVAR, NULL, "Weather Draw Dist.", &cv_drawdist_precip, 171},
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{IT_STRING | IT_CVAR, NULL, "NiGHTS mode Draw Dist.", &cv_drawdist_nights, 171},
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{IT_STRING | IT_CVAR, NULL, "Weather Density", &cv_precipdensity, 176},
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{IT_HEADER, NULL, "Diagnostic", NULL, 185},
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{IT_HEADER, NULL, "Diagnostic", NULL, 180},
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{IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 191},
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{IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 186},
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{IT_STRING | IT_CVAR, NULL, "Clear Before Redraw", &cv_homremoval, 196},
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{IT_STRING | IT_CVAR, NULL, "Clear Before Redraw", &cv_homremoval, 191},
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};
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};
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static menuitem_t OP_VideoModeMenu[] =
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static menuitem_t OP_VideoModeMenu[] =
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23
src/p_mobj.c
23
src/p_mobj.c
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@ -4101,17 +4101,18 @@ void P_RainThinker(precipmobj_t *mobj)
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}
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}
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// adjust height
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// adjust height
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if ((mobj->z += mobj->momz) <= mobj->floorz)
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if ((mobj->z += mobj->momz) > mobj->floorz)
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return;
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// no splashes on sky or bottomless pits
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if (mobj->precipflags & PCF_PIT)
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{
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{
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// no splashes on sky or bottomless pits
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mobj->z = mobj->ceilingz;
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if (mobj->precipflags & PCF_PIT)
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return;
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mobj->z = mobj->ceilingz;
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else
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{
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mobj->z = mobj->floorz;
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P_SetPrecipMobjState(mobj, S_SPLASH1);
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}
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}
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}
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mobj->z = mobj->floorz;
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P_SetPrecipMobjState(mobj, S_SPLASH1);
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}
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}
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static void P_RingThinker(mobj_t *mobj)
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static void P_RingThinker(mobj_t *mobj)
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@ -9431,7 +9432,7 @@ void P_SpawnPrecipitation(void)
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subsector_t *precipsector = NULL;
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subsector_t *precipsector = NULL;
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precipmobj_t *rainmo = NULL;
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precipmobj_t *rainmo = NULL;
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if (dedicated || !cv_precipdensity.value || curWeather == PRECIP_NONE)
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if (dedicated || /*!cv_precipdensity*/!cv_drawdist_precip.value || curWeather == PRECIP_NONE)
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return;
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return;
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// Use the blockmap to narrow down our placing patterns
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// Use the blockmap to narrow down our placing patterns
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@ -9440,7 +9441,7 @@ void P_SpawnPrecipitation(void)
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basex = bmaporgx + (i % bmapwidth) * MAPBLOCKSIZE;
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basex = bmaporgx + (i % bmapwidth) * MAPBLOCKSIZE;
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basey = bmaporgy + (i / bmapwidth) * MAPBLOCKSIZE;
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basey = bmaporgy + (i / bmapwidth) * MAPBLOCKSIZE;
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for (j = 0; j < cv_precipdensity.value; ++j)
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//for (j = 0; j < cv_precipdensity.value; ++j) -- density is 1 for us always
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{
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{
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x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
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x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
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y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
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y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
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14
src/r_main.c
14
src/r_main.c
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@ -98,7 +98,14 @@ static CV_PossibleValue_t drawdist_cons_t[] = {
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{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
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{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
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{3072, "3072"}, {4096, "4096"}, {6144, "6144"},
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{3072, "3072"}, {4096, "4096"}, {6144, "6144"},
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{8192, "8192"}, {0, "Infinite"}, {0, NULL}};
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{8192, "8192"}, {0, "Infinite"}, {0, NULL}};
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static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}};
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//static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}};
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static CV_PossibleValue_t drawdist_precip_cons_t[] = {
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{256, "256"}, {512, "512"}, {768, "768"},
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{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
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{0, "None"}, {0, NULL}};
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static CV_PossibleValue_t translucenthud_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t translucenthud_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t maxportals_cons_t[] = {{0, "MIN"}, {12, "MAX"}, {0, NULL}}; // lmao rendering 32 portals, you're a card
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static CV_PossibleValue_t maxportals_cons_t[] = {{0, "MIN"}, {12, "MAX"}, {0, NULL}}; // lmao rendering 32 portals, you're a card
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static CV_PossibleValue_t homremoval_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Flash"}, {0, NULL}};
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static CV_PossibleValue_t homremoval_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Flash"}, {0, NULL}};
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@ -126,8 +133,8 @@ consvar_t cv_translucenthud = {"translucenthud", "10", CV_SAVE, translucenthud_c
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consvar_t cv_translucency = {"translucency", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_translucency = {"translucency", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist = {"drawdist", "Infinite", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist = {"drawdist", "Infinite", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist_nights = {"drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist_nights = {"drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE, drawdist_precip_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_precipdensity = {"precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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//consvar_t cv_precipdensity = {"precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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// Okay, whoever said homremoval causes a performance hit should be shot.
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// Okay, whoever said homremoval causes a performance hit should be shot.
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consvar_t cv_homremoval = {"homremoval", "No", CV_SAVE, homremoval_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_homremoval = {"homremoval", "No", CV_SAVE, homremoval_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -1158,7 +1165,6 @@ void R_RegisterEngineStuff(void)
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if (dedicated)
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if (dedicated)
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return;
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return;
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CV_RegisterVar(&cv_precipdensity);
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CV_RegisterVar(&cv_translucency);
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CV_RegisterVar(&cv_translucency);
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CV_RegisterVar(&cv_drawdist);
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CV_RegisterVar(&cv_drawdist);
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CV_RegisterVar(&cv_drawdist_nights);
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CV_RegisterVar(&cv_drawdist_nights);
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@ -78,7 +78,7 @@ extern consvar_t cv_chasecam, cv_chasecam2;
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extern consvar_t cv_flipcam, cv_flipcam2;
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extern consvar_t cv_flipcam, cv_flipcam2;
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extern consvar_t cv_shadow, cv_shadowoffs;
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extern consvar_t cv_shadow, cv_shadowoffs;
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extern consvar_t cv_translucency;
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extern consvar_t cv_translucency;
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extern consvar_t cv_precipdensity, cv_drawdist, cv_drawdist_nights, cv_drawdist_precip;
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extern consvar_t cv_drawdist, cv_drawdist_nights, cv_drawdist_precip;
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extern consvar_t cv_skybox;
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extern consvar_t cv_skybox;
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extern consvar_t cv_tailspickup;
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extern consvar_t cv_tailspickup;
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@ -1527,16 +1527,6 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
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return;
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return;
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}
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}
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// okay, we can't return now except for vertical clipping... this is a hack, but weather isn't networked, so it should be ok
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if (!(thing->precipflags & PCF_THUNK))
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{
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if (thing->precipflags & PCF_RAIN)
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P_RainThinker(thing);
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else
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P_SnowThinker(thing);
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thing->precipflags |= PCF_THUNK;
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}
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//SoM: 3/17/2000: Disregard sprites that are out of view..
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//SoM: 3/17/2000: Disregard sprites that are out of view..
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gzt = thing->z + spritecachedinfo[lump].topoffset;
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gzt = thing->z + spritecachedinfo[lump].topoffset;
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@ -1545,7 +1535,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
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if (thing->subsector->sector->cullheight)
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if (thing->subsector->sector->cullheight)
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{
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{
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if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
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if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
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return;
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goto weatherthink;
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}
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}
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// store information in a vissprite
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// store information in a vissprite
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@ -1605,6 +1595,17 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
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// Fullbright
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// Fullbright
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vis->colormap = colormaps;
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vis->colormap = colormaps;
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weatherthink:
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// okay... this is a hack, but weather isn't networked, so it should be ok
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if (!(thing->precipflags & PCF_THUNK))
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{
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if (thing->precipflags & PCF_RAIN)
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P_RainThinker(thing);
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else
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P_SnowThinker(thing);
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thing->precipflags |= PCF_THUNK;
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}
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}
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}
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// R_AddSprites
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// R_AddSprites
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@ -1669,7 +1670,7 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
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R_ProjectSprite(thing);
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R_ProjectSprite(thing);
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}
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}
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// Someone seriously wants infinite draw distance for precipitation?
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// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
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if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
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if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
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{
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{
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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R_ProjectPrecipitationSprite(precipthing);
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R_ProjectPrecipitationSprite(precipthing);
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}
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}
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}
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}
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else
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{
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// Draw everything in sector, no checks
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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if (!(precipthing->precipflags & PCF_INVISIBLE))
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R_ProjectPrecipitationSprite(precipthing);
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}
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}
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}
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//
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//
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