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Always use R_DrawRepeatMaskedColumn and R_DrawRepeatFlippedMaskedColumn
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parent
66234d093c
commit
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2 changed files with 19 additions and 27 deletions
28
src/r_segs.c
28
src/r_segs.c
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@ -741,25 +741,10 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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// Texture must be cached
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R_CheckTextureCache(texnum);
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if (dc_numlights)
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{
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// If there is a lightlist we can simply use either R_DrawMaskedColumn or R_DrawFlippedMaskedColumn
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// since windowtop and windowbottom are used
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if (textures[texnum]->flip & 2) // vertically flipped?
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colfunc_2s = R_DrawFlippedMaskedColumn;
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else
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colfunc_2s = R_DrawMaskedColumn;
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}
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else
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{
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// If there is no light list, windowtop and windowbottom are not used,
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// so R_DrawMaskedColumn or R_DrawFlippedMaskedColumn need to be called
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// multiple times for a single column.
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if (textures[texnum]->flip & 2) // vertically flipped?
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colfunc_2s = R_DrawRepeatFlippedMaskedColumn;
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else
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colfunc_2s = R_DrawRepeatMaskedColumn;
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}
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lengthcol = textures[texnum]->height;
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@ -804,6 +789,8 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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else if (bottom_frac > (INT64)CLAMPMIN) sprbotscreen = windowbottom = (fixed_t)bottom_frac;
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else sprbotscreen = windowbottom = CLAMPMIN;
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fixed_t bottomclip = sprbotscreen;
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top_frac += top_step;
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bottom_frac += bottom_step;
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@ -909,14 +896,14 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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if (lighteffect)
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dc_colormap = rlight->rcolormap;
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if (solid && windowtop < bheight)
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windowtop = bheight;
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sprtopscreen = windowtop = bheight;
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continue;
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}
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windowbottom = height;
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if (windowbottom >= sprbotscreen)
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sprbotscreen = windowbottom = height;
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if (windowbottom >= bottomclip)
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{
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windowbottom = sprbotscreen;
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sprbotscreen = windowbottom = bottomclip;
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// draw the texture
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colfunc_2s (col, lengthcol);
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for (i++; i < dc_numlights; i++)
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@ -934,10 +921,11 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
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windowtop = bheight;
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else
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windowtop = windowbottom + 1;
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sprtopscreen = windowtop;
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if (lighteffect)
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dc_colormap = rlight->rcolormap;
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}
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windowbottom = sprbotscreen;
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sprbotscreen = windowbottom = bottomclip;
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// draw the texture, if there is any space left
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if (windowtop < windowbottom)
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colfunc_2s (col, lengthcol);
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@ -628,7 +628,9 @@ void R_DrawMaskedColumn(column_t *column, unsigned lengthcol)
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if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
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{
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if (windowtop > topscreen)
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dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS;
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if (windowbottom < bottomscreen)
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dc_yh = (windowbottom - 1)>>FRACBITS;
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}
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@ -679,7 +681,9 @@ void R_DrawFlippedMaskedColumn(column_t *column, unsigned lengthcol)
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if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
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{
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if (windowtop > topscreen)
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dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS;
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if (windowbottom < bottomscreen)
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dc_yh = (windowbottom - 1)>>FRACBITS;
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}
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