Merge branch 'bbox' into 'next'

Hitbox Renderer

See merge request STJr/SRB2!1838
This commit is contained in:
sphere 2023-07-14 13:14:56 +00:00
commit f428759150
11 changed files with 607 additions and 21 deletions

View file

@ -64,6 +64,7 @@ r_skins.c
r_sky.c
r_splats.c
r_things.c
r_bbox.c
r_textures.c
r_patch.c
r_patchrotation.c

View file

@ -873,6 +873,9 @@ void D_RegisterClientCommands(void)
// screen.c
CV_RegisterVar(&cv_fullscreen);
CV_RegisterVar(&cv_renderview);
CV_RegisterVar(&cv_renderhitboxinterpolation);
CV_RegisterVar(&cv_renderhitboxgldepth);
CV_RegisterVar(&cv_renderhitbox);
CV_RegisterVar(&cv_renderer);
CV_RegisterVar(&cv_scr_depth);
CV_RegisterVar(&cv_scr_width);

View file

@ -136,6 +136,7 @@ typedef struct
// Predefined shader types
enum
{
SHADER_NONE = -1,
SHADER_DEFAULT = 0,
SHADER_FLOOR,
@ -237,7 +238,8 @@ enum EPolyFlags
PF_RemoveYWrap = 0x00010000, // Forces clamp texture on Y
PF_ForceWrapX = 0x00020000, // Forces repeat texture on X
PF_ForceWrapY = 0x00040000, // Forces repeat texture on Y
PF_Ripple = 0x00100000 // Water ripple effect. The current backend doesn't use it for anything.
PF_Ripple = 0x00100000, // Water ripple effect. The current backend doesn't use it for anything.
PF_WireFrame = 0x00200000, // Draws vertices as lines instead of triangles
};

View file

@ -81,6 +81,7 @@ typedef struct gl_vissprite_s
boolean flip, vflip;
boolean precip; // Tails 08-25-2002
boolean bbox;
boolean rotated;
UINT8 translucency; //alpha level 0-255

View file

@ -66,6 +66,7 @@ static void HWR_ProjectSprite(mobj_t *thing);
#ifdef HWPRECIP
static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing);
#endif
static void HWR_ProjectBoundingBox(mobj_t *thing);
void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap);
void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
@ -4038,6 +4039,54 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
HWR_LinkDrawHackAdd(wallVerts, spr);
}
static void HWR_DrawBoundingBox(gl_vissprite_t *vis)
{
FOutVector v[24];
FSurfaceInfo Surf = {0};
//
// create a cube (side view)
//
// 5--4 3
// |
// |
// 0--1 2
//
// repeat this 4 times (overhead)
//
//
// 17 20 21 11
// 16 15 14 10
// 27 22 *--* 07 12
// | |
// 26 23 *--* 06 13
// 24 00 01 02
// 25 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[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[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[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[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[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
Surf.PolyColor = V_GetColor(R_GetBoundingBoxColor(vis->mobj));
HWR_ProcessPolygon(&Surf, v, 24, (cv_renderhitboxgldepth.value ? 0 : PF_NoDepthTest)|PF_Modulated|PF_NoTexture|PF_WireFrame, SHADER_NONE, false);
}
// -----------------+
// HWR_DrawSprite : Draw flat sprites
// : (monsters, bonuses, weapons, lights, ...)
@ -4482,9 +4531,16 @@ static int CompareVisSprites(const void *p1, const void *p2)
int transparency1;
int transparency2;
int linkdraw1;
int linkdraw2;
// draw bbox after everything else
if (spr1->bbox || spr2->bbox)
return (spr1->bbox - spr2->bbox);
// check for precip first, because then sprX->mobj is actually a precipmobj_t and does not have flags2 or tracer
int linkdraw1 = !spr1->precip && (spr1->mobj->flags2 & MF2_LINKDRAW) && spr1->mobj->tracer;
int linkdraw2 = !spr2->precip && (spr2->mobj->flags2 & MF2_LINKDRAW) && spr2->mobj->tracer;
linkdraw1 = !spr1->precip && (spr1->mobj->flags2 & MF2_LINKDRAW) && spr1->mobj->tracer;
linkdraw2 = !spr2->precip && (spr2->mobj->flags2 & MF2_LINKDRAW) && spr2->mobj->tracer;
// ^ is the XOR operation
// if comparing a linkdraw and non-linkdraw sprite or 2 linkdraw sprites with different tracers, then use
@ -4854,6 +4910,9 @@ static void HWR_DrawSprites(void)
for (i = 0; i < gl_visspritecount; i++)
{
gl_vissprite_t *spr = gl_vsprorder[i];
if (spr->bbox)
HWR_DrawBoundingBox(spr);
else
#ifdef HWPRECIP
if (spr->precip)
HWR_DrawPrecipitationSprite(spr);
@ -4953,8 +5012,15 @@ static void HWR_AddSprites(sector_t *sec)
hoop_limit_dist = (fixed_t)(cv_drawdist_nights.value) << FRACBITS;
for (thing = sec->thinglist; thing; thing = thing->snext)
{
if (R_ThingVisibleWithinDist(thing, limit_dist, hoop_limit_dist))
HWR_ProjectSprite(thing);
if (R_ThingWithinDist(thing, limit_dist, hoop_limit_dist))
{
if (R_ThingVisible(thing))
{
HWR_ProjectSprite(thing);
}
HWR_ProjectBoundingBox(thing);
}
}
#ifdef HWPRECIP
@ -5472,6 +5538,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
vis->vflip = vflip;
vis->precip = false;
vis->bbox = false;
vis->angle = interp.angle;
}
@ -5594,6 +5661,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
vis->gz = vis->gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height);
vis->precip = true;
vis->bbox = false;
// okay... this is a hack, but weather isn't networked, so it should be ok
if (!(thing->precipflags & PCF_THUNK))
@ -5607,6 +5675,61 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
}
#endif
static void HWR_ProjectBoundingBox(mobj_t *thing)
{
gl_vissprite_t *vis;
float tr_x, tr_y;
float tz;
float rad;
if (!thing)
return;
if (!R_ThingBoundingBoxVisible(thing))
return;
// uncapped/interpolation
boolean interpolate = cv_renderhitboxinterpolation.value;
interpmobjstate_t interp = {0};
if (R_UsingFrameInterpolation() && !paused && interpolate)
{
R_InterpolateMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
// transform the origin point
tr_x = FIXED_TO_FLOAT(interp.x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(interp.y) - gl_viewy;
// rotation around vertical axis
tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE)
return;
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->gz = FIXED_TO_FLOAT(interp.z);
vis->gzt = vis->gz + FIXED_TO_FLOAT(thing->height);
vis->mobj = thing;
vis->precip = false;
vis->bbox = true;
}
// ==========================================================================
// Sky dome rendering, ported from PrBoom+
// ==========================================================================

View file

@ -1030,6 +1030,12 @@ EXPORT void HWRAPI(LoadCustomShader) (int number, char *code, size_t size, boole
EXPORT void HWRAPI(SetShader) (int type)
{
#ifdef GL_SHADERS
if (type == SHADER_NONE)
{
UnSetShader();
return;
}
if (gl_allowshaders != HWD_SHADEROPTION_OFF)
{
gl_shader_t *shader = gl_shaderstate.current;
@ -2290,7 +2296,7 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUI
pglVertexPointer(3, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].x);
pglTexCoordPointer(2, GL_FLOAT, sizeof(FOutVector), &pOutVerts[0].s);
pglDrawArrays(GL_TRIANGLE_FAN, 0, iNumPts);
pglDrawArrays(PolyFlags & PF_WireFrame ? GL_LINES : GL_TRIANGLE_FAN, 0, iNumPts);
if (PolyFlags & PF_RemoveYWrap)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

View file

@ -122,7 +122,7 @@ typedef enum
MF_AMBIENT = 1<<10,
// Slide this object when it hits a wall.
MF_SLIDEME = 1<<11,
// Player cheat.
// Don't collide with walls or solid objects. Two MF_NOCLIP objects can't touch each other at all!
MF_NOCLIP = 1<<12,
// Allow moves to any height, no gravity. For active floaters.
MF_FLOAT = 1<<13,

318
src/r_bbox.c Normal file
View file

@ -0,0 +1,318 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 2022 by Kart Krew.
// Copyright (C) 1999-2022 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_bbox.c
/// \brief Boundary box (cube) renderer
#include "doomdef.h"
#include "command.h"
#include "r_local.h"
#include "screen.h" // cv_renderhitbox
#include "v_video.h" // V_DrawFill
enum {
RENDERHITBOX_OFF,
RENDERHITBOX_TANGIBLE,
RENDERHITBOX_ALL,
RENDERHITBOX_INTANGIBLE,
RENDERHITBOX_RINGS,
};
static CV_PossibleValue_t renderhitbox_cons_t[] = {
{RENDERHITBOX_OFF, "Off"},
{RENDERHITBOX_TANGIBLE, "Tangible"},
{RENDERHITBOX_ALL, "All"},
{RENDERHITBOX_INTANGIBLE, "Intangible"},
{RENDERHITBOX_RINGS, "Rings"},
{0}};
consvar_t cv_renderhitbox = CVAR_INIT ("renderhitbox", "Off", CV_CHEAT, 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);
struct bbox_col {
INT32 x;
INT32 y;
INT32 h;
};
struct bbox_config {
fixed_t height;
fixed_t tz;
struct bbox_col col[4];
UINT8 color;
};
static inline void
raster_bbox_seg
( INT32 x,
fixed_t y,
fixed_t h,
UINT8 pixel)
{
y /= FRACUNIT;
if (y < 0)
y = 0;
h = y + (FixedCeil(abs(h)) / FRACUNIT);
if (h >= viewheight)
h = viewheight;
while (y < h)
{
topleft[x + y * vid.width] = pixel;
y++;
}
}
static void
draw_bbox_col
( struct bbox_config * bb,
size_t p,
fixed_t tx,
fixed_t ty)
{
struct bbox_col *col = &bb->col[p];
fixed_t xscale, yscale;
if (ty < FRACUNIT) // projection breaks down here
ty = FRACUNIT;
xscale = FixedDiv(projection, ty);
yscale = FixedDiv(projectiony, ty);
col->x = (centerxfrac + FixedMul(tx, xscale)) / FRACUNIT;
col->y = (centeryfrac - FixedMul(bb->tz, yscale));
col->h = FixedMul(bb->height, yscale);
// Using this function is TOO EASY!
V_DrawFill(
viewwindowx + col->x,
viewwindowy + col->y / FRACUNIT, 1,
col->h / FRACUNIT, V_NOSCALESTART | bb->color);
}
static void
draw_bbox_row
( struct bbox_config * bb,
size_t p1,
size_t p2)
{
struct bbox_col
*a = &bb->col[p1],
*b = &bb->col[p2];
INT32 x1, x2; // left, right
INT32 dx; // width
fixed_t y1, y2; // top, bottom
fixed_t s1, s2; // top and bottom increment
if (a->x > b->x)
{
struct bbox_col *c = a;
a = b;
b = c;
}
x1 = a->x;
x2 = b->x;
if (x2 >= viewwidth)
x2 = viewwidth - 1;
if (x1 == x2 || x1 >= viewwidth || x2 < 0)
return;
dx = x2 - x1;
y1 = a->y;
y2 = b->y;
s1 = (y2 - y1) / dx;
y2 = y1 + a->h;
s2 = ((b->y + b->h) - y2) / dx;
// FixedCeil needs a minimum!!! :D :D
if (s1 == 0)
s1 = 1;
if (s2 == 0)
s2 = 1;
if (x1 < 0)
{
y1 -= x1 * s1;
y2 -= x1 * s2;
x1 = 0;
}
while (x1 < x2)
{
raster_bbox_seg(x1, y1, s1, bb->color);
raster_bbox_seg(x1, y2, s2, bb->color);
y1 += s1;
y2 += s2;
x1++;
}
}
UINT8 R_GetBoundingBoxColor(mobj_t *thing)
{
UINT32 flags = thing->flags;
if (thing->player)
return 255; // 0FF
if (flags & (MF_NOCLIPTHING))
return 7; // BFBFBF
if (flags & (MF_BOSS|MF_ENEMY))
return 35; // F00
if (flags & (MF_MISSILE|MF_PAIN))
return 54; // F70
if (flags & (MF_SPECIAL|MF_MONITOR))
return 73; // FF0
if (flags & MF_PUSHABLE)
return 112; // 0F0
if (flags & (MF_SPRING))
return 181; // F0F
if (flags & (MF_NOCLIP))
return 152; // 00F
return 0; // FFF
}
void R_DrawThingBoundingBox(vissprite_t *vis)
{
// radius offsets
fixed_t rs = vis->scale;
fixed_t rc = vis->xscale;
// translated coordinates
fixed_t tx = vis->gx;
fixed_t ty = vis->gy;
struct bbox_config bb = {
.height = vis->thingheight,
.tz = vis->texturemid,
.color = R_GetBoundingBoxColor(vis->mobj),
};
// 1--3
// | |
// 0--2
// left
draw_bbox_col(&bb, 0, tx, ty); // bottom
draw_bbox_col(&bb, 1, tx - rc, ty + rs); // top
// right
tx += rs;
ty += rc;
draw_bbox_col(&bb, 2, tx, ty); // bottom
draw_bbox_col(&bb, 3, tx - rc, ty + rs); // top
// connect all four columns
draw_bbox_row(&bb, 0, 1);
draw_bbox_row(&bb, 1, 3);
draw_bbox_row(&bb, 3, 2);
draw_bbox_row(&bb, 2, 0);
}
static boolean is_tangible (mobj_t *thing)
{
// These objects can never touch another
if (thing->flags & (MF_NOCLIPTHING))
{
return false;
}
// These objects probably do nothing! :D
if ((thing->flags & (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE
|MF_PUSHABLE|MF_BOSS|MF_MISSILE|MF_SPRING
|MF_BOUNCE|MF_MONITOR|MF_FIRE|MF_ENEMY
|MF_PAIN|MF_STICKY
|MF_GRENADEBOUNCE)) == 0U)
{
return false;
}
return true;
}
boolean R_ThingBoundingBoxVisible(mobj_t *thing)
{
INT32 cvmode = cv_renderhitbox.value;
// Do not render bbox for these
switch (thing->type)
{
default:
// First person / awayviewmobj -- rendering
// a bbox too close to the viewpoint causes
// anomalies and these are exactly on the
// viewpoint!
if (thing != r_viewmobj)
{
break;
}
// FALLTHRU
case MT_SKYBOX:
// Ditto for skybox viewpoint but because they
// are rendered using portals in Software,
// r_viewmobj does not point here.
return false;
}
switch (cvmode)
{
case RENDERHITBOX_OFF:
return false;
case RENDERHITBOX_ALL:
return true;
case RENDERHITBOX_INTANGIBLE:
return !is_tangible(thing);
case RENDERHITBOX_TANGIBLE:
// Exclude rings from here, lots of them!
if (thing->type == MT_RING)
{
return false;
}
return is_tangible(thing);
case RENDERHITBOX_RINGS:
return (thing->type == MT_RING || thing->type == MT_BLUESPHERE);
default:
return false;
}
}

View file

@ -1426,6 +1426,105 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
objectsdrawn++;
}
static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis)
{
fixed_t gx, gy;
fixed_t tx, tz;
vissprite_t *box;
if (!R_ThingBoundingBoxVisible(thing))
{
return;
}
// uncapped/interpolation
boolean interpolate = cv_renderhitboxinterpolation.value;
interpmobjstate_t interp = {0};
// do interpolation
if (R_UsingFrameInterpolation() && !paused && interpolate)
{
R_InterpolateMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
// 1--3
// | |
// 0--2
// start in the (0) corner
gx = interp.x - thing->radius - viewx;
gy = interp.y - thing->radius - viewy;
tz = FixedMul(gx, viewcos) + FixedMul(gy, viewsin);
// thing is behind view plane?
// if parent vis is visible, ignore this
if (!vis && (tz < FixedMul(MINZ, interp.scale)))
{
return;
}
tx = FixedMul(gx, viewsin) - FixedMul(gy, viewcos);
// too far off the side?
if (!vis && abs(tx) > FixedMul(tz, fovtan)<<2)
{
return;
}
box = R_NewVisSprite();
box->mobj = thing;
box->mobjflags = thing->flags;
box->thingheight = thing->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->pz = interp.z;
box->pzt = box->pz + box->thingheight;
box->gzt = box->pzt;
box->gz = box->pz;
box->texturemid = box->gzt - viewz;
if (vis)
{
box->x1 = vis->x1;
box->x2 = vis->x2;
box->szt = vis->szt;
box->sz = vis->sz;
box->sortscale = vis->sortscale; // link sorting to sprite
box->dispoffset = vis->dispoffset + 5;
box->cut |= SC_LINKDRAW;
}
else
{
fixed_t xscale = FixedDiv(projection, tz);
fixed_t yscale = FixedDiv(projectiony, tz);
fixed_t top = (centeryfrac - FixedMul(box->texturemid, yscale));
box->x1 = (centerxfrac + FixedMul(box->gx, xscale)) / FRACUNIT;
box->x2 = box->x1;
box->szt = top / FRACUNIT;
box->sz = (top + FixedMul(box->thingheight, yscale)) / FRACUNIT;
box->sortscale = yscale;
box->dispoffset = 0;
}
}
//
// R_ProjectSprite
// Generates a vissprite for a thing
@ -2187,6 +2286,8 @@ static void R_ProjectSprite(mobj_t *thing)
if (oldthing->shadowscale && cv_shadow.value)
R_ProjectDropShadow(oldthing, vis, oldthing->shadowscale, basetx, basetz);
R_ProjectBoundingBox(oldthing, vis);
// Debug
++objectsdrawn;
}
@ -2412,8 +2513,26 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
hoop_limit_dist = (fixed_t)(cv_drawdist_nights.value) << FRACBITS;
for (thing = sec->thinglist; thing; thing = thing->snext)
{
if (R_ThingVisibleWithinDist(thing, limit_dist, hoop_limit_dist))
R_ProjectSprite(thing);
if (R_ThingWithinDist(thing, limit_dist, hoop_limit_dist))
{
const INT32 oldobjectsdrawn = objectsdrawn;
if (R_ThingVisible(thing))
{
R_ProjectSprite(thing);
}
// I'm so smart :^)
if (objectsdrawn == oldobjectsdrawn)
{
/*
Object is invisible OR is off screen but
render its bbox even if the latter because
radius could be bigger than sprite.
*/
R_ProjectBoundingBox(thing, NULL);
}
}
}
// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
@ -2501,6 +2620,10 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
if (dsfirst->cut & SC_SHADOW)
continue;
// don't connect to your bounding box!
if (dsfirst->cut & SC_BBOX)
continue;
// don't connect if it's not the tracer
if (dsfirst->mobj != ds->mobj)
continue;
@ -2941,7 +3064,9 @@ static void R_DrawSprite(vissprite_t *spr)
mfloorclip = spr->clipbot;
mceilingclip = spr->cliptop;
if (spr->cut & SC_SPLAT)
if (spr->cut & SC_BBOX)
R_DrawThingBoundingBox(spr);
else if (spr->cut & SC_SPLAT)
R_DrawFloorSplat(spr);
else
R_DrawVisSprite(spr);
@ -3180,9 +3305,13 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal)
for (; clippedvissprites < visspritecount; clippedvissprites++)
{
vissprite_t *spr = R_GetVisSprite(clippedvissprites);
INT32 x1 = (spr->cut & SC_SPLAT) ? 0 : spr->x1;
INT32 x2 = (spr->cut & SC_SPLAT) ? viewwidth : spr->x2;
R_ClipVisSprite(spr, x1, x2, dsstart, portal);
if (!(spr->cut & SC_BBOX)) // Do not clip bounding boxes
{
INT32 x1 = (spr->cut & SC_SPLAT) ? 0 : spr->x1;
INT32 x2 = (spr->cut & SC_SPLAT) ? viewwidth : spr->x2;
R_ClipVisSprite(spr, x1, x2, dsstart, portal);
}
}
}
@ -3196,16 +3325,11 @@ boolean R_ThingVisible (mobj_t *thing)
));
}
boolean R_ThingVisibleWithinDist (mobj_t *thing,
boolean R_ThingWithinDist (mobj_t *thing,
fixed_t limit_dist,
fixed_t hoop_limit_dist)
{
fixed_t approx_dist;
if (! R_ThingVisible(thing))
return false;
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
const fixed_t approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
if (thing->sprite == SPR_HOOP)
{

View file

@ -66,9 +66,12 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel);
void R_InitSprites(void);
void R_ClearSprites(void);
UINT8 R_GetBoundingBoxColor(mobj_t *thing);
boolean R_ThingBoundingBoxVisible(mobj_t *thing);
boolean R_ThingVisible (mobj_t *thing);
boolean R_ThingVisibleWithinDist (mobj_t *thing,
boolean R_ThingWithinDist (mobj_t *thing,
fixed_t draw_dist,
fixed_t nights_draw_dist);
@ -132,6 +135,7 @@ typedef enum
SC_SHADOW = 1<<10,
SC_SHEAR = 1<<11,
SC_SPLAT = 1<<12,
SC_BBOX = 1<<13,
// masks
SC_CUTMASK = SC_TOP|SC_BOTTOM,
SC_FLAGMASK = ~SC_CUTMASK
@ -221,6 +225,9 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal);
void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, drawseg_t* dsstart, portal_t* portal);
boolean R_SpriteIsFlashing(vissprite_t *vis);
void R_DrawThingBoundingBox(vissprite_t *spr);
UINT8 *R_GetSpriteTranslation(vissprite_t *vis);
// ----------

View file

@ -200,6 +200,7 @@ extern INT32 scr_bpp;
extern UINT8 *scr_borderpatch; // patch used to fill the view borders
extern consvar_t cv_scr_width, cv_scr_height, cv_scr_depth, cv_renderview, cv_renderer, cv_fullscreen;
extern consvar_t cv_renderhitbox, cv_renderhitboxinterpolation, cv_renderhitboxgldepth;
// wait for page flipping to end or not
extern consvar_t cv_vidwait;
extern consvar_t cv_timescale;