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Merge branch 'ogl-fof-wall-slope-fix2' into 'next'
Take slopes into account in FOF wall cutoff in HWR_ProcessSeg Closes #192 See merge request STJr/SRB2!1361
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commit
fb4b3b8130
1 changed files with 41 additions and 15 deletions
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@ -1117,7 +1117,6 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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SLOPEPARAMS(gl_backsector->c_slope, worldhigh, worldhighslope, gl_backsector->ceilingheight)
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SLOPEPARAMS(gl_backsector->f_slope, worldlow, worldlowslope, gl_backsector->floorheight)
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#undef SLOPEPARAMS
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// hack to allow height changes in outdoor areas
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// This is what gets rid of the upper textures if there should be sky
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@ -1606,14 +1605,18 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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{
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ffloor_t * rover;
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fixed_t highcut = 0, lowcut = 0;
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fixed_t lowcutslope, highcutslope;
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// Used for height comparisons and etc across FOFs and slopes
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fixed_t high1, highslope1, low1, lowslope1;
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INT32 texnum;
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line_t * newline = NULL; // Multi-Property FOF
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///TODO add slope support (fixing cutoffs, proper wall clipping) - maybe just disable highcut/lowcut if either sector or FOF has a slope
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/// to allow fun plane intersecting in OGL? But then people would abuse that and make software look bad. :C
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highcut = gl_frontsector->ceilingheight < gl_backsector->ceilingheight ? gl_frontsector->ceilingheight : gl_backsector->ceilingheight;
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lowcut = gl_frontsector->floorheight > gl_backsector->floorheight ? gl_frontsector->floorheight : gl_backsector->floorheight;
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lowcut = max(worldbottom, worldlow);
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highcut = min(worldtop, worldhigh);
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lowcutslope = max(worldbottomslope, worldlowslope);
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highcutslope = min(worldtopslope, worldhighslope);
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if (gl_backsector->ffloors)
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{
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@ -1635,7 +1638,11 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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continue;
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if (!(rover->flags & FF_ALLSIDES) && rover->flags & FF_INVERTSIDES)
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continue;
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if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
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SLOPEPARAMS(*rover->t_slope, high1, highslope1, *rover->topheight)
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SLOPEPARAMS(*rover->b_slope, low1, lowslope1, *rover->bottomheight)
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if ((high1 < lowcut && highslope1 < lowcutslope) || (low1 > highcut && lowslope1 > highcutslope))
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continue;
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texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
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@ -1651,10 +1658,17 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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hS = P_GetFFloorTopZAt (rover, v2x, v2y);
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l = P_GetFFloorBottomZAt(rover, v1x, v1y);
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lS = P_GetFFloorBottomZAt(rover, v2x, v2y);
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if (!(*rover->t_slope) && !gl_frontsector->c_slope && !gl_backsector->c_slope && h > highcut)
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h = hS = highcut;
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if (!(*rover->b_slope) && !gl_frontsector->f_slope && !gl_backsector->f_slope && l < lowcut)
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l = lS = lowcut;
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// Adjust the heights so the FOF does not overlap with top and bottom textures.
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if (h >= highcut && hS >= highcutslope)
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{
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h = highcut;
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hS = highcutslope;
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}
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if (l <= lowcut && lS <= lowcutslope)
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{
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l = lowcut;
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lS = lowcutslope;
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}
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//Hurdler: HW code starts here
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//FIXME: check if peging is correct
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// set top/bottom coords
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@ -1781,7 +1795,11 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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continue;
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if (!(rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES))
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continue;
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if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
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SLOPEPARAMS(*rover->t_slope, high1, highslope1, *rover->topheight)
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SLOPEPARAMS(*rover->b_slope, low1, lowslope1, *rover->bottomheight)
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if ((high1 < lowcut && highslope1 < lowcutslope) || (low1 > highcut && lowslope1 > highcutslope))
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continue;
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texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
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@ -1796,10 +1814,17 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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hS = P_GetFFloorTopZAt (rover, v2x, v2y);
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l = P_GetFFloorBottomZAt(rover, v1x, v1y);
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lS = P_GetFFloorBottomZAt(rover, v2x, v2y);
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if (!(*rover->t_slope) && !gl_frontsector->c_slope && !gl_backsector->c_slope && h > highcut)
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h = hS = highcut;
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if (!(*rover->b_slope) && !gl_frontsector->f_slope && !gl_backsector->f_slope && l < lowcut)
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l = lS = lowcut;
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// Adjust the heights so the FOF does not overlap with top and bottom textures.
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if (h >= highcut && hS >= highcutslope)
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{
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h = highcut;
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hS = highcutslope;
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}
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if (l <= lowcut && lS <= lowcutslope)
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{
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l = lowcut;
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lS = lowcutslope;
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}
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//Hurdler: HW code starts here
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//FIXME: check if peging is correct
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// set top/bottom coords
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@ -1873,6 +1898,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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}
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}
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}
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#undef SLOPEPARAMS
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//Hurdler: end of 3d-floors test
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}
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