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Fix portal sprite clipping bugs
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parent
5948c7b0da
commit
388c511e11
4 changed files with 13 additions and 9 deletions
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@ -78,6 +78,7 @@ namespace swrenderer
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void EnterSkybox();
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void LeaveSkybox();
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void SetFakeFloor(F3DFloor *fakeFloor);
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void ClearFakeFloors() { FakeFloors.clear(); }
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RenderThread *Thread = nullptr;
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@ -60,6 +60,8 @@ namespace swrenderer
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void ResetFakingUnderwater() { r_fakingunderwater = false; }
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sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2);
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void ClearSeenSprites() { SeenSpriteSectors.clear(); SeenActors.clear(); }
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short floorclip[MAXWIDTH];
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short ceilingclip[MAXWIDTH];
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@ -162,7 +162,8 @@ namespace swrenderer
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viewsector = port->mDestination;
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assert(viewsector != nullptr);
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R_SetViewAngle();
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validcount++; // Make sure we see all sprites
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Thread->OpaquePass->ClearSeenSprites();
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Thread->Clip3D->ClearFakeFloors();
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planes->ClearKeepFakePlanes();
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Thread->ClipSegments->Clear(pl->left, pl->right);
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@ -185,6 +186,11 @@ namespace swrenderer
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}
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}
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drawseglist->PushPortal();
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Thread->SpriteList->PushPortal();
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viewposStack.Push(ViewPos);
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visplaneStack.Push(pl);
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// Create a drawseg to clip sprites to the sky plane
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DrawSegment *draw_segment = Thread->FrameMemory->NewObject<DrawSegment>();
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draw_segment->CurrentPortalUniq = CurrentPortalUniq;
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@ -207,11 +213,6 @@ namespace swrenderer
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memcpy(draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short));
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drawseglist->Push(draw_segment);
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drawseglist->PushPortal();
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Thread->SpriteList->PushPortal();
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viewposStack.Push(ViewPos);
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visplaneStack.Push(pl);
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Thread->OpaquePass->RenderScene();
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Thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
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planes->Render();
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@ -227,7 +228,7 @@ namespace swrenderer
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{
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// Masked textures and planes need the view coordinates restored for proper positioning.
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viewposStack.Pop(ViewPos);
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Thread->TranslucentPass->Render();
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VisiblePlane *pl;
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@ -236,7 +237,7 @@ namespace swrenderer
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{
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pl->Render(Thread, pl->Alpha, pl->Additive, true);
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}
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Thread->SpriteList->PopPortal();
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drawseglist->PopPortal();
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}
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@ -177,7 +177,7 @@ namespace swrenderer
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if (!r_scene_multithreaded)
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numThreads = 1;
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if (numThreads != Threads.size())
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if (numThreads != (int)Threads.size())
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{
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StopThreads();
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StartThreads(numThreads);
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