Made a CVar to limit recursions; Made a CVar to highlight portal borders; Fixed slight logical bug in unique portal identifiers

This commit is contained in:
ZZYZX 2014-12-16 19:48:06 +02:00
parent b066b0891a
commit f07d43943a
1 changed files with 58 additions and 3 deletions

View File

@ -616,15 +616,63 @@ void R_SetupFreelook()
//
//==========================================================================
CVAR(Int, r_portal_recursions, 4, CVAR_ARCHIVE)
CVAR(Bool, r_highlight_portals, false, CVAR_ARCHIVE)
void R_HighlightPortal (PortalDrawseg* pds)
{
// [ZZ] NO OVERFLOW CHECKS HERE
// I believe it won't break. if it does, blame me. :(
BYTE color = (BYTE)BestColor((DWORD *)GPalette.BaseColors, 255, 0, 0, 0, 255);
RenderTarget->DrawLine(pds->x1, pds->ceilingclip[0], pds->x1, pds->floorclip[0], color, 0);
RenderTarget->DrawLine(pds->x2, pds->ceilingclip[pds->ceilingclip.Size()-1], pds->x2, pds->floorclip[pds->floorclip.Size()-1], color, 0);
BYTE* pixels = RenderTarget->GetBuffer();
// top edge
for (int x = pds->x1+1; x < pds->x2; x++)
{
if (x < 0 || x >= RenderTarget->GetWidth())
continue;
int p = x - pds->x1;
int Ytop = pds->ceilingclip[p];
int Ybottom = pds->floorclip[p];
int YtopPrev = pds->ceilingclip[p-1];
int YbottomPrev = pds->floorclip[p-1];
if (Ytop < 0) Ytop = 0;
if (Ybottom >= RenderTarget->GetHeight())
Ybottom = RenderTarget->GetHeight()-1;
if (YtopPrev < 0) YtopPrev = 0;
if (YbottomPrev >= RenderTarget->GetHeight())
YbottomPrev = RenderTarget->GetHeight()-1;
if (abs(Ytop-YtopPrev) > 1)
RenderTarget->DrawLine(x, YtopPrev, x, Ytop, color, 0);
else *(pixels + Ytop * RenderTarget->GetPitch() + x) = color;
if (abs(Ybottom-YbottomPrev) > 1)
RenderTarget->DrawLine(x, YbottomPrev, x, Ybottom, color, 0);
else *(pixels + Ybottom * RenderTarget->GetPitch() + x) = color;
}
}
void R_EnterPortal (PortalDrawseg* pds, int depth)
{
// [ZZ] check depth. fill portal with black if it's exceeding the visual recursion limit, and continue like nothing happened.
if (depth > 4)
if (depth > r_portal_recursions)
{
BYTE color = (BYTE)BestColor((DWORD *)GPalette.BaseColors, 0, 0, 0, 0, 255);
int spacing = RenderTarget->GetPitch();
for (int x = pds->x1; x <= pds->x2; x++)
{
if (x < 0 || x >= RenderTarget->GetWidth())
continue;
int Ytop = pds->ceilingclip[x-pds->x1];
int Ybottom = pds->floorclip[x-pds->x1];
@ -641,6 +689,9 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
}
}
if (r_highlight_portals)
R_HighlightPortal(pds);
return;
}
@ -648,7 +699,6 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
fixed_t startx = viewx;
fixed_t starty = viewy;
int prevuniq = CurrentPortalUniq;
CurrentPortalUniq++;
unsigned int portalsAtStart = WallPortals.Size ();
@ -736,12 +786,14 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
R_DrawSkyBoxes ();
PlaneCycles.Unclock();
int prevuniq = CurrentPortalUniq;
// depth check is in another place right now
unsigned int portalsAtEnd = WallPortals.Size ();
for (; portalsAtStart < portalsAtEnd; portalsAtStart++)
{
R_EnterPortal (&WallPortals[portalsAtStart], depth + 1);
}
CurrentPortalUniq = prevuniq;
NetUpdate();
@ -751,10 +803,13 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
NetUpdate();
// draw a red line around a portal if it's being highlighted
if (r_highlight_portals)
R_HighlightPortal(pds);
R_3D_LeaveSkybox(); // pop 3D floor height map
CurrentPortal = prevpds;
MirrorFlags = prevmf;
CurrentPortalUniq = prevuniq;
viewangle = startang;
viewx = startx;
viewy = starty;