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- Added an alternate 2D sprite sorting comparison function which seems to work better with
large voxels than the standard 1D sprite sort. SVN r4229 (trunk)
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2 changed files with 18 additions and 1 deletions
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@ -139,6 +139,7 @@ vissprite_t **firstvissprite;
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vissprite_t **vissprite_p;
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vissprite_t **lastvissprite;
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int newvissprite;
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bool DrewAVoxel;
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static vissprite_t **spritesorter;
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static int spritesortersize = 0;
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@ -186,6 +187,7 @@ void R_DeinitSprites()
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void R_ClearSprites (void)
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{
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vissprite_p = firstvissprite;
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DrewAVoxel = false;
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}
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@ -782,6 +784,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->gz = fz;
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vis->gzb = gzb; // [RH] use gzb, not thing->z
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vis->gzt = gzt; // killough 3/27/98
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vis->deltax = fx - viewx;
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vis->deltay = fy - viewy;
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vis->renderflags = thing->renderflags;
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if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->Style.RenderStyle = thing->RenderStyle;
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@ -798,6 +802,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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{
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vis->voxel = voxel->Voxel;
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vis->bIsVoxel = true;
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DrewAVoxel = true;
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}
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else
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{
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@ -1330,11 +1335,22 @@ void R_DrawRemainingPlayerSprites()
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// gain compared to the old function.
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//
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// Sort vissprites by depth, far to near
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// This is the standard version, which does a simple test based on depth.
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static bool sv_compare(vissprite_t *a, vissprite_t *b)
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{
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return a->idepth > b->idepth;
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}
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// This is an alternate version, for when one or more voxel is in view.
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// It does a 2D distance test based on whichever one is furthest from
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// the viewpoint.
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static bool sv_compare2d(vissprite_t *a, vissprite_t *b)
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{
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return TVector2<double>(a->deltax, a->deltay).LengthSquared() <
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TVector2<double>(b->deltax, b->deltay).LengthSquared();
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}
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#if 0
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static drawseg_t **drawsegsorter;
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static int drawsegsortersize = 0;
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@ -1965,7 +1981,7 @@ void R_DrawHeightPlanes(fixed_t height); // kg3D - fake planes
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void R_DrawMasked (void)
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{
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R_SortVisSprites (sv_compare, firstvissprite - vissprites);
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R_SortVisSprites (DrewAVoxel ? sv_compare2d : sv_compare, firstvissprite - vissprites);
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if (height_top == NULL)
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{ // kg3D - no visible 3D floors, normal rendering
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@ -38,6 +38,7 @@ struct vissprite_t
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fixed_t xscale, yscale;
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fixed_t depth;
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fixed_t idepth; // 1/z
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fixed_t deltax, deltay;
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DWORD FillColor;
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fixed_t floorclip;
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union
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