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https://github.com/ZDoom/qzdoom-gpl.git
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Minor bug fixes
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parent
e1a8749586
commit
b5f3f63b93
4 changed files with 30 additions and 6 deletions
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@ -74,7 +74,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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{
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{
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NetUpdate();
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NetUpdate();
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//swrenderer::r_dontmaplines = dontmaplines;
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DontMapLines = dontmaplines;
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P_FindParticleSubsectors();
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P_FindParticleSubsectors();
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PO_LinkToSubsectors();
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PO_LinkToSubsectors();
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@ -50,6 +50,8 @@ public:
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bool InsertSeenLinePortal(FLinePortal *portal);
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bool InsertSeenLinePortal(FLinePortal *portal);
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bool InsertSeenMirror(line_t *mirrorLine);
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bool InsertSeenMirror(line_t *mirrorLine);
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bool DontMapLines = false;
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private:
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private:
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void ClearBuffers();
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void ClearBuffers();
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void SetSceneViewport();
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void SetSceneViewport();
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@ -239,10 +239,31 @@ LineSegmentRange PolyCull::GetSegmentRangeForLine(double x1, double y1, double x
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{
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{
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double znear = 5.0;
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double znear = 5.0;
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double updownnear = -400.0;
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double updownnear = -400.0;
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double sidenear = 400.0;
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// Cull if entirely behind the portal clip plane (tbd: should we clip the segment?)
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// Clip line to the portal clip plane
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if (Vec4f::dot(PortalClipPlane, Vec4f((float)x1, (float)y1, 0.0f, 1.0f)) < 0.0f && Vec4f::dot(PortalClipPlane, Vec4f((float)x2, (float)y2, 0.0f, 1.0f)) < 0.0f)
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float distance1 = Vec4f::dot(PortalClipPlane, Vec4f((float)x1, (float)y1, 0.0f, 1.0f));
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float distance2 = Vec4f::dot(PortalClipPlane, Vec4f((float)x2, (float)y2, 0.0f, 1.0f));
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if (distance1 < 0.0f && distance2 < 0.0f)
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{
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return LineSegmentRange::NotVisible;
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return LineSegmentRange::NotVisible;
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}
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else if (distance1 < 0.0f || distance2 < 0.0f)
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{
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double t1 = 0.0f, t2 = 1.0f;
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if (distance1 < 0.0f)
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t1 = clamp(distance1 / (distance1 - distance2), 0.0f, 1.0f);
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else
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t2 = clamp(distance2 / (distance1 - distance2), 0.0f, 1.0f);
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double nx1 = x1 * (1.0 - t1) + x2 * t1;
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double ny1 = y1 * (1.0 - t1) + y2 * t1;
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double nx2 = x1 * (1.0 - t2) + x2 * t2;
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double ny2 = y1 * (1.0 - t2) + y2 * t2;
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x1 = nx1;
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x2 = nx2;
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y1 = ny1;
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y2 = ny2;
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}
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// Transform to 2D view space:
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// Transform to 2D view space:
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x1 = x1 - ViewPos.X;
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x1 = x1 - ViewPos.X;
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@ -255,7 +276,8 @@ LineSegmentRange PolyCull::GetSegmentRangeForLine(double x1, double y1, double x
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double ry2 = x2 * ViewCos + y2 * ViewSin;
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double ry2 = x2 * ViewCos + y2 * ViewSin;
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// Is it potentially visible when looking straight up or down?
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// Is it potentially visible when looking straight up or down?
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if (!(ry1 < updownnear && ry2 < updownnear) && !(ry1 > znear && ry2 > znear))
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if (!(ry1 < updownnear && ry2 < updownnear) && !(ry1 > znear && ry2 > znear) &&
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!(rx1 < -sidenear && rx2 < -sidenear) && !(rx1 > sidenear && rx2 > sidenear))
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return LineSegmentRange::AlwaysVisible;
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return LineSegmentRange::AlwaysVisible;
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// Cull if line is entirely behind view
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// Cull if line is entirely behind view
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@ -267,7 +289,7 @@ LineSegmentRange PolyCull::GetSegmentRangeForLine(double x1, double y1, double x
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if (ry1 < znear)
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if (ry1 < znear)
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t1 = clamp((znear - ry1) / (ry2 - ry1), 0.0, 1.0);
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t1 = clamp((znear - ry1) / (ry2 - ry1), 0.0, 1.0);
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if (ry2 < znear)
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if (ry2 < znear)
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t2 = clamp((znear - ry1) / (ry2 - ry1), 0.0, 1.0);
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t2 = clamp((znear - ry2) / (ry2 - ry1), 0.0, 1.0);
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if (t1 != 0.0 || t2 != 1.0)
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if (t1 != 0.0 || t2 != 1.0)
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{
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{
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double nx1 = rx1 * (1.0 - t1) + rx2 * t1;
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double nx1 = rx1 * (1.0 - t1) + rx2 * t1;
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@ -198,7 +198,7 @@ void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *fronts
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return;
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return;
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// Tell automap we saw this
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// Tell automap we saw this
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if (!swrenderer::r_dontmaplines && line->linedef && segmentRange != LineSegmentRange::AlwaysVisible)
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if (!PolyRenderer::Instance()->DontMapLines && line->linedef && segmentRange != LineSegmentRange::AlwaysVisible)
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{
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{
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line->linedef->flags |= ML_MAPPED;
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line->linedef->flags |= ML_MAPPED;
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sub->flags |= SSECF_DRAWN;
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sub->flags |= SSECF_DRAWN;
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