diff --git a/src/am_map.cpp b/src/am_map.cpp index 9292e81d9..d74927b68 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -2046,7 +2046,8 @@ void AM_drawSubsectors() scale / scaley, rotation, colormap, - floorlight + floorlight, + f_y + f_h ); } } diff --git a/src/r_segs.cpp b/src/r_segs.cpp index ae33332de..369722242 100644 --- a/src/r_segs.cpp +++ b/src/r_segs.cpp @@ -1114,7 +1114,7 @@ WallscanSampler::WallscanSampler(int y1, float swal, double yrepeat, fixed_t xof // Draw a column with support for non-power-of-two ranges void wallscan_drawcol1(int x, int y1, int y2, WallscanSampler &sampler, DWORD(*draw1column)()) { - if (sampler.uv_max == 0) // power of two + if (sampler.uv_max == 0 || sampler.uv_step == 0) // power of two { int count = y2 - y1; @@ -1162,7 +1162,7 @@ void wallscan_drawcol1(int x, int y1, int y2, WallscanSampler &sampler, DWORD(*d // Draw four columns with support for non-power-of-two ranges void wallscan_drawcol4(int x, int y1, int y2, WallscanSampler *sampler, void(*draw4columns)()) { - if (sampler[0].uv_max == 0) // power of two, no wrap handling needed + if (sampler[0].uv_max == 0 || sampler[0].uv_step == 0) // power of two, no wrap handling needed { int count = y2 - y1; for (int i = 0; i < 4; i++) diff --git a/src/v_draw.cpp b/src/v_draw.cpp index bef732894..8483b9844 100644 --- a/src/v_draw.cpp +++ b/src/v_draw.cpp @@ -1282,7 +1282,7 @@ void DCanvas::FinishSimplePolys() void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, - FDynamicColormap *colormap, int lightlevel) + FDynamicColormap *colormap, int lightlevel, int bottomclip) { #ifndef NO_SWRENDER // Use an equation similar to player sprites to determine shade @@ -1300,6 +1300,11 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, return; } + if (bottomclip <= 0) + { + bottomclip = Height; + } + // Find the extents of the polygon, in particular the highest and lowest points. for (botpt = toppt = 0, boty = topy = points[0].Y, leftx = rightx = points[0].X, i = 1; i <= npoints; ++i) { @@ -1322,7 +1327,7 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, rightx = points[i].X; } } - if (topy >= Height || // off the bottom of the screen + if (topy >= bottomclip || // off the bottom of the screen boty <= 0 || // off the top of the screen leftx >= Width || // off the right of the screen rightx <= 0) // off the left of the screen @@ -1348,10 +1353,26 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, R_SetupSpanBits(tex); R_SetSpanColormap(colormap != NULL ? &colormap->Maps[clamp(shade >> FRACBITS, 0, NUMCOLORMAPS-1) * 256] : identitymap); R_SetSpanSource(tex->GetPixels()); - scalex = double(1u << (32 - ds_xbits)) / scalex; - scaley = double(1u << (32 - ds_ybits)) / scaley; - ds_xstep = xs_RoundToInt(cosrot * scalex); - ds_ystep = xs_RoundToInt(sinrot * scaley); + if (ds_xbits != 0) + { + scalex = double(1u << (32 - ds_xbits)) / scalex; + ds_xstep = xs_RoundToInt(cosrot * scalex); + } + else + { // Texture is one pixel wide. + scalex = 0; + ds_xstep = 0; + } + if (ds_ybits != 0) + { + scaley = double(1u << (32 - ds_ybits)) / scaley; + ds_ystep = xs_RoundToInt(sinrot * scaley); + } + else + { // Texture is one pixel tall. + scaley = 0; + ds_ystep = 0; + } // Travel down the right edge and create an outline of that edge. pt1 = toppt; @@ -1361,13 +1382,13 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, { x = FLOAT2FIXED(points[pt1].X + 0.5f); y2 = xs_RoundToInt(points[pt2].Y + 0.5f); - if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= Height && y2 >= Height)) + if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip)) { } else { fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y)); - int y3 = MIN(y2, Height); + int y3 = MIN(y2, bottomclip); if (y1 < 0) { x += xinc * -y1; @@ -1392,13 +1413,13 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, { x = FLOAT2FIXED(points[pt1].X + 0.5f); y2 = xs_RoundToInt(points[pt2].Y + 0.5f); - if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= Height && y2 >= Height)) + if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip)) { } else { fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y)); - int y3 = MIN(y2, Height); + int y3 = MIN(y2, bottomclip); if (y1 < 0) { x += xinc * -y1; diff --git a/src/v_video.h b/src/v_video.h index d19a3b06e..890ab6d63 100644 --- a/src/v_video.h +++ b/src/v_video.h @@ -224,7 +224,7 @@ public: // Fill a simple polygon with a texture virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, - struct FDynamicColormap *colormap, int lightlevel); + struct FDynamicColormap *colormap, int lightlevel, int bottomclip); // Set an area to a specified color virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color); diff --git a/src/win32/fb_d3d9.cpp b/src/win32/fb_d3d9.cpp index 8bb680dbd..10ab11c72 100644 --- a/src/win32/fb_d3d9.cpp +++ b/src/win32/fb_d3d9.cpp @@ -3084,11 +3084,16 @@ void D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture *src, bo // // Here, "simple" means that a simple triangle fan can draw it. // +// Bottomclip is ignored by this implementation, since the hardware renderer +// will unconditionally draw the status bar border every frame on top of the +// polygons, so there's no need to waste time setting up a special scissor +// rectangle here and needlessly forcing separate batches. +// //========================================================================== void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, - DAngle rotation, FDynamicColormap *colormap, int lightlevel) + DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip) { // Use an equation similar to player sprites to determine shade double fadelevel = clamp((LIGHT2SHADE(lightlevel)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0); @@ -3109,7 +3114,7 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints, } if (In2D < 2) { - Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel); + Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel, bottomclip); return; } if (!InScene) diff --git a/src/win32/win32iface.h b/src/win32/win32iface.h index 9b2754eae..b5262089b 100644 --- a/src/win32/win32iface.h +++ b/src/win32/win32iface.h @@ -265,7 +265,7 @@ public: void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor); void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, - DAngle rotation, FDynamicColormap *colormap, int lightlevel); + DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip) override; bool WipeStartScreen(int type); void WipeEndScreen(); bool WipeDo(int ticks);