mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
This commit is contained in:
commit
779f9d7a72
6 changed files with 44 additions and 17 deletions
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@ -2046,7 +2046,8 @@ void AM_drawSubsectors()
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scale / scaley,
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rotation,
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colormap,
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floorlight
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floorlight,
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f_y + f_h
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);
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}
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}
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@ -1114,7 +1114,7 @@ WallscanSampler::WallscanSampler(int y1, float swal, double yrepeat, fixed_t xof
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// Draw a column with support for non-power-of-two ranges
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void wallscan_drawcol1(int x, int y1, int y2, WallscanSampler &sampler, DWORD(*draw1column)())
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{
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if (sampler.uv_max == 0) // power of two
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if (sampler.uv_max == 0 || sampler.uv_step == 0) // power of two
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{
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int count = y2 - y1;
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@ -1162,7 +1162,7 @@ void wallscan_drawcol1(int x, int y1, int y2, WallscanSampler &sampler, DWORD(*d
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// Draw four columns with support for non-power-of-two ranges
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void wallscan_drawcol4(int x, int y1, int y2, WallscanSampler *sampler, void(*draw4columns)())
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{
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if (sampler[0].uv_max == 0) // power of two, no wrap handling needed
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if (sampler[0].uv_max == 0 || sampler[0].uv_step == 0) // power of two, no wrap handling needed
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{
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int count = y2 - y1;
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for (int i = 0; i < 4; i++)
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@ -1282,7 +1282,7 @@ void DCanvas::FinishSimplePolys()
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void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley, DAngle rotation,
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FDynamicColormap *colormap, int lightlevel)
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FDynamicColormap *colormap, int lightlevel, int bottomclip)
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{
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#ifndef NO_SWRENDER
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// Use an equation similar to player sprites to determine shade
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@ -1300,6 +1300,11 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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return;
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}
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if (bottomclip <= 0)
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{
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bottomclip = Height;
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}
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// Find the extents of the polygon, in particular the highest and lowest points.
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for (botpt = toppt = 0, boty = topy = points[0].Y, leftx = rightx = points[0].X, i = 1; i <= npoints; ++i)
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{
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@ -1322,7 +1327,7 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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rightx = points[i].X;
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}
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}
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if (topy >= Height || // off the bottom of the screen
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if (topy >= bottomclip || // off the bottom of the screen
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boty <= 0 || // off the top of the screen
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leftx >= Width || // off the right of the screen
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rightx <= 0) // off the left of the screen
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@ -1348,10 +1353,26 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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R_SetupSpanBits(tex);
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R_SetSpanColormap(colormap != NULL ? &colormap->Maps[clamp(shade >> FRACBITS, 0, NUMCOLORMAPS-1) * 256] : identitymap);
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R_SetSpanSource(tex->GetPixels());
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if (ds_xbits != 0)
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{
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scalex = double(1u << (32 - ds_xbits)) / scalex;
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scaley = double(1u << (32 - ds_ybits)) / scaley;
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ds_xstep = xs_RoundToInt(cosrot * scalex);
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}
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else
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{ // Texture is one pixel wide.
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scalex = 0;
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ds_xstep = 0;
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}
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if (ds_ybits != 0)
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{
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scaley = double(1u << (32 - ds_ybits)) / scaley;
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ds_ystep = xs_RoundToInt(sinrot * scaley);
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}
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else
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{ // Texture is one pixel tall.
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scaley = 0;
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ds_ystep = 0;
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}
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// Travel down the right edge and create an outline of that edge.
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pt1 = toppt;
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@ -1361,13 +1382,13 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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{
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x = FLOAT2FIXED(points[pt1].X + 0.5f);
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y2 = xs_RoundToInt(points[pt2].Y + 0.5f);
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if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= Height && y2 >= Height))
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if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip))
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{
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}
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else
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{
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fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y));
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int y3 = MIN(y2, Height);
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int y3 = MIN(y2, bottomclip);
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if (y1 < 0)
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{
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x += xinc * -y1;
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@ -1392,13 +1413,13 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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{
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x = FLOAT2FIXED(points[pt1].X + 0.5f);
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y2 = xs_RoundToInt(points[pt2].Y + 0.5f);
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if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= Height && y2 >= Height))
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if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip))
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{
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}
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else
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{
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fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y));
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int y3 = MIN(y2, Height);
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int y3 = MIN(y2, bottomclip);
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if (y1 < 0)
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{
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x += xinc * -y1;
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@ -224,7 +224,7 @@ public:
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// Fill a simple polygon with a texture
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virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley, DAngle rotation,
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struct FDynamicColormap *colormap, int lightlevel);
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struct FDynamicColormap *colormap, int lightlevel, int bottomclip);
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// Set an area to a specified color
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virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
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@ -3084,11 +3084,16 @@ void D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture *src, bo
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//
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// Here, "simple" means that a simple triangle fan can draw it.
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//
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// Bottomclip is ignored by this implementation, since the hardware renderer
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// will unconditionally draw the status bar border every frame on top of the
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// polygons, so there's no need to waste time setting up a special scissor
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// rectangle here and needlessly forcing separate batches.
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//
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//==========================================================================
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void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel)
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DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip)
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{
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// Use an equation similar to player sprites to determine shade
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double fadelevel = clamp((LIGHT2SHADE(lightlevel)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
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@ -3109,7 +3114,7 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
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}
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if (In2D < 2)
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{
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Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel);
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Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel, bottomclip);
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return;
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}
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if (!InScene)
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@ -265,7 +265,7 @@ public:
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void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
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void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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DAngle rotation, FDynamicColormap *colormap, int lightlevel);
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DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip) override;
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bool WipeStartScreen(int type);
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void WipeEndScreen();
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bool WipeDo(int ticks);
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