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Create ClipSegmentTopBottom function
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commit
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2 changed files with 26 additions and 19 deletions
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@ -309,8 +309,6 @@ namespace swrenderer
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side_t *sidedef = mLineSegment->sidedef;
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rw_light = rw_lightleft + rw_lightstep * (start - WallC.sx1);
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RenderPortal *renderportal = Thread->Portal.get();
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DrawSegment *draw_segment = Thread->FrameMemory->NewObject<DrawSegment>();
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@ -485,7 +483,7 @@ namespace swrenderer
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draw_segment->iscalestep = 0;
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}
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}
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draw_segment->light = rw_light;
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draw_segment->light = rw_lightleft + rw_lightstep * (start - WallC.sx1);
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draw_segment->lightstep = rw_lightstep;
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// Masked mMiddlePart.Textures should get the light level from the sector they reference,
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@ -519,6 +517,7 @@ namespace swrenderer
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mFloorPlane = Thread->PlaneList->GetRange(mFloorPlane, start, stop);
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}
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ClipSegmentTopBottom(start, stop);
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RenderWallSegmentTextures(start, stop);
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if (clip3d->fake3D & FAKE3D_FAKEMASK)
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@ -958,6 +957,24 @@ namespace swrenderer
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front->ColorMap->Fade != back->ColorMap->Fade &&
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(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
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}
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void SWRenderLine::ClipSegmentTopBottom(int x1, int x2)
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{
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// clip wall to the floor and ceiling
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auto ceilingclip = Thread->OpaquePass->ceilingclip;
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auto floorclip = Thread->OpaquePass->floorclip;
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for (int x = x1; x < x2; ++x)
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{
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if (walltop.ScreenY[x] < ceilingclip[x])
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{
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walltop.ScreenY[x] = ceilingclip[x];
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}
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if (wallbottom.ScreenY[x] > floorclip[x])
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{
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wallbottom.ScreenY[x] = floorclip[x];
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}
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}
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}
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// Draws zero, one, or two textures for walls.
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// Can draw or mark the starting pixel of floor and ceiling textures.
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@ -966,6 +983,9 @@ namespace swrenderer
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int x;
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double xscale;
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double yscale;
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auto ceilingclip = Thread->OpaquePass->ceilingclip;
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auto floorclip = Thread->OpaquePass->floorclip;
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WallDrawerArgs drawerargs;
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@ -977,21 +997,8 @@ namespace swrenderer
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else if (cameraLight->FixedColormap() != nullptr)
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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// clip wall to the floor and ceiling
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auto ceilingclip = Thread->OpaquePass->ceilingclip;
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auto floorclip = Thread->OpaquePass->floorclip;
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for (x = x1; x < x2; ++x)
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{
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if (walltop.ScreenY[x] < ceilingclip[x])
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{
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walltop.ScreenY[x] = ceilingclip[x];
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}
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if (wallbottom.ScreenY[x] > floorclip[x])
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{
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wallbottom.ScreenY[x] = floorclip[x];
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}
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}
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float rw_light = rw_lightleft + rw_lightstep * (x1 - WallC.sx1);
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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// mark ceiling areas
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@ -69,6 +69,7 @@ namespace swrenderer
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private:
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bool RenderWallSegment(int x1, int x2) override;
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void SetWallVariables(bool needlights);
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void ClipSegmentTopBottom(int x1, int x2);
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void RenderWallSegmentTextures(int x1, int x2);
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bool IsFogBoundary(sector_t *front, sector_t *back) const;
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@ -113,7 +114,6 @@ namespace swrenderer
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bool rw_prepped;
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int wallshade;
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float rw_light;
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float rw_lightstep;
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float rw_lightleft;
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