mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-02-18 01:52:34 +00:00
- fix Software models don't display over nonexistent sprites
This commit is contained in:
parent
832de42c24
commit
bce49ad7c8
4 changed files with 68 additions and 28 deletions
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@ -37,6 +37,8 @@
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EXTERN_CVAR(Int, r_portal_recursions)
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EXTERN_CVAR(Int, r_portal_recursions)
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extern double model_distance_cull;
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/////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////
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RenderPolyScene::RenderPolyScene()
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RenderPolyScene::RenderPolyScene()
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@ -71,11 +73,24 @@ void RenderPolyScene::Render(PolyPortalViewpoint *viewpoint)
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sector_t *sector = &level.sectors[sectorIndex];
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sector_t *sector = &level.sectors[sectorIndex];
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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{
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DVector2 left, right;
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if (!RenderPolySprite::IsThingCulled(thing))
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if (!RenderPolySprite::GetLine(thing, left, right))
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{
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continue;
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int spritenum = thing->sprite;
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double distanceSquared = (thing->Pos() - rviewpoint.Pos).LengthSquared();
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bool isPicnumOverride = thing->picnum.isValid();
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AddSprite(thread, thing, distanceSquared, left, right);
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FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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double distanceSquared = (thing->Pos() - rviewpoint.Pos).LengthSquared();
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if (r_modelscene && modelframe && distanceSquared < model_distance_cull)
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{
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AddModel(thread, thing, distanceSquared, thing->Pos());
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}
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else
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{
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DVector2 left, right;
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if (!RenderPolySprite::GetLine(thing, left, right))
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continue;
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AddSprite(thread, thing, distanceSquared, left, right);
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}
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}
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}
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}
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}
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}
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PolyMaskedCycles.Unclock();
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PolyMaskedCycles.Unclock();
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@ -296,6 +311,37 @@ void RenderPolyScene::AddSprite(PolyRenderThread *thread, AActor *thing, double
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, (float)t1, (float)t2, CurrentViewpoint->StencilValue));
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, (float)t1, (float)t2, CurrentViewpoint->StencilValue));
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}
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}
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void RenderPolyScene::AddModel(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 pos)
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{
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if (level.nodes.Size() == 0)
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{
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subsector_t *sub = &level.subsectors[0];
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if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
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}
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else
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{
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void *node = level.HeadNode();
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
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DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
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double planeD = planeNormal | planePos;
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int side = (pos | planeNormal) > planeD;
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node = bsp->children[side];
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}
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subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
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if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
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}
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}
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void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
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void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
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{
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{
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// Tell automap we saw this
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// Tell automap we saw this
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@ -96,6 +96,7 @@ private:
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void RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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void RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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void AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
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void AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
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void AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
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void AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
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void AddModel(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 pos);
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void RenderPolySubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector);
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void RenderPolySubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector);
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void RenderPolyNode(PolyRenderThread *thread, void *node, uint32_t subsectorDepth, sector_t *frontsector);
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void RenderPolyNode(PolyRenderThread *thread, void *node, uint32_t subsectorDepth, sector_t *frontsector);
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@ -39,13 +39,12 @@ EXTERN_CVAR (Bool, r_debug_disable_vis_filter)
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EXTERN_CVAR(Int, gl_spriteclip)
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EXTERN_CVAR(Int, gl_spriteclip)
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EXTERN_CVAR(Float, gl_sclipthreshold)
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EXTERN_CVAR(Float, gl_sclipthreshold)
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EXTERN_CVAR(Float, gl_sclipfactor)
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EXTERN_CVAR(Float, gl_sclipfactor)
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extern uint32_t r_renderercaps;
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extern uint32_t r_renderercaps;
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extern double model_distance_cull;
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bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
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bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
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{
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{
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if (IsThingCulled(thing))
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return false;
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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@ -76,12 +75,12 @@ void RenderPolySprite::Render(PolyRenderThread *thread, AActor *thing, subsector
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{
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{
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if (r_modelscene)
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if (r_modelscene)
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{
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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int spritenum = thing->sprite;
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int spritenum = thing->sprite;
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bool isPicnumOverride = thing->picnum.isValid();
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bool isPicnumOverride = thing->picnum.isValid();
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FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (modelframe)
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if (modelframe && (thing->Pos() - viewpoint.Pos).LengthSquared() < model_distance_cull)
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{
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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PolyRenderModel(thread, PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToClip, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
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PolyRenderModel(thread, PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToClip, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
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return;
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return;
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@ -76,11 +76,12 @@ EXTERN_CVAR(Bool, r_drawvoxels);
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EXTERN_CVAR(Bool, r_debug_disable_vis_filter);
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EXTERN_CVAR(Bool, r_debug_disable_vis_filter);
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extern uint32_t r_renderercaps;
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extern uint32_t r_renderercaps;
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double model_distance_cull = 1e16;
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namespace
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namespace
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{
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{
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double sprite_distance_cull = 1e16;
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double sprite_distance_cull = 1e16;
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double line_distance_cull = 1e16;
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double line_distance_cull = 1e16;
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double model_distance_cull = 1e16;
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}
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}
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CUSTOM_CVAR(Float, r_sprite_distance_cull, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Float, r_sprite_distance_cull, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -935,7 +936,15 @@ namespace swrenderer
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if (IsPotentiallyVisible(thing))
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if (IsPotentiallyVisible(thing))
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{
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{
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ThingSprite sprite;
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ThingSprite sprite;
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if (GetThingSprite(thing, sprite))
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int spritenum = thing->sprite;
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bool isPicnumOverride = thing->picnum.isValid();
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FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (r_modelscene && modelframe && (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared() < model_distance_cull)
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{
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DVector3 pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
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RenderModel::Project(Thread, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
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}
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else if (GetThingSprite(thing, sprite))
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{
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{
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FDynamicColormap *thingColormap = basecolormap;
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FDynamicColormap *thingColormap = basecolormap;
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int thingShade = spriteshade;
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int thingShade = spriteshade;
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@ -954,24 +963,9 @@ namespace swrenderer
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{
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{
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RenderVoxel::Project(Thread, thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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RenderVoxel::Project(Thread, thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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}
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else if (!r_modelscene)
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{
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RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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else
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else
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{
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{
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int spritenum = thing->sprite;
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RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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bool isPicnumOverride = thing->picnum.isValid();
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FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (modelframe && (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared() < model_distance_cull)
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{
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DVector3 pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
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RenderModel::Project(Thread, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
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}
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else
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{
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RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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}
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}
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}
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}
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}
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}
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