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Fully hook up sprite clipping by subsector
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parent
01008f0daa
commit
ce6e1e1e47
3 changed files with 18 additions and 21 deletions
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@ -150,18 +150,9 @@ void RenderPolyPortal::RenderSprite(AActor *thing, double sortDistance, DVector2
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DVector2 mid = left * (1.0 - t) + right * t;
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double tmid = t1 * (1.0 - t) + t2 * t;
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if (sideLeft == 0)
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{
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RenderSprite(thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
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right = mid;
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t2 = tmid;
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}
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else
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{
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RenderSprite(thing, sortDistance, left, mid, t1, tmid, bsp->children[sideRight]);
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left = mid;
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t1 = tmid;
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}
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RenderSprite(thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
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right = mid;
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t2 = tmid;
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}
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node = bsp->children[sideLeft];
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}
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@ -346,7 +337,7 @@ void RenderPolyPortal::RenderTranslucent(int portalDepth)
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else
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{
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RenderPolySprite spr;
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spr.Render(WorldToClip, PortalPlane, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1);
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spr.Render(WorldToClip, PortalPlane, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1, obj.SpriteLeft, obj.SpriteRight);
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}
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}
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}
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@ -63,10 +63,10 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
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return true;
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}
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void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
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void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2)
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{
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DVector2 points[2];
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if (!GetLine(thing, points[0], points[1]))
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DVector2 line[2];
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if (!GetLine(thing, line[0], line[1]))
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return;
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DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
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@ -108,10 +108,16 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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std::pair<float, float> offsets[4] =
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{
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{ 0.0f, 1.0f },
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{ 1.0f, 1.0f },
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{ 1.0f, 0.0f },
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{ 0.0f, 0.0f },
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{ t1, 1.0f },
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{ t2, 1.0f },
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{ t2, 0.0f },
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{ t1, 0.0f },
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};
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DVector2 points[2] =
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{
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line[0] * (1.0 - t1) + line[1] * t1,
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line[0] * (1.0 - t2) + line[1] * t2
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};
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for (int i = 0; i < 4; i++)
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@ -29,7 +29,7 @@ class Vec4f;
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class RenderPolySprite
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{
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public:
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void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue);
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void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2);
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static bool GetLine(AActor *thing, DVector2 &left, DVector2 &right);
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static bool IsThingCulled(AActor *thing);
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