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- fixed SW shadows in new renderer.
shade clamping and full sprite sort was missing,
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parent
0ae93318e3
commit
18cf208b7d
6 changed files with 14 additions and 14 deletions
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@ -591,7 +591,7 @@ inline int HWDrawList::CompareSprites(SortNode * a,SortNode * b)
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if (s1->depth < s2->depth) return 1;
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if (s1->depth > s2->depth) return -1;
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return reverseSort? s2->index-s1->index : s1->index-s2->index;
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return s1->sprite->time - s2->sprite->time;
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}
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//==========================================================================
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@ -284,7 +284,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which)
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{
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// process the original floor first.
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shade = frontsector->floorshade;
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shade = clamp(frontsector->floorshade, 0, numshades-1);
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palette = frontsector->floorpal;
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//port = frontsector->ValidatePortal(sector_t::floor);
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@ -323,7 +323,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which)
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{
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// process the original ceiling first.
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shade = frontsector->ceilingshade;
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shade = clamp(frontsector->ceilingshade, 0, numshades-1);
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palette = frontsector->ceilingpal;
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@ -371,7 +371,7 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* s
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{
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this->sprite = sprite;
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sec = sector;
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shade = sprite->shade;
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shade = clamp(sprite->shade, 0, numshades - 1);
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palette = sprite->pal;
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fade = lookups.getFade(sector[sprite->sectnum].floorpal); // fog is per sector.
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@ -320,7 +320,7 @@ void HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int
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modelframe = 0;
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dynlightindex = -1;
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shade = spr->shade;
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shade = clamp(spr->shade, 0, numshades-1);
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palette = spr->pal;
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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visibility = sectorVisibility(sector);
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@ -822,7 +822,7 @@ void HWWall::DoLowerTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsect
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auto refwall = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? &wall[wal->nextwall] : wal;
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refheight = (refwall->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->floorz;
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shade = refwall->shade;
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shade = clamp(refwall->shade, 0, numshades - 1);
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palette = refwall->pal;
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type = RENDERWALL_BOTTOM;
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DoTexture(di, wal, refwall, refheight, topleft, topright, bottomleft, bottomright);
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@ -922,7 +922,7 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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glseg.fracright = 1;
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flags = 0;
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dynlightindex = -1;
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shade = wal->shade;
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shade = clamp(wal->shade, 0, numshades - 1);
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palette = wal->pal;
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fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
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visibility = sectorVisibility(frontsector);
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@ -1083,7 +1083,7 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
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flags = 0;
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dynlightindex = -1;
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shade = spr->shade;
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shade = clamp(spr->shade, 0, numshades - 1);
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palette = spr->pal;
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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visibility = sectorVisibility(sector);
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@ -350,14 +350,14 @@ DoShadows(tspriteptr_t tsp, int viewz, int camang)
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New->clipdist |= TSPR_FLAGS_MDHACK;
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New->cstat |= 512;
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}
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else
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else if (!testnewrenderer)
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{
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int const camang = mirror ? NORM_ANGLE(2048 - Player[screenpeek].siang) : Player[screenpeek].siang;
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vec2_t const ofs = { bcos(camang, -11), bsin(camang, -11) };
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New->x += ofs.x;
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New->y += ofs.y;
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New->x += bcos(camang, -11);
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New->y += bsin(camang, -11);
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}
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else New->time = 1;
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// Check for voxel items and use a round generic pic if so
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//DoVoxelShadow(New);
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@ -1192,7 +1192,7 @@ void CollectPortals()
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}
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}
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}
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testnewrenderer = false;
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testnewrenderer = t;
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}
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