- fixed SW shadows in new renderer.

shade clamping and full sprite sort was missing,
This commit is contained in:
Christoph Oelckers 2021-03-28 22:29:13 +02:00
parent 0ae93318e3
commit 18cf208b7d
6 changed files with 14 additions and 14 deletions

View File

@ -591,7 +591,7 @@ inline int HWDrawList::CompareSprites(SortNode * a,SortNode * b)
if (s1->depth < s2->depth) return 1;
if (s1->depth > s2->depth) return -1;
return reverseSort? s2->index-s1->index : s1->index-s2->index;
return s1->sprite->time - s2->sprite->time;
}
//==========================================================================

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@ -284,7 +284,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which)
{
// process the original floor first.
shade = frontsector->floorshade;
shade = clamp(frontsector->floorshade, 0, numshades-1);
palette = frontsector->floorpal;
//port = frontsector->ValidatePortal(sector_t::floor);
@ -323,7 +323,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which)
{
// process the original ceiling first.
shade = frontsector->ceilingshade;
shade = clamp(frontsector->ceilingshade, 0, numshades-1);
palette = frontsector->ceilingpal;
@ -371,7 +371,7 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* s
{
this->sprite = sprite;
sec = sector;
shade = sprite->shade;
shade = clamp(sprite->shade, 0, numshades - 1);
palette = sprite->pal;
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
modelframe = 0;
dynlightindex = -1;
shade = spr->shade;
shade = clamp(spr->shade, 0, numshades-1);
palette = spr->pal;
fade = lookups.getFade(sector->floorpal); // fog is per sector.
visibility = sectorVisibility(sector);

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@ -822,7 +822,7 @@ void HWWall::DoLowerTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsect
auto refwall = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? &wall[wal->nextwall] : wal;
refheight = (refwall->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->floorz;
shade = refwall->shade;
shade = clamp(refwall->shade, 0, numshades - 1);
palette = refwall->pal;
type = RENDERWALL_BOTTOM;
DoTexture(di, wal, refwall, refheight, topleft, topright, bottomleft, bottomright);
@ -922,7 +922,7 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
glseg.fracright = 1;
flags = 0;
dynlightindex = -1;
shade = wal->shade;
shade = clamp(wal->shade, 0, numshades - 1);
palette = wal->pal;
fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
visibility = sectorVisibility(frontsector);
@ -1083,7 +1083,7 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
flags = 0;
dynlightindex = -1;
shade = spr->shade;
shade = clamp(spr->shade, 0, numshades - 1);
palette = spr->pal;
fade = lookups.getFade(sector->floorpal); // fog is per sector.
visibility = sectorVisibility(sector);

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@ -350,14 +350,14 @@ DoShadows(tspriteptr_t tsp, int viewz, int camang)
New->clipdist |= TSPR_FLAGS_MDHACK;
New->cstat |= 512;
}
else
else if (!testnewrenderer)
{
int const camang = mirror ? NORM_ANGLE(2048 - Player[screenpeek].siang) : Player[screenpeek].siang;
vec2_t const ofs = { bcos(camang, -11), bsin(camang, -11) };
New->x += ofs.x;
New->y += ofs.y;
New->x += bcos(camang, -11);
New->y += bsin(camang, -11);
}
else New->time = 1;
// Check for voxel items and use a round generic pic if so
//DoVoxelShadow(New);

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@ -1192,7 +1192,7 @@ void CollectPortals()
}
}
}
testnewrenderer = false;
testnewrenderer = t;
}