mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
Fix z fighting issues with wall and floor sprites. This isn't perfect, and somebody like Plgman or Helixhorned who better understands how the depth buffer positions are calculated will be able to do a much better determination of how much to offset the glDepthRange values based on distance to the sprite.
git-svn-id: https://svn.eduke32.com/eduke32@4652 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
dedadcb76e
commit
73ecabaff9
3 changed files with 240 additions and 217 deletions
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@ -6607,7 +6607,8 @@ static void drawsprite(int32_t snum)
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#ifdef USE_OPENGL
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case REND_POLYMOST:
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polymost_drawsprite(snum);
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bglDisable(GL_POLYGON_OFFSET_FILL);
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bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
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bglDepthRange(0.0, 1.0); //<- this is more widely supported than glPolygonOffset
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return;
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# ifdef POLYMER
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case REND_POLYMER:
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@ -9541,9 +9542,6 @@ killsprite:
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{
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_point2d pos;
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#ifdef USE_OPENGL
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curpolygonoffset = 0.f;
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#endif
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pos.x = (float)globalposx;
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pos.y = (float)globalposy;
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@ -1915,19 +1915,27 @@ static inline void md3draw_handle_triangles(const md3surf_t *s, uint16_t *indexh
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if (r_vertexarrays)
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{
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int32_t k = 0;
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uint16_t tri;
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for (i=s->numtris-1; i>=0; i--)
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if (M == NULL)
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{
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tri = M ? M->indexes[i] : i;
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for (i=s->numtris-1; i>=0; i--, k+=3)
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{
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indexhandle[k] = s->tris[i].i[0];
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indexhandle[k+1] = s->tris[i].i[1];
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indexhandle[k+2] = s->tris[i].i[2];
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}
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return;
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}
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for (i=s->numtris-1; i>=0; i--, k+=3)
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{
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uint16_t tri = M->indexes[i];
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indexhandle[k] = s->tris[tri].i[0];
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indexhandle[k+1] = s->tris[tri].i[1];
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indexhandle[k+2] = s->tris[tri].i[2];
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k += 3;
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}
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return;
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}
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@ -2072,10 +2080,11 @@ static int32_t polymost_md3draw(md3model_t *m, const spritetype *tspr)
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// Bit 10 is an ugly hack in game.c:G_DoSpriteAnimations() telling md2sprite
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// to use Z-buffer hacks to hide overdraw problems with the
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// flat-tsprite-on-floor shadows.
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// is this still needed?
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if (tspr->cstat&CSTAT_SPRITE_MDHACK)
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{
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bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
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bglDepthRange(0.0,0.9999);
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bglDepthFunc(GL_LESS);
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bglDepthRange(-.0001, .9999);
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}
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bglPushAttrib(GL_POLYGON_BIT);
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if ((grhalfxdown10x >= 0) ^((globalorientation&8) != 0) ^((globalorientation&4) != 0)) bglFrontFace(GL_CW); else bglFrontFace(GL_CCW);
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@ -2282,22 +2291,26 @@ static int32_t polymost_md3draw(md3model_t *m, const spritetype *tspr)
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//PLAG: delayed polygon-level sorted rendering
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if (m->usesalpha && !(tspr->cstat & CSTAT_SPRITE_MDHACK))
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{
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vec3f_t fp, fp1, fp2, vlt0, vlt1, vlt2;
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for (i=s->numtris-1; i>=0; i--)
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{
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vec3f_t fp, fp1, fp2;
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vlt0 = vertlist[s->tris[i].i[0]];
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vlt1 = vertlist[s->tris[i].i[1]];
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vlt2 = vertlist[s->tris[i].i[2]];
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// Matrix multiplication - ugly but clear
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fp.x = (vertlist[s->tris[i].i[0]].x * mat[0]) + (vertlist[s->tris[i].i[0]].y * mat[4]) + (vertlist[s->tris[i].i[0]].z * mat[8]) + mat[12];
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fp.y = (vertlist[s->tris[i].i[0]].x * mat[1]) + (vertlist[s->tris[i].i[0]].y * mat[5]) + (vertlist[s->tris[i].i[0]].z * mat[9]) + mat[13];
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fp.z = (vertlist[s->tris[i].i[0]].x * mat[2]) + (vertlist[s->tris[i].i[0]].y * mat[6]) + (vertlist[s->tris[i].i[0]].z * mat[10]) + mat[14];
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fp.x = (vlt0.x * mat[0]) + (vlt0.y * mat[4]) + (vlt0.z * mat[8]) + mat[12];
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fp.y = (vlt0.x * mat[1]) + (vlt0.y * mat[5]) + (vlt0.z * mat[9]) + mat[13];
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fp.z = (vlt0.x * mat[2]) + (vlt0.y * mat[6]) + (vlt0.z * mat[10]) + mat[14];
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fp1.x = (vertlist[s->tris[i].i[1]].x * mat[0]) + (vertlist[s->tris[i].i[1]].y * mat[4]) + (vertlist[s->tris[i].i[1]].z * mat[8]) + mat[12];
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fp1.y = (vertlist[s->tris[i].i[1]].x * mat[1]) + (vertlist[s->tris[i].i[1]].y * mat[5]) + (vertlist[s->tris[i].i[1]].z * mat[9]) + mat[13];
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fp1.z = (vertlist[s->tris[i].i[1]].x * mat[2]) + (vertlist[s->tris[i].i[1]].y * mat[6]) + (vertlist[s->tris[i].i[1]].z * mat[10]) + mat[14];
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fp1.x = (vlt1.x * mat[0]) + (vlt1.y * mat[4]) + (vlt1.z * mat[8]) + mat[12];
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fp1.y = (vlt1.x * mat[1]) + (vlt1.y * mat[5]) + (vlt1.z * mat[9]) + mat[13];
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fp1.z = (vlt1.x * mat[2]) + (vlt1.y * mat[6]) + (vlt1.z * mat[10]) + mat[14];
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fp2.x = (vertlist[s->tris[i].i[2]].x * mat[0]) + (vertlist[s->tris[i].i[2]].y * mat[4]) + (vertlist[s->tris[i].i[2]].z * mat[8]) + mat[12];
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fp2.y = (vertlist[s->tris[i].i[2]].x * mat[1]) + (vertlist[s->tris[i].i[2]].y * mat[5]) + (vertlist[s->tris[i].i[2]].z * mat[9]) + mat[13];
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fp2.z = (vertlist[s->tris[i].i[2]].x * mat[2]) + (vertlist[s->tris[i].i[2]].y * mat[6]) + (vertlist[s->tris[i].i[2]].z * mat[10]) + mat[14];
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fp2.x = (vlt2.x * mat[0]) + (vlt2.y * mat[4]) + (vlt2.z * mat[8]) + mat[12];
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fp2.y = (vlt2.x * mat[1]) + (vlt2.y * mat[5]) + (vlt2.z * mat[9]) + mat[13];
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fp2.z = (vlt2.x * mat[2]) + (vlt2.y * mat[6]) + (vlt2.z * mat[10]) + mat[14];
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f = (fp.x * fp.x) + (fp.y * fp.y) + (fp.z * fp.z);
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@ -2385,13 +2398,9 @@ static int32_t polymost_md3draw(md3model_t *m, const spritetype *tspr)
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//------------
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if (m->usesalpha) bglDisable(GL_ALPHA_TEST);
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bglDisable(GL_CULL_FACE);
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bglPopAttrib();
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if (tspr->cstat&CSTAT_SPRITE_MDHACK)
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{
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bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
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bglDepthRange(0.0,0.99999);
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}
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bglLoadIdentity();
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globalnoeffect=0;
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@ -82,6 +82,7 @@ Low priority:
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#include "cache1d.h"
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#include "kplib.h"
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#include "texcache.h"
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#include "common.h"
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#ifndef _WIN32
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extern int32_t filelength(int h); // kplib.c
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@ -99,6 +100,7 @@ int32_t usehightile=1;
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int32_t vsync=0;
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#include <math.h> //<-important!
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#include <float.h>
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typedef struct { float x, cy[2], fy[2]; int32_t tag; int16_t n, p, ctag, ftag; } vsptyp;
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#define VSPMAX 4096 //<- careful!
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@ -107,7 +109,7 @@ static int32_t gtag;
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static float dxb1[MAXWALLSB], dxb2[MAXWALLSB];
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#define SCISDIST 1.0f //1.0: Close plane clipping distance
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#define SCISDIST .9999f //1.0: Close plane clipping distance
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float shadescale = 1.0f;
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int32_t shadescale_unbounded = 0;
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@ -164,8 +166,6 @@ int32_t glrendmode = REND_POLYMOST;
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// fullbright tiles. Also see 'fullbrightloadingpass'.
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static int32_t fullbrightdrawingpass = 0;
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float curpolygonoffset; // internal polygon offset stack for drawing flat sprites to avoid depth fighting
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int32_t r_detailmapping = 1;
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int32_t r_glowmapping = 1;
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int32_t r_vertexarrays = 1;
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@ -2066,6 +2066,140 @@ void domost(float x0, float y0, float x1, float y1)
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}
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}
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void polymost_editorfunc(void)
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{
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vec3_t v, o, o2;
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int32_t cz, fz;
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hitdata_t hit;
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vec3_t vect;
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const float ratio = get_projhack_ratio();
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o2.x = (searchx-ghalfx)/ratio;
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o2.y = (searchy-ghoriz)/ratio; // ghoriz is (ydimen>>1) here
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o2.z = ghalfx;
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//Tilt rotation
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o.x = o2.x*gctang + o2.y*gstang;
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o.y = o2.y*gctang - o2.x*gstang;
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o.z = o2.z;
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//Up/down rotation
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o2.x = o.z*gchang - o.y*gshang;
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o2.y = o.x;
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o2.z = o.y*gchang + o.z*gshang;
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//Standard Left/right rotation
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v.x = (int32_t) (o2.x*fcosglobalang - o2.y*fsinglobalang);
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v.y = (int32_t) (o2.x*fsinglobalang + o2.y*fcosglobalang);
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v.z = (int32_t) (o2.z*16384.f);
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vect.x = globalposx;
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vect.y = globalposy;
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vect.z = globalposz;
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hitallsprites = 1;
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hitscan((const vec3_t *) &vect, globalcursectnum, //Start position
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v.x>>10, v.y>>10, v.z>>6, &hit, 0xffff0030);
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if (hit.sect != -1) // if hitsect is -1, hitscan overflowed somewhere
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{
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getzsofslope(hit.sect, hit.pos.x, hit.pos.y, &cz, &fz);
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hitallsprites = 0;
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searchsector = hit.sect;
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if (hit.pos.z<cz) searchstat = 1;
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else if (hit.pos.z>fz) searchstat = 2;
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else if (hit.wall >= 0)
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{
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searchbottomwall = searchwall = hit.wall; searchstat = 0;
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if (wall[hit.wall].nextwall >= 0)
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{
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int32_t cz, fz;
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getzsofslope(wall[hit.wall].nextsector, hit.pos.x, hit.pos.y, &cz, &fz);
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if (hit.pos.z > fz)
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{
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searchisbottom = 1;
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if (wall[hit.wall].cstat&2) //'2' bottoms of walls
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searchbottomwall = wall[hit.wall].nextwall;
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}
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else
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{
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searchisbottom = 0;
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if ((hit.pos.z > cz) && (wall[hit.wall].cstat&(16+32))) //masking or 1-way
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searchstat = 4;
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}
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}
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}
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else if (hit.sprite >= 0) { searchwall = hit.sprite; searchstat = 3; }
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else
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{
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int32_t cz, fz;
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getzsofslope(hit.sect, hit.pos.x, hit.pos.y, &cz, &fz);
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if ((hit.pos.z<<1) < cz+fz) searchstat = 1; else searchstat = 2;
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//if (vz < 0) searchstat = 1; else searchstat = 2; //Won't work for slopes :/
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}
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if (preview_mouseaim && spritesortcnt < MAXSPRITESONSCREEN)
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{
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spritetype *tsp = &tsprite[spritesortcnt];
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double dadist, x, y, z;
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Bmemcpy(tsp, &hit.pos, sizeof(vec3_t));
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x = tsp->x-globalposx; y=tsp->y-globalposy; z=(tsp->z-globalposz)/16.0;
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dadist = Bsqrt(x*x + y*y + z*z);
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tsp->sectnum = hit.sect;
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tsp->picnum = 2523; // CROSSHAIR
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tsp->cstat = 128;
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tsp->owner = MAXSPRITES-1;
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tsp->xrepeat = tsp->yrepeat = min(max(1, (int32_t) (dadist*48.0/3200.0)), 255);
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sprite[tsp->owner].xoffset = sprite[tsp->owner].yoffset = 0;
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tspriteptr[spritesortcnt++] = tsp;
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}
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if ((searchstat==1 || searchstat==2) && searchsector>=0)
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{
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int32_t scrv[2] ={ (v.x>>12), (v.y>>12) };
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int32_t scrv_r[2] ={ scrv[1], -scrv[0] };
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walltype *wal = &wall[sector[searchsector].wallptr];
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uint64_t wdistsq, bestwdistsq=0x7fffffff;
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int32_t k, bestk=-1;
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for (k=0; k<sector[searchsector].wallnum; k++)
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{
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int32_t w1[2] ={ wal[k].x, wal[k].y };
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int32_t w2[2] ={ wall[wal[k].point2].x, wall[wal[k].point2].y };
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int32_t w21[2] ={ w1[0]-w2[0], w1[1]-w2[1] };
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int32_t pw1[2] ={ w1[0]-hit.pos.x, w1[1]-hit.pos.y };
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int32_t pw2[2] ={ w2[0]-hit.pos.x, w2[1]-hit.pos.y };
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float w1d = (float) (scrv_r[0]*pw1[0] + scrv_r[1]*pw1[1]);
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float w2d = (float) (scrv_r[0]*pw2[0] + scrv_r[1]*pw2[1]);
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int32_t ptonline[2], scrp[2];
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int64_t t1, t2;
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w2d = -w2d;
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if ((w1d==0 && w2d==0) || (w1d<0 || w2d<0))
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continue;
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ptonline[0] = (int32_t) (w2[0]+(w2d/(w1d+w2d))*w21[0]);
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ptonline[1] = (int32_t) (w2[1]+(w2d/(w1d+w2d))*w21[1]);
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scrp[0] = ptonline[0]-vect.x;
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scrp[1] = ptonline[1]-vect.y;
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if (scrv[0]*scrp[0] + scrv[1]*scrp[1] <= 0)
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continue;
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t1=scrp[0]; t2=scrp[1];
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wdistsq = t1*t1 + t2*t2;
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if (wdistsq < bestwdistsq)
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{
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bestk = k;
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bestwdistsq = wdistsq;
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}
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}
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if (bestk >= 0)
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searchwall = sector[searchsector].wallptr + bestk;
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}
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}
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searchit = 0;
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}
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void polymost_scansector(int32_t sectnum);
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// variables that are set to ceiling- or floor-members, depending
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@ -3271,12 +3405,9 @@ void polymost_drawrooms()
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bglDisable(GL_BLEND);
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bglEnable(GL_TEXTURE_2D);
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//bglTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); //default anyway
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bglEnable(GL_DEPTH_TEST);
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bglDepthFunc(GL_ALWAYS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
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bglPolygonOffset(-1.f, 0.f); //Supposed to make sprites pasted on walls or floors not disappear
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// bglDepthRange(0.00001,1.0); //<- this is more widely supported than glPolygonOffset
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bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
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bglDepthRange(0.0, 1.0); //<- this is more widely supported than glPolygonOffset
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//Enable this for OpenGL red-blue glasses mode :)
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#ifdef REDBLUEMODE
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@ -3382,139 +3513,7 @@ void polymost_drawrooms()
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initmosts(sx,sy,n2);
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if (searchit == 2)
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{
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int32_t vx, vy, vz;
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int32_t cz, fz;
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hitdata_t hit;
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vec3_t vect;
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const float ratio = get_projhack_ratio();
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ox2 = (searchx-ghalfx)/ratio;
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oy2 = (searchy-ghoriz)/ratio; // ghoriz is (ydimen>>1) here
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oz2 = ghalfx;
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//Tilt rotation
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ox = ox2*gctang + oy2*gstang;
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oy = oy2*gctang - ox2*gstang;
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oz = oz2;
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//Up/down rotation
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ox2 = oz*gchang - oy*gshang;
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oy2 = ox;
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oz2 = oy*gchang + oz*gshang;
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//Standard Left/right rotation
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vx = (int32_t)(ox2*fcosglobalang - oy2*fsinglobalang);
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vy = (int32_t)(ox2*fsinglobalang + oy2*fcosglobalang);
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vz = (int32_t)(oz2*16384.f);
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vect.x = globalposx;
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vect.y = globalposy;
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vect.z = globalposz;
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hitallsprites = 1;
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||||
hitscan((const vec3_t *)&vect,globalcursectnum, //Start position
|
||||
vx>>10,vy>>10,vz>>6,&hit,0xffff0030);
|
||||
|
||||
if (hit.sect != -1) // if hitsect is -1, hitscan overflowed somewhere
|
||||
{
|
||||
getzsofslope(hit.sect,hit.pos.x,hit.pos.y,&cz,&fz);
|
||||
hitallsprites = 0;
|
||||
|
||||
searchsector = hit.sect;
|
||||
if (hit.pos.z<cz) searchstat = 1;
|
||||
else if (hit.pos.z>fz) searchstat = 2;
|
||||
else if (hit.wall >= 0)
|
||||
{
|
||||
searchbottomwall = searchwall = hit.wall; searchstat = 0;
|
||||
if (wall[hit.wall].nextwall >= 0)
|
||||
{
|
||||
int32_t cz, fz;
|
||||
getzsofslope(wall[hit.wall].nextsector,hit.pos.x,hit.pos.y,&cz,&fz);
|
||||
if (hit.pos.z > fz)
|
||||
{
|
||||
searchisbottom = 1;
|
||||
if (wall[hit.wall].cstat&2) //'2' bottoms of walls
|
||||
searchbottomwall = wall[hit.wall].nextwall;
|
||||
}
|
||||
else
|
||||
{
|
||||
searchisbottom = 0;
|
||||
if ((hit.pos.z > cz) && (wall[hit.wall].cstat&(16+32))) //masking or 1-way
|
||||
searchstat = 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (hit.sprite >= 0) { searchwall = hit.sprite; searchstat = 3; }
|
||||
else
|
||||
{
|
||||
int32_t cz, fz;
|
||||
getzsofslope(hit.sect,hit.pos.x,hit.pos.y,&cz,&fz);
|
||||
if ((hit.pos.z<<1) < cz+fz) searchstat = 1; else searchstat = 2;
|
||||
//if (vz < 0) searchstat = 1; else searchstat = 2; //Won't work for slopes :/
|
||||
}
|
||||
|
||||
if (preview_mouseaim && spritesortcnt < MAXSPRITESONSCREEN)
|
||||
{
|
||||
spritetype *tsp = &tsprite[spritesortcnt];
|
||||
double dadist, x,y,z;
|
||||
Bmemcpy(tsp, &hit.pos, sizeof(vec3_t));
|
||||
x = tsp->x-globalposx; y=tsp->y-globalposy; z=(tsp->z-globalposz)/16.0;
|
||||
dadist = Bsqrt(x*x + y*y + z*z);
|
||||
tsp->sectnum = hit.sect;
|
||||
tsp->picnum = 2523; // CROSSHAIR
|
||||
tsp->cstat = 128;
|
||||
tsp->owner = MAXSPRITES-1;
|
||||
tsp->xrepeat = tsp->yrepeat = min(max(1, (int32_t)(dadist*48.0/3200.0)), 255);
|
||||
sprite[tsp->owner].xoffset = sprite[tsp->owner].yoffset = 0;
|
||||
tspriteptr[spritesortcnt++] = tsp;
|
||||
}
|
||||
|
||||
if ((searchstat==1 || searchstat==2) && searchsector>=0)
|
||||
{
|
||||
int32_t scrv[2] = {(vx>>12), (vy>>12)};
|
||||
int32_t scrv_r[2] = {scrv[1], -scrv[0]};
|
||||
walltype *wal = &wall[sector[searchsector].wallptr];
|
||||
uint64_t wdistsq, bestwdistsq=0x7fffffff;
|
||||
int32_t k, bestk=-1;
|
||||
|
||||
for (k=0; k<sector[searchsector].wallnum; k++)
|
||||
{
|
||||
int32_t w1[2] = {wal[k].x, wal[k].y};
|
||||
int32_t w2[2] = {wall[wal[k].point2].x, wall[wal[k].point2].y};
|
||||
int32_t w21[2] = {w1[0]-w2[0], w1[1]-w2[1]};
|
||||
int32_t pw1[2] = {w1[0]-hit.pos.x, w1[1]-hit.pos.y};
|
||||
int32_t pw2[2] = {w2[0]-hit.pos.x, w2[1]-hit.pos.y};
|
||||
float w1d = (float)(scrv_r[0]*pw1[0] + scrv_r[1]*pw1[1]);
|
||||
float w2d = (float)(scrv_r[0]*pw2[0] + scrv_r[1]*pw2[1]);
|
||||
int32_t ptonline[2], scrp[2];
|
||||
int64_t t1, t2;
|
||||
|
||||
w2d = -w2d;
|
||||
if ((w1d==0 && w2d==0) || (w1d<0 || w2d<0))
|
||||
continue;
|
||||
ptonline[0] = (int32_t)(w2[0]+(w2d/(w1d+w2d))*w21[0]);
|
||||
ptonline[1] = (int32_t)(w2[1]+(w2d/(w1d+w2d))*w21[1]);
|
||||
scrp[0] = ptonline[0]-vect.x;
|
||||
scrp[1] = ptonline[1]-vect.y;
|
||||
if (scrv[0]*scrp[0] + scrv[1]*scrp[1] <= 0)
|
||||
continue;
|
||||
t1=scrp[0]; t2=scrp[1];
|
||||
wdistsq = t1*t1 + t2*t2;
|
||||
if (wdistsq < bestwdistsq)
|
||||
{
|
||||
bestk = k;
|
||||
bestwdistsq = wdistsq;
|
||||
}
|
||||
}
|
||||
|
||||
if (bestk >= 0)
|
||||
searchwall = sector[searchsector].wallptr + bestk;
|
||||
}
|
||||
}
|
||||
searchit = 0;
|
||||
}
|
||||
polymost_editorfunc();
|
||||
|
||||
numscans = numbunches = 0;
|
||||
|
||||
|
@ -3578,10 +3577,8 @@ void polymost_drawrooms()
|
|||
#ifdef USE_OPENGL
|
||||
if (getrendermode() >= REND_POLYMOST)
|
||||
{
|
||||
bglDepthFunc(GL_LEQUAL); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
|
||||
|
||||
bglPolygonOffset(-1.f, 0.f);
|
||||
// bglDepthRange(0.0,0.99999); //<- this is more widely supported than glPolygonOffset
|
||||
bglDepthFunc(GL_LESS); //NEVER,LESS,(,L)EQUAL,GREATER,(NOT,G)EQUAL,ALWAYS
|
||||
bglDepthRange(0.0, 1.0); //<- this is more widely supported than glPolygonOffset
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -3827,9 +3824,17 @@ void polymost_drawsprite(int32_t snum)
|
|||
|
||||
if (tspr->cstat & (2|16) || gltexmayhavealpha(tspr->picnum,tspr->pal))
|
||||
{
|
||||
curpolygonoffset += .25f;
|
||||
bglEnable(GL_POLYGON_OFFSET_FILL);
|
||||
bglPolygonOffset(-1.f, -1.f-curpolygonoffset);
|
||||
#ifdef __arm__ // GL ES has a glDepthRangef and the loss of precision is OK there
|
||||
float f = (tspr->cstat & (2|16)) ? (float)(spritenum + 1) * (FLT_EPSILON * 8.0) : 0.0;
|
||||
if (f != 0.0) f *= 1.f/(float)(sepldist(globalposx - tspr->x, globalposy - tspr->y)>>5);
|
||||
bglDepthFunc(GL_LESS);
|
||||
glDepthRangef(0.f - f, 1.f - f);
|
||||
#else
|
||||
double f = (tspr->cstat & (2|16)) ? (double)(spritenum + 1) * (FLT_EPSILON * 8.0) : 0.0;
|
||||
if (f != 0.0) f *= 1.0/(double)(sepldist(globalposx - tspr->x, globalposy - tspr->y)>>5);
|
||||
bglDepthFunc(GL_LESS);
|
||||
bglDepthRange(0.0 - f, 1.0 - f);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -3895,10 +3900,21 @@ void polymost_drawsprite(int32_t snum)
|
|||
else { gvy = (float)tsizy*gdo/(py[0]-py[3]-.002f); gvo = -gvy*(py[3]+.001f); }
|
||||
|
||||
// sprite panning
|
||||
#ifdef USE_OPENGL
|
||||
if (spriteext[spritenum].xpanning)
|
||||
{
|
||||
guy -= gdy*((float) (spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
|
||||
guo -= gdo*((float) (spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
|
||||
srepeat = 1;
|
||||
}
|
||||
|
||||
if (spriteext[spritenum].ypanning)
|
||||
{
|
||||
gvy -= gdy*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
|
||||
gvo -= gdo*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
|
||||
trepeat = 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
//Clip sprites to ceilings/floors when no parallaxing and not sloped
|
||||
if (!(sector[tspr->sectnum].ceilingstat&3))
|
||||
|
@ -3912,23 +3928,14 @@ void polymost_drawsprite(int32_t snum)
|
|||
if (py[2] > sy0) py[2] = py[3] = sy0;
|
||||
}
|
||||
|
||||
#ifdef USE_OPENGL
|
||||
if (spriteext[spritenum].xpanning)
|
||||
srepeat = 1;
|
||||
if (spriteext[spritenum].ypanning)
|
||||
trepeat = 1;
|
||||
#endif
|
||||
tilesiz[globalpicnum].x = tsizx;
|
||||
tilesiz[globalpicnum].y = tsizy;
|
||||
pow2xsplit = 0; drawpoly(px,py,4,method);
|
||||
|
||||
#ifdef USE_OPENGL
|
||||
if (spriteext[spritenum].xpanning)
|
||||
srepeat = 0;
|
||||
if (spriteext[spritenum].ypanning)
|
||||
trepeat = 0;
|
||||
#endif
|
||||
|
||||
break;
|
||||
case 1: //Wall sprite
|
||||
|
||||
|
@ -3994,8 +4001,15 @@ void polymost_drawsprite(int32_t snum)
|
|||
if (globalorientation&4) { t0 = 1.f-t0; t1 = 1.f-t1; }
|
||||
|
||||
//sprite panning
|
||||
#ifdef USE_OPENGL
|
||||
if (spriteext[spritenum].xpanning)
|
||||
{
|
||||
t0 -= ((float) (spriteext[spritenum].xpanning)*(1.0f/255.f));
|
||||
t1 -= ((float) (spriteext[spritenum].xpanning)*(1.0f/255.f));
|
||||
srepeat = 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
gux = (t0*ryp0 - t1*ryp1)*gxyaspect*(float) tsizx / (sx0-sx1);
|
||||
guy = 0;
|
||||
guo = t0*ryp0*gxyaspect*(float)tsizx - gux*sx0;
|
||||
|
@ -4018,9 +4032,15 @@ void polymost_drawsprite(int32_t snum)
|
|||
}
|
||||
|
||||
// sprite panning
|
||||
#ifdef USE_OPENGL
|
||||
if (spriteext[spritenum].ypanning)
|
||||
{
|
||||
gvx -= gdx*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
|
||||
gvy -= gdy*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
|
||||
gvo -= gdo*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
|
||||
trepeat = 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
//Clip sprites to ceilings/floors when no parallaxing
|
||||
if (!(sector[tspr->sectnum].ceilingstat&1))
|
||||
|
@ -4055,21 +4075,12 @@ void polymost_drawsprite(int32_t snum)
|
|||
px[2] = sx1; py[2] = sf1;
|
||||
px[3] = sx0; py[3] = sf0;
|
||||
|
||||
#ifdef USE_OPENGL
|
||||
if (spriteext[spritenum].xpanning)
|
||||
srepeat = 1;
|
||||
if (spriteext[spritenum].ypanning)
|
||||
trepeat = 1;
|
||||
#endif
|
||||
|
||||
tilesiz[globalpicnum].x = tsizx;
|
||||
tilesiz[globalpicnum].y = tsizy;
|
||||
pow2xsplit = 0; drawpoly(px,py,4,method);
|
||||
|
||||
#ifdef USE_OPENGL
|
||||
if (spriteext[spritenum].xpanning)
|
||||
srepeat = 0;
|
||||
if (spriteext[spritenum].ypanning)
|
||||
trepeat = 0;
|
||||
#endif
|
||||
|
||||
|
@ -4103,6 +4114,9 @@ void polymost_drawsprite(int32_t snum)
|
|||
py[j] = sx0*gcosang2 + sy0*gsinang2;
|
||||
}
|
||||
|
||||
if (tspr->z == sec->ceilingz) tspr->z++;
|
||||
if (tspr->z == sec->floorz) tspr->z--;
|
||||
|
||||
if (tspr->z < globalposz) //if floor sprite is above you, reverse order of points
|
||||
{
|
||||
swapfloat(&px[0], &px[1]);
|
||||
|
@ -4163,16 +4177,20 @@ void polymost_drawsprite(int32_t snum)
|
|||
}
|
||||
|
||||
// sprite panning
|
||||
guy -= gdy*((float)(spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
|
||||
guo -= gdo*((float)(spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
|
||||
gvy -= gdy*((float)(spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
|
||||
gvo -= gdo*((float)(spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
|
||||
|
||||
#ifdef USE_OPENGL
|
||||
if (spriteext[spritenum].xpanning)
|
||||
{
|
||||
guy -= gdy*((float) (spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
|
||||
guo -= gdo*((float) (spriteext[spritenum].xpanning)*(1.0f/255.f))*tsizx;
|
||||
srepeat = 1;
|
||||
}
|
||||
|
||||
if (spriteext[spritenum].ypanning)
|
||||
{
|
||||
gvy -= gdy*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
|
||||
gvo -= gdo*((float) (spriteext[spritenum].ypanning)*(1.0f/255.f))*tsizy;
|
||||
trepeat = 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
tilesiz[globalpicnum].x = tsizx;
|
||||
|
@ -4180,9 +4198,7 @@ void polymost_drawsprite(int32_t snum)
|
|||
pow2xsplit = 0; drawpoly(px,py,npoints,method);
|
||||
|
||||
#ifdef USE_OPENGL
|
||||
if (spriteext[spritenum].xpanning)
|
||||
srepeat = 0;
|
||||
if (spriteext[spritenum].ypanning)
|
||||
trepeat = 0;
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in a new issue