diff --git a/src/r_bsp.c b/src/r_bsp.c index 01d2be671..ae4e8ac67 100644 --- a/src/r_bsp.c +++ b/src/r_bsp.c @@ -459,6 +459,11 @@ static void R_AddLine(seg_t *line) doorclosed = 0; // Closed door. +#ifdef ESLOPE + // Just don't bother checking this if one side is sloped. This is probably inefficient, but it's better than + // random renderer stopping around slopes... + if (!(frontsector->f_slope || frontsector->c_slope || backsector->f_slope || backsector->c_slope)) +#endif if (backsector->ceilingheight <= frontsector->floorheight || backsector->floorheight >= frontsector->ceilingheight) { diff --git a/src/r_segs.c b/src/r_segs.c index c313c955c..6c8c95c49 100644 --- a/src/r_segs.c +++ b/src/r_segs.c @@ -1659,64 +1659,6 @@ void R_StoreWallRange(INT32 start, INT32 stop) else { // two sided line - ds_p->sprtopclip = ds_p->sprbottomclip = NULL; - ds_p->silhouette = 0; - - if (frontsector->floorheight > backsector->floorheight) - { - ds_p->silhouette = SIL_BOTTOM; - ds_p->bsilheight = frontsector->floorheight; - } - else if (backsector->floorheight > viewz) - { - ds_p->silhouette = SIL_BOTTOM; - ds_p->bsilheight = INT32_MAX; - // ds_p->sprbottomclip = negonearray; - } - - if (frontsector->ceilingheight < backsector->ceilingheight) - { - ds_p->silhouette |= SIL_TOP; - ds_p->tsilheight = frontsector->ceilingheight; - } - else if (backsector->ceilingheight < viewz) - { - ds_p->silhouette |= SIL_TOP; - ds_p->tsilheight = INT32_MIN; - // ds_p->sprtopclip = screenheightarray; - } - - if (backsector->ceilingheight <= frontsector->floorheight) - { - ds_p->sprbottomclip = negonearray; - ds_p->bsilheight = INT32_MAX; - ds_p->silhouette |= SIL_BOTTOM; - } - - if (backsector->floorheight >= frontsector->ceilingheight) - { - ds_p->sprtopclip = screenheightarray; - ds_p->tsilheight = INT32_MIN; - ds_p->silhouette |= SIL_TOP; - } - - //SoM: 3/25/2000: This code fixes an automap bug that didn't check - // frontsector->ceiling and backsector->floor to see if a door was closed. - // Without the following code, sprites get displayed behind closed doors. - { - if (doorclosed || backsector->ceilingheight <= frontsector->floorheight) - { - ds_p->sprbottomclip = negonearray; - ds_p->bsilheight = INT32_MAX; - ds_p->silhouette |= SIL_BOTTOM; - } - if (doorclosed || backsector->floorheight >= frontsector->ceilingheight) - { // killough 1/17/98, 2/8/98 - ds_p->sprtopclip = screenheightarray; - ds_p->tsilheight = INT32_MIN; - ds_p->silhouette |= SIL_TOP; - } - } #ifdef ESLOPE if (backsector->c_slope) { @@ -1754,6 +1696,101 @@ void R_StoreWallRange(INT32 start, INT32 stop) worldtop = worldhigh; } + ds_p->sprtopclip = ds_p->sprbottomclip = NULL; + ds_p->silhouette = 0; + + if ( +#ifdef ESLOPE + worldbottomslope > worldlowslope || +#endif + worldbottom > worldlow) + { + ds_p->silhouette = SIL_BOTTOM; +#ifdef ESLOPE + ds_p->bsilheight = (frontsector->f_slope ? INT32_MAX : frontsector->floorheight); +#else + ds_p->bsilheight = frontsector->floorheight; +#endif + } +#ifdef ESLOPE + else if ((backsector->f_slope ? P_GetZAt(backsector->f_slope, viewx, viewy) : backsector->floorheight) > viewz) +#else + else if (backsector->floorheight > viewz) +#endif + { + ds_p->silhouette = SIL_BOTTOM; + ds_p->bsilheight = INT32_MAX; + // ds_p->sprbottomclip = negonearray; + } + + if ( +#ifdef ESLOPE + worldtopslope < worldhighslope || +#endif + worldtop < worldhigh) + { + ds_p->silhouette |= SIL_TOP; +#ifdef ESLOPE + ds_p->tsilheight = (frontsector->c_slope ? INT32_MIN : frontsector->ceilingheight); +#else + ds_p->tsilheight = frontsector->ceilingheight; +#endif + } +#ifdef ESLOPE + else if ((backsector->c_slope ? P_GetZAt(backsector->c_slope, viewx, viewy) : backsector->ceilingheight) < viewz) +#else + else if (backsector->ceilingheight < viewz) +#endif + { + ds_p->silhouette |= SIL_TOP; + ds_p->tsilheight = INT32_MIN; + // ds_p->sprtopclip = screenheightarray; + } + +#ifdef ESLOPE + if (worldhigh <= worldbottom && worldhighslope <= worldbottomslope) +#else + if (worldhigh <= worldbottom) +#endif + { + ds_p->sprbottomclip = negonearray; + ds_p->bsilheight = INT32_MAX; + ds_p->silhouette |= SIL_BOTTOM; + } + +#ifdef ESLOPE + if (worldlow >= worldtop && worldlowslope >= worldtopslope) +#else + if (worldlow >= worldtop) +#endif + { + ds_p->sprtopclip = screenheightarray; + ds_p->tsilheight = INT32_MIN; + ds_p->silhouette |= SIL_TOP; + } + +#ifdef ESLOPE + // This causes issues with slopes. + if (!(frontsector->f_slope || frontsector->c_slope || backsector->f_slope || backsector->c_slope)) +#endif + //SoM: 3/25/2000: This code fixes an automap bug that didn't check + // frontsector->ceiling and backsector->floor to see if a door was closed. + // Without the following code, sprites get displayed behind closed doors. + { + if (doorclosed || backsector->ceilingheight <= frontsector->floorheight) + { + ds_p->sprbottomclip = negonearray; + ds_p->bsilheight = INT32_MAX; + ds_p->silhouette |= SIL_BOTTOM; + } + if (doorclosed || backsector->floorheight >= frontsector->ceilingheight) + { // killough 1/17/98, 2/8/98 + ds_p->sprtopclip = screenheightarray; + ds_p->tsilheight = INT32_MIN; + ds_p->silhouette |= SIL_TOP; + } + } + if (worldlow != worldbottom #ifdef ESLOPE || worldlowslope != worldbottomslope @@ -1816,7 +1853,7 @@ void R_StoreWallRange(INT32 start, INT32 stop) // check TOP TEXTURE if (worldhigh < worldtop #ifdef ESLOPE - || worldhighslope < worldtopslope + /*-(FRACUNIT>>8)*/|| worldhighslope < worldtopslope/*-(FRACUNIT>>8)*/ #endif ) { @@ -1863,7 +1900,7 @@ void R_StoreWallRange(INT32 start, INT32 stop) // check BOTTOM TEXTURE if (worldlow > worldbottom #ifdef ESLOPE - || worldlowslope > worldbottomslope + /*+(FRACUNIT>>8)*/ || worldlowslope > worldbottomslope/*+(FRACUNIT>>8)*/ // The leeway works around a weird rendering bug with slopes... #endif ) //seulement si VISIBLE!!! {