Minor code cleanup around renderer gunk

(Who let that silhouette == 1/etc thing sit there all those years? :V)
This commit is contained in:
RedEnchilada 2015-04-30 00:41:29 -05:00
parent 234f734fe5
commit 3644d4d883
2 changed files with 7 additions and 32 deletions

View File

@ -1512,27 +1512,14 @@ void R_StoreWallRange(INT32 start, INT32 stop)
// Figure out map coordinates of where start and end are mapping to on seg, so we can clip right for slope bullshit
if (frontsector->c_slope || frontsector->f_slope || (backsector && (backsector->c_slope || backsector->f_slope))) {
angle_t temp;
fixed_t tan;
// left
temp = xtoviewangle[start]+viewangle;
/*if (curline->v1->x == curline->v2->x) {
// Line seg is vertical, so no line-slope form for it
tan = FINETANGENT((temp+ANGLE_90)>>ANGLETOFINESHIFT);
segleft.x = curline->v1->x;
segleft.y = curline->v1->y-FixedMul(viewx-segleft.x, tan);
} else if (temp>>ANGLETOFINESHIFT == ANGLE_90>>ANGLETOFINESHIFT || temp>>ANGLETOFINESHIFT == ANGLE_270>>ANGLETOFINESHIFT) {
// Same problem as above, except this time with the view angle
tan = FixedDiv(curline->v2->y-curline->v1->y, curline->v2->x-curline->v1->x);
segleft.x = viewx;
segleft.y = curline->v1->y-FixedMul(viewx-curline->v1->x, tan);
} else */{
{
// Both lines can be written in slope-intercept form, so figure out line intersection
float a1, b1, c1, a2, b2, c2, det; // 1 is the seg, 2 is the view angle vector...
///TODO: convert to FPU
a1 = FIXED_TO_FLOAT(curline->v2->y-curline->v1->y);
b1 = FIXED_TO_FLOAT(curline->v1->x-curline->v2->x);
@ -1551,22 +1538,10 @@ void R_StoreWallRange(INT32 start, INT32 stop)
// right
temp = xtoviewangle[stop]+viewangle;
/*if (curline->v1->x == curline->v2->x) {
// Line seg is vertical, so no line-slope form for it
tan = FINETANGENT((temp+ANGLE_90)>>ANGLETOFINESHIFT);
segright.x = curline->v1->x;
segright.y = curline->v1->y-FixedMul(viewx-segright.x, tan);
} else if (temp>>ANGLETOFINESHIFT == ANGLE_90>>ANGLETOFINESHIFT || temp>>ANGLETOFINESHIFT == ANGLE_270>>ANGLETOFINESHIFT) {
// Same problem as above, except this time with the view angle
tan = FixedDiv(curline->v2->y-curline->v1->y, curline->v2->x-curline->v1->x);
segright.x = viewx;
segright.y = curline->v1->y-FixedMul(viewx-curline->v1->x, tan);
} else */{
{
// Both lines can be written in slope-intercept form, so figure out line intersection
float a1, b1, c1, a2, b2, c2, det; // 1 is the seg, 2 is the view angle vector...
///TODO: convert to FPU
a1 = FIXED_TO_FLOAT(curline->v2->y-curline->v1->y);
b1 = FIXED_TO_FLOAT(curline->v1->x-curline->v2->x);

View File

@ -2030,21 +2030,21 @@ void R_ClipSprites(void)
if (spr->gzt <= ds->tsilheight)
silhouette &= ~SIL_TOP;
if (silhouette == 1)
if (silhouette == SIL_BOTTOM)
{
// bottom sil
for (x = r1; x <= r2; x++)
if (spr->clipbot[x] == -2)
spr->clipbot[x] = ds->sprbottomclip[x];
}
else if (silhouette == 2)
else if (silhouette == SIL_TOP)
{
// top sil
for (x = r1; x <= r2; x++)
if (spr->cliptop[x] == -2)
spr->cliptop[x] = ds->sprtopclip[x];
}
else if (silhouette == 3)
else if (silhouette == (SIL_TOP|SIL_BOTTOM))
{
// both
for (x = r1; x <= r2; x++)