From 3d88ee9d55385f5281108f90a4fea63ce4a8ad2e Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Wed, 21 Dec 2016 22:31:09 +0000 Subject: [PATCH] Added missing checks in HWR_AddLine from the software version, move v** vars to the top since R_PointToAngle calls use the same values anyway --- src/hardware/hw_main.c | 49 ++++++++++++++++++++++++++++++++---------- 1 file changed, 38 insertions(+), 11 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 85ddff082..d4b2832f8 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -2685,16 +2685,21 @@ static void HWR_AddLine(seg_t * line) // SoM: Backsector needs to be run through R_FakeFlat static sector_t tempsec; + fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t + if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES)) return; gr_curline = line; + v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x); + v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y); + v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x); + v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y); + // OPTIMIZE: quickly reject orthogonal back sides. - angle1 = R_PointToAngle(FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x), - FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y)); - angle2 = R_PointToAngle(FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x), - FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y)); + angle1 = R_PointToAngle(v1x, v1y); + angle2 = R_PointToAngle(v2x, v2y); // Clip to view edges. span = angle1 - angle2; @@ -2785,14 +2790,9 @@ static void HWR_AddLine(seg_t * line) #ifdef ESLOPE if (gr_frontsector->f_slope || gr_frontsector->c_slope || gr_backsector->f_slope || gr_backsector->c_slope) { - fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends - v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x); - v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y); - v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x); - v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y); #define SLOPEPARAMS(slope, end1, end2, normalheight) \ if (slope) { \ end1 = P_GetZAt(slope, v1x, v1y); \ @@ -2813,6 +2813,13 @@ static void HWR_AddLine(seg_t * line) goto clipsolid; } + // Check for automap fix. + if (backc1 <= backf1 && backc2 <= backf2 + && ((backc1 >= frontc1 && backc2 >= frontc2) || gr_curline->sidedef->toptexture) + && ((backf1 <= frontf1 && backf2 >= frontf2) || gr_curline->sidedef->bottomtexture) + && (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum)) + goto clipsolid; + // Window. if (backc1 != frontc1 || backc2 != frontc2 || backf1 != frontf1 || backf2 != frontf2) @@ -2828,6 +2835,13 @@ static void HWR_AddLine(seg_t * line) gr_backsector->floorheight >= gr_frontsector->ceilingheight) goto clipsolid; + // Check for automap fix. + if (gr_backsector->ceilingheight <= gr_backsector->floorheight + && ((gr_backsector->ceilingheight >= gr_frontsector->ceilingheight) || gr_curline->sidedef->toptexture) + && ((gr_backsector->floorheight <= gr_backsector->floorheight) || gr_curline->sidedef->bottomtexture) + && (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum)) + goto clipsolid; + // Window. if (gr_backsector->ceilingheight != gr_frontsector->ceilingheight || gr_backsector->floorheight != gr_frontsector->floorheight) @@ -2849,8 +2863,21 @@ static void HWR_AddLine(seg_t * line) && gr_backsector->c_slope == gr_frontsector->c_slope #endif && gr_backsector->lightlevel == gr_frontsector->lightlevel - && gr_curline->sidedef->midtexture == 0 - && !gr_backsector->ffloors && !gr_frontsector->ffloors) + && !gr_curline->sidedef->midtexture + // Check offsets too! + && gr_backsector->floor_xoffs == gr_frontsector->floor_xoffs + && gr_backsector->floor_yoffs == gr_frontsector->floor_yoffs + && gr_backsector->floorpic_angle == gr_frontsector->floorpic_angle + && gr_backsector->ceiling_xoffs == gr_frontsector->ceiling_xoffs + && gr_backsector->ceiling_yoffs == gr_frontsector->ceiling_yoffs + && gr_backsector->ceilingpic_angle == gr_frontsector->ceilingpic_angle + // Consider altered lighting. + && gr_backsector->floorlightsec == gr_frontsector->floorlightsec + && gr_backsector->ceilinglightsec == gr_frontsector->ceilinglightsec + // Consider colormaps + && gr_backsector->extra_colormap == gr_frontsector->extra_colormap + && ((!gr_frontsector->ffloors && !gr_backsector->ffloors) + || gr_frontsector->tag == gr_backsector->tag)) // SoM: For 3D sides... Boris, would you like to take a // crack at rendering 3D sides? You would need to add the // above check and add code to HWR_StoreWallRange...