Make wall renderer account for slopes properly (in most cases)

This commit is contained in:
RedEnchilada 2015-04-19 22:20:54 -05:00
parent 8d35c5064a
commit 65719c5b99
2 changed files with 200 additions and 10 deletions

View File

@ -854,7 +854,11 @@ static void R_Subsector(size_t num)
sub->sector->extra_colormap = frontsector->extra_colormap;
if ((frontsector->floorheight < viewz || (frontsector->heightsec != -1
if (((
#ifdef ESLOPE
frontsector->f_slope ? P_GetZAt(frontsector->f_slope, viewx, viewy) :
#endif
frontsector->floorheight) < viewz || (frontsector->heightsec != -1
&& sectors[frontsector->heightsec].ceilingpic == skyflatnum)))
{
floorplane = R_FindPlane(frontsector->floorheight, frontsector->floorpic, floorlightlevel,
@ -863,7 +867,11 @@ static void R_Subsector(size_t num)
else
floorplane = NULL;
if ((frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum
if (((
#ifdef ESLOPE
frontsector->c_slope ? P_GetZAt(frontsector->c_slope, viewx, viewy) :
#endif
frontsector->ceilingheight) > viewz || frontsector->ceilingpic == skyflatnum
|| (frontsector->heightsec != -1
&& sectors[frontsector->heightsec].floorpic == skyflatnum)))
{

View File

@ -50,6 +50,9 @@ static fixed_t rw_offset2; // for splats
static fixed_t rw_scale, rw_scalestep;
static fixed_t rw_midtexturemid, rw_toptexturemid, rw_bottomtexturemid;
static INT32 worldtop, worldbottom, worldhigh, worldlow;
#ifdef ESLOPE
static INT32 worldtopslope, worldbottomslope, worldhighslope, worldlowslope; // worldtop/bottom at end of slope
#endif
static fixed_t pixhigh, pixlow, pixhighstep, pixlowstep;
static fixed_t topfrac, topstep;
static fixed_t bottomfrac, bottomstep;
@ -1402,6 +1405,9 @@ void R_StoreWallRange(INT32 start, INT32 stop)
INT32 i, p;
lightlist_t *light;
r_lightlist_t *rlight;
#ifdef ESLOPE
vertex_t segleft, segright;
#endif
static size_t maxdrawsegs = 0;
if (ds_p == drawsegs+maxdrawsegs)
@ -1502,8 +1508,104 @@ void R_StoreWallRange(INT32 start, INT32 stop)
// calculate texture boundaries
// and decide if floor / ceiling marks are needed
worldtop = frontsector->ceilingheight - viewz;
worldbottom = frontsector->floorheight - viewz;
#ifdef ESLOPE
// 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...
a1 = FIXED_TO_FLOAT(curline->v2->y-curline->v1->y);
b1 = FIXED_TO_FLOAT(curline->v1->x-curline->v2->x);
c1 = a1*FIXED_TO_FLOAT(curline->v1->x) + b1*FIXED_TO_FLOAT(curline->v1->y);
a2 = -FIXED_TO_FLOAT(FINESINE(temp>>ANGLETOFINESHIFT));
b2 = FIXED_TO_FLOAT(FINECOSINE(temp>>ANGLETOFINESHIFT));
c2 = a2*FIXED_TO_FLOAT(viewx) + b2*FIXED_TO_FLOAT(viewy);
det = a1*b2 - a2*b1;
segleft.x = FLOAT_TO_FIXED((b2*c1 - b1*c2)/det);
segleft.y = FLOAT_TO_FIXED((a1*c2 - a2*c1)/det);
}
// 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...
a1 = FIXED_TO_FLOAT(curline->v2->y-curline->v1->y);
b1 = FIXED_TO_FLOAT(curline->v1->x-curline->v2->x);
c1 = a1*FIXED_TO_FLOAT(curline->v1->x) + b1*FIXED_TO_FLOAT(curline->v1->y);
a2 = -FIXED_TO_FLOAT(FINESINE(temp>>ANGLETOFINESHIFT));
b2 = FIXED_TO_FLOAT(FINECOSINE(temp>>ANGLETOFINESHIFT));
c2 = a2*FIXED_TO_FLOAT(viewx) + b2*FIXED_TO_FLOAT(viewy);
det = a1*b2 - a2*b1;
segright.x = FLOAT_TO_FIXED((b2*c1 - b1*c2)/det);
segright.y = FLOAT_TO_FIXED((a1*c2 - a2*c1)/det);
}
}
if (frontsector->c_slope) {
worldtop = P_GetZAt(frontsector->c_slope, segleft.x, segleft.y) - viewz;
worldtopslope = P_GetZAt(frontsector->c_slope, segright.x, segright.y) - viewz;
} else {
worldtopslope =
#else
{
#endif
worldtop = frontsector->ceilingheight - viewz;
}
#ifdef ESLOPE
if (frontsector->f_slope) {
worldbottom = P_GetZAt(frontsector->f_slope, segleft.x, segleft.y) - viewz;
worldbottomslope = P_GetZAt(frontsector->f_slope, segright.x, segright.y) - viewz;
} else {
worldbottomslope =
#else
{
#endif
worldbottom = frontsector->floorheight - viewz;
}
midtexture = toptexture = bottomtexture = maskedtexture = 0;
ds_p->maskedtexturecol = NULL;
@ -1616,17 +1718,46 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
}
worldhigh = backsector->ceilingheight - viewz;
worldlow = backsector->floorheight - viewz;
#ifdef ESLOPE
if (backsector->c_slope) {
worldhigh = P_GetZAt(backsector->c_slope, segleft.x, segleft.y) - viewz;
worldhighslope = P_GetZAt(backsector->c_slope, segright.x, segright.y) - viewz;
} else {
worldhighslope =
#else
{
#endif
worldhigh = backsector->ceilingheight - viewz;
}
#ifdef ESLOPE
if (backsector->f_slope) {
worldlow = P_GetZAt(backsector->f_slope, segleft.x, segleft.y) - viewz;
worldlowslope = P_GetZAt(backsector->f_slope, segright.x, segright.y) - viewz;
} else {
worldlowslope =
#else
{
#endif
worldlow = backsector->floorheight - viewz;
}
// hack to allow height changes in outdoor areas
if (frontsector->ceilingpic == skyflatnum
&& backsector->ceilingpic == skyflatnum)
{
#ifdef ESLOPE
worldtopslope = worldhighslope =
#endif
worldtop = worldhigh;
}
if (worldlow != worldbottom
#ifdef ESLOPE
|| worldlowslope != worldbottomslope
#endif
|| backsector->floorpic != frontsector->floorpic
|| backsector->lightlevel != frontsector->lightlevel
//SoM: 3/22/2000: Check floor x and y offsets.
@ -1649,6 +1780,9 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
if (worldhigh != worldtop
#ifdef ESLOPE
|| worldhighslope != worldtopslope
#endif
|| backsector->ceilingpic != frontsector->ceilingpic
|| backsector->lightlevel != frontsector->lightlevel
//SoM: 3/22/2000: Check floor x and y offsets.
@ -1678,7 +1812,11 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
// check TOP TEXTURE
if (worldhigh < worldtop)
if (worldhigh < worldtop
#ifdef ESLOPE
|| worldhighslope < worldtopslope
#endif
)
{
// top texture
if ((linedef->flags & (ML_DONTPEGTOP) && (linedef->flags & ML_DONTPEGBOTTOM))
@ -1721,7 +1859,11 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
}
// check BOTTOM TEXTURE
if (worldlow > worldbottom) //seulement si VISIBLE!!!
if (worldlow > worldbottom
#ifdef ESLOPE
|| worldlowslope > worldbottomslope
#endif
) //seulement si VISIBLE!!!
{
// bottom texture
bottomtexture = texturetranslation[sidedef->bottomtexture];
@ -1967,6 +2109,10 @@ void R_StoreWallRange(INT32 start, INT32 stop)
// calculate incremental stepping values for texture edges
worldtop >>= 4;
worldbottom >>= 4;
#ifdef ESLOPE
worldtopslope >>= 4;
worldbottomslope >>= 4;
#endif
topstep = -FixedMul (rw_scalestep, worldtop);
topfrac = (centeryfrac>>4) - FixedMul (worldtop, rw_scale);
@ -1974,6 +2120,17 @@ void R_StoreWallRange(INT32 start, INT32 stop)
bottomstep = -FixedMul (rw_scalestep,worldbottom);
bottomfrac = (centeryfrac>>4) - FixedMul (worldbottom, rw_scale);
#ifdef ESLOPE
if (frontsector->c_slope) {
fixed_t topfracend = (centeryfrac>>4) - FixedMul (worldtopslope, ds_p->scale2);
topstep = (topfracend-topfrac)/(stop-start+1);
}
if (frontsector->f_slope) {
fixed_t bottomfracend = (centeryfrac>>4) - FixedMul (worldbottomslope, ds_p->scale2);
bottomstep = (bottomfracend-bottomfrac)/(stop-start+1);
}
#endif
dc_numlights = 0;
if (frontsector->numlights)
@ -2036,17 +2193,42 @@ void R_StoreWallRange(INT32 start, INT32 stop)
{
worldhigh >>= 4;
worldlow >>= 4;
#ifdef ESLOPE
worldhighslope >>= 4;
worldlowslope >>= 4;
#endif
if (worldhigh < worldtop)
if (worldhigh < worldtop
#ifdef ESLOPE
|| worldhighslope < worldtopslope
#endif
)
{
pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale);
pixhighstep = -FixedMul (rw_scalestep,worldhigh);
#ifdef ESLOPE
if (backsector->c_slope) {
fixed_t topfracend = (centeryfrac>>4) - FixedMul (worldhighslope, ds_p->scale2);
pixhighstep = (topfracend-pixhigh)/(stop-start+1);
}
#endif
}
if (worldlow > worldbottom)
if (worldlow > worldbottom
#ifdef ESLOPE
|| worldlowslope > worldbottomslope
#endif
)
{
pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale);
pixlowstep = -FixedMul (rw_scalestep,worldlow);
#ifdef ESLOPE
if (backsector->f_slope) {
fixed_t bottomfracend = (centeryfrac>>4) - FixedMul (worldlowslope, ds_p->scale2);
pixlowstep = (bottomfracend-pixlow)/(stop-start+1);
}
#endif
}
{