More sky fixes for software:

* Thok barriers with slopes now render fine in software
* The solid "sky walls" between different-height thok barriers adjacent to each other are gone. Forever.
This commit is contained in:
Monster Iestyn 2018-01-28 22:08:58 +00:00
parent 5c70d6e6ca
commit 7d150485c9
2 changed files with 103 additions and 69 deletions

View File

@ -508,21 +508,26 @@ static void R_AddLine(seg_t *line)
SLOPEPARAMS( backsector->f_slope, backf1, backf2, backsector->floorheight)
SLOPEPARAMS( backsector->c_slope, backc1, backc2, backsector->ceilingheight)
#undef SLOPEPARAMS
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
// if both ceilings are skies, consider it always "open"
if (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum)
{
goto clipsolid;
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
goto clipsolid;
}
// Check for automap fix. Store in doorclosed for r_segs.c
doorclosed = (backc1 <= backf1 && backc2 <= backf2
&& ((backc1 >= frontc1 && backc2 >= frontc2) || curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || curline->sidedef->bottomtexture)
//&& (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum)
);
if (doorclosed)
goto clipsolid;
}
// Check for automap fix. Store in doorclosed for r_segs.c
doorclosed = (backc1 <= backf1 && backc2 <= backf2
&& ((backc1 >= frontc1 && backc2 >= frontc2) || curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || curline->sidedef->bottomtexture)
&& (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum));
if (doorclosed)
goto clipsolid;
// Window.
if (backc1 != frontc1 || backc2 != frontc2
|| backf1 != frontf1 || backf2 != frontf2)
@ -533,16 +538,20 @@ static void R_AddLine(seg_t *line)
else
#endif
{
if (backsector->ceilingheight <= frontsector->floorheight
|| backsector->floorheight >= frontsector->ceilingheight)
// if both ceilings are skies, consider it always "open"
if (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum)
{
goto clipsolid;
}
if (backsector->ceilingheight <= frontsector->floorheight
|| backsector->floorheight >= frontsector->ceilingheight)
{
goto clipsolid;
}
// Check for automap fix. Store in doorclosed for r_segs.c
doorclosed = R_DoorClosed();
if (doorclosed)
goto clipsolid;
// Check for automap fix. Store in doorclosed for r_segs.c
doorclosed = R_DoorClosed();
if (doorclosed)
goto clipsolid;
}
// Window.
if (backsector->ceilingheight != frontsector->ceilingheight

View File

@ -2032,6 +2032,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
else
{
// two sided line
boolean bothceilingssky = false; // turned on if both back and front ceilings are sky
#ifdef ESLOPE
if (backsector->c_slope) {
@ -2063,10 +2064,11 @@ void R_StoreWallRange(INT32 start, INT32 stop)
if (frontsector->ceilingpic == skyflatnum
&& backsector->ceilingpic == skyflatnum)
{
bothceilingssky = true;
#ifdef ESLOPE
worldtopslope = worldhighslope =
//worldtopslope = worldhighslope;
#endif
worldtop = worldhigh;
//worldtop = worldhigh;
}
ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
@ -2099,58 +2101,65 @@ void R_StoreWallRange(INT32 start, INT32 stop)
// ds_p->sprbottomclip = negonearray;
}
if (
#ifdef ESLOPE
worldtopslope < worldhighslope ||
#endif
worldtop < worldhigh)
if (!bothceilingssky)
{
ds_p->silhouette |= SIL_TOP;
if (
#ifdef ESLOPE
if ((backsector->c_slope ? P_GetZAt(backsector->c_slope, viewx, viewy) : backsector->ceilingheight) < viewz)
worldtopslope < worldhighslope ||
#endif
worldtop < worldhigh)
{
ds_p->silhouette |= SIL_TOP;
#ifdef ESLOPE
if ((backsector->c_slope ? P_GetZAt(backsector->c_slope, viewx, viewy) : backsector->ceilingheight) < viewz)
ds_p->tsilheight = INT32_MIN;
else
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;
else
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;
// ds_p->sprtopclip = screenheightarray;
}
}
#ifdef ESLOPE
if (worldhigh <= worldbottom && worldhighslope <= worldbottomslope)
#else
if (worldhigh <= worldbottom)
#endif
if (!bothceilingssky)
{
ds_p->sprbottomclip = negonearray;
ds_p->bsilheight = INT32_MAX;
ds_p->silhouette |= SIL_BOTTOM;
}
#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)
if (worldlow >= worldtop && worldlowslope >= worldtopslope)
#else
if (worldlow >= worldtop)
if (worldlow >= worldtop)
#endif
{
ds_p->sprtopclip = screenheightarray;
ds_p->tsilheight = INT32_MIN;
ds_p->silhouette |= SIL_TOP;
{
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 (!bothceilingssky)
{
#ifdef ESLOPE
if (doorclosed || (worldhigh <= worldbottom && worldhighslope <= worldbottomslope))
@ -2200,7 +2209,14 @@ void R_StoreWallRange(INT32 start, INT32 stop)
markfloor = false;
}
if (worldhigh != worldtop
if (bothceilingssky)
{
// double ceiling skies are special
// we don't want to lower the ceiling clipping, (no new plane is drawn anyway)
// so we can see the floor of thok barriers always regardless of sector properties
markceiling = false;
}
else if (worldhigh != worldtop
#ifdef ESLOPE
|| worldhighslope != worldtopslope
|| backsector->c_slope != frontsector->c_slope
@ -2226,19 +2242,28 @@ void R_StoreWallRange(INT32 start, INT32 stop)
markceiling = false;
}
if (backsector->ceilingheight <= frontsector->floorheight ||
backsector->floorheight >= frontsector->ceilingheight)
if (!bothceilingssky)
{
// closed door
markceiling = markfloor = true;
#ifdef ESLOPE
if ((worldhigh <= worldbottom && worldhighslope <= worldbottomslope)
|| (worldlow >= worldtop && worldlowslope >= worldtopslope))
#else
if (backsector->ceilingheight <= frontsector->floorheight
|| backsector->floorheight >= frontsector->ceilingheight)
#endif
{
// closed door
markceiling = markfloor = true;
}
}
// check TOP TEXTURE
if (worldhigh < worldtop
if (!bothceilingssky // never draw the top texture if on
&& (worldhigh < worldtop
#ifdef ESLOPE
|| worldhighslope < worldtopslope
#endif
)
))
{
fixed_t texheight;
// top texture
@ -2687,12 +2712,12 @@ void R_StoreWallRange(INT32 start, INT32 stop)
markfloor = false;
}
if ((
if (frontsector->ceilingpic != skyflatnum
&& (
#ifdef ESLOPE
frontsector->c_slope ? P_GetZAt(frontsector->c_slope, viewx, viewy) :
#endif
frontsector->ceilingheight) <= viewz &&
frontsector->ceilingpic != skyflatnum)
frontsector->ceilingheight) <= viewz)
{
// below view plane
markceiling = false;