Seriously improves the reliability of the linkdraw system (in Software, the only rendering engine which actually does anything with this information), reducing the number of visual errors it produces significantly.

Of particular note: Standing in shallow pools of water as Smiles will now reliably associate the bottom half of the tails following mobj with the underwater portion of Smiles' body, and the flicking ends with his un-submerged head.

Deliberately engineered to only affect objects with MF2_LINKDRAW applied.
This commit is contained in:
toasterbabe 2017-06-25 20:46:30 +01:00
parent e3f627120f
commit 93dce12fce
2 changed files with 91 additions and 29 deletions

View file

@ -1049,6 +1049,8 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing)
// adjust the heights. // adjust the heights.
newsprite = M_Memcpy(R_NewVisSprite(), sprite, sizeof (vissprite_t)); newsprite = M_Memcpy(R_NewVisSprite(), sprite, sizeof (vissprite_t));
newsprite->cut |= (sprite->cut & SC_LINKDRAW);
sprite->cut |= SC_BOTTOM; sprite->cut |= SC_BOTTOM;
sprite->gz = testheight; sprite->gz = testheight;
@ -1109,6 +1111,7 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing)
// //
static void R_ProjectSprite(mobj_t *thing) static void R_ProjectSprite(mobj_t *thing)
{ {
mobj_t *oldthing = thing;
fixed_t tr_x, tr_y; fixed_t tr_x, tr_y;
fixed_t gxt, gyt; fixed_t gxt, gyt;
fixed_t tx, tz; fixed_t tx, tz;
@ -1128,6 +1131,8 @@ static void R_ProjectSprite(mobj_t *thing)
vissprite_t *vis; vissprite_t *vis;
spritecut_e cut = SC_NONE;
angle_t ang = 0; // compiler complaints angle_t ang = 0; // compiler complaints
fixed_t iscale; fixed_t iscale;
fixed_t scalestep; fixed_t scalestep;
@ -1326,24 +1331,10 @@ static void R_ProjectSprite(mobj_t *thing)
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer) // toast 16/09/16 (SYMMETRY) if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer) // toast 16/09/16 (SYMMETRY)
{ {
fixed_t linkscale; fixed_t linkscale;
#if 0 // support for chains of linkdraw - probably not network safe to modify mobjs during rendering
mobj_t *link, *link2;
for (link = thing->tracer; (link->tracer && (link->flags2 & MF2_LINKDRAW)); link = link->tracer) thing = thing->tracer;
link->flags2 &= ~MF2_LINKDRAW; // to prevent infinite loops, otherwise would just be a ; tr_x = thing->x - viewx;
tr_y = thing->y - viewy;
for (link2 = thing->tracer; (link2->tracer && (link2 != link)); link2 = link2->tracer)
link->flags2 |= MF2_LINKDRAW; // only needed for correction of the above
if (link->flags2 & MF2_LINKDRAW)
link->flags2 &= ~MF2_LINKDRAW; // let's try and make sure this doesn't happen again...
tr_x = link->x - viewx;
tr_y = link->y - viewy;
#else
tr_x = thing->tracer->x - viewx;
tr_y = thing->tracer->y - viewy;
#endif
gxt = FixedMul(tr_x, viewcos); gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin); gyt = -FixedMul(tr_y, viewsin);
tz = gxt-gyt; tz = gxt-gyt;
@ -1356,6 +1347,7 @@ static void R_ProjectSprite(mobj_t *thing)
dispoffset *= -1; // if it's physically behind, make sure it's ordered behind (if dispoffset > 0) dispoffset *= -1; // if it's physically behind, make sure it's ordered behind (if dispoffset > 0)
sortscale = linkscale; // now make sure it's linked sortscale = linkscale; // now make sure it's linked
cut = SC_LINKDRAW;
} }
// PORTAL SPRITE CLIPPING // PORTAL SPRITE CLIPPING
@ -1374,18 +1366,18 @@ static void R_ProjectSprite(mobj_t *thing)
// When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned. // When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned.
// sprite height - sprite topoffset is the proper inverse of the vertical offset, of course. // sprite height - sprite topoffset is the proper inverse of the vertical offset, of course.
// remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes! // remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes!
gz = thing->z + thing->height - FixedMul(spritecachedinfo[lump].topoffset, this_scale); gz = oldthing->z + oldthing->height - FixedMul(spritecachedinfo[lump].topoffset, this_scale);
gzt = gz + FixedMul(spritecachedinfo[lump].height, this_scale); gzt = gz + FixedMul(spritecachedinfo[lump].height, this_scale);
} }
else else
{ {
gzt = thing->z + FixedMul(spritecachedinfo[lump].topoffset, this_scale); gzt = oldthing->z + FixedMul(spritecachedinfo[lump].topoffset, this_scale);
gz = gzt - FixedMul(spritecachedinfo[lump].height, this_scale); gz = gzt - FixedMul(spritecachedinfo[lump].height, this_scale);
} }
if (thing->subsector->sector->cullheight) if (thing->subsector->sector->cullheight)
{ {
if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt)) if (R_DoCulling(oldthing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
return; return;
} }
@ -1469,7 +1461,7 @@ static void R_ProjectSprite(mobj_t *thing)
vis->sector = thing->subsector->sector; vis->sector = thing->subsector->sector;
vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, sortscale))>>FRACBITS); vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, sortscale))>>FRACBITS);
vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, sortscale))>>FRACBITS); vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, sortscale))>>FRACBITS);
vis->cut = SC_NONE; vis->cut = cut;
if (thing->subsector->sector->numlights) if (thing->subsector->sector->numlights)
vis->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap; vis->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap;
else else
@ -1506,12 +1498,12 @@ static void R_ProjectSprite(mobj_t *thing)
// specific translucency // specific translucency
if (!cv_translucency.value) if (!cv_translucency.value)
; // no translucency ; // no translucency
else if (thing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility) else if (oldthing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility)
vis->transmap = transtables + ((tr_trans80-1)<<FF_TRANSSHIFT); // because now the translucency is set through FF_TRANSMASK vis->transmap = transtables + ((tr_trans80-1)<<FF_TRANSSHIFT); // because now the translucency is set through FF_TRANSMASK
else if (thing->frame & FF_TRANSMASK) else if (oldthing->frame & FF_TRANSMASK)
vis->transmap = transtables + (thing->frame & FF_TRANSMASK) - 0x10000; vis->transmap = transtables + (oldthing->frame & FF_TRANSMASK) - 0x10000;
if (((thing->frame & FF_FULLBRIGHT) || (thing->flags2 & MF2_SHADOW)) if (((oldthing->frame & FF_FULLBRIGHT) || (oldthing->flags2 & MF2_SHADOW))
&& (!vis->extra_colormap || !vis->extra_colormap->fog)) && (!vis->extra_colormap || !vis->extra_colormap->fog))
{ {
// full bright: goggles // full bright: goggles
@ -1535,7 +1527,7 @@ static void R_ProjectSprite(mobj_t *thing)
vis->isScaled = false; vis->isScaled = false;
if (thing->subsector->sector->numlights) if (thing->subsector->sector->numlights)
R_SplitSprite(vis, thing); R_SplitSprite(vis, oldthing);
// Debug // Debug
++objectsdrawn; ++objectsdrawn;
@ -1559,7 +1551,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
fixed_t iscale; fixed_t iscale;
//SoM: 3/17/2000 //SoM: 3/17/2000
fixed_t gz ,gzt; fixed_t gz, gzt;
// transform the origin point // transform the origin point
tr_x = thing->x - viewx; tr_x = thing->x - viewx;
@ -1821,13 +1813,17 @@ void R_SortVisSprites(void)
ds->next = dsnext; ds->next = dsnext;
ds->prev = dsprev; ds->prev = dsprev;
ds->linkdraw = NULL;
} }
// Fix first and last. ds still points to the last one after the loop // Fix first and last. ds still points to the last one after the loop
dsfirst->prev = &unsorted; dsfirst->prev = &unsorted;
unsorted.next = dsfirst; unsorted.next = dsfirst;
if (ds) if (ds)
{
ds->next = &unsorted; ds->next = &unsorted;
ds->linkdraw = NULL;
}
unsorted.prev = ds; unsorted.prev = ds;
// pull the vissprites out by scale // pull the vissprites out by scale
@ -1857,6 +1853,47 @@ void R_SortVisSprites(void)
vsprsortedhead.prev->next = best; vsprsortedhead.prev->next = best;
vsprsortedhead.prev = best; vsprsortedhead.prev = best;
} }
// bundle linkdraw
for (ds = vsprsortedhead.prev; ds != &vsprsortedhead; ds = ds->prev)
{
if (!(ds->cut & SC_LINKDRAW))
continue;
// reuse dsfirst...
for (dsfirst = vsprsortedhead.prev; dsfirst != &vsprsortedhead; dsfirst = dsfirst->prev)
{
// don't connect if it's also a link
if (dsfirst->cut & SC_LINKDRAW)
continue;
// don't connect if it's not the tracer
if (dsfirst->mobj != ds->mobj)
continue;
// don't connect if the tracer's top is cut off, but lower than the link's top
if ((dsfirst->cut & SC_TOP)
&& dsfirst->szt > ds->szt)
continue;
// don't connect if the tracer's bottom is cut off, but higher than the link's bottom
if ((dsfirst->cut & SC_BOTTOM)
&& dsfirst->sz < ds->sz)
continue;
break;
}
// remove from chain
ds->next->prev = ds->prev;
ds->prev->next = ds->next;
if (dsfirst != &vsprsortedhead)
{
ds->next = dsfirst->linkdraw;
dsfirst->linkdraw = ds;
}
}
} }
// //
@ -2453,8 +2490,29 @@ void R_DrawMasked(void)
// Tails 08-18-2002 // Tails 08-18-2002
if (r2->sprite->precip == true) if (r2->sprite->precip == true)
R_DrawPrecipitationSprite(r2->sprite); R_DrawPrecipitationSprite(r2->sprite);
else else if (!r2->sprite->linkdraw)
R_DrawSprite(r2->sprite); R_DrawSprite(r2->sprite);
else // unbundle linkdraw
{
vissprite_t *ds = ds = r2->sprite->linkdraw;
if (r2->sprite->dispoffset < ds->dispoffset)
{
r2->sprite->next = r2->sprite->linkdraw;
r2->sprite->linkdraw = r2->sprite;
}
else
{
for (; ds->next != NULL; ds = ds->next)
if (r2->sprite->dispoffset < ds->next->dispoffset)
break;
r2->sprite->next = ds->next;
ds->next = r2->sprite;
}
for (ds = r2->sprite->linkdraw; ds != NULL; ds = ds->next)
R_DrawSprite(ds);
}
R_DoneWithNode(r2); R_DoneWithNode(r2);
r2 = next; r2 = next;

View file

@ -129,7 +129,8 @@ typedef enum
{ {
SC_NONE = 0, SC_NONE = 0,
SC_TOP = 1, SC_TOP = 1,
SC_BOTTOM = 2 SC_BOTTOM = 2,
SC_LINKDRAW = 4
} spritecut_e; } spritecut_e;
// A vissprite_t is a thing that will be drawn during a refresh, // A vissprite_t is a thing that will be drawn during a refresh,
@ -140,6 +141,9 @@ typedef struct vissprite_s
struct vissprite_s *prev; struct vissprite_s *prev;
struct vissprite_s *next; struct vissprite_s *next;
// Bonus Linkdraw pointer.
struct vissprite_s *linkdraw;
mobj_t *mobj; // for easy access mobj_t *mobj; // for easy access
INT32 x1, x2; INT32 x1, x2;