Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly

R_IsEmptyLine is now a thing too btw
This commit is contained in:
Monster Iestyn 2017-01-10 20:07:02 +00:00
parent 1e98e3b4f2
commit c4569e61a8
3 changed files with 52 additions and 103 deletions

View File

@ -2347,6 +2347,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
// e6y: Check whether the player can look beyond this line
//
#ifdef NEWCLIP
boolean checkforemptylines = true;
// Don't modify anything here, just check
// Kalaron: Modified for sloped linedefs
static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacksector)
@ -2389,6 +2390,7 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
// now check for closed sectors!
if (backc1 <= frontf1 && backc2 <= frontf2)
{
checkforemptylines = false;
if (!seg->sidedef->toptexture)
return false;
@ -2400,6 +2402,7 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
if (backf1 >= frontc1 && backf2 >= frontc2)
{
checkforemptylines = false;
if (!seg->sidedef->bottomtexture)
return false;
@ -2412,6 +2415,7 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
if (backc1 <= backf1 && backc2 <= backf2)
{
checkforemptylines = false;
// preserve a kind of transparent door/lift special effect:
if (backc1 < frontc1 || backc2 < frontc2)
{
@ -2432,41 +2436,12 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
return true;
}
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (
#ifdef POLYOBJECTS
!seg->polyseg &&
#endif
gr_backsector->ceilingpic == gr_frontsector->ceilingpic
&& gr_backsector->floorpic == gr_frontsector->floorpic
#ifdef ESLOPE
&& gr_backsector->f_slope == gr_frontsector->f_slope
&& gr_backsector->c_slope == gr_frontsector->c_slope
#endif
&& gr_backsector->lightlevel == gr_frontsector->lightlevel
&& !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))
{
return false;
}
if (backc1 != frontc1 || backc2 != frontc2
|| backf1 != frontf1 || backf2 != frontf2)
{
checkforemptylines = false;
return false;
}
return false;
}
@ -2802,6 +2777,8 @@ static void HWR_AddLine(seg_t * line)
{
return;
}
checkforemptylines = true;
#else
// Clip to view edges.
span = angle1 - angle2;
@ -2893,18 +2870,17 @@ static void HWR_AddLine(seg_t * line)
else
{
gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true);
if (line->frontsector == line->backsector)
{
if (!line->sidedef->midtexture)
{
//e6y: nothing to do here!
//return;
}
}
if (CheckClip(line, gr_frontsector, gr_backsector))
{
gld_clipper_SafeAddClipRange(angle2, angle1);
checkforemptylines = false;
}
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (checkforemptylines && R_IsEmptyLine(line, gr_frontsector, gr_backsector))
return;
}
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
@ -2981,38 +2957,8 @@ static void HWR_AddLine(seg_t * line)
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (
#ifdef POLYOBJECTS
!line->polyseg &&
#endif
gr_backsector->ceilingpic == gr_frontsector->ceilingpic
&& gr_backsector->floorpic == gr_frontsector->floorpic
#ifdef ESLOPE
&& gr_backsector->f_slope == gr_frontsector->f_slope
&& gr_backsector->c_slope == gr_frontsector->c_slope
#endif
&& gr_backsector->lightlevel == gr_frontsector->lightlevel
&& !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...
{
if (R_IsEmptyLine(curline, frontsector, backsector))
return;
}
clippass:
if (x1 == x2)

View File

@ -365,6 +365,36 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, INT32 *floorlightlevel,
return sec;
}
boolean R_IsEmptyLine(seg_t *line, sector_t *front, sector_t *back)
{
return (
#ifdef POLYOBJECTS
!line->polyseg &&
#endif
back->ceilingpic == front->ceilingpic
&& back->floorpic == front->floorpic
#ifdef ESLOPE
&& back->f_slope == front->f_slope
&& back->c_slope == front->c_slope
#endif
&& back->lightlevel == front->lightlevel
&& !line->sidedef->midtexture
// Check offsets too!
&& back->floor_xoffs == front->floor_xoffs
&& back->floor_yoffs == front->floor_yoffs
&& back->floorpic_angle == front->floorpic_angle
&& back->ceiling_xoffs == front->ceiling_xoffs
&& back->ceiling_yoffs == front->ceiling_yoffs
&& back->ceilingpic_angle == front->ceilingpic_angle
// Consider altered lighting.
&& back->floorlightsec == front->floorlightsec
&& back->ceilinglightsec == front->ceilinglightsec
// Consider colormaps
&& back->extra_colormap == front->extra_colormap
&& ((!front->ffloors && !back->ffloors)
|| front->tag == back->tag));
}
//
// R_AddLine
// Clips the given segment and adds any visible pieces to the line list.
@ -526,36 +556,8 @@ static void R_AddLine(seg_t *line)
// Identical floor and ceiling on both sides, identical light levels on both sides,
// and no middle texture.
if (
#ifdef POLYOBJECTS
!line->polyseg &&
#endif
backsector->ceilingpic == frontsector->ceilingpic
&& backsector->floorpic == frontsector->floorpic
#ifdef ESLOPE
&& backsector->f_slope == frontsector->f_slope
&& backsector->c_slope == frontsector->c_slope
#endif
&& backsector->lightlevel == frontsector->lightlevel
&& !curline->sidedef->midtexture
// Check offsets too!
&& backsector->floor_xoffs == frontsector->floor_xoffs
&& backsector->floor_yoffs == frontsector->floor_yoffs
&& backsector->floorpic_angle == frontsector->floorpic_angle
&& backsector->ceiling_xoffs == frontsector->ceiling_xoffs
&& backsector->ceiling_yoffs == frontsector->ceiling_yoffs
&& backsector->ceilingpic_angle == frontsector->ceilingpic_angle
// Consider altered lighting.
&& backsector->floorlightsec == frontsector->floorlightsec
&& backsector->ceilinglightsec == frontsector->ceilinglightsec
// Consider colormaps
&& backsector->extra_colormap == frontsector->extra_colormap
&& ((!frontsector->ffloors && !backsector->ffloors)
|| frontsector->tag == backsector->tag))
{
if (R_IsEmptyLine(line, frontsector, backsector))
return;
}
clippass:
R_ClipPassWallSegment(x1, x2 - 1);

View File

@ -50,6 +50,7 @@ extern polyobj_t **po_ptrs; // temp ptr array to sort polyobject pointers
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, INT32 *floorlightlevel,
INT32 *ceilinglightlevel, boolean back);
boolean R_IsEmptyLine(seg_t *line, sector_t *front, sector_t *back);
INT32 R_GetPlaneLight(sector_t *sector, fixed_t planeheight, boolean underside);
void R_Prep3DFloors(sector_t *sector);