need to draw skywalls first here
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b45158995c
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1 changed files with 83 additions and 82 deletions
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@ -1194,6 +1194,76 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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}
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else
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{
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// Sky Ceilings
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
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if (gl_frontsector->ceilingpic == skyflatnum)
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{
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if (gl_backsector->ceilingpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the
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// backsector is lower
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if ((worldhigh <= worldtop && worldhighslope <= worldtopslope)// Assuming ESLOPE is always on with my changes
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&& (worldhigh != worldtop || worldhighslope != worldtopslope))
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// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
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{
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wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
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wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the frontsector is sky, just draw a skywall from the front ceiling
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if (gl_backsector->ceilingpic == skyflatnum)
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{
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// Only the backsector is sky, just draw a skywall from the front ceiling
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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// Sky Floors
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
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if (gl_frontsector->floorpic == skyflatnum)
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{
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if (gl_backsector->floorpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the
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// it's higher, also needs to check for bottomtexture as the floors don't usually move down
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// when both sides are sky floors
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if ((worldlow >= worldbottom && worldlowslope >= worldbottomslope)
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&& (worldlow != worldbottom || worldlowslope != worldbottomslope)
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// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
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&& !(gl_sidedef->bottomtexture))
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{
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the backsector has sky, just draw a skywall from the back floor
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wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
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wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if ((gl_backsector->floorpic == skyflatnum) && !(gl_sidedef->bottomtexture))
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{
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// Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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// hack to allow height changes in outdoor areas
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// This is what gets rid of the upper textures if there should be sky
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if (gl_frontsector->ceilingpic == skyflatnum
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@ -1567,9 +1637,10 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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// Sky culling
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// No longer so much a mess as before!
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// It now is a mess again, thx kart!
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if (!gl_curline->polyseg) // Don't do it for polyobjects
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// see above!
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if (udmf)
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{
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if (udmf)
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if (!gl_curline->polyseg) // Don't do it for polyobjects
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{
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if (gl_frontsector->ceilingpic == skyflatnum)
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{
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@ -1593,79 +1664,6 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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}
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}
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}
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else
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{
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// Sky Ceilings
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wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
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if (gl_frontsector->ceilingpic == skyflatnum)
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{
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if (gl_backsector->ceilingpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the
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// backsector is lower
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if ((worldhigh <= worldtop && worldhighslope <= worldtopslope)// Assuming ESLOPE is always on with my changes
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&& (worldhigh != worldtop || worldhighslope != worldtopslope))
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// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
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{
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wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
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wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the frontsector is sky, just draw a skywall from the front ceiling
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if (gl_backsector->ceilingpic == skyflatnum)
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{
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// Only the backsector is sky, just draw a skywall from the front ceiling
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wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
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wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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// Sky Floors
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wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
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if (gl_frontsector->floorpic == skyflatnum)
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{
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if (gl_backsector->floorpic == skyflatnum)
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{
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// Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the
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// it's higher, also needs to check for bottomtexture as the floors don't usually move down
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// when both sides are sky floors
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if ((worldlow >= worldbottom && worldlowslope >= worldbottomslope)
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&& (worldlow != worldbottom || worldlowslope != worldbottomslope)
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// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
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&& !(gl_sidedef->bottomtexture))
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{
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else
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{
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// Only the backsector has sky, just draw a skywall from the back floor
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wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
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wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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else if ((gl_backsector->floorpic == skyflatnum) && !(gl_sidedef->bottomtexture))
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{
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// Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture
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wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
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wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
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HWR_DrawSkyWall(wallVerts, &Surf);
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}
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}
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}
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}
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else
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@ -2086,12 +2084,16 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
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{
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fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
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fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
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boolean bothceilingssky = false, bothfloorssky = false;
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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bothceilingssky = true;
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if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
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bothfloorssky = true;
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if (udmf)
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{
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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bothceilingssky = true;
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if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
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bothfloorssky = true;
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}
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// GZDoom method of sloped line clipping
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@ -2252,8 +2254,7 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
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// Window.
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// We know it's a window when the above isn't true and the back and front sectors don't match
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if (backc1 != frontc1 || backc2 != frontc2
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|| backf1 != frontf1 || backf2 != frontf2)
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if (backc1 != frontc1 || backc2 != frontc2 || backf1 != frontf1 || backf2 != frontf2)
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{
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checkforemptylines = false;
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return false;
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@ -2602,7 +2603,7 @@ static void HWR_AddLine(seg_t * line)
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#ifdef NEWCLIP
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// PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle!
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if (angle2 - angle1 < ANGLE_180)
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if (angle2 - angle1 < ANGLE_180 || !gl_curline->linedef)
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return;
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// PrBoom: use REAL clipping math YAYYYYYYY!!!
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