- remove pointless duplication of FWallCoords member variables
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4d3d4ea746
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7 changed files with 29 additions and 48 deletions
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@ -219,12 +219,12 @@ namespace swrenderer
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}
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// [RH] Don't bother drawing segs that are completely offscreen
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if (viewport->globaldclip * ds->sz1 < -textop && viewport->globaldclip * ds->sz2 < -textop)
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if (viewport->globaldclip * ds->WallC.sz1 < -textop && viewport->globaldclip * ds->WallC.sz2 < -textop)
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{ // Texture top is below the bottom of the screen
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return false;
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}
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if (viewport->globaluclip * ds->sz1 > texheight - textop && viewport->globaluclip * ds->sz2 > texheight - textop)
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if (viewport->globaluclip * ds->WallC.sz1 > texheight - textop && viewport->globaluclip * ds->WallC.sz2 > texheight - textop)
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{ // Texture bottom is above the top of the screen
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return false;
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}
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@ -238,10 +238,10 @@ namespace swrenderer
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return true;
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}
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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WallC.sx1 = ds->sx1;
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WallC.sx2 = ds->sx2;
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WallC.sz1 = ds->WallC.sz1;
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WallC.sz2 = ds->WallC.sz2;
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WallC.sx1 = ds->WallC.sx1;
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WallC.sx2 = ds->WallC.sx2;
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// Unclipped vanilla Doom range for the wall. Relies on ceiling/floor clip to clamp the wall in range.
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double ceilZ = textop;
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@ -345,10 +345,10 @@ namespace swrenderer
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texturemid = (texturemid - Thread->Viewport->viewpoint.Pos.Z) * MaskedScaleY + rowoffset;
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}
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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WallC.sx1 = ds->sx1;
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WallC.sx2 = ds->sx2;
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WallC.sz1 = ds->WallC.sz1;
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WallC.sz2 = ds->WallC.sz2;
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WallC.sx1 = ds->WallC.sx1;
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WallC.sx2 = ds->WallC.sx2;
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if (clip3d->CurrentSkybox)
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{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
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@ -462,14 +462,7 @@ namespace swrenderer
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texturemid += rowoffset;
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}
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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WallC.sx1 = ds->sx1;
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WallC.sx2 = ds->sx2;
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WallC.tleft.X = ds->cx;
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WallC.tleft.Y = ds->cy;
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WallC.tright.X = ds->cx + ds->cdx;
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WallC.tright.Y = ds->cy + ds->cdy;
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WallC = ds->WallC;
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WallT = ds->tmapvals;
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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@ -488,7 +481,7 @@ namespace swrenderer
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}
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ProjectedWallTexcoords walltexcoords;
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walltexcoords.ProjectPos(Thread->Viewport.get(), curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
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walltexcoords.ProjectPos(Thread->Viewport.get(), curline->sidedef->TexelLength*xscale, ds->WallC.sx1, ds->WallC.sx2, WallT);
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double top, bot;
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GetMaskedWallTopBottom(ds, top, bot);
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