- fix Software models don't display over nonexistent sprites
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parent
832de42c24
commit
bce49ad7c8
4 changed files with 68 additions and 28 deletions
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@ -37,6 +37,8 @@
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EXTERN_CVAR(Int, r_portal_recursions)
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extern double model_distance_cull;
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/////////////////////////////////////////////////////////////////////////////
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RenderPolyScene::RenderPolyScene()
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@ -71,11 +73,24 @@ void RenderPolyScene::Render(PolyPortalViewpoint *viewpoint)
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sector_t *sector = &level.sectors[sectorIndex];
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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DVector2 left, right;
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if (!RenderPolySprite::GetLine(thing, left, right))
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continue;
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double distanceSquared = (thing->Pos() - rviewpoint.Pos).LengthSquared();
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AddSprite(thread, thing, distanceSquared, left, right);
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if (!RenderPolySprite::IsThingCulled(thing))
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{
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int spritenum = thing->sprite;
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bool isPicnumOverride = thing->picnum.isValid();
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FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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double distanceSquared = (thing->Pos() - rviewpoint.Pos).LengthSquared();
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if (r_modelscene && modelframe && distanceSquared < model_distance_cull)
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{
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AddModel(thread, thing, distanceSquared, thing->Pos());
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}
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else
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{
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DVector2 left, right;
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if (!RenderPolySprite::GetLine(thing, left, right))
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continue;
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AddSprite(thread, thing, distanceSquared, left, right);
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}
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}
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}
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}
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PolyMaskedCycles.Unclock();
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@ -296,6 +311,37 @@ void RenderPolyScene::AddSprite(PolyRenderThread *thread, AActor *thing, double
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, (float)t1, (float)t2, CurrentViewpoint->StencilValue));
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}
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void RenderPolyScene::AddModel(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 pos)
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{
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if (level.nodes.Size() == 0)
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{
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subsector_t *sub = &level.subsectors[0];
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if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
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}
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else
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{
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void *node = level.HeadNode();
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
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DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
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double planeD = planeNormal | planePos;
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int side = (pos | planeNormal) > planeD;
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node = bsp->children[side];
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}
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subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
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if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
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}
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}
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void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
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{
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// Tell automap we saw this
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