- fix Software models don't display over nonexistent sprites
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832de42c24
commit
bce49ad7c8
4 changed files with 68 additions and 28 deletions
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@ -76,11 +76,12 @@ EXTERN_CVAR(Bool, r_drawvoxels);
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EXTERN_CVAR(Bool, r_debug_disable_vis_filter);
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extern uint32_t r_renderercaps;
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double model_distance_cull = 1e16;
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namespace
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{
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double sprite_distance_cull = 1e16;
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double line_distance_cull = 1e16;
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double model_distance_cull = 1e16;
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}
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CUSTOM_CVAR(Float, r_sprite_distance_cull, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -935,7 +936,15 @@ namespace swrenderer
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if (IsPotentiallyVisible(thing))
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{
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ThingSprite sprite;
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if (GetThingSprite(thing, sprite))
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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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if (r_modelscene && modelframe && (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared() < model_distance_cull)
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{
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DVector3 pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
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RenderModel::Project(Thread, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
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}
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else if (GetThingSprite(thing, sprite))
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{
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FDynamicColormap *thingColormap = basecolormap;
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int thingShade = spriteshade;
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@ -954,24 +963,9 @@ namespace swrenderer
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{
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RenderVoxel::Project(Thread, thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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else if (!r_modelscene)
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{
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RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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else
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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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if (modelframe && (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared() < model_distance_cull)
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{
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DVector3 pos = thing->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
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RenderModel::Project(Thread, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
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}
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else
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{
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RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
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}
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}
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}
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