mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Refactor hitbox renderer to project vissprites
Properly accounts for portals (skyboxes).
This commit is contained in:
parent
082d9206e8
commit
5a58b3ca3a
3 changed files with 169 additions and 61 deletions
60
src/r_bbox.c
60
src/r_bbox.c
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@ -14,7 +14,6 @@
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#include "doomdef.h"
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#include "command.h"
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#include "r_fps.h"
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#include "r_local.h"
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#include "screen.h" // cv_renderhitbox
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#include "v_video.h" // V_DrawFill
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@ -166,11 +165,11 @@ draw_bbox_row
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}
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static UINT8
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get_bbox_color (mobj_t *thing)
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get_bbox_color (vissprite_t *vis)
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{
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UINT32 flags = thing->flags;
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UINT32 flags = vis->mobjflags;
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if (thing->player)
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if (vis->mobj->player)
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return 255; // 0FF
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if (flags & (MF_NOCLIPTHING))
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@ -188,39 +187,21 @@ get_bbox_color (mobj_t *thing)
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return 0; // FFF
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}
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void R_DrawThingBoundingBox(mobj_t *thing)
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void R_DrawThingBoundingBox(vissprite_t *vis)
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{
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fixed_t rs, rc; // radius offsets
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fixed_t gx, gy; // origin
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fixed_t tx, ty; // translated coordinates
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// radius offsets
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fixed_t rs = vis->scale;
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fixed_t rc = vis->xscale;
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// uncapped/interpolation
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interpmobjstate_t interp = {0};
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// translated coordinates
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fixed_t tx = vis->gx;
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fixed_t ty = vis->gy;
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struct bbox_config bb = {0};
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// do interpolation
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if (R_UsingFrameInterpolation() && !paused)
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{
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R_InterpolateMobjState(thing, rendertimefrac, &interp);
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}
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else
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{
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R_InterpolateMobjState(thing, FRACUNIT, &interp);
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}
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rs = FixedMul(thing->radius, viewsin);
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rc = FixedMul(thing->radius, viewcos);
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gx = interp.x - viewx;
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gy = interp.y - viewy;
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tx = FixedMul(gx, viewsin) - FixedMul(gy, viewcos);
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ty = FixedMul(gx, viewcos) + FixedMul(gy, viewsin);
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bb.height = thing->height;
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bb.tz = (interp.z + bb.height) - viewz;
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bb.color = get_bbox_color(thing);
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struct bbox_config bb = {
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.height = vis->thingheight,
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.tz = vis->texturemid,
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.color = get_bbox_color(vis),
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};
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// 1--3
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// | |
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@ -228,18 +209,15 @@ void R_DrawThingBoundingBox(mobj_t *thing)
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// left
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tx -= rs;
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ty -= rc;
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draw_bbox_col(&bb, 0, tx + rc, ty - rs); // bottom
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draw_bbox_col(&bb, 0, tx, ty); // bottom
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draw_bbox_col(&bb, 1, tx - rc, ty + rs); // top
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// right
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tx += rs + rs;
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ty += rc + rc;
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tx += rs;
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ty += rc;
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draw_bbox_col(&bb, 2, tx + rc, ty - rs); // bottom
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draw_bbox_col(&bb, 2, tx, ty); // bottom
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draw_bbox_col(&bb, 3, tx - rc, ty + rs); // top
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// connect all four columns
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164
src/r_things.c
164
src/r_things.c
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@ -1449,6 +1449,104 @@ static void R_ProjectDropShadow(
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objectsdrawn++;
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}
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static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis)
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{
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fixed_t gx, gy;
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fixed_t tx, tz;
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vissprite_t *box;
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// uncapped/interpolation
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interpmobjstate_t interp = {0};
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if (!R_ThingBoundingBoxVisible(thing))
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{
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return;
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}
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// do interpolation
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if (R_UsingFrameInterpolation() && !paused)
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{
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R_InterpolateMobjState(thing, rendertimefrac, &interp);
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}
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else
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{
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R_InterpolateMobjState(thing, FRACUNIT, &interp);
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}
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// 1--3
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// | |
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// 0--2
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// start in the (0) corner
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gx = interp.x - thing->radius - viewx;
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gy = interp.y - thing->radius - viewy;
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tz = FixedMul(gx, viewcos) + FixedMul(gy, viewsin);
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// thing is behind view plane?
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// if parent vis is visible, ignore this
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if (!vis && (tz < FixedMul(MINZ, interp.scale)))
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{
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return;
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}
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tx = FixedMul(gx, viewsin) - FixedMul(gy, viewcos);
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// too far off the side?
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if (!vis && abs(tx) > FixedMul(tz, fovtan[viewssnum])<<2)
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{
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return;
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}
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box = R_NewVisSprite();
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box->mobj = thing;
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box->mobjflags = thing->flags;
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box->thingheight = thing->height;
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box->cut = SC_BBOX;
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box->gx = tx;
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box->gy = tz;
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box->scale = 2 * FixedMul(thing->radius, viewsin);
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box->xscale = 2 * FixedMul(thing->radius, viewcos);
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box->pz = interp.z;
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box->pzt = box->pz + box->thingheight;
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box->gzt = box->pzt;
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box->gz = box->pz;
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box->texturemid = box->gzt - viewz;
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if (vis)
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{
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box->x1 = vis->x1;
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box->x2 = vis->x2;
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box->szt = vis->szt;
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box->sz = vis->sz;
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box->sortscale = vis->sortscale; // link sorting to sprite
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box->dispoffset = vis->dispoffset + 5;
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box->cut |= SC_LINKDRAW;
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}
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else
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{
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fixed_t xscale = FixedDiv(projection[viewssnum], tz);
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fixed_t yscale = FixedDiv(projectiony[viewssnum], tz);
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fixed_t top = (centeryfrac - FixedMul(box->texturemid, yscale));
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box->x1 = (centerxfrac + FixedMul(box->gx, xscale)) / FRACUNIT;
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box->x2 = box->x1;
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box->szt = top / FRACUNIT;
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box->sz = (top + FixedMul(box->thingheight, yscale)) / FRACUNIT;
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box->sortscale = yscale;
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box->dispoffset = 0;
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}
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}
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//
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// R_ProjectSprite
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// Generates a vissprite for a thing
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@ -2195,6 +2293,8 @@ static void R_ProjectSprite(mobj_t *thing)
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R_ProjectDropShadow(oldthing, vis, oldthing->shadowscale, basetx, basetz);
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}
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R_ProjectBoundingBox(oldthing, vis);
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// Debug
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++objectsdrawn;
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}
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@ -2429,10 +2529,28 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
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limit_dist = (fixed_t)(cv_drawdist.value) * mapobjectscale;
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for (thing = sec->thinglist; thing; thing = thing->snext)
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{
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if (R_ThingVisibleWithinDist(thing, limit_dist))
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if (R_ThingWithinDist(thing, limit_dist))
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{
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const INT32 oldobjectsdrawn = objectsdrawn;
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if (R_ThingVisible(thing))
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{
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R_ProjectSprite(thing);
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}
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// I'm so smart :^)
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if (objectsdrawn == oldobjectsdrawn)
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{
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/*
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Object is invisible OR is off screen but
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render its bbox even if the latter because
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radius could be bigger than sprite.
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*/
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R_ProjectBoundingBox(thing, NULL);
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}
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}
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}
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// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
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if ((limit_dist = (fixed_t)cv_drawdist_precip.value * mapobjectscale))
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{
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@ -2503,6 +2621,10 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
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if (dsfirst->cut & SC_SHADOW)
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continue;
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// don't connect to your bounding box!
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if (dsfirst->cut & SC_BBOX)
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continue;
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// don't connect if it's not the tracer
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if (dsfirst->mobj != ds->mobj)
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continue;
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@ -2946,18 +3068,12 @@ static void R_DrawSprite(vissprite_t *spr)
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mfloorclip = spr->clipbot;
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mceilingclip = spr->cliptop;
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if (spr->cut & SC_SPLAT)
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if (spr->cut & SC_BBOX)
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R_DrawThingBoundingBox(spr);
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else if (spr->cut & SC_SPLAT)
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R_DrawFloorSplat(spr);
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else
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R_DrawVisSprite(spr);
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if (R_ThingBoundingBoxVisible(spr->mobj))
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{
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// fuck you fuck you fuck you FUCK YOU
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// (shadows are linked to their mobj)
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if (!(spr->cut & SC_SHADOW))
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R_DrawThingBoundingBox(spr->mobj);
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}
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}
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// Special drawer for precipitation sprites Tails 08-18-2002
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@ -3253,6 +3369,12 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal)
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INT32 x1 = (spr->cut & SC_SPLAT) ? 0 : spr->x1;
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INT32 x2 = (spr->cut & SC_SPLAT) ? viewwidth : spr->x2;
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if (spr->cut & SC_BBOX)
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{
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// Do not clip bounding boxes
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continue;
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}
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if (x2 < cx)
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{
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drawsegs_xrange = drawsegs_xranges[1].items;
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@ -3291,20 +3413,26 @@ boolean R_ThingVisible (mobj_t *thing)
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return true;
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}
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boolean R_ThingWithinDist (mobj_t *thing, fixed_t limit_dist)
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{
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const fixed_t dist = R_PointToDist(thing->x, thing->y);
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if (limit_dist && dist > limit_dist)
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{
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return false;
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}
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return true;
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}
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// For OpenGL, TODO: REMOVE!!
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boolean R_ThingVisibleWithinDist (mobj_t *thing,
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fixed_t limit_dist)
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{
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fixed_t approx_dist;
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if (! R_ThingVisible(thing))
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return false;
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approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
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if (limit_dist && approx_dist > limit_dist)
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return false;
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return true;
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return R_ThingWithinDist(thing, limit_dist);
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}
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/* Check if precipitation may be drawn from our current view. */
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@ -67,7 +67,6 @@ void R_InitSprites(void);
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void R_ClearSprites(void);
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boolean R_ThingBoundingBoxVisible(mobj_t *thing);
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void R_DrawThingBoundingBox(mobj_t *thing);
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boolean R_ThingVisible (mobj_t *thing);
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@ -140,6 +139,7 @@ typedef enum
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SC_SPLAT = 1<<11,
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// srb2kart
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SC_SEMIBRIGHT = 1<<12,
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SC_BBOX = 1<<13,
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// masks
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SC_CUTMASK = SC_TOP|SC_BOTTOM,
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SC_FLAGMASK = ~SC_CUTMASK
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@ -226,6 +226,8 @@ extern UINT32 visspritecount;
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void R_ClipSprites(drawseg_t* dsstart, portal_t* portal);
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void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, portal_t* portal);
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void R_DrawThingBoundingBox(vissprite_t *spr);
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UINT8 *R_GetSpriteTranslation(vissprite_t *vis);
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// ----------
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