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Add cv_debugrender_spriteclip, toggle sprite clipping
This cvar can be used to reveal which sprites are technically drawn but clipped completely by level geometry.
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4 changed files with 25 additions and 1 deletions
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@ -31,6 +31,8 @@ CV_PossibleValue_t contrast_cons_t[] = {{-FRACUNIT, "MIN"}, {FRACUNIT, "MAX"}, {
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consvar_t cv_debugrender_contrast =
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CVAR_INIT("debugrender_contrast", "0.0", CV_CHEAT | CV_FLOAT, contrast_cons_t, nullptr);
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consvar_t cv_debugrender_spriteclip = CVAR_INIT("debugrender_spriteclip", "Off", CV_CHEAT, CV_OnOff, nullptr);
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UINT32 debugrender_highlight;
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void R_CheckDebugHighlight(debugrender_highlight_t k)
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@ -1660,6 +1660,7 @@ void R_RegisterEngineStuff(void)
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// debugging
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CV_RegisterVar(&cv_debugrender_contrast);
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CV_RegisterVar(&cv_debugrender_spriteclip);
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COM_AddCommand("debugrender_highlight", Command_Debugrender_highlight);
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}
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@ -145,7 +145,8 @@ INT32 R_AdjustLightLevel(INT32 light);
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void Command_Debugrender_highlight(void);
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extern consvar_t
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cv_debugrender_contrast;
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cv_debugrender_contrast,
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cv_debugrender_spriteclip;
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// Called by startup code.
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void R_Init(void);
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@ -2982,6 +2982,16 @@ static void R_CreateDrawNodes(maskcount_t* mask, drawnode_t* head, boolean temps
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for (r2 = head->next; r2 != head; r2 = r2->next)
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{
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if (cv_debugrender_spriteclip.value)
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{
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// Only sort behind other sprites; sorts in
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// front of everything else.
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if (!r2->sprite)
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{
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continue;
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}
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}
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if (r2->plane)
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{
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fixed_t planeobjectz, planecameraz;
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@ -3244,6 +3254,16 @@ void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, portal_t* portal)
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fixed_t lowscale;
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INT32 silhouette;
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if (cv_debugrender_spriteclip.value)
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{
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for (x = x1; x <= x2; x++)
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{
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spr->clipbot[x] = (INT16)viewheight;
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spr->cliptop[x] = (INT16)con_clipviewtop;
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}
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return;
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}
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for (x = x1; x <= x2; x++)
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{
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spr->clipbot[x] = spr->cliptop[x] = CLIP_UNDEF;
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