diff --git a/appveyor.yml b/appveyor.yml index 9c39e3facce2e3b41c5683737bd7d556498e0398..63d801b734719bf4ba47dfb42b1b7849c3a23189 100644 --- a/appveyor.yml +++ b/appveyor.yml @@ -1,4 +1,4 @@ -version: 2.2.12.{branch}-{build} +version: 2.2.13.{branch}-{build} os: MinGW environment: diff --git a/src/config.h.in b/src/config.h.in index daa3857a327f544922887a023fb886bfee87b0e9..6d49a698934bf8b498f6bfb402bbaa7f8ff93191 100644 --- a/src/config.h.in +++ b/src/config.h.in @@ -38,6 +38,8 @@ * Last updated 2021 / 05 / 06 - v2.2.9 - patch.pk3 & zones.pk3 * Last updated 2022 / 03 / 06 - v2.2.10 - main assets * Last updated 2023 / 05 / 02 - v2.2.11 - patch.pk3 & zones.pk3 + * Last updated 2023 / 09 / 06 - v2.2.12 - patch.pk3 + * Last updated 2023 / 09 / 09 - v2.2.13 - none */ #define ASSET_HASH_SRB2_PK3 "ad911f29a28a18968ee5b2d11c2acb39" #define ASSET_HASH_ZONES_PK3 "1c8adf8d079ecb87d00081f158acf3c7" diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 1d55432025a7e4c9b5759b67e4aea7cd745e6938..14b7c11f9a0404140dbc7776f15cb47f0e7ba6b8 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -3540,7 +3540,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) return; } - floordiff = abs((flip < 0 ? thing->height : 0) + interp.z - groundz); + floordiff = abs((flip < 0 ? interp.height : 0) + interp.z - groundz); alpha = floordiff / (4*FRACUNIT) + 75; if (alpha >= 255) return; @@ -3551,9 +3551,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) HWR_GetPatch(gpatch); scalemul = FixedMul(FRACUNIT - floordiff/640, scale); - scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height); - if ((thing->scale != thing->old_scale) && (thing->scale >= FRACUNIT/1024)) // Interpolate shadows when scaling mobjs - scalemul = FixedMul(scalemul, FixedDiv(interp.scale, thing->scale)); + scalemul = FixedMul(scalemul, (interp.radius*2) / gpatch->height); fscale = FIXED_TO_FLOAT(scalemul); fx = FIXED_TO_FLOAT(interp.x); @@ -3665,7 +3663,7 @@ static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts if (P_MobjFlip(spr->mobj) == -1) { - basey = FIXED_TO_FLOAT(interp.z + spr->mobj->height); + basey = FIXED_TO_FLOAT(interp.z + interp.height); } else { @@ -4000,32 +3998,32 @@ static void HWR_DrawBoundingBox(gl_vissprite_t *vis) // repeat this 4 times (overhead) // // - // 17 20 21 11 - // 16 15 14 10 - // 27 22 *--* 07 12 + // 15 16 17 09 + // 14 13 12 08 + // 23 18 *--* 07 10 // | | - // 26 23 *--* 06 13 - // 24 00 01 02 - // 25 05 04 03 + // 22 19 *--* 06 11 + // 20 00 01 02 + // 21 05 04 03 // - v[000].x = v[005].x = v[015].x = v[016].x = v[017].x = v[020].x = - v[022].x = v[023].x = v[024].x = v[025].x = v[026].x = v[027].x = vis->x1; // west + v[ 0].x = v[ 5].x = v[13].x = v[14].x = v[15].x = v[16].x = + v[18].x = v[19].x = v[20].x = v[21].x = v[22].x = v[23].x = vis->x1; // west - v[001].x = v[002].x = v[003].x = v[004].x = v[006].x = v[007].x = - v[010].x = v[011].x = v[012].x = v[013].x = v[014].x = v[021].x = vis->x2; // east + v[ 1].x = v[ 2].x = v[ 3].x = v[ 4].x = v[ 6].x = v[ 7].x = + v[ 8].x = v[ 9].x = v[10].x = v[11].x = v[12].x = v[17].x = vis->x2; // east - v[000].z = v[001].z = v[002].z = v[003].z = v[004].z = v[005].z = - v[006].z = v[013].z = v[023].z = v[024].z = v[025].z = v[026].z = vis->z1; // south + v[ 0].z = v[ 1].z = v[ 2].z = v[ 3].z = v[ 4].z = v[ 5].z = + v[ 6].z = v[11].z = v[19].z = v[20].z = v[21].z = v[22].z = vis->z1; // south - v[007].z = v[010].z = v[011].z = v[012].z = v[014].z = v[015].z = - v[016].z = v[017].z = v[020].z = v[021].z = v[022].z = v[027].z = vis->z2; // north + v[ 7].z = v[ 8].z = v[ 9].z = v[10].z = v[12].z = v[13].z = + v[14].z = v[15].z = v[16].z = v[17].z = v[18].z = v[23].z = vis->z2; // north - v[000].y = v[001].y = v[002].y = v[006].y = v[007].y = v[010].y = - v[014].y = v[015].y = v[016].y = v[022].y = v[023].y = v[024].y = vis->gz; // bottom + v[ 0].y = v[ 1].y = v[ 2].y = v[ 6].y = v[ 7].y = v[ 8].y = + v[12].y = v[13].y = v[14].y = v[18].y = v[19].y = v[20].y = vis->gz; // bottom - v[003].y = v[004].y = v[005].y = v[011].y = v[012].y = v[013].y = - v[017].y = v[020].y = v[021].y = v[025].y = v[026].y = v[027].y = vis->gzt; // top + v[ 3].y = v[ 4].y = v[ 5].y = v[ 9].y = v[10].y = v[11].y = + v[15].y = v[16].y = v[17].y = v[21].y = v[22].y = v[23].y = vis->gzt; // top Surf.PolyColor = V_GetColor(R_GetBoundingBoxColor(vis->mobj)); @@ -5271,7 +5269,7 @@ static void HWR_ProjectSprite(mobj_t *thing) } groundz = R_GetShadowZ(thing, NULL); - floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? caster->height : 0) + casterinterp.z - groundz); + floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? casterinterp.height : 0) + casterinterp.z - groundz); shadowheight = FIXED_TO_FLOAT(floordiff); shadowscale = FIXED_TO_FLOAT(FixedMul(FRACUNIT - floordiff/640, casterinterp.scale)); @@ -5323,10 +5321,7 @@ static void HWR_ProjectSprite(mobj_t *thing) if (vflip) { - if (thing->scale != thing->old_scale) // Interpolate heights in reverse gravity when scaling mobjs - gz = FIXED_TO_FLOAT(interp.z + FixedMul(thing->height, FixedDiv(interp.scale, thing->scale))) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale); - else - gz = FIXED_TO_FLOAT(interp.z + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale); + gz = FIXED_TO_FLOAT(interp.z + interp.height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale); gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale); } else @@ -5632,7 +5627,6 @@ static void HWR_ProjectBoundingBox(mobj_t *thing) gl_vissprite_t *vis; float tr_x, tr_y; float tz; - float rad; if (!thing) return; @@ -5667,15 +5661,13 @@ static void HWR_ProjectBoundingBox(mobj_t *thing) tr_x += gl_viewx; tr_y += gl_viewy; - rad = FIXED_TO_FLOAT(thing->radius); - vis = HWR_NewVisSprite(); - vis->x1 = tr_x - rad; - vis->x2 = tr_x + rad; - vis->z1 = tr_y - rad; - vis->z2 = tr_y + rad; + vis->x1 = tr_x - FIXED_TO_FLOAT(interp.radius); + vis->x2 = tr_x + FIXED_TO_FLOAT(interp.radius); + vis->z1 = tr_y - FIXED_TO_FLOAT(interp.radius); + vis->z2 = tr_y + FIXED_TO_FLOAT(interp.radius); vis->gz = FIXED_TO_FLOAT(interp.z); - vis->gzt = vis->gz + FIXED_TO_FLOAT(thing->height); + vis->gzt = vis->gz + FIXED_TO_FLOAT(interp.height); vis->mobj = thing; vis->precip = false; diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 87881be8d66da9777f86e1472750d9c05fb4094f..6123eb9a932b4858e423343d917eaa606f658b1c 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1585,12 +1585,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) p.y = FIXED_TO_FLOAT(interp.y)+md2->offset; if (flip) - { - if (spr->mobj->scale != spr->mobj->old_scale) // Interpolate heights in reverse gravity when scaling mobjs - p.z = FIXED_TO_FLOAT(interp.z + FixedMul(spr->mobj->height, FixedDiv(interp.scale, spr->mobj->scale))); - else - p.z = FIXED_TO_FLOAT(interp.z + spr->mobj->height); - } + p.z = FIXED_TO_FLOAT(interp.z + interp.height); else p.z = FIXED_TO_FLOAT(interp.z); @@ -1626,8 +1621,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) p.roll = true; // rotation pivot - p.centerx = FIXED_TO_FLOAT(spr->mobj->radius / 2); - p.centery = FIXED_TO_FLOAT(spr->mobj->height / 2); + p.centerx = FIXED_TO_FLOAT(interp.radius / 2); + p.centery = FIXED_TO_FLOAT(interp.height / 2); // rotation axes relative to camera p.rollx = FIXED_TO_FLOAT(FINECOSINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT)); diff --git a/src/lua_skinlib.c b/src/lua_skinlib.c index 13e0dd98715462fa9c63696aa87c307957162d4e..041c5d59851f3669b03d45c899c20b3440e193f0 100644 --- a/src/lua_skinlib.c +++ b/src/lua_skinlib.c @@ -25,6 +25,7 @@ enum skin { skin_flags, skin_realname, skin_hudname, + skin_supername, skin_ability, skin_ability2, skin_thokitem, @@ -63,6 +64,7 @@ static const char *const skin_opt[] = { "flags", "realname", "hudname", + "supername", "ability", "ability2", "thokitem", @@ -126,6 +128,9 @@ static int skin_get(lua_State *L) case skin_hudname: lua_pushstring(L, skin->hudname); break; + case skin_supername: + lua_pushstring(L, skin->supername); + break; case skin_ability: lua_pushinteger(L, skin->ability); break; diff --git a/src/r_bbox.c b/src/r_bbox.c index 6d468e47d95cc0e2ccec910ec5665d91a5b6c9c9..cf417ec37639477b43a5a5e5035b059dc81490b4 100644 --- a/src/r_bbox.c +++ b/src/r_bbox.c @@ -34,7 +34,7 @@ static CV_PossibleValue_t renderhitbox_cons_t[] = { {RENDERHITBOX_RINGS, "Rings"}, {0}}; -consvar_t cv_renderhitbox = CVAR_INIT ("renderhitbox", "Off", CV_CHEAT|CV_NETVAR, renderhitbox_cons_t, NULL); +consvar_t cv_renderhitbox = CVAR_INIT ("renderhitbox", "Off", CV_CHEAT|CV_NOTINNET, renderhitbox_cons_t, NULL); consvar_t cv_renderhitboxinterpolation = CVAR_INIT ("renderhitbox_interpolation", "On", CV_SAVE, CV_OnOff, NULL); consvar_t cv_renderhitboxgldepth = CVAR_INIT ("renderhitbox_gldepth", "Off", CV_SAVE, CV_OnOff, NULL); @@ -268,6 +268,9 @@ boolean R_ThingBoundingBoxVisible(mobj_t *thing) { INT32 cvmode = cv_renderhitbox.value; + if (multiplayer) // No hitboxes in multiplayer to avoid cheating + return false; + // Do not render bbox for these switch (thing->type) { diff --git a/src/r_fps.c b/src/r_fps.c index c6eb5948212972d87d1e0079c668483fb927de94..de450aaa7f465b8d47891baec585c757de361c60 100644 --- a/src/r_fps.c +++ b/src/r_fps.c @@ -292,6 +292,8 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out) out->y = mobj->y; out->z = mobj->z; out->scale = mobj->scale; + out->radius = mobj->radius; + out->height = mobj->height; out->subsector = mobj->subsector; out->angle = mobj->player ? mobj->player->drawangle : mobj->angle; out->pitch = mobj->pitch; @@ -307,10 +309,22 @@ void R_InterpolateMobjState(mobj_t *mobj, fixed_t frac, interpmobjstate_t *out) out->x = R_LerpFixed(mobj->old_x, mobj->x, frac); out->y = R_LerpFixed(mobj->old_y, mobj->y, frac); out->z = R_LerpFixed(mobj->old_z, mobj->z, frac); - out->scale = mobj->resetinterp ? mobj->scale : R_LerpFixed(mobj->old_scale, mobj->scale, frac); out->spritexscale = mobj->resetinterp ? mobj->spritexscale : R_LerpFixed(mobj->old_spritexscale, mobj->spritexscale, frac); out->spriteyscale = mobj->resetinterp ? mobj->spriteyscale : R_LerpFixed(mobj->old_spriteyscale, mobj->spriteyscale, frac); + if (mobj->scale == mobj->old_scale) // Tiny optimisation - scale is usually unchanging, so let's skip a lerp, two FixedMuls, and two FixedDivs + { + out->scale = mobj->scale; + out->radius = mobj->radius; + out->height = mobj->height; + } + else + { + out->scale = R_LerpFixed(mobj->old_scale, mobj->scale, frac); + out->radius = FixedMul(mobj->radius, FixedDiv(out->scale, mobj->scale)); + out->height = FixedMul(mobj->height, FixedDiv(out->scale, mobj->scale)); + } + // Sprite offsets are not interpolated until we have a way to interpolate them explicitly in Lua. // It seems existing mods visually break more often than not if it is interpolated. out->spritexoffset = mobj->spritexoffset; @@ -340,6 +354,8 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst out->y = mobj->y; out->z = mobj->z; out->scale = FRACUNIT; + out->radius = mobj->radius; + out->height = mobj->height; out->subsector = mobj->subsector; out->angle = mobj->angle; out->pitch = mobj->angle; @@ -356,6 +372,8 @@ void R_InterpolatePrecipMobjState(precipmobj_t *mobj, fixed_t frac, interpmobjst out->y = R_LerpFixed(mobj->old_y, mobj->y, frac); out->z = R_LerpFixed(mobj->old_z, mobj->z, frac); out->scale = FRACUNIT; + out->radius = mobj->radius; + out->height = mobj->height; out->spritexscale = R_LerpFixed(mobj->old_spritexscale, mobj->spritexscale, frac); out->spriteyscale = R_LerpFixed(mobj->old_spriteyscale, mobj->spriteyscale, frac); out->spritexoffset = R_LerpFixed(mobj->old_spritexoffset, mobj->spritexoffset, frac); diff --git a/src/r_fps.h b/src/r_fps.h index 9a8bfa38aeccfcab3dcd0654cd1380ac49f39d4f..f43d29f300a8a6707a3e4c6f5fa24e1e3f0ea37f 100644 --- a/src/r_fps.h +++ b/src/r_fps.h @@ -63,6 +63,8 @@ typedef struct { angle_t roll; angle_t spriteroll; fixed_t scale; + fixed_t radius; + fixed_t height; fixed_t spritexscale; fixed_t spriteyscale; fixed_t spritexoffset; diff --git a/src/r_main.c b/src/r_main.c index a84d1cc406fad81928c451b3913976570d200582..5f62fcfa124fa2857ce41f443d666ee44cbb5e8f 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -41,16 +41,6 @@ #include "hardware/hw_main.h" #endif -//profile stuff --------------------------------------------------------- -//#define TIMING -#ifdef TIMING -#include "p5prof.h" -INT64 mycount; -INT64 mytotal = 0; -//unsigned long nombre = 100000; -#endif -//profile stuff --------------------------------------------------------- - // Fineangles in the SCREENWIDTH wide window. #define FIELDOFVIEW 2048 @@ -157,7 +147,8 @@ consvar_t cv_flipcam2 = CVAR_INIT ("flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT, consvar_t cv_shadow = CVAR_INIT ("shadow", "On", CV_SAVE, CV_OnOff, NULL); consvar_t cv_skybox = CVAR_INIT ("skybox", "On", CV_SAVE, CV_OnOff, NULL); -consvar_t cv_ffloorclip = CVAR_INIT ("ffloorclip", "On", CV_SAVE, CV_OnOff, NULL); +consvar_t cv_ffloorclip = CVAR_INIT ("r_ffloorclip", "On", CV_SAVE, CV_OnOff, NULL); +consvar_t cv_spriteclip = CVAR_INIT ("r_spriteclip", "On", CV_SAVE, CV_OnOff, NULL); consvar_t cv_allowmlook = CVAR_INIT ("allowmlook", "Yes", CV_NETVAR|CV_ALLOWLUA, CV_YesNo, NULL); consvar_t cv_showhud = CVAR_INIT ("showhud", "Yes", CV_CALL|CV_ALLOWLUA, CV_YesNo, R_SetViewSize); consvar_t cv_translucenthud = CVAR_INIT ("translucenthud", "10", CV_SAVE, translucenthud_cons_t, NULL); @@ -1490,29 +1481,18 @@ void R_RenderPlayerView(player_t *player) Mask_Pre(&masks[nummasks - 1]); curdrawsegs = ds_p; -//profile stuff --------------------------------------------------------- -#ifdef TIMING - mytotal = 0; - ProfZeroTimer(); -#endif ps_numbspcalls.value.i = ps_numpolyobjects.value.i = ps_numdrawnodes.value.i = 0; PS_START_TIMING(ps_bsptime); R_RenderBSPNode((INT32)numnodes - 1); PS_STOP_TIMING(ps_bsptime); - ps_numsprites.value.i = visspritecount; -#ifdef TIMING - RDMSR(0x10, &mycount); - mytotal += mycount; // 64bit add - - CONS_Debug(DBG_RENDER, "RenderBSPNode: 0x%d %d\n", *((INT32 *)&mytotal + 1), (INT32)mytotal); -#endif -//profile stuff --------------------------------------------------------- Mask_Post(&masks[nummasks - 1]); PS_START_TIMING(ps_sw_spritecliptime); R_ClipSprites(drawsegs, NULL); PS_STOP_TIMING(ps_sw_spritecliptime); + ps_numsprites.value.i = numvisiblesprites; + // Add portals caused by visplanes. Portal_AddPlanePortals(cv_skybox.value); @@ -1613,6 +1593,7 @@ void R_RegisterEngineStuff(void) CV_RegisterVar(&cv_shadow); CV_RegisterVar(&cv_skybox); CV_RegisterVar(&cv_ffloorclip); + CV_RegisterVar(&cv_spriteclip); CV_RegisterVar(&cv_cam_dist); CV_RegisterVar(&cv_cam_still); diff --git a/src/r_main.h b/src/r_main.h index f08070d0f387b544c9b0b5089e65b6251999db99..a6fb42ba2410ba42c8adc7ba84ef8fde21e0802f 100644 --- a/src/r_main.h +++ b/src/r_main.h @@ -114,7 +114,7 @@ extern consvar_t cv_chasecam, cv_chasecam2; extern consvar_t cv_flipcam, cv_flipcam2; extern consvar_t cv_shadow; -extern consvar_t cv_ffloorclip; +extern consvar_t cv_ffloorclip, cv_spriteclip; extern consvar_t cv_translucency; extern consvar_t cv_drawdist, cv_drawdist_nights, cv_drawdist_precip; extern consvar_t cv_fov; diff --git a/src/r_splats.c b/src/r_splats.c index 737b6d110a0a11e04137447a9b6fe901b76fef93..0b482d7988cc0e3a32f719a0f84a272fdf63d2f3 100644 --- a/src/r_splats.c +++ b/src/r_splats.c @@ -314,9 +314,7 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr fixed_t planeheight = 0; fixed_t step; - int spanfunctype = SPANDRAWFUNC_SPRITE; - - prepare_rastertab(); + int spanfunctype; #define RASTERPARAMS(vnum1, vnum2, tv1, tv2, tc, dir) \ x1 = verts[vnum1].x; \ @@ -367,21 +365,15 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr if (ry1 > maxy) \ maxy = ry1; - // do segment a -> top of texture - RASTERPARAMS(3,2,0,pSplat->width-1,0,0); - // do segment b -> right side of texture - RASTERPARAMS(2,1,0,pSplat->width-1,pSplat->height-1,0); - // do segment c -> bottom of texture - RASTERPARAMS(1,0,pSplat->width-1,0,pSplat->height-1,0); - // do segment d -> left side of texture - RASTERPARAMS(0,3,pSplat->width-1,0,0,1); - ds_source = (UINT8 *)pSplat->pic; ds_flatwidth = pSplat->width; ds_flatheight = pSplat->height; - ds_powersoftwo = false; - if (R_CheckPowersOfTwo()) + ds_powersoftwo = ds_solidcolor = false; + + if (R_CheckSolidColorFlat()) + ds_solidcolor = true; + else if (R_CheckPowersOfTwo()) { R_SetFlatVars(ds_flatwidth * ds_flatheight); ds_powersoftwo = true; @@ -392,9 +384,8 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr R_SetTiltedSpan(0); R_SetScaledSlopePlane(pSplat->slope, vis->viewpoint.x, vis->viewpoint.y, vis->viewpoint.z, pSplat->xscale, pSplat->yscale, -pSplat->verts[0].x, pSplat->verts[0].y, vis->viewpoint.angle, pSplat->angle); R_CalculateSlopeVectors(); - spanfunctype = SPANDRAWFUNC_TILTEDSPRITE; } - else + else if (!ds_solidcolor) { planeheight = abs(pSplat->z - vis->viewpoint.z); @@ -429,23 +420,70 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr ds_colormap = &vis->extra_colormap->colormap[ds_colormap - colormaps]; } - if (vis->transmap) + ds_transmap = vis->transmap; + + // Determine which R_DrawWhatever to use + + // Solid color + if (ds_solidcolor) { - ds_transmap = vis->transmap; + UINT16 px = *(UINT16 *)ds_source; + + // Uh, it's not visible. + if (!(px & 0xFF00)) + return; + + // Pixel color is contained in the lower 8 bits (upper 8 are the opacity), so advance the pointer + ds_source++; + if (pSplat->slope) + { + if (ds_transmap) + spanfunctype = SPANDRAWFUNC_TILTEDTRANSSOLID; + else + spanfunctype = SPANDRAWFUNC_TILTEDSOLID; + } + else + { + if (ds_transmap) + spanfunctype = SPANDRAWFUNC_TRANSSOLID; + else + spanfunctype = SPANDRAWFUNC_SOLID; + } + } + // Transparent + else if (ds_transmap) + { if (pSplat->slope) spanfunctype = SPANDRAWFUNC_TILTEDTRANSSPRITE; else spanfunctype = SPANDRAWFUNC_TRANSSPRITE; } + // Opaque else - ds_transmap = NULL; + { + if (pSplat->slope) + spanfunctype = SPANDRAWFUNC_TILTEDSPRITE; + else + spanfunctype = SPANDRAWFUNC_SPRITE; + } - if (ds_powersoftwo) + if (ds_powersoftwo || ds_solidcolor) spanfunc = spanfuncs[spanfunctype]; else spanfunc = spanfuncs_npo2[spanfunctype]; + prepare_rastertab(); + + // do segment a -> top of texture + RASTERPARAMS(3,2,0,pSplat->width-1,0,0); + // do segment b -> right side of texture + RASTERPARAMS(2,1,0,pSplat->width-1,pSplat->height-1,0); + // do segment c -> bottom of texture + RASTERPARAMS(1,0,pSplat->width-1,0,pSplat->height-1,0); + // do segment d -> left side of texture + RASTERPARAMS(0,3,pSplat->width-1,0,0,1); + if (maxy >= vid.height) maxy = vid.height-1; @@ -500,7 +538,7 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr if (x2 < x1) continue; - if (!pSplat->slope) + if (!ds_solidcolor && !pSplat->slope) { fixed_t xstep, ystep; fixed_t distance, span; @@ -549,7 +587,7 @@ static void R_RasterizeFloorSplat(floorsplat_t *pSplat, vector2_t *verts, visspr rastertab[y].maxx = INT32_MIN; } - if (pSplat->angle && !pSplat->slope) + if (!ds_solidcolor && pSplat->angle && !pSplat->slope) memset(cachedheight, 0, sizeof(cachedheight)); } diff --git a/src/r_things.c b/src/r_things.c index 6e334990bb59f9496c9dcfd87e8b7ac76961615d..be9c5cdffe26be0a5482489d9540a50a2a599998 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -524,7 +524,8 @@ void R_AddSpriteDefs(UINT16 wadnum) // // GAME FUNCTIONS // -UINT32 visspritecount; +UINT32 visspritecount, numvisiblesprites; + static UINT32 clippedvissprites; static vissprite_t *visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL}; @@ -598,7 +599,7 @@ void R_InitSprites(void) // void R_ClearSprites(void) { - visspritecount = clippedvissprites = 0; + visspritecount = numvisiblesprites = clippedvissprites = 0; } // @@ -896,7 +897,7 @@ static void R_DrawVisSprite(vissprite_t *vis) frac = vis->startfrac; windowtop = windowbottom = sprbotscreen = INT32_MAX; - if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES) + if (vis->cut & SC_SHADOW && vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES) this_scale = FixedMul(this_scale, ((skin_t *)vis->mobj->skin)->highresscale); if (this_scale <= 0) this_scale = 1; @@ -906,10 +907,10 @@ static void R_DrawVisSprite(vissprite_t *vis) { vis->scale = FixedMul(vis->scale, this_scale); vis->scalestep = FixedMul(vis->scalestep, this_scale); - vis->xiscale = FixedDiv(vis->xiscale,this_scale); + vis->xiscale = FixedDiv(vis->xiscale, this_scale); vis->cut |= SC_ISSCALED; } - dc_texturemid = FixedDiv(dc_texturemid,this_scale); + dc_texturemid = FixedDiv(dc_texturemid, this_scale); } spryscale = vis->scale; @@ -1193,7 +1194,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope) R_InterpolateMobjState(thing, FRACUNIT, &interp); } - halfHeight = interp.z + (thing->height >> 1); + halfHeight = interp.z + (interp.height >> 1); floorz = P_GetFloorZ(thing, interp.subsector->sector, interp.x, interp.y, NULL); ceilingz = P_GetCeilingZ(thing, interp.subsector->sector, interp.x, interp.y, NULL); @@ -1257,8 +1258,8 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope) } } - if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))) - : (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))) + if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), interp.radius*3/2))) + : (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), interp.radius*3/2)))) { groundz = isflipped ? ceilingz : floorz; groundslope = NULL; @@ -1301,9 +1302,9 @@ static void R_SkewShadowSprite( //CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope); if (viewz < groundz) - *shadowyscale += FixedMul(FixedMul(thing->radius*2 / spriteheight, scalemul), zslope); + *shadowyscale += FixedMul(FixedMul(interp.radius*2 / spriteheight, scalemul), zslope); else - *shadowyscale -= FixedMul(FixedMul(thing->radius*2 / spriteheight, scalemul), zslope); + *shadowyscale -= FixedMul(FixedMul(interp.radius*2 / spriteheight, scalemul), zslope); *shadowyscale = abs((*shadowyscale)); *shadowskew = xslope; @@ -1354,20 +1355,18 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, return; } - floordiff = abs((isflipped ? thing->height : 0) + interp.z - groundz); + floordiff = abs((isflipped ? interp.height : 0) + interp.z - groundz); trans = floordiff / (100*FRACUNIT) + 3; if (trans >= 9) return; scalemul = FixedMul(FRACUNIT - floordiff/640, scale); - if ((thing->scale != thing->old_scale) && (thing->scale >= FRACUNIT/1024)) // Interpolate shadows when scaling mobjs - scalemul = FixedMul(scalemul, FixedDiv(interp.scale, thing->scale)); patch = W_CachePatchName("DSHADOW", PU_SPRITE); xscale = FixedDiv(projection, tz); yscale = FixedDiv(projectiony, tz); - shadowxscale = FixedMul(thing->radius*2, scalemul); - shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz)); + shadowxscale = FixedMul(interp.radius*2, scalemul); + shadowyscale = FixedMul(FixedMul(interp.radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz)); shadowyscale = min(shadowyscale, shadowxscale) / patch->height; shadowxscale /= patch->width; shadowskew = 0; @@ -1493,8 +1492,8 @@ static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis) // 0--2 // start in the (0) corner - gx = interp.x - thing->radius - viewx; - gy = interp.y - thing->radius - viewy; + gx = interp.x - interp.radius - viewx; + gy = interp.y - interp.radius - viewy; tz = FixedMul(gx, viewcos) + FixedMul(gy, viewsin); @@ -1516,14 +1515,14 @@ static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis) box = R_NewVisSprite(); box->mobj = thing; box->mobjflags = thing->flags; - box->thingheight = thing->height; + box->thingheight = interp.height; box->cut = SC_BBOX; box->gx = tx; box->gy = tz; - box->scale = 2 * FixedMul(thing->radius, viewsin); - box->xscale = 2 * FixedMul(thing->radius, viewcos); + box->scale = 2 * FixedMul(interp.radius, viewsin); + box->xscale = 2 * FixedMul(interp.radius, viewcos); box->pz = interp.z; box->pzt = box->pz + box->thingheight; @@ -1572,6 +1571,7 @@ static void R_ProjectSprite(mobj_t *thing) fixed_t tr_x, tr_y; fixed_t tx, tz; fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!! + fixed_t radius, height; // For drop shadows fixed_t sortscale, sortsplat = 0; fixed_t linkscale = 0; fixed_t sort_x = 0, sort_y = 0, sort_z; @@ -1647,6 +1647,8 @@ static void R_ProjectSprite(mobj_t *thing) } this_scale = interp.scale; + radius = interp.radius; // For drop shadows + height = interp.height; // Ditto // transform the origin point tr_x = interp.x - viewx; @@ -1767,9 +1769,6 @@ static void R_ProjectSprite(mobj_t *thing) I_Assert(lump < max_spritelumps); - if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES) - this_scale = FixedMul(this_scale, ((skin_t *)thing->skin)->highresscale); - spr_width = spritecachedinfo[lump].width; spr_height = spritecachedinfo[lump].height; spr_offset = spritecachedinfo[lump].offset; @@ -1819,6 +1818,14 @@ static void R_ProjectSprite(mobj_t *thing) // calculate edges of the shape spritexscale = interp.spritexscale; spriteyscale = interp.spriteyscale; + + if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES) + { + fixed_t highresscale = ((skin_t *)thing->skin)->highresscale; + spritexscale = FixedMul(spritexscale, highresscale); + spriteyscale = FixedMul(spriteyscale, highresscale); + } + if (spritexscale < 1 || spriteyscale < 1) return; @@ -1986,6 +1993,8 @@ static void R_ProjectSprite(mobj_t *thing) { R_InterpolateMobjState(thing, FRACUNIT, &tracer_interp); } + radius = tracer_interp.radius; // For drop shadows + height = tracer_interp.height; // Ditto tr_x = (tracer_interp.x + sort_x) - viewx; tr_y = (tracer_interp.y + sort_y) - viewy; @@ -2077,7 +2086,7 @@ static void R_ProjectSprite(mobj_t *thing) if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes - floordiff = abs((isflipped ? caster->height : 0) + casterinterp.z - groundz); + floordiff = abs((isflipped ? casterinterp.height : 0) + casterinterp.z - groundz); trans += ((floordiff / (100*FRACUNIT)) + 3); shadowscale = FixedMul(FRACUNIT - floordiff/640, casterinterp.scale); } @@ -2092,8 +2101,8 @@ static void R_ProjectSprite(mobj_t *thing) if (shadowdraw) { - spritexscale = FixedMul(thing->radius * 2, FixedMul(shadowscale, spritexscale)); - spriteyscale = FixedMul(thing->radius * 2, FixedMul(shadowscale, spriteyscale)); + spritexscale = FixedMul(radius * 2, FixedMul(shadowscale, spritexscale)); + spriteyscale = FixedMul(radius * 2, FixedMul(shadowscale, spriteyscale)); spriteyscale = FixedMul(spriteyscale, FixedDiv(abs(groundz - viewz), tz)); spriteyscale = min(spriteyscale, spritexscale) / patch->height; spritexscale /= patch->width; @@ -2108,7 +2117,7 @@ static void R_ProjectSprite(mobj_t *thing) { R_SkewShadowSprite(thing, thing->standingslope, groundz, patch->height, shadowscale, &spriteyscale, &sheartan); - gzt = (isflipped ? (interp.z + thing->height) : interp.z) + patch->height * spriteyscale / 2; + gzt = (isflipped ? (interp.z + height) : interp.z) + patch->height * spriteyscale / 2; gz = gzt - patch->height * spriteyscale; cut |= SC_SHEAR; @@ -2123,11 +2132,7 @@ static void R_ProjectSprite(mobj_t *thing) // When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned. // sprite height - sprite topoffset is the proper inverse of the vertical offset, of course. // remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes! - - if (oldthing->scale != oldthing->old_scale) // Interpolate heights in reverse gravity when scaling mobjs - gz = interp.z + FixedMul(oldthing->height, FixedDiv(interp.scale, oldthing->scale)) - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale)); - else - gz = interp.z + oldthing->height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale)); + gz = interp.z + interp.height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale)); gzt = gz + FixedMul(spr_height, FixedMul(spriteyscale, this_scale)); } else @@ -2206,7 +2211,7 @@ static void R_ProjectSprite(mobj_t *thing) vis->gy = interp.y; vis->gz = gz; vis->gzt = gzt; - vis->thingheight = thing->height; + vis->thingheight = height; vis->pz = interp.z; vis->pzt = vis->pz + vis->thingheight; vis->texturemid = FixedDiv(gzt - viewz, spriteyscale); @@ -2646,6 +2651,14 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e // bundle linkdraw for (ds = unsorted.prev; ds != &unsorted; ds = ds->prev) { + // Remove this sprite if it was determined to not be visible + if (ds->cut & SC_NOTVISIBLE) + { + ds->next->prev = ds->prev; + ds->prev->next = ds->next; + continue; + } + if (!(ds->cut & SC_LINKDRAW)) continue; @@ -2672,21 +2685,27 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e continue; // don't connect if the tracer's top is cut off, but lower than the link's top - if ((dsfirst->cut & SC_TOP) - && dsfirst->szt > ds->szt) + if ((dsfirst->cut & SC_TOP) && dsfirst->szt > ds->szt) continue; // don't connect if the tracer's bottom is cut off, but higher than the link's bottom - if ((dsfirst->cut & SC_BOTTOM) - && dsfirst->sz < ds->sz) + if ((dsfirst->cut & SC_BOTTOM) && dsfirst->sz < ds->sz) continue; + // If the object isn't visible, then the bounding box isn't either + if (ds->cut & SC_BBOX && dsfirst->cut & SC_NOTVISIBLE) + ds->cut |= SC_NOTVISIBLE; + break; } // remove from chain ds->next->prev = ds->prev; ds->prev->next = ds->next; + + if (ds->cut & SC_NOTVISIBLE) + continue; + linkedvissprites++; if (dsfirst != &unsorted) @@ -2738,12 +2757,15 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e best = ds; } } - best->next->prev = best->prev; - best->prev->next = best->next; - best->next = vsprsortedhead; - best->prev = vsprsortedhead->prev; - vsprsortedhead->prev->next = best; - vsprsortedhead->prev = best; + if (best) + { + best->next->prev = best->prev; + best->prev->next = best->next; + best->next = vsprsortedhead; + best->prev = vsprsortedhead->prev; + vsprsortedhead->prev->next = best; + vsprsortedhead->prev = best; + } } } @@ -3174,6 +3196,44 @@ static void R_HeightSecClip(vissprite_t *spr, INT32 x1, INT32 x2) } } +static boolean R_CheckSpriteVisible(vissprite_t *spr, INT32 x1, INT32 x2) +{ + INT16 sz = spr->sz; + INT16 szt = spr->szt; + + fixed_t texturemid, yscale, scalestep = spr->scalestep; + INT32 height; + + if (scalestep) + { + height = spr->patch->height; + yscale = spr->scale; + scalestep = FixedMul(scalestep, spr->spriteyscale); + + if (spr->thingscale != FRACUNIT) + texturemid = FixedDiv(spr->texturemid, max(spr->thingscale, 1)); + else + texturemid = spr->texturemid; + } + + for (INT32 x = x1; x <= x2; x++) + { + if (scalestep) + { + fixed_t top = centeryfrac - FixedMul(texturemid, yscale); + fixed_t bottom = top + (height * yscale); + szt = (INT16)(top >> FRACBITS); + sz = (INT16)(bottom >> FRACBITS); + yscale += scalestep; + } + + if (spr->cliptop[x] < spr->clipbot[x] && sz > spr->cliptop[x] && szt < spr->clipbot[x]) + return true; + } + + return false; +} + // R_ClipVisSprite // Clips vissprites without drawing, so that portals can work. -Red static void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, portal_t* portal) @@ -3317,8 +3377,7 @@ static void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, portal_t* port spr->clipbot[x] = (INT16)viewheight; if (spr->cliptop[x] == -2) - //Fab : 26-04-98: was -1, now clips against console bottom - spr->cliptop[x] = (INT16)con_clipviewtop; + spr->cliptop[x] = -1; } if (portal) @@ -3343,6 +3402,14 @@ static void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, portal_t* port spr->cliptop[x] = -1; } } + + // Check if it'll be visible + // Not done for floorsprites. + if (cv_spriteclip.value && (spr->cut & SC_SPLAT) == 0) + { + if (!R_CheckSpriteVisible(spr, x1, x2)) + spr->cut |= SC_NOTVISIBLE; + } } void R_ClipSprites(drawseg_t* dsstart, portal_t* portal) @@ -3411,8 +3478,19 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal) { vissprite_t *spr = R_GetVisSprite(clippedvissprites); + if (cv_spriteclip.value + && (spr->szt > vid.height || spr->sz < 0) + && !((spr->cut & SC_SPLAT) || spr->scalestep)) + { + spr->cut |= SC_NOTVISIBLE; + continue; + } + if (spr->cut & SC_BBOX) + { + numvisiblesprites++; continue; + } INT32 x1 = (spr->cut & SC_SPLAT) ? 0 : spr->x1; INT32 x2 = (spr->cut & SC_SPLAT) ? viewwidth : spr->x2; @@ -3434,6 +3512,9 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal) } R_ClipVisSprite(spr, x1, x2, portal); + + if ((spr->cut & SC_NOTVISIBLE) == 0) + numvisiblesprites++; } } diff --git a/src/r_things.h b/src/r_things.h index e11005363573789e81b7c2401038a50a09855404..318234886bbbfa2b603f1883d50bbfea4c67d370 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -123,21 +123,22 @@ typedef enum SC_NONE = 0, SC_TOP = 1, SC_BOTTOM = 1<<1, + SC_NOTVISIBLE = 1<<2, // other flags - SC_PRECIP = 1<<2, - SC_LINKDRAW = 1<<3, - SC_FULLBRIGHT = 1<<4, - SC_SEMIBRIGHT = 1<<5, - SC_FULLDARK = 1<<6, - SC_VFLIP = 1<<7, - SC_ISSCALED = 1<<8, - SC_ISROTATED = 1<<9, - SC_SHADOW = 1<<10, - SC_SHEAR = 1<<11, - SC_SPLAT = 1<<12, - SC_BBOX = 1<<13, + SC_PRECIP = 1<<3, + SC_LINKDRAW = 1<<4, + SC_FULLBRIGHT = 1<<5, + SC_SEMIBRIGHT = 1<<6, + SC_FULLDARK = 1<<7, + SC_VFLIP = 1<<8, + SC_ISSCALED = 1<<9, + SC_ISROTATED = 1<<10, + SC_SHADOW = 1<<11, + SC_SHEAR = 1<<12, + SC_SPLAT = 1<<13, + SC_BBOX = 1<<14, // masks - SC_CUTMASK = SC_TOP|SC_BOTTOM, + SC_CUTMASK = SC_TOP|SC_BOTTOM|SC_NOTVISIBLE, SC_FLAGMASK = ~SC_CUTMASK } spritecut_e; @@ -219,7 +220,7 @@ typedef struct vissprite_s INT32 dispoffset; // copy of mobj->dispoffset, affects ordering but not drawing } vissprite_t; -extern UINT32 visspritecount; +extern UINT32 visspritecount, numvisiblesprites; void R_ClipSprites(drawseg_t* dsstart, portal_t* portal); diff --git a/src/version.h b/src/version.h index c3ec0ad4918b6e72a14c01fa0157d3739e3e0d7f..3242cad672df6757e74741ca482a403f7544e31b 100644 --- a/src/version.h +++ b/src/version.h @@ -1,4 +1,4 @@ -#define SRB2VERSION "2.2.12"/* this must be the first line, for cmake !! */ +#define SRB2VERSION "2.2.13"/* this must be the first line, for cmake !! */ // The Modification ID; must be obtained from a Master Server Admin ( https://mb.srb2.org/members/?key=ms_admin ). // DO NOT try to set this otherwise, or your modification will be unplayable through the Master Server. @@ -9,7 +9,7 @@ // it's only for detection of the version the player is using so the MS can alert them of an update. // Only set it higher, not lower, obviously. // Note that we use this to help keep internal testing in check; this is why v2.2.0 is not version "1". -#define MODVERSION 53 +#define MODVERSION 54 // Define this as a prerelease version suffix (pre#, RC#) //#define BETAVERSION "pre1" diff --git a/src/win32/Srb2win.rc b/src/win32/Srb2win.rc index 54687a83171abefc1f9e3abf418df8cb195c8562..b699007463ad3f37527367b40e4a1c29411012ab 100644 --- a/src/win32/Srb2win.rc +++ b/src/win32/Srb2win.rc @@ -77,8 +77,8 @@ END #include "../doomdef.h" // Needed for version string VS_VERSION_INFO VERSIONINFO - FILEVERSION 2,2,12,0 - PRODUCTVERSION 2,2,12,0 + FILEVERSION 2,2,13,0 + PRODUCTVERSION 2,2,13,0 FILEFLAGSMASK 0x3fL #ifdef _DEBUG FILEFLAGS 0x1L