Skip to content
Snippets Groups Projects
Commit a8fe12ae authored by Hannu Hanhi's avatar Hannu Hanhi
Browse files

Hack that fixes software drop shadow crashes by bypassing incorrectly set variables

parent e8c83f48
No related branches found
No related tags found
No related merge requests found
...@@ -170,6 +170,7 @@ void R_DrawViewBorder(void); ...@@ -170,6 +170,7 @@ void R_DrawViewBorder(void);
void R_DrawColumn_8(void); void R_DrawColumn_8(void);
void R_DrawShadeColumn_8(void); void R_DrawShadeColumn_8(void);
void R_DrawTranslucentColumn_8(void); void R_DrawTranslucentColumn_8(void);
void R_DrawDropShadowColumn_8(void);
void R_DrawTranslatedColumn_8(void); void R_DrawTranslatedColumn_8(void);
void R_DrawTranslatedTranslucentColumn_8(void); void R_DrawTranslatedTranslucentColumn_8(void);
void R_Draw2sMultiPatchColumn_8(void); void R_Draw2sMultiPatchColumn_8(void);
......
...@@ -416,6 +416,39 @@ void R_DrawTranslucentColumn_8(void) ...@@ -416,6 +416,39 @@ void R_DrawTranslucentColumn_8(void)
} }
} }
// Hack: A cut-down copy of R_DrawTranslucentColumn_8 that does not read texture
// data since something about calculating the texture reading address for drop shadows is broken.
// dc_texturemid and dc_iscale get wrong values for drop shadows, however those are not strictly
// needed for the current design of the shadows, so this function bypasses the issue
// by not using those variables at all.
void R_DrawDropShadowColumn_8(void)
{
register INT32 count;
register UINT8 *dest;
count = dc_yh - dc_yl + 1;
if (count <= 0) // Zero length, column does not exceed a pixel.
return;
dest = &topleft[dc_yl*vid.width + dc_x];
{
#define DSCOLOR 31 // palette index for the color of the shadow
register const UINT8 *transmap_offset = dc_transmap + (dc_colormap[DSCOLOR] << 8);
#undef DSCOLOR
while ((count -= 2) >= 0)
{
*dest = *(transmap_offset + (*dest));
dest += vid.width;
*dest = *(transmap_offset + (*dest));
dest += vid.width;
}
if (count & 1)
*dest = *(transmap_offset + (*dest));
}
}
/** \brief The R_DrawTranslatedTranslucentColumn_8 function /** \brief The R_DrawTranslatedTranslucentColumn_8 function
Spiffy function. Not only does it colormap a sprite, but does translucency as well. Spiffy function. Not only does it colormap a sprite, but does translucency as well.
Uber-kudos to Cyan Helkaraxe Uber-kudos to Cyan Helkaraxe
......
...@@ -837,6 +837,12 @@ static void R_DrawVisSprite(vissprite_t *vis) ...@@ -837,6 +837,12 @@ static void R_DrawVisSprite(vissprite_t *vis)
else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome. else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome.
colfunc = colfuncs[COLDRAWFUNC_TRANS]; colfunc = colfuncs[COLDRAWFUNC_TRANS];
// Hack: Use a special column function for drop shadows that bypasses
// invalid memory access crashes caused by R_ProjectDropShadow putting wrong values
// in dc_texturemid and dc_iscale when the shadow is sloped.
if (vis->cut & SC_SHADOW)
colfunc = R_DrawDropShadowColumn_8;
if (vis->extra_colormap && !(vis->renderflags & RF_NOCOLORMAPS)) if (vis->extra_colormap && !(vis->renderflags & RF_NOCOLORMAPS))
{ {
if (!dc_colormap) if (!dc_colormap)
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Please register or to comment