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fixed CRenderer::ScanSectorPoly again
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aap committed Aug 21, 2020
1 parent dace79c commit ac5af18891a48307c82f65cc291d21074fa194fe
Showing with 42 additions and 41 deletions.
  1. +42 −41 src/render/Renderer.cpp
@@ -825,6 +825,12 @@ CalcNewDelta(RwV2d *a, RwV2d *b)
return (b->x - a->x) / (b->y - a->y);
}

#ifdef FIX_BUGS
#define TOINT(x) ((int)Floor(x))
#else
#define TOINT(x) ((int)(x))
#endif

void
CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrList *))
{
@@ -850,31 +856,26 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
a2 = i;
}
}
#ifdef FIX_BUGS
y = Floor(miny);
yend = Floor(maxy);
#else
y = miny;
yend = maxy;
#endif
y = TOINT(miny);
yend = TOINT(maxy);

// Go left in poly to find first edge b
b2 = a2;
for(i = 0; i < numVertices; i++){
b1 = b2--;
if(b2 < 0) b2 = numVertices-1;
if(poly[b1].x < xstart)
xstart = poly[b1].x;
if((int)poly[b1].y != (int)poly[b2].y)
xstart = TOINT(poly[b1].x);
if(TOINT(poly[b1].y) != TOINT(poly[b2].y))
break;
}
// Go right to find first edge a
for(i = 0; i < numVertices; i++){
a1 = a2++;
if(a2 == numVertices) a2 = 0;
if(poly[a1].x > xend)
xend = poly[a1].x;
if((int)poly[a1].y != (int)poly[a2].y)
xend = TOINT(poly[a1].x);
if(TOINT(poly[a1].y) != TOINT(poly[a2].y))
break;
}

@@ -885,10 +886,10 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
xB = deltaB * (Ceil(poly[b1].y) - poly[b1].y) + poly[b1].x;

if(y != yend){
if(deltaB < 0.0f && (int)xB < xstart)
xstart = xB;
if(deltaA >= 0.0f && (int)xA > xend)
xend = xA;
if(deltaB < 0.0f && TOINT(xB) < xstart)
xstart = TOINT(xB);
if(deltaA >= 0.0f && TOINT(xA) > xend)
xend = TOINT(xA);
}

while(y <= yend && y < NUMSECTORS_Y){
@@ -904,74 +905,74 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
xB += deltaB;

// update left side
if(y == (int)poly[b2].y){
if(y == TOINT(poly[b2].y)){
// reached end of edge
if(y == yend){
if(deltaB < 0.0f){
do{
xstart = poly[b2--].x;
xstart = TOINT(poly[b2--].x);
if(b2 < 0) b2 = numVertices-1;
}while(xstart > (int)poly[b2].x);
}while(xstart > TOINT(poly[b2].x));
}else
xstart = xB - deltaB;
xstart = TOINT(xB - deltaB);
}else{
// switch edges
if(deltaB < 0.0f)
xstart = poly[b2].x;
xstart = TOINT(poly[b2].x);
else
xstart = xB - deltaB;
xstart = TOINT(xB - deltaB);
do{
b1 = b2--;
if(b2 < 0) b2 = numVertices-1;
if((int)poly[b1].x < xstart)
xstart = poly[b1].x;
}while(y == (int)poly[b2].y);
if(TOINT(poly[b1].x) < xstart)
xstart = TOINT(poly[b1].x);
}while(y == TOINT(poly[b2].y));
deltaB = CalcNewDelta(&poly[b1], &poly[b2]);
xB = deltaB * (Ceil(poly[b1].y) - poly[b1].y) + poly[b1].x;
if(deltaB < 0.0f && (int)xB < xstart)
xstart = xB;
if(deltaB < 0.0f && TOINT(xB) < xstart)
xstart = TOINT(xB);
}
}else{
if(deltaB < 0.0f)
xstart = xB;
xstart = TOINT(xB);
else
xstart = xB - deltaB;
xstart = TOINT(xB - deltaB);
}

// update right side
if(y == (int)poly[a2].y){
if(y == TOINT(poly[a2].y)){
// reached end of edge
if(y == yend){
if(deltaA < 0.0f)
xend = xA - deltaA;
xend = TOINT(xA - deltaA);
else{
do{
xend = poly[a2++].x;
xend = TOINT(poly[a2++].x);
if(a2 == numVertices) a2 = 0;
}while(xend < (int)poly[a2].x);
}while(xend < TOINT(poly[a2].x));
}
}else{
// switch edges
if(deltaA < 0.0f)
xend = xA - deltaA;
xend = TOINT(xA - deltaA);
else
xend = poly[a2].x;
xend = TOINT(poly[a2].x);
do{
a1 = a2++;
if(a2 == numVertices) a2 = 0;
if((int)poly[a1].x > xend)
xend = poly[a1].x;
}while(y == (int)poly[a2].y);
if(TOINT(poly[a1].x) > xend)
xend = TOINT(poly[a1].x);
}while(y == TOINT(poly[a2].y));
deltaA = CalcNewDelta(&poly[a1], &poly[a2]);
xA = deltaA * (Ceil(poly[a1].y) - poly[a1].y) + poly[a1].x;
if(deltaA >= 0.0f && (int)xA > xend)
xend = xA;
if(deltaA >= 0.0f && TOINT(xA) > xend)
xend = TOINT(xA);
}
}else{
if(deltaA < 0.0f)
xend = xA - deltaA;
xend = TOINT(xA - deltaA);
else
xend = xA;
xend = TOINT(xA);
}
}
}

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