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// worldrender.cpp: goes through all cubes in top down quad tree fashion, determines what has to
// be rendered and how (depending on neighbouring cubes), then calls functions in rendercubes.cpp
// worldrender.cpp: goes through all cubes in top down quad tree fashion,
// determines what has to be rendered and how (depending on neighbouring cubes),
// then calls functions in rendercubes.cpp

#include "cube.h"

void
void render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1, sqr *d2, bool topleft)
render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1,
    sqr *d2, bool topleft)
{
    if(SOLID(o) || o->type==SEMISOLID)
	if (SOLID(o) || o->type == SEMISOLID) {
    {
        float c1 = s->floor;
        float c2 = s->floor;
        if(s->type==FHF) { c1 -= d1->vdelta/4.0f; c2 -= d2->vdelta/4.0f; };
        float f1 = s->ceil;
        float f2 = s->ceil;
        if(s->type==CHF) { f1 += d1->vdelta/4.0f; f2 += d2->vdelta/4.0f; };
        //if(f1-c1<=0 && f2-c2<=0) return;
        render_square(o->wtex, c1, c2, f1, f2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);
        return;
    };
    {
        float f1 = s->floor;
        float f2 = s->floor;
        float c1 = o->floor;
        float c2 = o->floor;
        if(o->type==FHF && s->type!=FHF)
		float c1 = s->floor;
		float c2 = s->floor;
		if (s->type == FHF) {
			c1 -= d1->vdelta / 4.0f;
			c2 -= d2->vdelta / 4.0f;
		};
		float f1 = s->ceil;
		float f2 = s->ceil;
		if (s->type == CHF) {
			f1 += d1->vdelta / 4.0f;
			f2 += d2->vdelta / 4.0f;
		};
		// if(f1-c1<=0 && f2-c2<=0) return;
		render_square(o->wtex, c1, c2, f1, f2, x1 << mip, y1 << mip,
		    x2 << mip, y2 << mip, 1 << mip, d1, d2, topleft);
		return;
	};
	{
		float f1 = s->floor;
		float f2 = s->floor;
		float c1 = o->floor;
		float c2 = o->floor;
		if (o->type == FHF && s->type != FHF) {
        {
            c1 -= d1->vdelta/4.0f;
            c2 -= d2->vdelta/4.0f;
        }
        if(s->type==FHF && o->type!=FHF)
			c1 -= d1->vdelta / 4.0f;
			c2 -= d2->vdelta / 4.0f;
		}
		if (s->type == FHF && o->type != FHF) {
        {
            f1 -= d1->vdelta/4.0f;
            f2 -= d2->vdelta/4.0f;
        }
        if(f1>=c1 && f2>=c2) goto skip;
        render_square(o->wtex, f1, f2, c1, c2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);
    };
    skip:
			f1 -= d1->vdelta / 4.0f;
			f2 -= d2->vdelta / 4.0f;
		}
		if (f1 >= c1 && f2 >= c2)
			goto skip;
		render_square(o->wtex, f1, f2, c1, c2, x1 << mip, y1 << mip,
		    x2 << mip, y2 << mip, 1 << mip, d1, d2, topleft);
	};
skip: {
    {
        float f1 = o->ceil;
        float f2 = o->ceil;
        float c1 = s->ceil;
        float c2 = s->ceil;
        if(o->type==CHF && s->type!=CHF)
	float f1 = o->ceil;
	float f2 = o->ceil;
	float c1 = s->ceil;
	float c2 = s->ceil;
	if (o->type == CHF && s->type != CHF) {
        {
            f1 += d1->vdelta/4.0f;
            f2 += d2->vdelta/4.0f;
		f1 += d1->vdelta / 4.0f;
		f2 += d2->vdelta / 4.0f;
        }
        else if(s->type==CHF && o->type!=CHF)
	} else if (s->type == CHF && o->type != CHF) {
        {
            c1 += d1->vdelta/4.0f;
            c2 += d2->vdelta/4.0f;
        }
        if(c1<=f1 && c2<=f2) return;
        render_square(o->utex, f1, f2, c1, c2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);
    };
		c1 += d1->vdelta / 4.0f;
		c2 += d2->vdelta / 4.0f;
	}
	if (c1 <= f1 && c2 <= f2)
		return;
	render_square(o->utex, f1, f2, c1, c2, x1 << mip, y1 << mip, x2 << mip,
	    y2 << mip, 1 << mip, d1, d2, topleft);
};
};

const int MAX_MIP = 5;   // 32x32 unit blocks
const int MAX_MIP = 5; // 32x32 unit blocks
const int MIN_LOD = 2;
const int LOW_LOD = 25;
const int MAX_LOD = 1000;

int lod = 40, lodtop, lodbot, lodleft, lodright;
int min_lod;

int stats[LARGEST_FACTOR];

// detect those cases where a higher mip solid has a visible wall next to lower mip cubes
// (used for wall rendering below)
// detect those cases where a higher mip solid has a visible wall next to lower
// mip cubes (used for wall rendering below)

bool
bool issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)      
issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
{
	if (!(mip--))
    if(!(mip--)) return true;
    sqr *w = wmip[mip];
    int msize = ssize>>mip;
    x *= 2;
    y *= 2;
    switch(SWS(w, x+x1, y+y1, msize)->type)
		return true;
	sqr *w = wmip[mip];
	int msize = ssize >> mip;
	x *= 2;
	y *= 2;
	switch (SWS(w, x + x1, y + y1, msize)->type) {
    {
        case SEMISOLID: if(issemi(mip, x+x1, y+y1, x1, y1, x2, y2)) return true;
        case CORNER:
        case SOLID: break;
        default: return true;
    };
    switch(SWS(w, x+x2, y+y2, msize)->type)
	case SEMISOLID:
		if (issemi(mip, x + x1, y + y1, x1, y1, x2, y2))
			return true;
	case CORNER:
	case SOLID:
		break;
	default:
		return true;
	};
	switch (SWS(w, x + x2, y + y2, msize)->type) {
    {
        case SEMISOLID: if(issemi(mip, x+x2, y+y2, x1, y1, x2, y2)) return true;
        case CORNER:
        case SOLID: break;
        default: return true;
    };
    return false;
	case SEMISOLID:
		if (issemi(mip, x + x2, y + y2, x1, y1, x2, y2))
			return true;
	case CORNER:
	case SOLID:
		break;
	default:
		return true;
	};
	return false;
};

bool render_floor, render_ceil;

// the core recursive function, renders a rect of cubes at a certain mip level from a viewer perspective
// call itself for lower mip levels, on most modern machines however this function will use the higher
// mip levels only for perfect mips.
// the core recursive function, renders a rect of cubes at a certain mip level
// from a viewer perspective call itself for lower mip levels, on most modern
// machines however this function will use the higher mip levels only for
// perfect mips.

void
render_seg_new(
void render_seg_new(float vx, float vy, float vh, int mip, int x, int y, int xs, int ys)
    float vx, float vy, float vh, int mip, int x, int y, int xs, int ys)
{
    sqr *w = wmip[mip];
    int sz = ssize>>mip;
    int vxx = ((int)vx+(1<<mip)/2)>>mip;
    int vyy = ((int)vy+(1<<mip)/2)>>mip;
    int lx = vxx-lodleft;   // these mark the rect inside the current rest that we want to render using a lower mip level
    int ly = vyy-lodtop;
    int rx = vxx+lodright;
    int ry = vyy+lodbot;
	sqr *w = wmip[mip];
	int sz = ssize >> mip;
	int vxx = ((int)vx + (1 << mip) / 2) >> mip;
	int vyy = ((int)vy + (1 << mip) / 2) >> mip;
	int lx =
	    vxx - lodleft; // these mark the rect inside the current rest that
	                   // we want to render using a lower mip level
	int ly = vyy - lodtop;
	int rx = vxx + lodright;
	int ry = vyy + lodbot;

    float fsize = (float)(1<<mip);
    for(int ox = x; ox<xs; ox++) for(int oy = y; oy<ys; oy++)       // first collect occlusion information for this block
    {
        SWS(w,ox,oy,sz)->occluded = isoccluded(player1->o.x, player1->o.y, (float)(ox<<mip), (float)(oy<<mip), fsize);
    };
    
    int pvx = (int)vx>>mip;
    int pvy = (int)vy>>mip;
    if(pvx>=0 && pvy>=0 && pvx<sz && pvy<sz)
	float fsize = (float)(1 << mip);
	for (int ox = x; ox < xs; ox++)
		for (int oy = y; oy < ys;
		     oy++) // first collect occlusion information for this block
		{
			SWS(w, ox, oy, sz)->occluded =
			    isoccluded(player1->o.x, player1->o.y,
			        (float)(ox << mip), (float)(oy << mip), fsize);
		};

	int pvx = (int)vx >> mip;
	int pvy = (int)vy >> mip;
	if (pvx >= 0 && pvy >= 0 && pvx < sz && pvy < sz) {
    {
        //SWS(w,vxx,vyy,sz)->occluded = 0; 
        SWS(w, pvx, pvy, sz)->occluded = 0;  // player cell never occluded
    };
		// SWS(w,vxx,vyy,sz)->occluded = 0;
		SWS(w, pvx, pvy, sz)->occluded =
		    0; // player cell never occluded
	};

    #define df(x) s->floor-(x->vdelta/4.0f)
    #define dc(x) s->ceil+(x->vdelta/4.0f)
    
    // loop through the rect 3 times (for floor/ceil/walls seperately, to facilitate dynamic stripify)
    // for each we skip occluded cubes (occlusion at higher mip levels is a big time saver!).
    // during the first loop (ceil) we collect cubes that lie within the lower mip rect and are
    // also deferred, and render them recursively. Anything left (perfect mips and higher lods) we
    // render here.

#define df(x) s->floor - (x->vdelta / 4.0f)
#define dc(x) s->ceil + (x->vdelta / 4.0f)

	// loop through the rect 3 times (for floor/ceil/walls seperately, to
	// facilitate dynamic stripify) for each we skip occluded cubes
	// (occlusion at higher mip levels is a big time saver!). during the
	// first loop (ceil) we collect cubes that lie within the lower mip rect
	// and are also deferred, and render them recursively. Anything left
	// (perfect mips and higher lods) we render here.

#define LOOPH                                                                  \
	{                                                                      \
		for (int xx = x; xx < xs; xx++)                                \
			for (int yy = y; yy < ys; yy++) {                      \
				sqr *s = SWS(w, xx, yy, sz);                   \
				if (s->occluded == 1)                          \
    #define LOOPH {for(int xx = x; xx<xs; xx++) for(int yy = y; yy<ys; yy++) { \
                  sqr *s = SWS(w,xx,yy,sz); if(s->occluded==1) continue; \
                  if(s->defer && !s->occluded && mip && xx>=lx && xx<rx && yy>=ly && yy<ry)
    #define LOOPD sqr *t = SWS(s,1,0,sz); \
                  sqr *u = SWS(s,1,1,sz); \
                  sqr *v = SWS(s,0,1,sz); \
					continue;                              \
				if (s->defer && !s->occluded && mip &&         \
				    xx >= lx && xx < rx && yy >= ly &&         \
				    yy < ry)
#define LOOPD                                                                  \
	sqr *t = SWS(s, 1, 0, sz);                                             \
	sqr *u = SWS(s, 1, 1, sz);                                             \
	sqr *v = SWS(s, 0, 1, sz);

    LOOPH   // ceils
        {
            int start = yy;
            sqr *next;
            while(yy<ys-1 && (next = SWS(w,xx,yy+1,sz))->defer && !next->occluded) yy++;    // collect 2xN rect of lower mip
            render_seg_new(vx, vy, vh, mip-1, xx*2, start*2, xx*2+2, yy*2+2);
            continue;
        };
        stats[mip]++;
        LOOPD
        if((s->type==SPACE || s->type==FHF) && s->ceil>=vh && render_ceil)
            render_flat(s->ctex, xx<<mip, yy<<mip, 1<<mip, s->ceil, s, t, u, v, true);
        if(s->type==CHF) //if(s->ceil>=vh)
            render_flatdelta(s->ctex, xx<<mip, yy<<mip, 1<<mip, dc(s), dc(t), dc(u), dc(v), s, t, u, v, true);
	LOOPH // ceils
	{
		int start = yy;
		sqr *next;
		while (yy < ys - 1 && (next = SWS(w, xx, yy + 1, sz))->defer &&
		       !next->occluded)
			yy++; // collect 2xN rect of lower mip
		render_seg_new(vx, vy, vh, mip - 1, xx * 2, start * 2,
		    xx * 2 + 2, yy * 2 + 2);
		continue;
	};
	stats[mip]++;
	LOOPD
	if ((s->type == SPACE || s->type == FHF) && s->ceil >= vh &&
	    render_ceil)
		render_flat(s->ctex, xx << mip, yy << mip, 1 << mip, s->ceil, s,
		    t, u, v, true);
	if (s->type == CHF) // if(s->ceil>=vh)
		render_flatdelta(s->ctex, xx << mip, yy << mip, 1 << mip, dc(s),
		    dc(t), dc(u), dc(v), s, t, u, v, true);
    }};

    LOOPH continue;     // floors
        LOOPD
        if((s->type==SPACE || s->type==CHF) && s->floor<=vh && render_floor)
}
}
;

LOOPH continue; // floors
LOOPD
if ((s->type == SPACE || s->type == CHF) && s->floor <= vh && render_floor) {
        {
            render_flat(s->ftex, xx<<mip, yy<<mip, 1<<mip, s->floor, s, t, u, v, false);
			if(s->floor<hdr.waterlevel && !SOLID(s)) addwaterquad(xx<<mip, yy<<mip, 1<<mip);
        };
        if(s->type==FHF)
	render_flat(s->ftex, xx << mip, yy << mip, 1 << mip, s->floor, s, t, u,
	    v, false);
	if (s->floor < hdr.waterlevel && !SOLID(s))
		addwaterquad(xx << mip, yy << mip, 1 << mip);
};
if (s->type == FHF) {
        {
            render_flatdelta(s->ftex, xx<<mip, yy<<mip, 1<<mip, df(s), df(t), df(u), df(v), s, t, u, v, false);
			if(s->floor-s->vdelta/4.0f<hdr.waterlevel && !SOLID(s)) addwaterquad(xx<<mip, yy<<mip, 1<<mip);
        };
	render_flatdelta(s->ftex, xx << mip, yy << mip, 1 << mip, df(s), df(t),
	    df(u), df(v), s, t, u, v, false);
	if (s->floor - s->vdelta / 4.0f < hdr.waterlevel && !SOLID(s))
		addwaterquad(xx << mip, yy << mip, 1 << mip);
};
    }};

    LOOPH continue;     // walls
        LOOPD
        //  w
        // zSt
        //  vu
}
}
;

LOOPH continue; // walls
LOOPD
//  w
// zSt
//  vu

        sqr *w = SWS(s,0,-1,sz);
        sqr *z = SWS(s,-1,0,sz);
        bool normalwall = true;
sqr *w = SWS(s, 0, -1, sz);
sqr *z = SWS(s, -1, 0, sz);
bool normalwall = true;

        if(s->type==CORNER)
if (s->type == CORNER) {
        {
            // cull also
            bool topleft = true;
            sqr *h1 = NULL;
            sqr *h2 = NULL;
            if(SOLID(z))
	// cull also
	bool topleft = true;
	sqr *h1 = NULL;
	sqr *h2 = NULL;
	if (SOLID(z)) {
            {
                if(SOLID(w))      { render_wall(w, h2 = s, xx+1, yy, xx, yy+1, mip, t, v, false); topleft = false; }
                else if(SOLID(v)) { render_wall(v, h2 = s, xx, yy, xx+1, yy+1, mip, s, u, false); };
            }
            else if(SOLID(t))
		if (SOLID(w)) {
			render_wall(w, h2 = s, xx + 1, yy, xx, yy + 1, mip, t,
			    v, false);
			topleft = false;
		} else if (SOLID(v)) {
			render_wall(v, h2 = s, xx, yy, xx + 1, yy + 1, mip, s,
			    u, false);
		};
	} else if (SOLID(t)) {
            {
                if(SOLID(w))      { render_wall(w, h1 = s, xx+1, yy+1, xx, yy, mip, u, s, false); }
                else if(SOLID(v)) { render_wall(v, h1 = s, xx, yy+1, xx+1, yy, mip, v, t, false); topleft = false; };
            }
            else
		if (SOLID(w)) {
			render_wall(w, h1 = s, xx + 1, yy + 1, xx, yy, mip, u,
			    s, false);
		} else if (SOLID(v)) {
			render_wall(v, h1 = s, xx, yy + 1, xx + 1, yy, mip, v,
			    t, false);
			topleft = false;
		};
	} else {
            {
                normalwall = false;
                bool wv = w->ceil-w->floor < v->ceil-v->floor;
                if(z->ceil-z->floor < t->ceil-t->floor)
		normalwall = false;
		bool wv = w->ceil - w->floor < v->ceil - v->floor;
		if (z->ceil - z->floor < t->ceil - t->floor) {
                {
                    if(wv) { render_wall(h1 = s, h2 = v, xx+1, yy, xx, yy+1, mip, t, v, false); topleft = false; }
                    else   { render_wall(h1 = s, h2 = w, xx, yy, xx+1, yy+1, mip, s, u, false); };
                }
                else
			if (wv) {
				render_wall(h1 = s, h2 = v, xx + 1, yy, xx,
				    yy + 1, mip, t, v, false);
				topleft = false;
			} else {
				render_wall(h1 = s, h2 = w, xx, yy, xx + 1,
				    yy + 1, mip, s, u, false);
			};
		} else {
                {
                    if(wv) { render_wall(h2 = s, h1 = v, xx+1, yy+1, xx, yy, mip, u, s, false); }
                    else   { render_wall(h2 = s, h1 = w, xx, yy+1, xx+1, yy, mip, v, t, false); topleft = false; };
                };
            };
            render_tris(xx<<mip, yy<<mip, 1<<mip, topleft, h1, h2, s, t, u, v);
        }
			if (wv) {
				render_wall(h2 = s, h1 = v, xx + 1, yy + 1, xx,
				    yy, mip, u, s, false);
			} else {
				render_wall(h2 = s, h1 = w, xx, yy + 1, xx + 1,
				    yy, mip, v, t, false);
				topleft = false;
			};
		};
	};
	render_tris(
	    xx << mip, yy << mip, 1 << mip, topleft, h1, h2, s, t, u, v);
}

        if(normalwall)
if (normalwall) {
        {
            bool inner = xx!=sz-1 && yy!=sz-1;
	bool inner = xx != sz - 1 && yy != sz - 1;

	if (xx >= vxx && xx != 0 && yy != sz - 1 && !SOLID(z) &&
            if(xx>=vxx && xx!=0 && yy!=sz-1 && !SOLID(z) && (!SOLID(s) || z->type!=CORNER)
                && (z->type!=SEMISOLID || issemi(mip, xx-1, yy, 1, 0, 1, 1)))
                render_wall(s, z, xx,   yy,   xx,   yy+1, mip, s, v, true);
            if(xx<=vxx && inner && !SOLID(t) && (!SOLID(s) || t->type!=CORNER)
                && (t->type!=SEMISOLID || issemi(mip, xx+1, yy, 0, 0, 0, 1)))
                render_wall(s, t, xx+1, yy,   xx+1, yy+1, mip, t, u, false);
            if(yy>=vyy && yy!=0 && xx!=sz-1 && !SOLID(w) && (!SOLID(s) || w->type!=CORNER)
	    (!SOLID(s) || z->type != CORNER) &&
	    (z->type != SEMISOLID || issemi(mip, xx - 1, yy, 1, 0, 1, 1)))
		render_wall(s, z, xx, yy, xx, yy + 1, mip, s, v, true);
	if (xx <= vxx && inner && !SOLID(t) &&
	    (!SOLID(s) || t->type != CORNER) &&
	    (t->type != SEMISOLID || issemi(mip, xx + 1, yy, 0, 0, 0, 1)))
		render_wall(s, t, xx + 1, yy, xx + 1, yy + 1, mip, t, u, false);
	if (yy >= vyy && yy != 0 && xx != sz - 1 && !SOLID(w) &&
                && (w->type!=SEMISOLID || issemi(mip, xx, yy-1, 0, 1, 1, 1)))
                render_wall(s, w, xx,   yy,   xx+1, yy,   mip, s, t, false);
            if(yy<=vyy && inner && !SOLID(v) && (!SOLID(s) || v->type!=CORNER)
                && (v->type!=SEMISOLID || issemi(mip, xx, yy+1, 0, 0, 1, 0)))
                render_wall(s, v, xx,   yy+1, xx+1, yy+1, mip, v, u, true);
        };
	    (!SOLID(s) || w->type != CORNER) &&
	    (w->type != SEMISOLID || issemi(mip, xx, yy - 1, 0, 1, 1, 1)))
		render_wall(s, w, xx, yy, xx + 1, yy, mip, s, t, false);
	if (yy <= vyy && inner && !SOLID(v) &&
	    (!SOLID(s) || v->type != CORNER) &&
	    (v->type != SEMISOLID || issemi(mip, xx, yy + 1, 0, 0, 1, 0)))
		render_wall(s, v, xx, yy + 1, xx + 1, yy + 1, mip, v, u, true);
};
    }};

}
};

void distlod(int &low, int &high, int angle, float widef)
}
;
}
;

void
distlod(int &low, int &high, int angle, float widef)
{
    float f = 90.0f/lod/widef;
    low = (int)((90-angle)/f);
    high = (int)(angle/f);
    if(low<min_lod) low = min_lod;
    if(high<min_lod) high = min_lod;
	float f = 90.0f / lod / widef;
	low = (int)((90 - angle) / f);
	high = (int)(angle / f);
	if (low < min_lod)
		low = min_lod;
	if (high < min_lod)
		high = min_lod;
};

// does some out of date view frustrum optimisation that doesn't contribute much anymore
// does some out of date view frustrum optimisation that doesn't contribute much
// anymore

void
render_world(
void render_world(float vx, float vy, float vh, int yaw, int pitch, float fov, int w, int h)
    float vx, float vy, float vh, int yaw, int pitch, float fov, int w, int h)
{
    loopi(LARGEST_FACTOR) stats[i] = 0;
    min_lod = MIN_LOD+abs(pitch)/12;
    yaw = 360-yaw;
    float widef = fov/75.0f;
    int cdist = abs(yaw%90-45);
    if(cdist<7)    // hack to avoid popup at high fovs at 45 yaw
    {
        min_lod = max(min_lod, (int)(MIN_LOD+(10-cdist)/1.0f*widef)); // less if lod worked better
        widef = 1.0f;
	loopi(LARGEST_FACTOR) stats[i] = 0;
	min_lod = MIN_LOD + abs(pitch) / 12;
	yaw = 360 - yaw;
	float widef = fov / 75.0f;
	int cdist = abs(yaw % 90 - 45);
	if (cdist < 7) // hack to avoid popup at high fovs at 45 yaw
	{
		min_lod = max(min_lod,
		    (int)(MIN_LOD + (10 - cdist) / 1.0f *
		                        widef)); // less if lod worked better
		widef = 1.0f;
    };
    lod = MAX_LOD;
    lodtop = lodbot = lodleft = lodright = min_lod;
    if(yaw>45 && yaw<=135)
    {
        lodleft = lod;
        distlod(lodtop, lodbot, yaw-45, widef);
    }
    else if(yaw>135 && yaw<=225)
    {
        lodbot = lod;
        distlod(lodleft, lodright, yaw-135, widef);
    }
    else if(yaw>225 && yaw<=315)
	};
	lod = MAX_LOD;
	lodtop = lodbot = lodleft = lodright = min_lod;
	if (yaw > 45 && yaw <= 135) {
		lodleft = lod;
		distlod(lodtop, lodbot, yaw - 45, widef);
	} else if (yaw > 135 && yaw <= 225) {
		lodbot = lod;
		distlod(lodleft, lodright, yaw - 135, widef);
	} else if (yaw > 225 && yaw <= 315) {
    {
        lodright = lod;
        distlod(lodbot, lodtop, yaw-225, widef);
		lodright = lod;
		distlod(lodbot, lodtop, yaw - 225, widef);
    }
    else
	} else {
    {
        lodtop = lod;
        distlod(lodright, lodleft, yaw<=45 ? yaw+45 : yaw-315, widef);
    };
    float hyfov = fov*h/w/2;
    render_floor = pitch<hyfov;
    render_ceil  = -pitch<hyfov;
		lodtop = lod;
		distlod(
		    lodright, lodleft, yaw <= 45 ? yaw + 45 : yaw - 315, widef);
	};
	float hyfov = fov * h / w / 2;
	render_floor = pitch < hyfov;
	render_ceil = -pitch < hyfov;

    render_seg_new(vx, vy, vh, MAX_MIP, 0, 0, ssize>>MAX_MIP, ssize>>MAX_MIP);
    mipstats(stats[0], stats[1], stats[2]);
	render_seg_new(
	    vx, vy, vh, MAX_MIP, 0, 0, ssize >> MAX_MIP, ssize >> MAX_MIP);
	mipstats(stats[0], stats[1], stats[2]);
};