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Work around floating point precision issues in Polymost causing problems when rendering certain geometry from particular angles
git-svn-id: https://svn.eduke32.com/eduke32@7374 1a8010ca-5511-0410-912e-c29ae57300e0
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61b89491c6
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2 changed files with 28 additions and 23 deletions
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@ -815,6 +815,10 @@ typedef struct {
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float x, y;
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} vec2f_t;
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typedef struct {
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double x, y;
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} vec2d_t;
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typedef struct {
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union { float x; float d; };
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union { float y; float u; };
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@ -5131,22 +5131,22 @@ static int32_t polymost_bunchfront(const int32_t b1, const int32_t b2)
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const float x2b2 = dxb2[bunchlast[b2]];
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const float x1b1 = dxb1[b1f];
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if (x1b1 >= x2b2)
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if (nexttowardf(x1b1, x2b2) >= x2b2)
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return -1;
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int b2f = bunchfirst[b2];
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const float x1b2 = dxb1[b2f];
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if (x1b2 >= dxb2[bunchlast[b1]])
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if (nexttowardf(x1b2, dxb2[bunchlast[b1]]) >= dxb2[bunchlast[b1]])
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return -1;
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if (x1b1 >= x1b2)
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if (nexttowardf(x1b1, x1b2) > x1b2)
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{
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while (dxb2[b2f]<=x1b1) b2f=bunchp2[b2f];
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while (nexttowardf(dxb2[b2f], x1b1) <= x1b1) b2f=bunchp2[b2f];
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return wallfront(b1f, b2f);
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}
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while (dxb2[b1f]<=x1b2) b1f=bunchp2[b1f];
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while (nexttowardf(dxb2[b1f], x1b2) <= x1b2) b1f=bunchp2[b1f];
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return wallfront(b1f, b2f);
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}
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@ -5186,7 +5186,7 @@ void polymost_scansector(int32_t sectnum)
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int scanfirst = numscans;
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vec2f_t p2 = { 0, 0 };
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vec2d_t p2 = { 0, 0 };
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uwalltype *wal;
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int z;
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@ -5195,47 +5195,48 @@ void polymost_scansector(int32_t sectnum)
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{
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uwalltype const *const wal2 = (uwalltype *)&wall[wal->point2];
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vec2f_t const fp1 = { (float)(wal->x - globalposx), (float)(wal->y - globalposy) };
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vec2f_t const fp2 = { (float)(wal2->x - globalposx), (float)(wal2->y - globalposy) };
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vec2d_t const fp1 = { double(wal->x - globalposx), double(wal->y - globalposy) };
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vec2d_t const fp2 = { double(wal2->x - globalposx), double(wal2->y - globalposy) };
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int const nextsectnum = wal->nextsector; //Scan close sectors
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vec2f_t p1;
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if (nextsectnum >= 0 && !(wal->cstat&32) && sectorbordercnt < ARRAY_SSIZE(sectorborder))
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#ifdef YAX_ENABLE
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if (yax_nomaskpass==0 || !yax_isislandwall(z, !yax_globalcf) || (yax_nomaskdidit=1, 0))
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#endif
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if ((gotsector[nextsectnum>>3]&pow2char[nextsectnum&7]) == 0)
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{
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float const d = fp1.x*fp2.y - fp2.x*fp1.y;
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p1.x = fp2.x-fp1.x;
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p1.y = fp2.y-fp1.y;
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double const d = fp1.x*fp2.y - fp2.x*fp1.y;
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vec2d_t const p1 = { fp2.x-fp1.x, fp2.y-fp1.y };
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if (d*d <= (p1.x*p1.x + p1.y*p1.y) * (SCISDIST*SCISDIST*260.f))
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// this said (SCISDIST*SCISDIST*260.f), but SCISDIST is 1 and the significance of 260 isn't obvious to me
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// is 260 fudged to solve a problem, and does the problem still apply to our version of the renderer?
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if (d*d < (p1.x*p1.x + p1.y*p1.y) * 256.f)
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{
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sectorborder[sectorbordercnt++] = nextsectnum;
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gotsector[nextsectnum>>3] |= pow2char[nextsectnum&7];
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}
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}
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vec2d_t p1;
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if ((z == startwall) || (wall[z-1].point2 != z))
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{
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p1.x = ((fp1.y * fcosglobalang) - (fp1.x * fsinglobalang)) * (1.0f/64.f);
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p1.y = ((fp1.x * (float)cosviewingrangeglobalang) + (fp1.y * (float)sinviewingrangeglobalang)) * (1.0f/64.f);
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p1 = { (((fp1.y * fcosglobalang) - (fp1.x * fsinglobalang)) * (1.0/64.0)),
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(((fp1.x * cosviewingrangeglobalang) + (fp1.y * sinviewingrangeglobalang)) * (1.0/64.0)) };
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}
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else { p1 = p2; }
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p2.x = ((fp2.y * fcosglobalang) - (fp2.x * fsinglobalang)) * (1.0f/64.f);
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p2.y = ((fp2.x * (float) cosviewingrangeglobalang) + (fp2.y * (float) sinviewingrangeglobalang)) * (1.0f/64.f);
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p2 = { (((fp2.y * fcosglobalang) - (fp2.x * fsinglobalang)) * (1.0/64.0)),
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(((fp2.x * cosviewingrangeglobalang) + (fp2.y * sinviewingrangeglobalang)) * (1.0/64.0)) };
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//if wall is facing you...
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if ((p1.y >= SCISDIST || p2.y >= SCISDIST) && (p1.x*p2.y < p2.x*p1.y))
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if ((p1.y >= SCISDIST || p2.y >= SCISDIST) && (nexttoward(p1.x*p2.y, p2.x*p1.y) < p2.x*p1.y))
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{
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dxb1[numscans] = (p1.y >= SCISDIST) ? (p1.x*ghalfx/p1.y + ghalfx) : -1e32f;
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dxb2[numscans] = (p2.y >= SCISDIST) ? (p2.x*ghalfx/p2.y + ghalfx) : 1e32f;
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dxb1[numscans] = (p1.y >= SCISDIST) ? float(p1.x*ghalfx/p1.y + ghalfx) : -1e32f;
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dxb2[numscans] = (p2.y >= SCISDIST) ? float(p2.x*ghalfx/p2.y + ghalfx) : 1e32f;
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if (dxb1[numscans] < dxb2[numscans])
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if (nexttowardf(dxb1[numscans], dxb2[numscans]) < dxb2[numscans])
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{
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thesector[numscans] = sectnum;
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thewall[numscans] = z;
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@ -5253,7 +5254,7 @@ void polymost_scansector(int32_t sectnum)
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for (bssize_t z=onumscans; z<numscans; z++)
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{
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if ((wall[thewall[z]].point2 != thewall[bunchp2[z]]) || (dxb2[z] > dxb1[bunchp2[z]]))
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if ((wall[thewall[z]].point2 != thewall[bunchp2[z]]) || (dxb2[z] > nexttowardf(dxb1[bunchp2[z]], dxb2[z])))
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{
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bunchfirst[numbunches++] = bunchp2[z];
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bunchp2[z] = -1;
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