Renderer floatification: Use floating point for visibility values

This commit is contained in:
Randy Heit 2016-04-14 17:18:17 -05:00
parent ded3f92452
commit 4416d88eb2
6 changed files with 50 additions and 53 deletions

View file

@ -93,9 +93,9 @@ extern bool r_showviewer;
// PRIVATE DATA DECLARATIONS ----------------------------------------------- // PRIVATE DATA DECLARATIONS -----------------------------------------------
static float CurrentVisibility = 8.f; static double CurrentVisibility = 8.f;
static fixed_t MaxVisForWall; static double MaxVisForWall;
static fixed_t MaxVisForFloor; static double MaxVisForFloor;
bool r_dontmaplines; bool r_dontmaplines;
// PUBLIC DATA DEFINITIONS ------------------------------------------------- // PUBLIC DATA DEFINITIONS -------------------------------------------------
@ -103,15 +103,14 @@ bool r_dontmaplines;
CVAR (String, r_viewsize, "", CVAR_NOSET) CVAR (String, r_viewsize, "", CVAR_NOSET)
CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE) CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
fixed_t r_BaseVisibility; double r_BaseVisibility;
fixed_t r_WallVisibility; double r_WallVisibility;
fixed_t r_FloorVisibility; double r_FloorVisibility;
float r_TiltVisibility; float r_TiltVisibility;
fixed_t r_SpriteVisibility; double r_SpriteVisibility;
fixed_t r_ParticleVisibility; double r_ParticleVisibility;
fixed_t r_SkyVisibility;
fixed_t GlobVis; double GlobVis;
fixed_t viewingrangerecip; fixed_t viewingrangerecip;
double FocalLengthX; double FocalLengthX;
double FocalLengthY; double FocalLengthY;
@ -250,10 +249,10 @@ void R_InitTextureMapping ()
// //
//========================================================================== //==========================================================================
void R_SetVisibility (float vis) void R_SetVisibility(double vis)
{ {
// Allow negative visibilities, just for novelty's sake // Allow negative visibilities, just for novelty's sake
vis = clamp (vis, -204.7f, 204.7f); // (205 and larger do not work in 5:4 aspect ratio) vis = clamp(vis, -204.7, 204.7); // (205 and larger do not work in 5:4 aspect ratio)
CurrentVisibility = vis; CurrentVisibility = vis;
@ -264,7 +263,7 @@ void R_SetVisibility (float vis)
return; return;
} }
r_BaseVisibility = xs_RoundToInt(vis * 65536.f); r_BaseVisibility = vis;
// Prevent overflow on walls // Prevent overflow on walls
if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForWall) if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForWall)
@ -274,8 +273,8 @@ void R_SetVisibility (float vis)
else else
r_WallVisibility = r_BaseVisibility; r_WallVisibility = r_BaseVisibility;
r_WallVisibility = FixedMul (FLOAT2FIXED(InvZtoScale * SCREENWIDTH*BaseRatioSizes[WidescreenRatio][1] / r_WallVisibility = (InvZtoScale * SCREENWIDTH*BaseRatioSizes[WidescreenRatio][1] /
(viewwidth*SCREENHEIGHT*3)), xs_ToInt(r_WallVisibility * FocalTangent)); (viewwidth*SCREENHEIGHT*3)) * (r_WallVisibility * FocalTangent);
// Prevent overflow on floors/ceilings. Note that the calculation of // Prevent overflow on floors/ceilings. Note that the calculation of
// MaxVisForFloor means that planes less than two units from the player's // MaxVisForFloor means that planes less than two units from the player's
@ -288,9 +287,9 @@ void R_SetVisibility (float vis)
else else
r_FloorVisibility = r_BaseVisibility; r_FloorVisibility = r_BaseVisibility;
r_FloorVisibility = xs_ToInt(160.0 * r_FloorVisibility / FocalLengthY); r_FloorVisibility = 160.0 * r_FloorVisibility / FocalLengthY;
r_TiltVisibility = vis * (float)FocalTangent * (16.f * 320.f) / (float)viewwidth; r_TiltVisibility = float(vis * FocalTangent * (16.f * 320.f) / viewwidth);
r_SpriteVisibility = r_WallVisibility; r_SpriteVisibility = r_WallVisibility;
} }
@ -300,7 +299,7 @@ void R_SetVisibility (float vis)
// //
//========================================================================== //==========================================================================
float R_GetVisibility () double R_GetVisibility()
{ {
return CurrentVisibility; return CurrentVisibility;
} }
@ -323,7 +322,7 @@ CCMD (r_visibility)
} }
else if (!netgame) else if (!netgame)
{ {
R_SetVisibility ((float)atof (argv[1])); R_SetVisibility(atof(argv[1]));
} }
else else
{ {
@ -396,10 +395,10 @@ void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight,
R_InitTextureMapping (); R_InitTextureMapping ();
MaxVisForWall = FLOAT2FIXED((InvZtoScale * (SCREENWIDTH*r_Yaspect) / MaxVisForWall = (InvZtoScale * (SCREENWIDTH*r_Yaspect) /
(viewwidth*SCREENHEIGHT * FocalTangent))); (viewwidth*SCREENHEIGHT * FocalTangent));
MaxVisForWall = FixedDiv (0x7fff0000, MaxVisForWall); MaxVisForWall = 32767.0 / MaxVisForWall;
MaxVisForFloor = int(0x7fff0000 / (viewheight * FocalLengthY / 160)); MaxVisForFloor = 32767.0 / (viewheight * FocalLengthY / 160);
// Reset r_*Visibility vars // Reset r_*Visibility vars
R_SetVisibility(R_GetVisibility()); R_SetVisibility(R_GetVisibility());

View file

@ -82,17 +82,16 @@ extern bool r_dontmaplines;
// Change R_CalcTiltedLighting() when this changes. // Change R_CalcTiltedLighting() when this changes.
#define GETPALOOKUP(vis,shade) (clamp<int> (((shade)-MIN(MAXLIGHTVIS,(vis)))>>FRACBITS, 0, NUMCOLORMAPS-1)) #define GETPALOOKUP(vis,shade) (clamp<int> (((shade)-MIN(MAXLIGHTVIS,(vis)))>>FRACBITS, 0, NUMCOLORMAPS-1))
extern fixed_t GlobVis; extern double GlobVis;
void R_SetVisibility (float visibility); void R_SetVisibility(double visibility);
float R_GetVisibility (); double R_GetVisibility();
extern fixed_t r_BaseVisibility; extern double r_BaseVisibility;
extern fixed_t r_WallVisibility; extern double r_WallVisibility;
extern fixed_t r_FloorVisibility; extern double r_FloorVisibility;
extern float r_TiltVisibility; extern float r_TiltVisibility;
extern fixed_t r_SpriteVisibility; extern double r_SpriteVisibility;
extern fixed_t r_SkyVisibility;
extern int r_actualextralight; extern int r_actualextralight;
extern bool foggy; extern bool foggy;
@ -137,7 +136,7 @@ void R_MultiresInit (void);
extern int stacked_extralight; extern int stacked_extralight;
extern float stacked_visibility; extern double stacked_visibility;
extern DVector3 stacked_viewpos; extern DVector3 stacked_viewpos;
extern DAngle stacked_angle; extern DAngle stacked_angle;

View file

@ -98,7 +98,7 @@ visplane_t *ceilingplane;
// you are changing them to draw a stacked sector. Otherwise, stacked sectors // you are changing them to draw a stacked sector. Otherwise, stacked sectors
// won't draw in skyboxes properly. // won't draw in skyboxes properly.
int stacked_extralight; int stacked_extralight;
float stacked_visibility; double stacked_visibility;
DVector3 stacked_viewpos; DVector3 stacked_viewpos;
DAngle stacked_angle; DAngle stacked_angle;
@ -123,7 +123,7 @@ short ceilingclip[MAXWIDTH];
// texture mapping // texture mapping
// //
static fixed_t planeheight; static double planeheight;
extern "C" { extern "C" {
// //
@ -217,7 +217,7 @@ void R_MapPlane (int y, int x1)
// [RH] Notice that I dumped the caching scheme used by Doom. // [RH] Notice that I dumped the caching scheme used by Doom.
// It did not offer any appreciable speedup. // It did not offer any appreciable speedup.
distance = FixedMul (planeheight, yslope[y]); distance = xs_ToInt(planeheight * yslope[y]);
ds_xstep = FixedMul (distance, xstepscale); ds_xstep = FixedMul (distance, xstepscale);
ds_ystep = FixedMul (distance, ystepscale); ds_ystep = FixedMul (distance, ystepscale);
@ -228,7 +228,7 @@ void R_MapPlane (int y, int x1)
{ {
// Determine lighting based on the span's distance from the viewer. // Determine lighting based on the span's distance from the viewer.
ds_colormap = basecolormap->Maps + (GETPALOOKUP ( ds_colormap = basecolormap->Maps + (GETPALOOKUP (
xs_ToInt(GlobVis * fabs(CenterY - y)), planeshade) << COLORMAPSHIFT); FLOAT2FIXED(GlobVis * fabs(CenterY - y)), planeshade) << COLORMAPSHIFT);
} }
#ifdef X86_ASM #ifdef X86_ASM
@ -1187,7 +1187,7 @@ void R_DrawPortals ()
ptrdiff_t savedds_p = ds_p - drawsegs; ptrdiff_t savedds_p = ds_p - drawsegs;
ptrdiff_t savedlastopening = lastopening; ptrdiff_t savedlastopening = lastopening;
size_t savedinteresting = FirstInterestingDrawseg; size_t savedinteresting = FirstInterestingDrawseg;
float savedvisibility = R_GetVisibility (); double savedvisibility = R_GetVisibility();
AActor *savedcamera = camera; AActor *savedcamera = camera;
sector_t *savedsector = viewsector; sector_t *savedsector = viewsector;
@ -1559,9 +1559,9 @@ void R_DrawNormalPlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
basexfrac = FixedMul (xscale, finecosine[planeang]) + x*xstepscale; basexfrac = FixedMul (xscale, finecosine[planeang]) + x*xstepscale;
baseyfrac = FixedMul (yscale, -finesine[planeang]) + x*ystepscale; baseyfrac = FixedMul (yscale, -finesine[planeang]) + x*ystepscale;
planeheight = FLOAT2FIXED(fabs(pl->height.Zat0() - ViewPos.Z)); planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
GlobVis = FixedDiv (r_FloorVisibility, planeheight); GlobVis = r_FloorVisibility / planeheight;
if (fixedlightlev >= 0) if (fixedlightlev >= 0)
ds_colormap = basecolormap->Maps + fixedlightlev, plane_shade = false; ds_colormap = basecolormap->Maps + fixedlightlev, plane_shade = false;
else if (fixedcolormap) else if (fixedcolormap)
@ -1709,7 +1709,7 @@ void R_DrawTiltedPlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
plane_sz[0] = -plane_sz[0]; plane_sz[0] = -plane_sz[0];
} }
planelightfloat = (r_TiltVisibility * lxscale * lyscale) / (fabs(pl->height.ZatPoint(ViewPos)) / 65536.0); planelightfloat = (r_TiltVisibility * lxscale * lyscale) / fabs(pl->height.ZatPoint(ViewPos));
if (pl->height.fC() > 0) if (pl->height.fC() > 0)
planelightfloat = -planelightfloat; planelightfloat = -planelightfloat;

View file

@ -50,7 +50,7 @@ struct visplane_s
// have stacked sectors inside a skybox. If the visplane is not for a // have stacked sectors inside a skybox. If the visplane is not for a
// stack, then they are unused. // stack, then they are unused.
int extralight; int extralight;
float visibility; double visibility;
DVector3 viewpos; DVector3 viewpos;
DAngle viewangle; DAngle viewangle;
fixed_t Alpha; fixed_t Alpha;

View file

@ -2312,8 +2312,8 @@ void R_NewWall (bool needlights)
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel) wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
+ r_actualextralight); + r_actualextralight);
GlobVis = r_WallVisibility; GlobVis = r_WallVisibility;
rw_lightleft = FLOAT2FIXED(FIXED2DBL(GlobVis) / WallC.sz1); rw_lightleft = FLOAT2FIXED(GlobVis / WallC.sz1);
rw_lightstep = (FLOAT2FIXED(FIXED2DBL(GlobVis) / WallC.sz2) - rw_lightleft) / (WallC.sx2 - WallC.sx1); rw_lightstep = (FLOAT2FIXED(GlobVis / WallC.sz2) - rw_lightleft) / (WallC.sx2 - WallC.sx1);
} }
else else
{ {

View file

@ -533,8 +533,8 @@ void R_DrawWallSprite(vissprite_t *spr)
int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight); int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
GlobVis = r_WallVisibility; GlobVis = r_WallVisibility;
rw_lightleft = SafeDivScale12(GlobVis, xs_Fix<12>::ToFix(spr->wallc.sz1)); rw_lightleft = FLOAT2FIXED(GlobVis / spr->wallc.sz1);
rw_lightstep = (SafeDivScale12(GlobVis, xs_Fix<12>::ToFix(spr->wallc.sz2)) - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1); rw_lightstep = (FLOAT2FIXED(GlobVis / spr->wallc.sz2) - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1);
rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep; rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
if (fixedlightlev >= 0) if (fixedlightlev >= 0)
dc_colormap = usecolormap->Maps + fixedlightlev; dc_colormap = usecolormap->Maps + fixedlightlev;
@ -1128,7 +1128,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
else else
{ // diminished light { // diminished light
vis->ColormapNum = GETPALOOKUP( vis->ColormapNum = GETPALOOKUP(
(fixed_t)(r_SpriteVisibility / MAX(tz, MINZ)), spriteshade); FLOAT2FIXED(r_SpriteVisibility / MAX(tz, MINZ)), spriteshade);
vis->Style.colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT); vis->Style.colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
} }
} }
@ -1204,7 +1204,7 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
vis->bIsVoxel = false; vis->bIsVoxel = false;
vis->bWallSprite = true; vis->bWallSprite = true;
vis->ColormapNum = GETPALOOKUP( vis->ColormapNum = GETPALOOKUP(
(fixed_t)DivScale12 (r_SpriteVisibility, xs_Fix<20>::ToFix(MAX(tz, MINZ))), spriteshade); FLOAT2FIXED(r_SpriteVisibility / MAX(tz, MINZ)), spriteshade);
vis->Style.colormap = basecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT); vis->Style.colormap = basecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
vis->wallc = wallc; vis->wallc = wallc;
} }
@ -2002,7 +2002,7 @@ void R_DrawSprite (vissprite_t *spr)
{ // diminished light { // diminished light
spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight); spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP ( spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
(fixed_t)DivScale12 (r_SpriteVisibility, xs_Fix<20>::ToFix(MAX(MINZ, (double)spr->depth))), spriteshade) << COLORMAPSHIFT); FLOAT2FIXED(r_SpriteVisibility / MAX(MINZ, (double)spr->depth)), spriteshade) << COLORMAPSHIFT);
} }
} }
} }
@ -2558,9 +2558,8 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
} }
else else
{ {
// Using MulScale15 instead of 16 makes particles slightly more visible // Particles are slightly more visible than regular sprites.
// than regular sprites. vis->ColormapNum = GETPALOOKUP(FLOAT2FIXED(tiz * r_SpriteVisibility * 0.5), shade);
vis->ColormapNum = GETPALOOKUP(MulScale15 (FLOAT2FIXED(tiz), r_SpriteVisibility), shade);
vis->Style.colormap = map + (vis->ColormapNum << COLORMAPSHIFT); vis->Style.colormap = map + (vis->ColormapNum << COLORMAPSHIFT);
} }
} }