- floatified vertex coordinates.

Making these double or float doesn't seem to matter at all performance-wise so they use the more precise double format.
This commit is contained in:
Christoph Oelckers 2016-04-03 11:53:31 +02:00
parent f36489098f
commit 7a6039b44c

View file

@ -102,55 +102,60 @@ typedef double vtype;
struct vertex_t
{
private:
fixed_t x, y;
DVector2 p;
public:
void set(fixed_t x, fixed_t y)
{
this->x = x;
this->y = y;
p.X = x / 65536.;
p.Y = y / 65536.;
}
void set(double x, double y)
{
this->x = FLOAT2FIXED(x);
this->y = FLOAT2FIXED(y);
p.X = x;
p.Y = y;
}
double fX() const
{
return FIXED2DBL(x);
return p.X;
}
double fY() const
{
return FIXED2DBL(y);
return p.Y;
}
fixed_t fixX() const
{
return x;
return FLOAT2FIXED(p.X);
}
fixed_t fixY() const
{
return y;
return FLOAT2FIXED(p.Y);
}
DVector2 fPos()
{
return{ fX(), fY() };
return { p.X, p.Y };
}
bool operator== (const vertex_t &other)
{
return x == other.x && y == other.y;
return p == other.p;
}
bool operator!= (const vertex_t &other)
{
return p != other.p;
}
void clear()
{
x = y = 0;
p.Zero();
}
};
@ -366,12 +371,12 @@ public:
// This is for the software renderer
fixed_t ZatPointFixed(const DVector2 &pos) const
{
return xs_CRoundToInt((d + a*pos.X + b*pos.Y) * ic / (-65536.0));
return FLOAT2FIXED(ZatPoint(pos));
}
fixed_t ZatPointFixed(const vertex_t *v) const
{
return FixedMul(ic, -d - DMulScale16(a, v->fixX(), b, v->fixY()));
return FLOAT2FIXED(ZatPoint(v));
}
@ -389,7 +394,7 @@ public:
double ZatPoint(const vertex_t *v) const
{
return FIXED2DBL(FixedMul(ic, -d - DMulScale16(a, v->fixX(), b, v->fixY())));
return (d + a*v->fX() + b*v->fY()) * ic / (-65536.0 * 65536.0);
}
double ZatPoint(const AActor *ac) const
@ -400,7 +405,7 @@ public:
// Returns the value of z at vertex v if d is equal to dist
double ZatPointDist(const vertex_t *v, double dist)
{
return FIXED2DBL(FixedMul(ic, -FLOAT2FIXED(dist) - DMulScale16(a, v->fixX(), b, v->fixY())));
return (dist + a*v->fX() + b*v->fY()) * ic / (-65536.0 * 65536.0);
}
// Flips the plane's vertical orientiation, so that if it pointed up,
// it will point down, and vice versa.