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Renderer floatification: Use floating point for geometry Zs
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3ef5a678d5
commit
b2b3e50c5c
3 changed files with 24 additions and 26 deletions
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@ -78,10 +78,10 @@ extern short wallbottom[MAXWIDTH];
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extern short wallupper[MAXWIDTH];
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extern short walllower[MAXWIDTH];
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fixed_t rw_backcz1, rw_backcz2;
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fixed_t rw_backfz1, rw_backfz2;
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fixed_t rw_frontcz1, rw_frontcz2;
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fixed_t rw_frontfz1, rw_frontfz2;
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double rw_backcz1, rw_backcz2;
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double rw_backfz1, rw_backfz2;
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double rw_frontcz1, rw_frontcz2;
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double rw_frontfz1, rw_frontfz2;
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size_t MaxDrawSegs;
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@ -596,10 +596,10 @@ void R_AddLine (seg_t *line)
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{
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backsector = line->backsector;
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}
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rw_frontcz1 = frontsector->ceilingplane.ZatPointFixed(line->v1);
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rw_frontfz1 = frontsector->floorplane.ZatPointFixed(line->v1);
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rw_frontcz2 = frontsector->ceilingplane.ZatPointFixed(line->v2);
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rw_frontfz2 = frontsector->floorplane.ZatPointFixed(line->v2);
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rw_frontcz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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rw_frontfz1 = frontsector->floorplane.ZatPoint(line->v1);
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rw_frontcz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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rw_frontfz2 = frontsector->floorplane.ZatPoint(line->v2);
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rw_mustmarkfloor = rw_mustmarkceiling = false;
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rw_havehigh = rw_havelow = false;
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@ -618,10 +618,10 @@ void R_AddLine (seg_t *line)
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}
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doorclosed = 0; // killough 4/16/98
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rw_backcz1 = backsector->ceilingplane.ZatPointFixed (line->v1);
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rw_backfz1 = backsector->floorplane.ZatPointFixed(line->v1);
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rw_backcz2 = backsector->ceilingplane.ZatPointFixed(line->v2);
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rw_backfz2 = backsector->floorplane.ZatPointFixed(line->v2);
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rw_backcz1 = backsector->ceilingplane.ZatPoint(line->v1);
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rw_backfz1 = backsector->floorplane.ZatPoint(line->v1);
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rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2);
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rw_backfz2 = backsector->floorplane.ZatPoint(line->v2);
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// Cannot make these walls solid, because it can result in
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// sprite clipping problems for sprites near the wall
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@ -98,10 +98,10 @@ double lwallscale;
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//
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// regular wall
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//
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extern fixed_t rw_backcz1, rw_backcz2;
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extern fixed_t rw_backfz1, rw_backfz2;
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extern fixed_t rw_frontcz1, rw_frontcz2;
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extern fixed_t rw_frontfz1, rw_frontfz2;
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extern double rw_backcz1, rw_backcz2;
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extern double rw_backfz1, rw_backfz2;
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extern double rw_frontcz1, rw_frontcz2;
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extern double rw_frontfz1, rw_frontfz2;
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int rw_ceilstat, rw_floorstat;
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bool rw_mustmarkfloor, rw_mustmarkceiling;
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@ -136,7 +136,7 @@ static fixed_t *maskedtexturecol;
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static void R_RenderDecal (side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass);
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static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans));
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void wallscan_np2(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, fixed_t top, fixed_t bot, bool mask);
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void wallscan_np2(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, double top, double bot, bool mask);
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static void wallscan_np2_ds(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat);
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static void call_wallscan(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, bool mask);
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@ -1317,7 +1317,7 @@ static void call_wallscan(int x1, int x2, short *uwal, short *dwal, fixed_t *swa
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//
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//=============================================================================
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void wallscan_np2(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrep, fixed_t itop, fixed_t ibot, bool mask)
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void wallscan_np2(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrep, double top, double bot, bool mask)
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{
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if (!r_np2)
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{
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@ -1329,8 +1329,6 @@ void wallscan_np2(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed
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short *up, *down;
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double texheight = rw_pic->GetHeight();
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double partition;
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double top = FIXED2FLOAT(itop);
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double bot = FIXED2FLOAT(ibot);
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double yrepeat = FIXED2FLOAT(yrep);
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double scaledtexheight = texheight / yrepeat;
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@ -1407,7 +1405,7 @@ static void wallscan_np2_ds(drawseg_t *ds, int x1, int x2, short *uwal, short *d
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{
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bot = MAX(bot, sclipBottom);
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}
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wallscan_np2(x1, x2, uwal, dwal, swal, lwal, yrepeat, FLOAT2FIXED(top), FLOAT2FIXED(bot), true);
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wallscan_np2(x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, true);
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}
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else
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{
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@ -932,19 +932,19 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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{
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if (fakeside == FAKED_AboveCeiling)
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{
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if (gzt < heightsec->ceilingplane.ZatPointFixed(pos))
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if (gzt < heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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else if (fakeside == FAKED_BelowFloor)
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{
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if (gzb >= heightsec->floorplane.ZatPointFixed(pos))
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if (gzb >= heightsec->floorplane.ZatPoint(pos))
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return;
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}
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else
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{
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if (gzt < heightsec->floorplane.ZatPointFixed(pos))
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if (gzt < heightsec->floorplane.ZatPoint(pos))
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return;
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if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPointFixed(pos))
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if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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}
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@ -1929,7 +1929,7 @@ void R_DrawSprite (vissprite_t *spr)
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{
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if (!(fake3D & FAKE3D_CLIPTOP))
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{
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sclipTop = spr->sector->ceilingplane.ZatPointFixed(ViewPos);
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sclipTop = spr->sector->ceilingplane.ZatPoint(ViewPos);
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}
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sector_t *sec = NULL;
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for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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