From a5e14425aa667bf560fbc6eb5dc03099697085cc Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 1 Apr 2016 11:55:37 +0200 Subject: [PATCH 01/14] - fixed angular interpolation of skybox viewpoints. --- src/r_plane.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/r_plane.cpp b/src/r_plane.cpp index 2bf47154a..fe387509f 100644 --- a/src/r_plane.cpp +++ b/src/r_plane.cpp @@ -1240,7 +1240,7 @@ void R_DrawSkyBoxes () viewx = FLOAT2FIXED(viewpos.X); viewy = FLOAT2FIXED(viewpos.Y); viewz = FLOAT2FIXED(viewpos.Z); - viewangle = savedangle + (sky->PrevAngles.Yaw + (sky->Angles.Yaw * r_TicFracF) - sky->PrevAngles.Yaw).BAMs(); + viewangle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF).BAMs(); R_CopyStackedViewParameters(); } From 8680391e0b578800bedeb3d64eb7291dff93d21e Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 1 Apr 2016 12:22:16 +0200 Subject: [PATCH 02/14] - floatified the global view variables. The software renderer still uses internal copies of the fixed point version. --- src/am_map.cpp | 6 +- src/m_fixed.h | 5 + src/p_effect.cpp | 2 +- src/p_maputl.h | 8 +- src/posix/sdl/i_main.cpp | 8 +- src/r_bsp.cpp | 1 + src/r_defs.h | 13 +++ src/r_local.h | 4 + src/r_main.cpp | 13 +++ src/r_plane.cpp | 8 +- src/r_things.cpp | 4 +- src/r_utility.cpp | 221 ++++++++++++++------------------------- src/r_utility.h | 9 +- src/win32/i_main.cpp | 8 +- 14 files changed, 142 insertions(+), 168 deletions(-) diff --git a/src/am_map.cpp b/src/am_map.cpp index e71177860..172f31bde 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -1953,13 +1953,13 @@ void AM_drawSubsectors() double secx; double secy; double seczb, seczt; - double cmpz = FIXED2DBL(viewz); + double cmpz = ViewPos.Z; if (players[consoleplayer].camera && sec == players[consoleplayer].camera->Sector) { // For the actual camera sector use the current viewpoint as reference. - secx = FIXED2DBL(viewx); - secy = FIXED2DBL(viewy); + secx = ViewPos.X; + secy = ViewPos.Y; } else { diff --git a/src/m_fixed.h b/src/m_fixed.h index 1a2e8b780..506b9702c 100644 --- a/src/m_fixed.h +++ b/src/m_fixed.h @@ -156,6 +156,11 @@ inline double AngleToFloat(unsigned f) return f * (90. / 0x40000000); } +inline double AngleToFloat(int f) +{ + return f * (90. / 0x40000000); +} + #define FLOAT2FIXED(f) FloatToFixed(f) #define FIXED2FLOAT(f) float(FixedToFloat(f)) #define FIXED2DBL(f) FixedToFloat(f) diff --git a/src/p_effect.cpp b/src/p_effect.cpp index e84cf8e3c..f71a822f3 100644 --- a/src/p_effect.cpp +++ b/src/p_effect.cpp @@ -692,7 +692,7 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, point = start + r * dir; dir.Z = dirz; - S_Sound (DVector3(point.X, point.Y, viewz), CHAN_WEAPON, sound, 1, ATTN_NORM); + S_Sound (DVector3(point.X, point.Y, ViewPos.Z), CHAN_WEAPON, sound, 1, ATTN_NORM); } } } diff --git a/src/p_maputl.h b/src/p_maputl.h index d53ab49a7..e075f5f6d 100644 --- a/src/p_maputl.h +++ b/src/p_maputl.h @@ -38,12 +38,12 @@ struct intercept_t inline int P_PointOnLineSidePrecise(double x, double y, const line_t *line) { - return (y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - x) * line->Delta().Y > -EQUAL_EPSILON; + return (y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - x) * line->Delta().Y > EQUAL_EPSILON; } inline int P_PointOnLineSidePrecise(const DVector2 &pt, const line_t *line) { - return (pt.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pt.X) * line->Delta().Y > -EQUAL_EPSILON; + return (pt.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pt.X) * line->Delta().Y > EQUAL_EPSILON; } inline int P_PointOnLineSide (double x, double y, const line_t *line) @@ -73,12 +73,12 @@ inline int P_PointOnLineSide(const DVector2 & p, const line_t *line) inline int P_PointOnDivlineSide(double x, double y, const divline_t *line) { - return (y - line->y) * line->dx + (line->x - x) * line->dy > -EQUAL_EPSILON; + return (y - line->y) * line->dx + (line->x - x) * line->dy > EQUAL_EPSILON; } inline int P_PointOnDivlineSide(const DVector2 &pos, const divline_t *line) { - return (pos.Y - line->y) * line->dx + (line->x - pos.X) * line->dy > -EQUAL_EPSILON; + return (pos.Y - line->y) * line->dx + (line->x - pos.X) * line->dy > EQUAL_EPSILON; } //========================================================================== diff --git a/src/posix/sdl/i_main.cpp b/src/posix/sdl/i_main.cpp index 7c08dacdb..54d2c2705 100644 --- a/src/posix/sdl/i_main.cpp +++ b/src/posix/sdl/i_main.cpp @@ -180,10 +180,10 @@ static int DoomSpecificInfo (char *buffer, char *end) } else { - p += snprintf (buffer+p, size-p, "\n\nviewx = %d", (int)viewx); - p += snprintf (buffer+p, size-p, "\nviewy = %d", (int)viewy); - p += snprintf (buffer+p, size-p, "\nviewz = %d", (int)viewz); - p += snprintf (buffer+p, size-p, "\nviewangle = %x", (unsigned int)viewangle); + p += snprintf (buffer+p, size-p, "\n\nviewx = %f", ViewPos.X); + p += snprintf (buffer+p, size-p, "\nviewy = %f", ViewPos.Y); + p += snprintf (buffer+p, size-p, "\nviewz = %f", ViewPos.Z); + p += snprintf (buffer+p, size-p, "\nviewangle = %f", ViewAngle.Degrees); } } buffer[p++] = '\n'; diff --git a/src/r_bsp.cpp b/src/r_bsp.cpp index e50642347..d0ca0a2f4 100644 --- a/src/r_bsp.cpp +++ b/src/r_bsp.cpp @@ -38,6 +38,7 @@ #include "p_lnspec.h" #include "p_setup.h" +#include "r_local.h" #include "r_main.h" #include "r_plane.h" #include "r_draw.h" diff --git a/src/r_defs.h b/src/r_defs.h index 4aa0f9d53..f6ff54387 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -352,6 +352,12 @@ public: return TMulScale16(a,x, b,y, c,z) + d; } + int PointOnSide(const DVector3 &pos) const + { + double v = a * pos.X + b * pos.Y + c * pos.Z; + return v < -EQUAL_EPSILON ? -1 : v > EQUAL_EPSILON ? 1 : 0; + } + // Returns the value of z at (0,0) This is used by the 3D floor code which does not handle slopes fixed_t Zat0 () const { @@ -375,6 +381,13 @@ public: return (d + a*pos.X + b*pos.Y) * ic / (-65536.0 * 65536.0); } + // 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)); + } + + double ZatPoint(const vertex_t *v) const { return FIXED2DBL(FixedMul(ic, -d - DMulScale16(a, v->fixX(), b, v->fixY()))); diff --git a/src/r_local.h b/src/r_local.h index 7977e6923..17f413572 100644 --- a/src/r_local.h +++ b/src/r_local.h @@ -38,4 +38,8 @@ #include "r_things.h" #include "r_draw.h" +extern fixed_t viewx, viewy, viewz; +extern angle_t viewangle; +extern int viewpitch; + #endif // __R_LOCAL_H__ diff --git a/src/r_main.cpp b/src/r_main.cpp index 80e2eb859..599b682d5 100644 --- a/src/r_main.cpp +++ b/src/r_main.cpp @@ -68,6 +68,10 @@ #define TEST_ANGLE 2468347904 #endif +fixed_t viewx, viewy, viewz; +angle_t viewangle; +int viewpitch; + // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- @@ -550,6 +554,12 @@ void R_SetupColormap(player_t *player) void R_SetupFreelook() { + viewx = FLOAT2FIXED(ViewPos.X); + viewy = FLOAT2FIXED(ViewPos.Y); + viewz = FLOAT2FIXED(ViewPos.Z); + viewangle = ViewAngle.BAMs(); + viewpitch = ViewPitch.BAMs(); + { fixed_t dy; @@ -727,6 +737,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth) viewx = FLOAT2FIXED((x1 + r * dx)*2 - x); viewy = FLOAT2FIXED((y1 + r * dy)*2 - y); } + ViewAngle = pds->src->Delta().Angle(); viewangle = 2*R_PointToAngle2 (pds->src->v1->fixX(), pds->src->v1->fixY(), pds->src->v2->fixX(), pds->src->v2->fixY()) - startang; @@ -743,6 +754,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth) viewz = FLOAT2FIXED(view.Z); viewangle = va.BAMs(); } + ViewAngle = AngleToFloat(viewangle); viewsin = finesine[viewangle>>ANGLETOFINESHIFT]; viewcos = finecosine[viewangle>>ANGLETOFINESHIFT]; @@ -821,6 +833,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth) viewx = startx; viewy = starty; viewz = startz; + ViewAngle = AngleToFloat(viewangle); } //========================================================================== diff --git a/src/r_plane.cpp b/src/r_plane.cpp index fe387509f..61b969a4e 100644 --- a/src/r_plane.cpp +++ b/src/r_plane.cpp @@ -1082,6 +1082,7 @@ void R_DrawHeightPlanes(fixed_t height) viewy = pl->viewy; viewz = pl->viewz; viewangle = pl->viewangle; + ViewAngle = AngleToFloat(viewangle); MirrorFlags = pl->MirrorFlags; R_DrawSinglePlane (pl, pl->sky & 0x7FFFFFFF, pl->Additive, true); } @@ -1092,6 +1093,7 @@ void R_DrawHeightPlanes(fixed_t height) viewy = oViewY; viewz = oViewZ; viewangle = oViewAngle; + ViewAngle = AngleToFloat(viewangle); } @@ -1248,11 +1250,12 @@ void R_DrawSkyBoxes () { extralight = pl->extralight; R_SetVisibility (pl->visibility); - viewx = pl->viewx - FLOAT2FIXED(sky->Mate->X() + sky->X()); - viewy = pl->viewy - FLOAT2FIXED(sky->Mate->Y() + sky->Y()); + viewx = pl->viewx + FLOAT2FIXED(-sky->Mate->X() + sky->X()); + viewy = pl->viewy + FLOAT2FIXED(-sky->Mate->Y() + sky->Y()); viewz = pl->viewz; viewangle = pl->viewangle; } + ViewAngle = AngleToFloat(viewangle); sky->bInSkybox = true; if (mate != NULL) mate->bInSkybox = true; @@ -1367,6 +1370,7 @@ void R_DrawSkyBoxes () R_SetVisibility (savedvisibility); extralight = savedextralight; viewangle = savedangle; + ViewAngle = AngleToFloat(viewangle); R_SetViewAngle (); CurrentPortalInSkybox = false; diff --git a/src/r_things.cpp b/src/r_things.cpp index 0e4e717f6..e6b4a68c6 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -802,7 +802,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor { // choose a different rotation based on player view spriteframe_t *sprframe = &SpriteFrames[tex->Rotations]; - angle_t ang = R_PointToAngle (fx, fy); + angle_t ang = R_PointToAngle2 (viewx, viewy, fx, fy); angle_t rot; if (sprframe->Texture[0] == sprframe->Texture[1]) { @@ -841,7 +841,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor //picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0]; // choose a different rotation based on player view spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame]; - angle_t ang = R_PointToAngle (fx, fy); + angle_t ang = R_PointToAngle2 (viewx, viewy, fx, fy); angle_t rot; if (sprframe->Texture[0] == sprframe->Texture[1]) { diff --git a/src/r_utility.cpp b/src/r_utility.cpp index 148ee9d52..eaf1ef2a7 100644 --- a/src/r_utility.cpp +++ b/src/r_utility.cpp @@ -70,12 +70,15 @@ EXTERN_CVAR (Bool, cl_capfps) struct InterpolationViewer { + struct instance + { + DVector3 Pos; + DRotator Angles; + }; + AActor *ViewActor; int otic; - fixed_t oviewx, oviewy, oviewz; - fixed_t nviewx, nviewy, nviewz; - int oviewpitch, nviewpitch; - angle_t oviewangle, nviewangle; + instance Old, New; }; // PRIVATE DATA DECLARATIONS ----------------------------------------------- @@ -102,11 +105,9 @@ DCanvas *RenderTarget; // [RH] canvas to render to int viewwindowx; int viewwindowy; -fixed_t viewx; -fixed_t viewy; -fixed_t viewz; -int viewpitch; -angle_t viewangle; +DVector3 ViewPos; +DAngle ViewAngle; +DAngle ViewPitch; extern "C" { @@ -574,27 +575,20 @@ EXTERN_CVAR (Bool, cl_noprediction) void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *iview) { - fixed_t frac = FLOAT2FIXED(Frac); if (NoInterpolateView) { InterpolationPath.Clear(); NoInterpolateView = false; - iview->oviewx = iview->nviewx; - iview->oviewy = iview->nviewy; - iview->oviewz = iview->nviewz; - iview->oviewpitch = iview->nviewpitch; - iview->oviewangle = iview->nviewangle; + iview->Old = iview->New; } - int oldgroup = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector->PortalGroup; - int newgroup = R_PointInSubsector(iview->nviewx, iview->nviewy)->sector->PortalGroup; + int oldgroup = R_PointInSubsector(iview->Old.Pos)->sector->PortalGroup; + int newgroup = R_PointInSubsector(iview->New.Pos)->sector->PortalGroup; - fixed_t oviewangle = iview->oviewangle; - fixed_t nviewangle = iview->nviewangle; - if ((iview->oviewx != iview->nviewx || iview->oviewy != iview->nviewy) && InterpolationPath.Size() > 0) + DAngle oviewangle = iview->Old.Angles.Yaw; + DAngle nviewangle = iview->New.Angles.Yaw; + if ((iview->Old.Pos.X != iview->New.Pos.X || iview->Old.Pos.Y != iview->New.Pos.Y) && InterpolationPath.Size() > 0) { - viewx = iview->nviewx; - viewy = iview->nviewy; - viewz = iview->nviewz; + DVector3 view = iview->New.Pos; // Interpolating through line portals is a messy affair. // What needs be done is to store the portal transitions of the camera actor as waypoints @@ -602,49 +596,47 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie // Needless to say, this doesn't work for chasecam mode. if (!r_showviewer) { - fixed_t pathlen = 0; - fixed_t zdiff = 0; - fixed_t totalzdiff = 0; - angle_t adiff = 0; - angle_t totaladiff = 0; - fixed_t oviewz = iview->oviewz; - fixed_t nviewz = iview->nviewz; - DVector3a oldpos = { {FIXED2DBL(iview->oviewx), FIXED2DBL(iview->oviewy), 0.}, 0. }; - DVector3a newpos = { {FIXED2DBL(iview->nviewx), FIXED2DBL(iview->nviewy), 0. }, 0. }; + double pathlen = 0; + double zdiff = 0; + double totalzdiff = 0; + DAngle adiff = 0.; + DAngle totaladiff = 0.; + double oviewz = iview->Old.Pos.Z; + double nviewz = iview->New.Pos.Z; + DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, 0. }; + DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, 0. }; InterpolationPath.Push(newpos); // add this to the array to simplify the loops below for (unsigned i = 0; i < InterpolationPath.Size(); i += 2) { DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1]; DVector3a &end = InterpolationPath[i]; - pathlen += FLOAT2FIXED((end.pos-start.pos).Length()); - totalzdiff += FLOAT2FIXED(start.pos.Z); - totaladiff += start.angle.BAMs(); + pathlen += (end.pos-start.pos).Length(); + totalzdiff += start.pos.Z; + totaladiff += start.angle; } - fixed_t interpolatedlen = FixedMul(frac, pathlen); + double interpolatedlen = Frac * pathlen; for (unsigned i = 0; i < InterpolationPath.Size(); i += 2) { DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1]; DVector3a &end = InterpolationPath[i]; - fixed_t fraglen = FLOAT2FIXED((end.pos - start.pos).Length()); - zdiff += FLOAT2FIXED(start.pos.Z); - adiff += start.angle.BAMs(); + double fraglen = (end.pos - start.pos).Length(); + zdiff += start.pos.Z; + adiff += start.angle; if (fraglen <= interpolatedlen) { interpolatedlen -= fraglen; } else { - double fragfrac = FIXED2DBL(FixedDiv(interpolatedlen, fraglen)); + double fragfrac = interpolatedlen / fraglen; oviewz += zdiff; nviewz -= totalzdiff - zdiff; oviewangle += adiff; nviewangle -= totaladiff - adiff; DVector2 viewpos = start.pos + (fragfrac * (end.pos - start.pos)); - viewx = FLOAT2FIXED(viewpos.X); - viewy = FLOAT2FIXED(viewpos.Y); - viewz = oviewz + FixedMul(frac, nviewz - oviewz); + ViewPos = { viewpos, oviewz + Frac * (nviewz - oviewz) }; break; } } @@ -654,17 +646,15 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie else { DVector2 disp = Displacements.getOffset(oldgroup, newgroup); - viewx = iview->oviewx + FixedMul(frac, iview->nviewx - iview->oviewx - FLOAT2FIXED(disp.X)); - viewy = iview->oviewy + FixedMul(frac, iview->nviewy - iview->oviewy - FLOAT2FIXED(disp.Y)); - viewz = iview->oviewz + FixedMul(frac, iview->nviewz - iview->oviewz); + ViewPos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac; } if (player != NULL && !(player->cheats & CF_INTERPVIEW) && player - players == consoleplayer && camera == player->mo && !demoplayback && - iview->nviewx == camera->_f_X() && - iview->nviewy == camera->_f_Y() && + iview->New.Pos.X == camera->X() && + iview->New.Pos.Y == camera->Y() && !(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) && player->playerstate == PST_LIVE && player->mo->reactiontime == 0 && @@ -673,53 +663,26 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie (!netgame || !cl_noprediction) && !LocalKeyboardTurner) { - viewangle = nviewangle + (LocalViewAngle & 0xFFFF0000); - - fixed_t delta = player->centering ? 0 : -(signed)(LocalViewPitch & 0xFFFF0000); - - viewpitch = iview->nviewpitch; - if (delta > 0) - { - // Avoid overflowing viewpitch (can happen when a netgame is stalled) - if (viewpitch > INT_MAX - delta) - { - viewpitch = player->MaxPitch.BAMs(); - } - else - { - viewpitch = MIN(viewpitch + delta, player->MaxPitch.BAMs()); - } - } - else if (delta < 0) - { - // Avoid overflowing viewpitch (can happen when a netgame is stalled) - if (viewpitch < INT_MIN - delta) - { - viewpitch = player->MinPitch.BAMs(); - } - else - { - viewpitch = MAX(viewpitch + delta, player->MinPitch.BAMs()); - } - } + ViewAngle = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180(); + DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000)); + ViewPitch = clamp((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch); } else { - viewpitch = iview->oviewpitch + FixedMul (frac, iview->nviewpitch - iview->oviewpitch); - viewangle = oviewangle + FixedMul (frac, nviewangle - oviewangle); + ViewPitch = (iview->Old.Angles.Pitch + (iview->New.Angles.Pitch - iview->Old.Angles.Pitch) * Frac).Normalized180(); + ViewAngle = (oviewangle + (nviewangle - oviewangle) * Frac).Normalized180(); } // Due to interpolation this is not necessarily the same as the sector the camera is in. - viewsector = R_PointInSubsector(viewx, viewy)->sector; + viewsector = R_PointInSubsector(ViewPos)->sector; bool moved = false; while (!viewsector->PortalBlocksMovement(sector_t::ceiling)) { AActor *point = viewsector->SkyBoxes[sector_t::ceiling]; - if (viewz > FLOAT2FIXED(point->specialf1)) + if (ViewPos.Z > point->specialf1) { - viewx += FLOAT2FIXED(point->Scale.X); - viewy += FLOAT2FIXED(point->Scale.Y); - viewsector = R_PointInSubsector(viewx, viewy)->sector; + ViewPos += point->Scale; + viewsector = R_PointInSubsector(ViewPos)->sector; moved = true; } else break; @@ -729,11 +692,10 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie while (!viewsector->PortalBlocksMovement(sector_t::floor)) { AActor *point = viewsector->SkyBoxes[sector_t::floor]; - if (viewz < FLOAT2FIXED(point->specialf1)) + if (ViewPos.Z < point->specialf1) { - viewx += FLOAT2FIXED(point->Scale.X); - viewy += FLOAT2FIXED(point->Scale.Y); - viewsector = R_PointInSubsector(viewx, viewy)->sector; + ViewPos += point->Scale; + viewsector = R_PointInSubsector(ViewPos)->sector; moved = true; } else break; @@ -761,10 +723,8 @@ void R_ResetViewInterpolation () void R_SetViewAngle () { - angle_t ang = viewangle >> ANGLETOFINESHIFT; - - viewsin = finesine[ang]; - viewcos = finecosine[ang]; + viewsin = FLOAT2FIXED(ViewAngle.Sin()); + viewcos = FLOAT2FIXED(ViewAngle.Cos()); viewtansin = FixedMul (FocalTangent, viewsin); viewtancos = FixedMul (FocalTangent, viewcos); @@ -787,7 +747,8 @@ static InterpolationViewer *FindPastViewer (AActor *actor) } // Not found, so make a new one - InterpolationViewer iview = { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; + InterpolationViewer iview; + memset(&iview, 0, sizeof(iview)); iview.ViewActor = actor; iview.otic = -1; InterpolationPath.Clear(); @@ -851,11 +812,7 @@ void R_RebuildViewInterpolation(player_t *player) InterpolationViewer *iview = FindPastViewer(player->camera); - iview->oviewx = iview->nviewx; - iview->oviewy = iview->nviewy; - iview->oviewz = iview->nviewz; - iview->oviewpitch = iview->nviewpitch; - iview->oviewangle = iview->nviewangle; + iview->Old = iview->New; InterpolationPath.Clear(); } @@ -955,52 +912,39 @@ void R_SetupFrame (AActor *actor) if (iview->otic != -1 && nowtic > iview->otic) { iview->otic = nowtic; - iview->oviewx = iview->nviewx; - iview->oviewy = iview->nviewy; - iview->oviewz = iview->nviewz; - iview->oviewpitch = iview->nviewpitch; - iview->oviewangle = iview->nviewangle; + iview->Old = iview->New; } if (player != NULL && gamestate != GS_TITLELEVEL && ((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0))) { - sector_t *oldsector = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector; + sector_t *oldsector = R_PointInSubsector(iview->Old.Pos)->sector; // [RH] Use chasecam view DVector3 campos; - P_AimCamera (camera, campos, viewsector, unlinked); - iview->nviewx = FLOAT2FIXED(campos.X); - iview->nviewy = FLOAT2FIXED(campos.Y); - iview->nviewz = FLOAT2FIXED(campos.Z); + P_AimCamera (camera, campos, viewsector, unlinked); // fixme: This needs to translate the angle, too. + iview->New.Pos = campos; r_showviewer = true; // Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition // it's probably best to just reset the interpolation for this move. // Note that this can still cause problems with unusually linked portals - if (viewsector->PortalGroup != oldsector->PortalGroup || (unlinked && P_AproxDistance(iview->oviewx - iview->nviewx, iview->oviewy - iview->nviewy) > 256 * FRACUNIT)) + if (viewsector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256*256)) { iview->otic = nowtic; - iview->oviewx = iview->nviewx; - iview->oviewy = iview->nviewy; - iview->oviewz = iview->nviewz; - iview->oviewpitch = iview->nviewpitch; - iview->oviewangle = iview->nviewangle; + iview->Old = iview->New; } } else { - iview->nviewx = camera->_f_X(); - iview->nviewy = camera->_f_Y(); - iview->nviewz = FLOAT2FIXED(camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight()); + iview->New.Pos = { camera->Pos().XY(), camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight() }; viewsector = camera->Sector; r_showviewer = false; } - iview->nviewpitch = camera->Angles.Pitch.BAMs(); + iview->New.Angles = camera->Angles; if (camera->player != 0) { player = camera->player; } - iview->nviewangle = camera->Angles.Yaw.BAMs(); if (iview->otic == -1 || r_NoInterpolate) { R_ResetViewInterpolation (); @@ -1014,13 +958,6 @@ void R_SetupFrame (AActor *actor) } R_InterpolateView (player, r_TicFracF, iview); -#ifdef TEST_X - viewx = TEST_X; - viewy = TEST_Y; - viewz = TEST_Z; - viewangle = TEST_ANGLE; -#endif - R_SetViewAngle (); interpolator.DoInterpolations (r_TicFracF); @@ -1028,19 +965,19 @@ void R_SetupFrame (AActor *actor) // Keep the view within the sector's floor and ceiling if (viewsector->PortalBlocksMovement(sector_t::ceiling)) { - fixed_t theZ = viewsector->ceilingplane.ZatPoint(viewx, viewy) - 4 * FRACUNIT; - if (viewz > theZ) + double theZ = viewsector->ceilingplane.ZatPoint(ViewPos) - 4; + if (ViewPos.Z > theZ) { - viewz = theZ; + ViewPos.Z = theZ; } } if (viewsector->PortalBlocksMovement(sector_t::floor)) { - fixed_t theZ = viewsector->floorplane.ZatPoint(viewx, viewy) + 4 * FRACUNIT; - if (viewz < theZ) + double theZ = viewsector->floorplane.ZatPoint(ViewPos) + 4; + if (ViewPos.Z < theZ) { - viewz = theZ; + ViewPos.Z = theZ; } } @@ -1058,32 +995,30 @@ void R_SetupFrame (AActor *actor) { an = camera->Angles.Yaw; double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X, jiggers.Falloff, jiggers.WFalloff); - viewx += FLOAT2FIXED(an.Cos() * power); - viewy += FLOAT2FIXED(an.Sin() * power); + ViewPos += an.ToVector(power); } if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0) { an = camera->Angles.Yaw + 90; double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y, jiggers.Falloff, jiggers.WFalloff); - viewx += FLOAT2FIXED(an.Cos() * power); - viewy += FLOAT2FIXED(an.Sin() * power); + ViewPos += an.ToVector(power); } // FIXME: Relative Z is not relative if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0) { - viewz += FLOAT2FIXED(QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z, jiggers.Falloff, jiggers.WFalloff)); + ViewPos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z, jiggers.Falloff, jiggers.WFalloff); } if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0) { - viewx += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff)); + ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff); } if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0) { - viewy += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff)); + ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff); } if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0) { - viewz += FLOAT2FIXED(QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff)); + ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff); } } } @@ -1102,7 +1037,7 @@ void R_SetupFrame (AActor *actor) secplane_t *plane; int viewside; plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewsector->floorplane; - viewside = plane->PointOnSide(viewx, viewy, viewz); + viewside = plane->PointOnSide(ViewPos); // Reverse the direction of the test if the plane was downward facing. // We want to know if the view is above it, whatever its orientation may be. if (plane->fC() < 0) @@ -1124,9 +1059,9 @@ void R_SetupFrame (AActor *actor) const sector_t *s = viewsector->GetHeightSec(); if (s != NULL) { - newblend = s->floorplane.PointOnSide(viewx, viewy, viewz) < 0 + newblend = s->floorplane.PointOnSide(ViewPos) < 0 ? s->bottommap - : s->ceilingplane.PointOnSide(viewx, viewy, viewz) < 0 + : s->ceilingplane.PointOnSide(ViewPos) < 0 ? s->topmap : s->midmap; if (APART(newblend) == 0 && newblend >= numfakecmaps) diff --git a/src/r_utility.h b/src/r_utility.h index f37fc01ee..0a63b3f66 100644 --- a/src/r_utility.h +++ b/src/r_utility.h @@ -2,6 +2,7 @@ #define __R_UTIL_H #include "r_state.h" +#include "vectors.h" // // Stuff from r_main.h that's needed outside the rendering code. @@ -11,10 +12,9 @@ extern DCanvas *RenderTarget; -extern fixed_t viewx; -extern fixed_t viewy; -extern fixed_t viewz; -extern int viewpitch; +extern DVector3 ViewPos; +extern DAngle ViewAngle; +extern DAngle ViewPitch; extern "C" int centerx, centerxwide; extern "C" int centery; @@ -65,7 +65,6 @@ inline int R_PointOnSide(const DVector2 &pos, const node_t *node) } angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2); -inline angle_t R_PointToAngle (fixed_t x, fixed_t y) { return R_PointToAngle2 (viewx, viewy, x, y); } inline angle_t R_PointToAnglePrecise (fixed_t viewx, fixed_t viewy, fixed_t x, fixed_t y) { return xs_RoundToUInt(g_atan2(double(y-viewy), double(x-viewx)) * (ANGLE_180/M_PI)); diff --git a/src/win32/i_main.cpp b/src/win32/i_main.cpp index 4e6868a7b..241e9dae2 100644 --- a/src/win32/i_main.cpp +++ b/src/win32/i_main.cpp @@ -1080,10 +1080,10 @@ void DoomSpecificInfo (char *buffer, size_t bufflen) } else { - buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %d", viewx); - buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %d", viewy); - buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %d", viewz); - buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %x", viewangle); + buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %f", ViewPos.X); + buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %f", ViewPos.Y); + buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %f", ViewPos.Z); + buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %f", ViewAngle); } } *buffer++ = '\r'; From ccfb2ac233a27f29b0c379a05535765d7fd2fa51 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 1 Apr 2016 12:58:46 +0200 Subject: [PATCH 03/14] - fixed quake checks. --- src/r_utility.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/r_utility.cpp b/src/r_utility.cpp index eaf1ef2a7..1aae11f55 100644 --- a/src/r_utility.cpp +++ b/src/r_utility.cpp @@ -1010,11 +1010,11 @@ void R_SetupFrame (AActor *actor) } if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0) { - ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff); + ViewPos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff); } if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0) { - ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff); + ViewPos.Y += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff); } if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0) { From bb13590e07f7590634fbd4e7c8637256b0db3aff Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 2 Apr 2016 20:07:02 +0200 Subject: [PATCH 04/14] - make viewx etc. global. - a few minor optimizations. --- src/r_3dfloors.cpp | 8 ++++---- src/r_3dfloors.h | 1 - src/r_bsp.cpp | 14 +++++++------- src/r_defs.h | 2 +- src/r_local.h | 4 ---- src/r_main.cpp | 9 --------- src/r_state.h | 3 --- src/r_utility.cpp | 10 ++++++++++ 8 files changed, 22 insertions(+), 29 deletions(-) diff --git a/src/r_3dfloors.cpp b/src/r_3dfloors.cpp index a6aa7d8b5..590d65515 100644 --- a/src/r_3dfloors.cpp +++ b/src/r_3dfloors.cpp @@ -52,12 +52,12 @@ void R_3D_AddHeight(secplane_t *add, sector_t *sec) { HeightLevel *near; HeightLevel *curr; - fixed_t height; - height = add->ZatPoint(viewx, viewy); - if(height >= FLOAT2FIXED(sec->CenterCeiling())) return; - if(height <= FLOAT2FIXED(sec->CenterFloor())) return; + double fheight = add->ZatPoint(ViewPos); + if(fheight >= sec->CenterCeiling()) return; + if(fheight <= sec->CenterFloor()) return; + fixed_t height = FLOAT2FIXED(fheight); fakeActive = 1; if(height_max >= 0) { diff --git a/src/r_3dfloors.h b/src/r_3dfloors.h index 1a16e36a5..e95d35045 100644 --- a/src/r_3dfloors.h +++ b/src/r_3dfloors.h @@ -49,7 +49,6 @@ enum extern int fake3D; extern F3DFloor *fakeFloor; -extern fixed_t fakeHeight; extern fixed_t fakeAlpha; extern int fakeActive; extern fixed_t sclipBottom; diff --git a/src/r_bsp.cpp b/src/r_bsp.cpp index d0ca0a2f4..f1b9e97ae 100644 --- a/src/r_bsp.cpp +++ b/src/r_bsp.cpp @@ -556,7 +556,7 @@ void R_AddLine (seg_t *line) // reject lines that aren't seen from the portal (if any) // [ZZ] 10.01.2016: lines inside a skybox shouldn't be clipped, although this imposes some limitations on portals in skyboxes. - if (!CurrentPortalInSkybox && CurrentPortal && P_ClipLineToPortal(line->linedef, CurrentPortal->dst, DVector2(FIXED2DBL(viewx), FIXED2DBL(viewy)))) + if (!CurrentPortalInSkybox && CurrentPortal && P_ClipLineToPortal(line->linedef, CurrentPortal->dst, ViewPos)) return; vertex_t *v1, *v2; @@ -1183,9 +1183,9 @@ void R_Subsector (subsector_t *sub) fakeFloor->validcount = validcount; R_3D_NewClip(); } - fakeHeight = FLOAT2FIXED(fakeFloor->top.plane->ZatPoint(frontsector->centerspot)); - if (fakeHeight < viewz && - fakeHeight > FLOAT2FIXED(frontsector->floorplane.ZatPoint(frontsector->centerspot))) + double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot); + if (fakeHeight < ViewPos.Z && + fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot)) { fake3D = FAKE3D_FAKEFLOOR; tempsec = *fakeFloor->model; @@ -1245,9 +1245,9 @@ void R_Subsector (subsector_t *sub) fakeFloor->validcount = validcount; R_3D_NewClip(); } - fakeHeight = FLOAT2FIXED(fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot)); - if (fakeHeight > viewz && - fakeHeight < FLOAT2FIXED(frontsector->ceilingplane.ZatPoint(frontsector->centerspot))) + double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot); + if (fakeHeight > ViewPos.Z && + fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot)) { fake3D = FAKE3D_FAKECEILING; tempsec = *fakeFloor->model; diff --git a/src/r_defs.h b/src/r_defs.h index f6ff54387..3b3a0e0e1 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -354,7 +354,7 @@ public: int PointOnSide(const DVector3 &pos) const { - double v = a * pos.X + b * pos.Y + c * pos.Z; + double v = a * pos.X + b * pos.Y + c * pos.Z + d; return v < -EQUAL_EPSILON ? -1 : v > EQUAL_EPSILON ? 1 : 0; } diff --git a/src/r_local.h b/src/r_local.h index 17f413572..7977e6923 100644 --- a/src/r_local.h +++ b/src/r_local.h @@ -38,8 +38,4 @@ #include "r_things.h" #include "r_draw.h" -extern fixed_t viewx, viewy, viewz; -extern angle_t viewangle; -extern int viewpitch; - #endif // __R_LOCAL_H__ diff --git a/src/r_main.cpp b/src/r_main.cpp index 599b682d5..7509cae84 100644 --- a/src/r_main.cpp +++ b/src/r_main.cpp @@ -68,9 +68,6 @@ #define TEST_ANGLE 2468347904 #endif -fixed_t viewx, viewy, viewz; -angle_t viewangle; -int viewpitch; // TYPES ------------------------------------------------------------------- @@ -554,12 +551,6 @@ void R_SetupColormap(player_t *player) void R_SetupFreelook() { - viewx = FLOAT2FIXED(ViewPos.X); - viewy = FLOAT2FIXED(ViewPos.Y); - viewz = FLOAT2FIXED(ViewPos.Z); - viewangle = ViewAngle.BAMs(); - viewpitch = ViewPitch.BAMs(); - { fixed_t dy; diff --git a/src/r_state.h b/src/r_state.h index 60cbecebf..5a5501465 100644 --- a/src/r_state.h +++ b/src/r_state.h @@ -78,9 +78,6 @@ extern int numgamesubsectors; // // POV data. // -extern fixed_t viewz; -extern angle_t viewangle; - extern AActor* camera; // [RH] camera instead of viewplayer extern sector_t* viewsector; // [RH] keep track of sector viewing from diff --git a/src/r_utility.cpp b/src/r_utility.cpp index 1aae11f55..dea794b96 100644 --- a/src/r_utility.cpp +++ b/src/r_utility.cpp @@ -149,6 +149,10 @@ int FieldOfView = 2048; // Fineangles in the SCREENWIDTH wide window FCanvasTextureInfo *FCanvasTextureInfo::List; +fixed_t viewx, viewy, viewz; +angle_t viewangle; +int viewpitch; + // CODE -------------------------------------------------------------------- static void R_Shutdown (); @@ -1091,6 +1095,12 @@ void R_SetupFrame (AActor *actor) } } + viewx = FLOAT2FIXED(ViewPos.X); + viewy = FLOAT2FIXED(ViewPos.Y); + viewz = FLOAT2FIXED(ViewPos.Z); + viewangle = ViewAngle.BAMs(); + viewpitch = ViewPitch.BAMs(); + Renderer->CopyStackedViewParameters(); Renderer->SetupFrame(player); From 046ee3e803d22dc090c042e2f25b72d407dec075 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 1 Apr 2016 16:37:19 +0200 Subject: [PATCH 05/14] - removed a few leftover FRACUNITs. --- src/p_ceiling.cpp | 2 +- src/p_doors.cpp | 2 +- src/p_floor.cpp | 2 +- src/p_local.h | 1 - src/p_spec.cpp | 4 ++-- src/posix/sdl/i_timer.cpp | 2 +- src/wi_stuff.cpp | 2 +- 7 files changed, 7 insertions(+), 8 deletions(-) diff --git a/src/p_ceiling.cpp b/src/p_ceiling.cpp index 096333bbb..00af933ef 100644 --- a/src/p_ceiling.cpp +++ b/src/p_ceiling.cpp @@ -205,7 +205,7 @@ void DCeiling::Tick () case ceilCrushAndRaise: case ceilLowerAndCrush: if (m_CrushMode == ECrushMode::crushSlowdown) - m_Speed = FRACUNIT / 8; + m_Speed = 1. / 8; break; default: diff --git a/src/p_doors.cpp b/src/p_doors.cpp index 24af77194..ba2fba399 100644 --- a/src/p_doors.cpp +++ b/src/p_doors.cpp @@ -254,7 +254,7 @@ void DDoor::DoorSound(bool raise, DSeqNode *curseq) const if (m_Sector->Flags & SECF_SILENTMOVE) return; - if (m_Speed >= FRACUNIT*8) + if (m_Speed >= 8) { choice += 2; } diff --git a/src/p_floor.cpp b/src/p_floor.cpp index 9588e8e1c..9ad68c3b1 100644 --- a/src/p_floor.cpp +++ b/src/p_floor.cpp @@ -615,7 +615,7 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line, floor->m_PauseTime = 0; floor->m_StepTime = floor->m_PerStepTime = persteptime; - floor->m_Crush = (!(usespecials & DFloor::stairUseSpecials) && speed == 4*FRACUNIT) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field + floor->m_Crush = (!(usespecials & DFloor::stairUseSpecials) && speed == 4) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field floor->m_Hexencrush = false; floor->m_Speed = speed; diff --git a/src/p_local.h b/src/p_local.h index 4a68c236c..0dd0dca68 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -51,7 +51,6 @@ struct FTranslatedLineTarget; // mapblocks are used to check movement // against lines and things #define MAPBLOCKUNITS 128 -#define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT) // Inspired by Maes extern int bmapnegx; diff --git a/src/p_spec.cpp b/src/p_spec.cpp index 7eaab5dde..037a12940 100644 --- a/src/p_spec.cpp +++ b/src/p_spec.cpp @@ -1131,7 +1131,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers) break; case dSector_DoorCloseIn30: - new DDoor(sector, DDoor::doorWaitClose, FRACUNIT * 2, 0, 0, 30 * TICRATE); + new DDoor(sector, DDoor::doorWaitClose, 2, 0, 0, 30 * TICRATE); break; case dDamage_End: @@ -1147,7 +1147,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers) break; case dSector_DoorRaiseIn5Mins: - new DDoor (sector, DDoor::doorWaitRaise, 2*FRACUNIT, TICRATE*30/7, 0, 5*60*TICRATE); + new DDoor (sector, DDoor::doorWaitRaise, 2, TICRATE*30/7, 0, 5*60*TICRATE); break; case dFriction_Low: diff --git a/src/posix/sdl/i_timer.cpp b/src/posix/sdl/i_timer.cpp index fa08659a1..cad3000ba 100644 --- a/src/posix/sdl/i_timer.cpp +++ b/src/posix/sdl/i_timer.cpp @@ -184,7 +184,7 @@ double I_GetTimeFrac (uint32 *ms) if (ms) *ms = TicStart + (1000 / TICRATE); if (TicStart == 0) { - return FRACUNIT; + return 1; } else { diff --git a/src/wi_stuff.cpp b/src/wi_stuff.cpp index d568051ae..108edff3b 100644 --- a/src/wi_stuff.cpp +++ b/src/wi_stuff.cpp @@ -722,7 +722,7 @@ static int WI_DrawCharPatch (FFont *font, int charcode, int x, int y, EColorRang int width; screen->DrawTexture(font->GetChar(charcode, &width), x, y, nomove ? DTA_CleanNoMove : DTA_Clean, true, - DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : FRACUNIT/2, + DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : OPAQUE/2, DTA_Translation, font->GetColorTranslation(translation), TAG_DONE); return x - width; From 96a02f922dee72288c591362f16bf5d1132f589c Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 2 Apr 2016 20:10:25 +0200 Subject: [PATCH 06/14] - removed R_PointToAngle2 call in P_Setup.cpp. - removed long inactive node saving code in p_writemap.cpp. If this file is ever made operational again it will be with UDMF output. --- src/p_setup.cpp | 2 +- src/p_writemap.cpp | 62 ---------------------------------------------- 2 files changed, 1 insertion(+), 63 deletions(-) diff --git a/src/p_setup.cpp b/src/p_setup.cpp index 6c6b05d0a..ad4ebe84e 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -1315,7 +1315,7 @@ void P_LoadSegs (MapData * map) // off, then move one vertex. This may seem insignificant, but one degree // errors _can_ cause firelines. - ptp_angle = R_PointToAngle2 (li->v1->fixX(), li->v1->fixY(), li->v2->fixX(), li->v2->fixY()); + ptp_angle = (li->v2->fPos() - li->v1->fPos()).Angle().BAMs(); dis = 0; delta_angle = (absangle(ptp_angle-(segangle<<16))>>ANGLETOFINESHIFT)*360/FINEANGLES; diff --git a/src/p_writemap.cpp b/src/p_writemap.cpp index 3b0ba4f13..7d0793304 100644 --- a/src/p_writemap.cpp +++ b/src/p_writemap.cpp @@ -177,79 +177,17 @@ static int WriteVERTEXES (FILE *file) static int WriteSEGS (FILE *file) { -#if 0 - mapseg_t ms; - - ms.offset = 0; // unused by ZDoom, so just leave it 0 - for (int i = 0; i < numsegs; ++i) - { - if (segs[i].linedef!=NULL) - { - ms.v1 = LittleShort(short(segs[i].v1 - vertexes)); - ms.v2 = LittleShort(short(segs[i].v2 - vertexes)); - ms.linedef = LittleShort(short(segs[i].linedef - lines)); - ms.side = segs[i].sidedef == segs[i].linedef->sidedef[0] ? 0 : LittleShort((short)1); - ms.angle = LittleShort(short(R_PointToAngle2 (segs[i].v1->fixX(), segs[i].v1->fixY(), segs[i].v2->fixX(), segs[i].v2->fixY())>>16)); - fwrite (&ms, sizeof(ms), 1, file); - } - } - return numsegs * sizeof(ms); -#else return 0; -#endif } static int WriteSSECTORS (FILE *file) { -#if 0 - mapsubsector_t mss; - - for (int i = 0; i < numsubsectors; ++i) - { - mss.firstseg = LittleShort((WORD)subsectors[i].firstline); - mss.numsegs = LittleShort((WORD)subsectors[i].numlines); - fwrite (&mss, sizeof(mss), 1, file); - } - return numsubsectors * sizeof(mss); -#else return 0; -#endif } static int WriteNODES (FILE *file) { -#if 0 - mapnode_t mn; - - for (int i = 0; i < numnodes; ++i) - { - mn.x = LittleShort(short(nodes[i].x >> FRACBITS)); - mn.y = LittleShort(short(nodes[i].y >> FRACBITS)); - mn.dx = LittleShort(short(nodes[i].dx >> FRACBITS)); - mn.dy = LittleShort(short(nodes[i].dy >> FRACBITS)); - for (int j = 0; j < 2; ++j) - { - for (int k = 0; k < 4; ++k) - { - mn.bbox[j][k] = LittleShort(short(nodes[i].bbox[j][k] >> FRACBITS)); - } - WORD child; - if ((size_t)nodes[i].children[j] & 1) - { - child = mapnode_t::NF_SUBSECTOR | WORD((subsector_t *)((BYTE *)nodes[i].children[j] - 1) - subsectors); - } - else - { - child = WORD((node_t *)nodes[i].children[j] - nodes); - } - mn.children[j] = LittleShort(child); - } - fwrite (&mn, sizeof(mn), 1, file); - } - return numnodes * sizeof(mn); -#else return 0; -#endif } static int WriteSECTORS (FILE *file) From b3659305ce02399d0a2475963cd82fdb5923b935 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 2 Apr 2016 09:58:56 +0200 Subject: [PATCH 07/14] - fixed typo in line portal interpolation path calculation. --- src/p_map.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/p_map.cpp b/src/p_map.cpp index e6b189d7b..f757f089c 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -2220,7 +2220,7 @@ bool P_TryMove(AActor *thing, const DVector2 &pos, // so that the renderer can properly calculate an interpolated position along the movement path. if (thing == players[consoleplayer].camera) { - divline_t dl1 = { besthit.Oldrefpos.X,besthit.Oldrefpos.Y, besthit.Refpos.X - besthit.Oldrefpos.Y, besthit.Refpos.Y - besthit.Oldrefpos.Y }; + divline_t dl1 = { besthit.Oldrefpos.X,besthit.Oldrefpos.Y, besthit.Refpos.X - besthit.Oldrefpos.X, besthit.Refpos.Y - besthit.Oldrefpos.Y }; DVector3a hit = { {dl1.x + dl1.dx * bestfrac, dl1.y + dl1.dy * bestfrac, 0.},0. }; R_AddInterpolationPoint(hit); From 931774ab382a34761adac2705b6a5d8ab28bcf46 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 2 Apr 2016 12:14:56 +0200 Subject: [PATCH 08/14] - fixed some issues with the PathTraverse and sight checking code: * typo in calculating end position from a trace vector * must use floor to convert from floating point block coordinate to block index to account for running off the negative side of the blockmap. (Int cast always rounds toward zero which is wrong here.) * bad calculation of sight checking slopes - they has the actor's z coordinate duplicated. - fixed scaling of automap markers. --- src/am_map.cpp | 2 +- src/p_maputl.cpp | 12 ++++++------ src/p_sight.cpp | 13 +++++++------ 3 files changed, 14 insertions(+), 13 deletions(-) diff --git a/src/am_map.cpp b/src/am_map.cpp index 172f31bde..e8203c0fc 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -3011,7 +3011,7 @@ void AM_drawAuthorMarkers () marked->subsector->flags & SSECF_DRAWN : marked->Sector->MoreFlags & SECF_DRAWN))) { - DrawMarker (tex, marked->X(), marked->Y(), 0, flip, mark->Scale.X, mark->Scale.Y, mark->Translation, + DrawMarker (tex, marked->X(), marked->Y(), 0, flip, mark->Scale.X*16, mark->Scale.Y*16, mark->Translation, mark->Alpha, mark->fillcolor, mark->RenderStyle); } marked = mark->args[0] != 0 ? it.Next() : NULL; diff --git a/src/p_maputl.cpp b/src/p_maputl.cpp index 8c03674af..6279a054f 100644 --- a/src/p_maputl.cpp +++ b/src/p_maputl.cpp @@ -1456,7 +1456,7 @@ void FPathTraverse::init(double x1, double y1, double x2, double y2, int flags, if (flags & PT_DELTA) { x2 += x1; - y2 += y2; + y2 += y1; } x1 -= bmaporgx; @@ -1469,10 +1469,10 @@ void FPathTraverse::init(double x1, double y1, double x2, double y2, int flags, xt2 = x2 / MAPBLOCKUNITS; yt2 = y2 / MAPBLOCKUNITS; - mapx = int(xt1); - mapy = int(yt1); - int mapex = int(xt2); - int mapey = int(yt2); + mapx = xs_FloorToInt(xt1); + mapy = xs_FloorToInt(yt1); + int mapex = xs_FloorToInt(xt2); + int mapey = xs_FloorToInt(yt2); if (mapex > mapx) @@ -1563,7 +1563,7 @@ void FPathTraverse::init(double x1, double y1, double x2, double y2, int flags, } // [RH] Handle corner cases properly instead of pretending they don't exist. - switch (((int(yintercept) == mapy) << 1) | (int(xintercept) == mapx)) + switch (((xs_FloorToInt(yintercept) == mapy) << 1) | (xs_FloorToInt(xintercept) == mapx)) { case 0: // neither xintercept nor yintercept match! count = 100; // Stop traversing, because somebody screwed up. diff --git a/src/p_sight.cpp b/src/p_sight.cpp index 2e6531d89..b69daa0cf 100644 --- a/src/p_sight.cpp +++ b/src/p_sight.cpp @@ -642,10 +642,11 @@ bool SightCheck::P_SightPathTraverse () xt2 = x2 / MAPBLOCKUNITS; yt2 = y2 / MAPBLOCKUNITS; - mapx = int(xt1); - mapy = int(yt1); - int mapex = int(xt2); - int mapey = int(yt2); + mapx = xs_FloorToInt(xt1); + mapy = xs_FloorToInt(yt1); + int mapex = xs_FloorToInt(xt2); + int mapey = xs_FloorToInt(yt2); + if (mapex > mapx) { @@ -731,7 +732,7 @@ bool SightCheck::P_SightPathTraverse () if (res == -1 || (mapxstep | mapystep) == 0) break; - switch (((int(yintercept) == mapy) << 1) | (int(xintercept) == mapx)) + switch (((xs_FloorToInt(yintercept) == mapy) << 1) | (xs_FloorToInt(xintercept) == mapx)) { case 0: // neither xintercept nor yintercept match! sightcounts[5]++; @@ -872,7 +873,7 @@ sightcounts[0]++; double lookheight = t1->Center(); t1->GetPortalTransition(lookheight, &sec); - double bottomslope = t2->Z() - (t1->Z() + lookheight); + double bottomslope = t2->Z() - lookheight; double topslope = bottomslope + t2->Height; SightTask task = { 0, topslope, bottomslope, -1, sec->PortalGroup }; From 60e25b32a8273200185cdd41850486de14868680 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 2 Apr 2016 13:28:43 +0200 Subject: [PATCH 09/14] - floatified the particles. This is the last bit of play code that needed to be altered, what's left is the underlying data representations of vertices, linedefs and sectors. # Conflicts: # src/p_setup.cpp # src/r_things.cpp --- src/p_effect.cpp | 184 ++++++++++++++++++++--------------------------- src/p_effect.h | 13 ++-- src/p_setup.cpp | 2 - src/r_things.cpp | 20 +++--- 4 files changed, 93 insertions(+), 126 deletions(-) diff --git a/src/p_effect.cpp b/src/p_effect.cpp index f71a822f3..249ba80f9 100644 --- a/src/p_effect.cpp +++ b/src/p_effect.cpp @@ -149,15 +149,16 @@ CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE ) void P_InitParticles () { const char *i; + int num; if ((i = Args->CheckValue ("-numparticles"))) - NumParticles = atoi (i); + num = atoi (i); // [BC] Use r_maxparticles now. else - NumParticles = r_maxparticles; + num = r_maxparticles; // This should be good, but eh... - NumParticles = clamp(NumParticles, 100, 65535); + NumParticles = (WORD)clamp(num, 100, 65535); P_DeinitParticles(); Particles = new particle_t[NumParticles]; @@ -206,7 +207,7 @@ void P_FindParticleSubsectors () for (WORD i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext) { // Try to reuse the subsector from the last portal check, if still valid. - if (Particles[i].subsector == NULL) Particles[i].subsector = R_PointInSubsector(Particles[i].x, Particles[i].y); + if (Particles[i].subsector == NULL) Particles[i].subsector = R_PointInSubsector(Particles[i].Pos); int ssnum = int(Particles[i].subsector - subsectors); Particles[i].snext = ParticlesInSubsec[ssnum]; ParticlesInSubsec[ssnum] = i; @@ -279,33 +280,29 @@ void P_ThinkParticles () continue; } - DVector2 newxy = P_GetOffsetPosition(FIXED2DBL(particle->x), FIXED2DBL(particle->y), FIXED2DBL(particle->vel.x), FIXED2DBL(particle->vel.y)); - particle->x = FLOAT2FIXED(newxy.X); - particle->y = FLOAT2FIXED(newxy.Y); - //particle->x += particle->vel.x; - //particle->y += particle->vel.y; - particle->z += particle->vel.z; - particle->vel.x += particle->accx; - particle->vel.y += particle->accy; - particle->vel.z += particle->accz; - particle->subsector = R_PointInSubsector(particle->x, particle->y); + // Handle crossing a line portal + DVector2 newxy = P_GetOffsetPosition(particle->Pos.X, particle->Pos.Y, particle->Vel.X, particle->Vel.Y); + particle->Pos.X = newxy.X; + particle->Pos.Y = newxy.Y; + particle->Pos.Z += particle->Vel.Z; + particle->Vel += particle->Acc; + particle->subsector = R_PointInSubsector(particle->Pos); + // Handle crossing a sector portal. if (!particle->subsector->sector->PortalBlocksMovement(sector_t::ceiling)) { AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::ceiling]; - if (particle->z > FLOAT2FIXED(skybox->specialf1)) + if (particle->Pos.Z > skybox->specialf1) { - particle->x += FLOAT2FIXED(skybox->Scale.X); - particle->y += FLOAT2FIXED(skybox->Scale.Y); + particle->Pos += skybox->Scale; particle->subsector = NULL; } } else if (!particle->subsector->sector->PortalBlocksMovement(sector_t::floor)) { AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::floor]; - if (particle->z < FLOAT2FIXED(skybox->specialf1)) + if (particle->Pos.Z < skybox->specialf1) { - particle->x += FLOAT2FIXED(skybox->Scale.X); - particle->y += FLOAT2FIXED(skybox->Scale.Y); + particle->Pos += skybox->Scale; particle->subsector = NULL; } } @@ -320,20 +317,14 @@ void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &a if (particle) { - particle->x = FLOAT2FIXED(pos.X); - particle->y = FLOAT2FIXED(pos.Y); - particle->z = FLOAT2FIXED(pos.Z); - particle->vel.x = FLOAT2FIXED(vel.X); - particle->vel.y = FLOAT2FIXED(vel.Y); - particle->vel.z = FLOAT2FIXED(vel.Z); + particle->Pos = pos; + particle->Vel = vel; + particle->Acc = accel; particle->color = ParticleColor(color); particle->trans = BYTE(startalpha*255); if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime); else particle->fade = int(fadestep * 255); particle->ttl = lifetime; - particle->accx = FLOAT2FIXED(accel.X); - particle->accy = FLOAT2FIXED(accel.Y); - particle->accz = FLOAT2FIXED(accel.Z); particle->bright = fullbright; particle->size = (WORD)size; } @@ -380,15 +371,14 @@ particle_t *JitterParticle (int ttl, double drift) particle_t *particle = NewParticle (); if (particle) { - fixed_t *val = &particle->vel.x; int i; // Set initial velocities - for (i = 3; i; i--, val++) - *val = (int)((FRACUNIT/4096) * (M_Random () - 128) * drift); + for (i = 3; i; i--) + particle->Vel[i] = ((1./4096) * (M_Random () - 128) * drift); // Set initial accelerations - for (i = 3; i; i--, val++) - *val = (int)((FRACUNIT/16384) * (M_Random () - 128) * drift); + for (i = 3; i; i--) + particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift); particle->trans = 255; // fully opaque particle->ttl = ttl; @@ -411,15 +401,12 @@ static void MakeFountain (AActor *actor, int color1, int color2) DAngle an = M_Random() * (360. / 256); double out = actor->radius * M_Random() / 256.; - DVector3 pos = actor->Vec3Angle(out, an, actor->Height + 1); - particle->x = FLOAT2FIXED(pos.X); - particle->y = FLOAT2FIXED(pos.Y); - particle->z = FLOAT2FIXED(pos.Z); + particle->Pos = actor->Vec3Angle(out, an, actor->Height + 1); if (out < actor->radius/8) - particle->vel.z += FRACUNIT*10/3; + particle->Vel.Z += 10./3; else - particle->vel.z += FRACUNIT*3; - particle->accz -= FRACUNIT/11; + particle->Vel.Z += 3; + particle->Acc.Z -= 1./11; if (M_Random() < 30) { particle->size = 4; particle->color = color2; @@ -445,7 +432,7 @@ void P_RunEffect (AActor *actor, int effects) double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8); DAngle an = moveangle + 90.; - int speed; + double speed; particle = JitterParticle (3 + (M_Random() & 31)); if (particle) { @@ -454,14 +441,12 @@ void P_RunEffect (AActor *actor, int effects) backx - actor->Vel.X * pathdist, backy - actor->Vel.Y * pathdist, backz - actor->Vel.Z * pathdist); - particle->x = FLOAT2FIXED(pos.X); - particle->y = FLOAT2FIXED(pos.Y); - particle->z = FLOAT2FIXED(pos.Z); - speed = (M_Random () - 128) * (FRACUNIT/200); - particle->vel.x += fixed_t(speed * an.Cos()); - particle->vel.y += fixed_t(speed * an.Sin()); - particle->vel.z -= FRACUNIT/36; - particle->accz -= FRACUNIT/20; + particle->Pos = pos; + speed = (M_Random () - 128) * (1./200); + particle->Vel.X += speed * an.Cos(); + particle->Vel.Y += speed * an.Sin(); + particle->Vel.Z -= 1./36; + particle->Acc.Z -= 1./20; particle->color = yellow; particle->size = 2; } @@ -473,15 +458,13 @@ void P_RunEffect (AActor *actor, int effects) backx - actor->Vel.X * pathdist, backy - actor->Vel.Y * pathdist, backz - actor->Vel.Z * pathdist + (M_Random() / 64.)); - particle->x = FLOAT2FIXED(pos.X); - particle->y = FLOAT2FIXED(pos.Y); - particle->z = FLOAT2FIXED(pos.Z); + particle->Pos = pos; - speed = (M_Random () - 128) * (FRACUNIT/200); - particle->vel.x += fixed_t(speed * an.Cos()); - particle->vel.y += fixed_t(speed * an.Sin()); - particle->vel.z += FRACUNIT/80; - particle->accz += FRACUNIT/40; + speed = (M_Random () - 128) * (1./200); + particle->Vel.X += speed * an.Cos(); + particle->Vel.Y += speed * an.Sin(); + particle->Vel.Z -= 1. / 80; + particle->Acc.Z -= 1. / 40; if (M_Random () & 7) particle->color = grey2; else @@ -529,18 +512,16 @@ void P_RunEffect (AActor *actor, int effects) { DAngle ang = M_Random() * (360 / 256.); DVector3 pos = actor->Vec3Angle(actor->radius, ang, 0); - particle->x = FLOAT2FIXED(pos.X); - particle->y = FLOAT2FIXED(pos.Y); - particle->z = FLOAT2FIXED(pos.Z); + particle->Pos = pos; particle->color = *protectColors[M_Random() & 1]; - particle->vel.z = FRACUNIT; - particle->accz = M_Random () << 7; + particle->Vel.Z = 1; + particle->Acc.Z = M_Random () / 512.; particle->size = 1; if (M_Random () < 128) { // make particle fall from top of actor - particle->z += FLOAT2FIXED(actor->Height); - particle->vel.z = -particle->vel.z; - particle->accz = -particle->accz; + particle->Pos.Z += actor->Height; + particle->Vel.Z = -particle->Vel.Z; + particle->Acc.Z = -particle->Acc.Z; } } } @@ -570,20 +551,21 @@ void P_DrawSplash (int count, const DVector3 &pos, DAngle angle, int kind) p->size = 2; p->color = M_Random() & 0x80 ? color1 : color2; - p->vel.z -= M_Random () * 512; - p->accz -= FRACUNIT/8; - p->accx += (M_Random () - 128) * 8; - p->accy += (M_Random () - 128) * 8; - p->z = FLOAT2FIXED(pos.Z) - M_Random () * 1024; + p->Vel.Z -= M_Random () / 128.; + p->Acc.Z -= 1./8; + p->Acc.X += (M_Random () - 128) / 8192.; + p->Acc.Y += (M_Random () - 128) / 8192.; + p->Pos.Z = pos.Z - M_Random () / 64.; angle += M_Random() * (45./256); - p->x = FLOAT2FIXED(pos.X + (M_Random() & 15)*angle.Cos()); - p->y = FLOAT2FIXED(pos.Y + (M_Random() & 15)*angle.Sin()); + p->Pos.X = pos.X + (M_Random() & 15)*angle.Cos(); + p->Pos.Y = pos.Y + (M_Random() & 15)*angle.Sin(); } } void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, int kind) { - int color1, color2, zvel, zspread, zadd; + int color1, color2, zadd; + double zvel, zspread; switch (kind) { @@ -605,14 +587,14 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in break; } - zvel = -128; - zspread = updown ? -6000 : 6000; - zadd = (updown == 2) ? -128 : 0; + zvel = -0.5; + zspread = updown ? -6000 / 65536. : 6000 / 65536.; + zadd = (updown == 2) ? 128 : 0; for (; count; count--) { particle_t *p = NewParticle (); - angle_t an; + DAngle an; if (!p) break; @@ -622,19 +604,20 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in p->trans = 255; p->size = 4; p->color = M_Random() & 0x80 ? color1 : color2; - p->vel.z = M_Random () * zvel; - p->accz = -FRACUNIT/22; - if (kind) { - an = (angle.BAMs() + ((M_Random() - 128) << 23)) >> ANGLETOFINESHIFT; - p->vel.x = (M_Random () * finecosine[an]) >> 11; - p->vel.y = (M_Random () * finesine[an]) >> 11; - p->accx = p->vel.x >> 4; - p->accy = p->vel.y >> 4; + p->Vel.Z = M_Random() * zvel; + p->Acc.Z = -1 / 22.; + if (kind) + { + an = angle + ((M_Random() - 128) * (180 / 256.)); + p->Vel.X = M_Random() * an.Cos() / 2048.; + p->Vel.Y = M_Random() * an.Sin() / 2048.; + p->Acc.X = p->Vel.X / 16.; + p->Acc.Y = p->Vel.Y / 16.; } - p->z = FLOAT2FIXED(pos.Z) + (M_Random () + zadd - 128) * zspread; - an = (angle.BAMs() + ((M_Random() - 128) << 22)) >> ANGLETOFINESHIFT; - p->x = FLOAT2FIXED(pos.X) + ((M_Random () & 31)-15)*finecosine[an]; - p->y = FLOAT2FIXED(pos.X) + ((M_Random () & 31)-15)*finesine[an]; + an = angle + ((M_Random() - 128) * (90 / 256.)); + p->Pos.X = pos.X + ((M_Random() & 31) - 15) * an.Cos(); + p->Pos.Y = pos.Y + ((M_Random() & 31) - 15) * an.Sin(); + p->Pos.Z = pos.Z + (M_Random() + zadd - 128) * zspread; } } @@ -749,13 +732,8 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, p->bright = fullbright; tempvec = DMatrix3x3(dir, deg) * extend; - p->vel.x = FLOAT2FIXED(tempvec.X * drift)>>4; - p->vel.y = FLOAT2FIXED(tempvec.Y * drift)>>4; - p->vel.z = FLOAT2FIXED(tempvec.Z * drift)>>4; - tempvec += pos; - p->x = FLOAT2FIXED(tempvec.X); - p->y = FLOAT2FIXED(tempvec.Y); - p->z = FLOAT2FIXED(tempvec.Z); + p->Vel = tempvec * drift / 16.; + p->Pos = tempvec + pos; pos += spiral_step; deg += double(r_rail_spiralsparsity * 14); @@ -812,11 +790,9 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, DVector3 postmp = pos + diff; p->size = 2; - p->x = FLOAT2FIXED(postmp.X); - p->y = FLOAT2FIXED(postmp.Y); - p->z = FLOAT2FIXED(postmp.Z); + p->Pos = postmp; if (color1 != -1) - p->accz -= FRACUNIT/4096; + p->Acc.Z -= 1./4096; pos += trail_step; p->bright = fullbright; @@ -888,10 +864,8 @@ void P_DisconnectEffect (AActor *actor) double zo = M_Random()*actor->Height / 256; DVector3 pos = actor->Vec3Offset(xo, yo, zo); - p->x = FLOAT2FIXED(pos.X); - p->y = FLOAT2FIXED(pos.Y); - p->z = FLOAT2FIXED(pos.Z); - p->accz -= FRACUNIT/4096; + p->Pos = pos; + p->Acc.Z -= 1./4096; p->color = M_Random() < 128 ? maroon1 : maroon2; p->size = 4; } diff --git a/src/p_effect.h b/src/p_effect.h index cea9b2fdf..fad9012d0 100644 --- a/src/p_effect.h +++ b/src/p_effect.h @@ -52,21 +52,16 @@ struct subsector_t; // [RH] Particle details -struct fixedvec3 -{ - fixed_t x, y, z; -}; - struct particle_t { - fixed_t x,y,z; - fixedvec3 vel; - fixed_t accx,accy,accz; + DVector3 Pos; + DVector3 Vel; + DVector3 Acc; BYTE ttl; BYTE trans; WORD size; - BYTE bright:1; + BYTE bright; BYTE fade; int color; WORD tnext; diff --git a/src/p_setup.cpp b/src/p_setup.cpp index ad4ebe84e..c9df3afdc 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -1222,8 +1222,6 @@ void P_LoadSegs (MapData * map) line_t* line; // phares 10/4/98 int ptp_angle; // phares 10/4/98 int delta_angle; // phares 10/4/98 - int dis; // phares 10/4/98 - int dx,dy; // phares 10/4/98 int vnum1,vnum2; // phares 10/4/98 int lumplen = map->Size(ML_SEGS); diff --git a/src/r_things.cpp b/src/r_things.cpp index e6b4a68c6..fa7d8a88b 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -2423,12 +2423,12 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, BYTE* map; // [ZZ] Particle not visible through the portal plane - if (CurrentPortal && !!P_PointOnLineSide(particle->x, particle->y, CurrentPortal->dst)) + if (CurrentPortal && !!P_PointOnLineSide(particle->Pos, CurrentPortal->dst)) return; // transform the origin point - tr_x = particle->x - viewx; - tr_y = particle->y - viewy; + tr_x = FLOAT2FIXED(particle->Pos.X - ViewPos.X); + tr_y = FLOAT2FIXED(particle->Pos.Y - ViewPos.Y); tz = DMulScale20 (tr_x, viewtancos, tr_y, viewtansin); @@ -2460,8 +2460,8 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, if (x1 >= x2) return; - yscale = MulScale16 (yaspectmul, xscale); - ty = particle->z - viewz; + yscale = MulScale16(yaspectmul, xscale); + ty = FLOAT2FIXED(particle->Pos.Z - ViewPos.Z); psize <<= 4; y1 = (centeryfrac - FixedMul (ty+psize, yscale)) >> FRACBITS; y2 = (centeryfrac - FixedMul (ty-psize, yscale)) >> FRACBITS; @@ -2522,9 +2522,9 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, map = sector->ColorMap->Maps; } - if (botpic != skyflatnum && particle->z < botplane->ZatPoint (particle->x, particle->y)) + if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint (particle->Pos)) return; - if (toppic != skyflatnum && particle->z >= topplane->ZatPoint (particle->x, particle->y)) + if (toppic != skyflatnum && particle->Pos.Z >= topplane->ZatPoint (particle->Pos)) return; // store information in a vissprite @@ -2536,9 +2536,9 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, vis->yscale = xscale; vis->depth = tz; vis->idepth = (DWORD)DivScale32 (1, tz) >> 1; - vis->gx = particle->x; - vis->gy = particle->y; - vis->gz = particle->z; // kg3D + vis->gx = FLOAT2FIXED(particle->Pos.X); + vis->gy = FLOAT2FIXED(particle->Pos.Y); + vis->gz = FLOAT2FIXED(particle->Pos.Z); vis->gzb = y1; vis->gzt = y2; vis->x1 = x1; From 3db90ff4c1ed5cbcea890bb2a6f93bef428535a0 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 1 Apr 2016 17:57:16 +0200 Subject: [PATCH 10/14] - removed all remaining fixed point methods from AActor. - removed all calls to fixed point vertex access methods in p_setup.cpp. # Conflicts: # src/p_setup.cpp --- src/actor.h | 23 ++----------- src/p_setup.cpp | 88 +++++++++++++++++++++++-------------------------- 2 files changed, 45 insertions(+), 66 deletions(-) diff --git a/src/actor.h b/src/actor.h index dbd2d67e4..b47572f5d 100644 --- a/src/actor.h +++ b/src/actor.h @@ -1193,15 +1193,6 @@ public: bool HasSpecialDeathStates () const; - fixed_t _f_X() const - { - return FLOAT2FIXED(__Pos.X); - } - fixed_t _f_Y() const - { - return FLOAT2FIXED(__Pos.Y); - } - double X() const { return __Pos.X; @@ -1275,22 +1266,14 @@ public: } // These are not for general use as they do not link the actor into the world! - void SetXY(fixed_t xx, fixed_t yy) - { - __Pos.X = FIXED2DBL(xx); - __Pos.Y = FIXED2DBL(yy); - } + void SetXY(fixed_t xx, fixed_t yy) = delete; + void SetXYZ(fixed_t xx, fixed_t yy, fixed_t zz) = delete; + void SetXY(const DVector2 &npos) { __Pos.X = npos.X; __Pos.Y = npos.Y; } - void SetXYZ(fixed_t xx, fixed_t yy, fixed_t zz) - { - __Pos.X = FIXED2DBL(xx); - __Pos.Y = FIXED2DBL(yy); - __Pos.Z = FIXED2DBL(zz); - } void SetXYZ(double xx, double yy, double zz) { __Pos = { xx,yy,zz }; diff --git a/src/p_setup.cpp b/src/p_setup.cpp index c9df3afdc..fad06ce15 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -1220,8 +1220,8 @@ void P_LoadSegs (MapData * map) BYTE *vertchanged = new BYTE[numvertexes]; // phares 10/4/98 DWORD segangle; line_t* line; // phares 10/4/98 - int ptp_angle; // phares 10/4/98 - int delta_angle; // phares 10/4/98 + //int ptp_angle; // phares 10/4/98 + //int delta_angle; // phares 10/4/98 int vnum1,vnum2; // phares 10/4/98 int lumplen = map->Size(ML_SEGS); @@ -1313,30 +1313,26 @@ void P_LoadSegs (MapData * map) // off, then move one vertex. This may seem insignificant, but one degree // errors _can_ cause firelines. - ptp_angle = (li->v2->fPos() - li->v1->fPos()).Angle().BAMs(); - dis = 0; - delta_angle = (absangle(ptp_angle-(segangle<<16))>>ANGLETOFINESHIFT)*360/FINEANGLES; + DAngle ptp_angle = (li->v2->fPos() - li->v1->fPos()).Angle(); + DAngle seg_angle = AngleToFloat(segangle); + DAngle delta_angle = absangle(ptp_angle, seg_angle); - if (delta_angle != 0) + if (delta_angle >= 1.) { - segangle >>= (ANGLETOFINESHIFT-16); - dx = (li->v1->fixX() - li->v2->fixX())>>FRACBITS; - dy = (li->v1->fixY() - li->v2->fixY())>>FRACBITS; - dis = ((int) g_sqrt((double)(dx*dx + dy*dy)))<v2->fPos() - li->v1->fPos()).Length(); + DVector2 delta = seg_angle.ToVector(); if ((vnum2 > vnum1) && (vertchanged[vnum2] == 0)) { li->v2->set( - li->v1->fixX() + FixedMul(dis,dx), - li->v1->fixY() + FixedMul(dis,dy)); + li->v1->fX() + dis * dx, + li->v1->fY() + dis * dy); vertchanged[vnum2] = 1; // this was changed } else if (vertchanged[vnum1] == 0) { li->v1->set( - li->v2->fixX() - FixedMul(dis,dx), - li->v2->fixY() - FixedMul(dis,dy)); + li->v2->fX() - dis * dx, + li->v2->fY() - dis * dy); vertchanged[vnum1] = 1; // this was changed } } @@ -2009,8 +2005,8 @@ void P_FinishLoadingLineDef(line_t *ld, int alpha) ld->frontsector = ld->sidedef[0] != NULL ? ld->sidedef[0]->sector : NULL; ld->backsector = ld->sidedef[1] != NULL ? ld->sidedef[1]->sector : NULL; - double dx = FIXED2DBL(ld->v2->fixX() - ld->v1->fixX()); - double dy = FIXED2DBL(ld->v2->fixY() - ld->v1->fixY()); + double dx = (ld->v2->fX() - ld->v1->fX()); + double dy = (ld->v2->fY() - ld->v1->fY()); int linenum = int(ld-lines); if (ld->frontsector == NULL) @@ -2135,8 +2131,8 @@ void P_LoadLineDefs (MapData * map) I_Error ("Line %d has invalid vertices: %d and/or %d.\nThe map only contains %d vertices.", i+skipped, v1, v2, numvertexes); } else if (v1 == v2 || - (vertexes[LittleShort(mld->v1)].fixX() == vertexes[LittleShort(mld->v2)].fixX() && - vertexes[LittleShort(mld->v1)].fixY() == vertexes[LittleShort(mld->v2)].fixY())) + (vertexes[LittleShort(mld->v1)].fX() == vertexes[LittleShort(mld->v2)].fX() && + vertexes[LittleShort(mld->v1)].fY() == vertexes[LittleShort(mld->v2)].fY())) { Printf ("Removing 0-length line %d\n", i+skipped); memmove (mld, mld+1, sizeof(*mld)*(numlines-i-1)); @@ -2224,8 +2220,8 @@ void P_LoadLineDefs2 (MapData * map) mld = ((maplinedef2_t*)mldf) + i; if (mld->v1 == mld->v2 || - (vertexes[LittleShort(mld->v1)].fixX() == vertexes[LittleShort(mld->v2)].fixX() && - vertexes[LittleShort(mld->v1)].fixY() == vertexes[LittleShort(mld->v2)].fixY())) + (vertexes[LittleShort(mld->v1)].fX() == vertexes[LittleShort(mld->v2)].fX() && + vertexes[LittleShort(mld->v1)].fY() == vertexes[LittleShort(mld->v2)].fY())) { Printf ("Removing 0-length line %d\n", i+skipped); memmove (mld, mld+1, sizeof(*mld)*(numlines-i-1)); @@ -2780,6 +2776,7 @@ static void P_CreateBlockMap () TArray *BlockLists, *block, *endblock; int adder; int bmapwidth, bmapheight; + double dminx, dmaxx, dminy, dmaxy; int minx, maxx, miny, maxy; int i; int line; @@ -2788,21 +2785,21 @@ static void P_CreateBlockMap () return; // Find map extents for the blockmap - minx = maxx = vertexes[0].fixX(); - miny = maxy = vertexes[0].fixY(); + dminx = dmaxx = vertexes[0].fX(); + dminy = dmaxy = vertexes[0].fY(); for (i = 1; i < numvertexes; ++i) { - if (vertexes[i].fixX() < minx) minx = vertexes[i].fixX(); - else if (vertexes[i].fixX() > maxx) maxx = vertexes[i].fixX(); - if (vertexes[i].fixY() < miny) miny = vertexes[i].fixY(); - else if (vertexes[i].fixY() > maxy) maxy = vertexes[i].fixY(); + if (vertexes[i].fX() < dminx) dminx = vertexes[i].fX(); + else if (vertexes[i].fX() > dmaxx) dmaxx = vertexes[i].fX(); + if (vertexes[i].fY() < dminy) dminy = vertexes[i].fY(); + else if (vertexes[i].fY() > dmaxy) dmaxy = vertexes[i].fY(); } - maxx >>= FRACBITS; - minx >>= FRACBITS; - maxy >>= FRACBITS; - miny >>= FRACBITS; + minx = int(dminx); + miny = int(dminy); + maxx = int(dmaxx); + maxy = int(dmaxy); bmapwidth = ((maxx - minx) >> BLOCKBITS) + 1; bmapheight = ((maxy - miny) >> BLOCKBITS) + 1; @@ -2818,10 +2815,10 @@ static void P_CreateBlockMap () for (line = 0; line < numlines; ++line) { - int x1 = lines[line].v1->fixX() >> FRACBITS; - int y1 = lines[line].v1->fixY() >> FRACBITS; - int x2 = lines[line].v2->fixX() >> FRACBITS; - int y2 = lines[line].v2->fixY() >> FRACBITS; + int x1 = int(lines[line].v1->fX()); + int y1 = int(lines[line].v1->fY()); + int x2 = int(lines[line].v2->fX()); + int y2 = int(lines[line].v2->fY()); int dx = x2 - x1; int dy = y2 - y1; int bx = (x1 - minx) >> BLOCKBITS; @@ -3223,8 +3220,8 @@ static void P_GroupLines (bool buildmap) Triangle[1] = sector->lines[0]->v2; if (sector->linecount > 1) { - fixed_t dx = Triangle[1]->fixX() - Triangle[0]->fixX(); - fixed_t dy = Triangle[1]->fixY() - Triangle[0]->fixY(); + double dx = Triangle[1]->fX() - Triangle[0]->fX(); + double dy = Triangle[1]->fY() - Triangle[0]->fY(); // Find another point in the sector that does not lie // on the same line as the first two points. for (j = 0; j < 2; ++j) @@ -3232,11 +3229,10 @@ static void P_GroupLines (bool buildmap) vertex_t *v; v = (j == 1) ? sector->lines[1]->v1 : sector->lines[1]->v2; - if (DMulScale32 (v->fixY() - Triangle[0]->fixY(), dx, - Triangle[0]->fixX() - v->fixX(), dy) != 0) + if ( (v->fY() - Triangle[0]->fY()) * dx + (Triangle[0]->fX() - v->fX() * dy) != 0) { - sector->centerspot.X = FIXED2DBL(Triangle[0]->fixX() / 3 + Triangle[1]->fixX() / 3 + v->fixX() / 3); - sector->centerspot.Y = FIXED2DBL(Triangle[0]->fixY() / 3 + Triangle[1]->fixY() / 3 + v->fixY() / 3); + sector->centerspot.X = (Triangle[0]->fX() / 3 + Triangle[1]->fX() / 3 + v->fX() / 3); + sector->centerspot.Y = (Triangle[0]->fY() / 3 + Triangle[1]->fY() / 3 + v->fY() / 3); break; } } @@ -4191,9 +4187,9 @@ CCMD (lineloc) { Printf ("No such line\n"); } - Printf ("(%d,%d) -> (%d,%d)\n", lines[linenum].v1->fixX() >> FRACBITS, - lines[linenum].v1->fixY() >> FRACBITS, - lines[linenum].v2->fixX() >> FRACBITS, - lines[linenum].v2->fixY() >> FRACBITS); + Printf ("(%f,%f) -> (%f,%f)\n", lines[linenum].v1->fX(), + lines[linenum].v1->fY(), + lines[linenum].v2->fX(), + lines[linenum].v2->fY()); } #endif From 6a150f724819b512c908650e668e7112f961b47d Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 2 Apr 2016 20:19:07 +0200 Subject: [PATCH 11/14] - fixed seg vertex adjustment (from a commit that wasn't copied to this branch.) and added viewx etc. to a global header . --- src/p_setup.cpp | 8 ++++---- src/r_utility.h | 4 ++++ 2 files changed, 8 insertions(+), 4 deletions(-) diff --git a/src/p_setup.cpp b/src/p_setup.cpp index fad06ce15..17cbb9911 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -1324,15 +1324,15 @@ void P_LoadSegs (MapData * map) if ((vnum2 > vnum1) && (vertchanged[vnum2] == 0)) { li->v2->set( - li->v1->fX() + dis * dx, - li->v1->fY() + dis * dy); + li->v1->fX() + dis * delta.X, + li->v1->fY() + dis * delta.Y); vertchanged[vnum2] = 1; // this was changed } else if (vertchanged[vnum1] == 0) { li->v1->set( - li->v2->fX() - dis * dx, - li->v2->fY() - dis * dy); + li->v2->fX() - dis * delta.X, + li->v2->fY() - dis * delta.Y); vertchanged[vnum1] = 1; // this was changed } } diff --git a/src/r_utility.h b/src/r_utility.h index 0a63b3f66..9e2ccf3cf 100644 --- a/src/r_utility.h +++ b/src/r_utility.h @@ -16,6 +16,10 @@ extern DVector3 ViewPos; extern DAngle ViewAngle; extern DAngle ViewPitch; +extern fixed_t viewx, viewy, viewz; +extern angle_t viewangle; +extern int viewpitch; + extern "C" int centerx, centerxwide; extern "C" int centery; From 9a07f812698df3d4f6266a7f357831e1cbc0ad23 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 2 Apr 2016 20:45:32 +0200 Subject: [PATCH 12/14] - renamed all ZatPoint variants that return a fixed point value to ZatPointFixed, to avoid accidental mixup with the floating point variants. --- src/actor.h | 4 ---- src/r_bsp.cpp | 24 ++++++++++++------------ src/r_defs.h | 22 +++++++++++++++------- src/r_main.cpp | 6 ++---- src/r_segs.cpp | 18 +++++++++--------- src/r_things.cpp | 14 +++++++------- 6 files changed, 45 insertions(+), 43 deletions(-) diff --git a/src/actor.h b/src/actor.h index b47572f5d..539144ed9 100644 --- a/src/actor.h +++ b/src/actor.h @@ -1265,10 +1265,6 @@ public: if (!moving) Prev.Z = Z(); } - // These are not for general use as they do not link the actor into the world! - void SetXY(fixed_t xx, fixed_t yy) = delete; - void SetXYZ(fixed_t xx, fixed_t yy, fixed_t zz) = delete; - void SetXY(const DVector2 &npos) { __Pos.X = npos.X; diff --git a/src/r_bsp.cpp b/src/r_bsp.cpp index f1b9e97ae..4f664d1bc 100644 --- a/src/r_bsp.cpp +++ b/src/r_bsp.cpp @@ -395,8 +395,8 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, } } - fixed_t refceilz = s->ceilingplane.ZatPoint (viewx, viewy); - fixed_t orgceilz = sec->ceilingplane.ZatPoint (viewx, viewy); + fixed_t refceilz = s->ceilingplane.ZatPointFixed (viewx, viewy); + fixed_t orgceilz = sec->ceilingplane.ZatPointFixed(viewx, viewy); #if 1 // [RH] Allow viewing underwater areas through doors/windows that @@ -405,8 +405,8 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, // sectors at the same time. if (back && !r_fakingunderwater && curline->frontsector->heightsec == NULL) { - if (rw_frontcz1 <= s->floorplane.ZatPoint (curline->v1->fixX(), curline->v1->fixY()) && - rw_frontcz2 <= s->floorplane.ZatPoint (curline->v2->fixX(), curline->v2->fixY())) + if (rw_frontcz1 <= s->floorplane.ZatPointFixed (curline->v1) && + rw_frontcz2 <= s->floorplane.ZatPointFixed(curline->v2)) { // Check that the window is actually visible for (int z = WallC.sx1; z < WallC.sx2; ++z) @@ -581,10 +581,10 @@ void R_AddLine (seg_t *line) { backsector = line->backsector; } - rw_frontcz1 = frontsector->ceilingplane.ZatPoint (line->v1->fixX(), line->v1->fixY()); - rw_frontfz1 = frontsector->floorplane.ZatPoint (line->v1->fixX(), line->v1->fixY()); - rw_frontcz2 = frontsector->ceilingplane.ZatPoint (line->v2->fixX(), line->v2->fixY()); - rw_frontfz2 = frontsector->floorplane.ZatPoint (line->v2->fixX(), line->v2->fixY()); + rw_frontcz1 = frontsector->ceilingplane.ZatPointFixed(line->v1); + rw_frontfz1 = frontsector->floorplane.ZatPointFixed(line->v1); + rw_frontcz2 = frontsector->ceilingplane.ZatPointFixed(line->v2); + rw_frontfz2 = frontsector->floorplane.ZatPointFixed(line->v2); rw_mustmarkfloor = rw_mustmarkceiling = false; rw_havehigh = rw_havelow = false; @@ -603,10 +603,10 @@ void R_AddLine (seg_t *line) } doorclosed = 0; // killough 4/16/98 - rw_backcz1 = backsector->ceilingplane.ZatPoint (line->v1->fixX(), line->v1->fixY()); - rw_backfz1 = backsector->floorplane.ZatPoint (line->v1->fixX(), line->v1->fixY()); - rw_backcz2 = backsector->ceilingplane.ZatPoint (line->v2->fixX(), line->v2->fixY()); - rw_backfz2 = backsector->floorplane.ZatPoint (line->v2->fixX(), line->v2->fixY()); + rw_backcz1 = backsector->ceilingplane.ZatPointFixed (line->v1); + rw_backfz1 = backsector->floorplane.ZatPointFixed(line->v1); + rw_backcz2 = backsector->ceilingplane.ZatPointFixed(line->v2); + rw_backfz2 = backsector->floorplane.ZatPointFixed(line->v2); // Cannot make these walls solid, because it can result in // sprite clipping problems for sprites near the wall diff --git a/src/r_defs.h b/src/r_defs.h index 3b3a0e0e1..10ad53c31 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -365,11 +365,25 @@ public: } // Returns the value of z at (x,y) - fixed_t ZatPoint (fixed_t x, fixed_t y) const + fixed_t ZatPoint(fixed_t x, fixed_t y) const = delete; // it is not allowed to call this. + + fixed_t ZatPointFixed(fixed_t x, fixed_t y) const { return FixedMul (ic, -d - DMulScale16 (a, x, b, y)); } + // 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)); + } + + fixed_t ZatPointFixed(const vertex_t *v) const + { + return FixedMul(ic, -d - DMulScale16(a, v->fixX(), b, v->fixY())); + } + + // Returns the value of z at (x,y) as a double double ZatPoint (double x, double y) const { @@ -381,12 +395,6 @@ public: return (d + a*pos.X + b*pos.Y) * ic / (-65536.0 * 65536.0); } - // 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)); - } - double ZatPoint(const vertex_t *v) const { diff --git a/src/r_main.cpp b/src/r_main.cpp index 7509cae84..3577b3c3b 100644 --- a/src/r_main.cpp +++ b/src/r_main.cpp @@ -728,10 +728,8 @@ void R_EnterPortal (PortalDrawseg* pds, int depth) viewx = FLOAT2FIXED((x1 + r * dx)*2 - x); viewy = FLOAT2FIXED((y1 + r * dy)*2 - y); } - ViewAngle = pds->src->Delta().Angle(); - viewangle = 2*R_PointToAngle2 (pds->src->v1->fixX(), pds->src->v1->fixY(), - pds->src->v2->fixX(), pds->src->v2->fixY()) - startang; - + viewangle = pds->src->Delta().Angle().BAMs() - startang; + ViewAngle = AngleToFloat(viewangle); } else { diff --git a/src/r_segs.cpp b/src/r_segs.cpp index 6b24103d9..0c645f14a 100644 --- a/src/r_segs.cpp +++ b/src/r_segs.cpp @@ -274,7 +274,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2) { if (!(fake3D & FAKE3D_CLIPTOP)) { - sclipTop = sec->ceilingplane.ZatPoint(viewx, viewy); + sclipTop = sec->ceilingplane.ZatPointFixed(viewx, viewy); } for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--) { @@ -1385,10 +1385,10 @@ static void wallscan_np2_ds(drawseg_t *ds, int x1, int x2, short *uwal, short *d { if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits) { - fixed_t frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1->fixX(), ds->curline->v1->fixY()); - fixed_t frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1->fixX(), ds->curline->v1->fixY()); - fixed_t frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2->fixX(), ds->curline->v2->fixY()); - fixed_t frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2->fixX(), ds->curline->v2->fixY()); + fixed_t frontcz1 = ds->curline->frontsector->ceilingplane.ZatPointFixed(ds->curline->v1); + fixed_t frontfz1 = ds->curline->frontsector->floorplane.ZatPointFixed(ds->curline->v1); + fixed_t frontcz2 = ds->curline->frontsector->ceilingplane.ZatPointFixed(ds->curline->v2); + fixed_t frontfz2 = ds->curline->frontsector->floorplane.ZatPointFixed(ds->curline->v2); fixed_t top = MAX(frontcz1, frontcz2); fixed_t bot = MIN(frontfz1, frontfz2); if (fake3D & FAKE3D_CLIPTOP) @@ -2783,7 +2783,7 @@ int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc) x -= MulScale30 (frac, x - curline->v1->fixX()); y -= MulScale30 (frac, y - curline->v1->fixY()); } - z1 = viewz - plane.ZatPoint (x, y); + z1 = viewz - plane.ZatPointFixed(x, y); if (wallc->sx2 > wallc->sx1 + 1) { @@ -2795,7 +2795,7 @@ int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc) x += MulScale30 (frac, curline->v2->fixX() - x); y += MulScale30 (frac, curline->v2->fixY() - y); } - z2 = viewz - plane.ZatPoint (x, y); + z2 = viewz - plane.ZatPointFixed(x, y); } else { @@ -2812,7 +2812,7 @@ int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc) x += MulScale30 (frac, curline->v2->fixX() - x); y += MulScale30 (frac, curline->v2->fixY() - y); } - z1 = viewz - plane.ZatPoint (x, y); + z1 = viewz - plane.ZatPointFixed(x, y); if (wallc->sx2 > wallc->sx1 + 1) { @@ -2824,7 +2824,7 @@ int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc) x -= MulScale30 (frac, x - curline->v1->fixX()); y -= MulScale30 (frac, y - curline->v1->fixY()); } - z2 = viewz - plane.ZatPoint (x, y); + z2 = viewz - plane.ZatPointFixed(x, y); } else { diff --git a/src/r_things.cpp b/src/r_things.cpp index fa7d8a88b..7eb1095da 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -937,19 +937,19 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor { if (fakeside == FAKED_AboveCeiling) { - if (gzt < heightsec->ceilingplane.ZatPoint (fx, fy)) + if (gzt < heightsec->ceilingplane.ZatPointFixed(fx, fy)) return; } else if (fakeside == FAKED_BelowFloor) { - if (gzb >= heightsec->floorplane.ZatPoint (fx, fy)) + if (gzb >= heightsec->floorplane.ZatPointFixed(fx, fy)) return; } else { - if (gzt < heightsec->floorplane.ZatPoint (fx, fy)) + if (gzt < heightsec->floorplane.ZatPointFixed(fx, fy)) return; - if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint (fx, fy)) + if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPointFixed(fx, fy)) return; } } @@ -1931,7 +1931,7 @@ void R_DrawSprite (vissprite_t *spr) { if (!(fake3D & FAKE3D_CLIPTOP)) { - sclipTop = spr->sector->ceilingplane.ZatPoint(viewx, viewy); + sclipTop = spr->sector->ceilingplane.ZatPointFixed(viewx, viewy); } sector_t *sec = NULL; for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--) @@ -2031,7 +2031,7 @@ void R_DrawSprite (vissprite_t *spr) { // only things in specially marked sectors if (spr->FakeFlatStat != FAKED_AboveCeiling) { - fixed_t hz = spr->heightsec->floorplane.ZatPoint (spr->gx, spr->gy); + fixed_t hz = spr->heightsec->floorplane.ZatPointFixed(spr->gx, spr->gy); fixed_t h = (centeryfrac - FixedMul (hz-viewz, scale)) >> FRACBITS; if (spr->FakeFlatStat == FAKED_BelowFloor) @@ -2053,7 +2053,7 @@ void R_DrawSprite (vissprite_t *spr) } if (spr->FakeFlatStat != FAKED_BelowFloor && !(spr->heightsec->MoreFlags & SECF_FAKEFLOORONLY)) { - fixed_t hz = spr->heightsec->ceilingplane.ZatPoint (spr->gx, spr->gy); + fixed_t hz = spr->heightsec->ceilingplane.ZatPointFixed(spr->gx, spr->gy); fixed_t h = (centeryfrac - FixedMul (hz-viewz, scale)) >> FRACBITS; if (spr->FakeFlatStat == FAKED_AboveCeiling) From 9b5a4b6d436c3b867e9f5bba8c1710feaadfdd6c Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 2 Apr 2016 22:05:23 +0200 Subject: [PATCH 13/14] - removed several unused setter functions for level data structures and fixed some incorrect uses. --- src/am_map.cpp | 2 +- src/fragglescript/t_func.cpp | 2 +- src/p_linkedsectors.cpp | 4 +- src/p_lnspec.cpp | 10 ++--- src/p_setup.cpp | 20 +++++----- src/p_spec.cpp | 8 ++-- src/p_writemap.cpp | 4 +- src/r_defs.h | 75 ------------------------------------ 8 files changed, 25 insertions(+), 100 deletions(-) diff --git a/src/am_map.cpp b/src/am_map.cpp index e8203c0fc..d84da2ebd 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -1931,7 +1931,7 @@ void AM_drawSubsectors() sector_t *sec = Renderer->FakeFlat(subsectors[i].render_sector, &tempsec, &floorlight, &ceilinglight, false); // Find texture origin. originpt.x = -sec->GetXOffsetF(sector_t::floor); - originpt.y = sec->GetYOffset(sector_t::floor); + originpt.y = sec->GetYOffsetF(sector_t::floor); rotation = -sec->GetAngleF(sector_t::floor); // Coloring for the polygon colormap = sec->ColorMap; diff --git a/src/fragglescript/t_func.cpp b/src/fragglescript/t_func.cpp index 163a6b73b..41f740dda 100644 --- a/src/fragglescript/t_func.cpp +++ b/src/fragglescript/t_func.cpp @@ -1782,7 +1782,7 @@ public: m_Type = DCeiling::ceilLowerByValue; // doesn't really matter as long as it's no special value m_Tag=tag; m_TopHeight=m_BottomHeight=sec->ceilingplane.PointToDist(sec->centerspot,destheight); - m_Direction=destheight>sec->GetPlaneTexZ(sector_t::ceiling)? 1:-1; + m_Direction=destheight>sec->GetPlaneTexZF(sector_t::ceiling)? 1:-1; // Do not interpolate instant movement ceilings. double movedist = fabs(sec->ceilingplane.fD() - m_BottomHeight); diff --git a/src/p_linkedsectors.cpp b/src/p_linkedsectors.cpp index 944a41aa9..9a451460c 100644 --- a/src/p_linkedsectors.cpp +++ b/src/p_linkedsectors.cpp @@ -102,7 +102,7 @@ static bool MoveCeiling(sector_t *sector, int crush, double move) // Don't let the ceiling go below the floor if (!sector->ceilingplane.isSlope() && !sector->floorplane.isSlope() && - sector->GetPlaneTexZ(sector_t::floor) > sector->GetPlaneTexZ(sector_t::ceiling)) return false; + sector->GetPlaneTexZF(sector_t::floor) > sector->GetPlaneTexZF(sector_t::ceiling)) return false; return true; } @@ -116,7 +116,7 @@ static bool MoveFloor(sector_t *sector, int crush, double move) // Don't let the floor go above the ceiling if (!sector->ceilingplane.isSlope() && !sector->floorplane.isSlope() && - sector->GetPlaneTexZ(sector_t::floor) > sector->GetPlaneTexZ(sector_t::ceiling)) return false; + sector->GetPlaneTexZF(sector_t::floor) > sector->GetPlaneTexZF(sector_t::ceiling)) return false; return true; } diff --git a/src/p_lnspec.cpp b/src/p_lnspec.cpp index cbcbf134e..2d6670b56 100644 --- a/src/p_lnspec.cpp +++ b/src/p_lnspec.cpp @@ -2182,7 +2182,7 @@ FUNC(LS_Sector_SetTranslucent) FSectorTagIterator itr(arg0); while ((secnum = itr.Next()) >= 0) { - sectors[secnum].SetAlpha(arg1, Scale(arg2, OPAQUE, 255)); + sectors[secnum].SetAlpha(arg1, clamp(arg2, 0, 255) / 255.); sectors[secnum].ChangeFlags(arg1, ~PLANEF_ADDITIVE, arg3? PLANEF_ADDITIVE:0); } return true; @@ -2461,9 +2461,9 @@ FUNC(LS_Sector_SetFloorScale2) while ((secnum = itr.Next()) >= 0) { if (arg1) - sectors[secnum].SetXScale(sector_t::floor, arg1); + sectors[secnum].SetXScale(sector_t::floor, xscale); if (arg2) - sectors[secnum].SetYScale(sector_t::floor, arg2); + sectors[secnum].SetYScale(sector_t::floor, yscale); } return true; } @@ -2483,9 +2483,9 @@ FUNC(LS_Sector_SetCeilingScale2) while ((secnum = itr.Next()) >= 0) { if (arg1) - sectors[secnum].SetXScale(sector_t::ceiling, arg1); + sectors[secnum].SetXScale(sector_t::ceiling, xscale); if (arg2) - sectors[secnum].SetYScale(sector_t::ceiling, arg2); + sectors[secnum].SetYScale(sector_t::ceiling, yscale); } return true; } diff --git a/src/p_setup.cpp b/src/p_setup.cpp index 17cbb9911..c7395208e 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -1500,10 +1500,10 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex) { ss->e = §ors[0].e[i]; if (!map->HasBehavior) ss->Flags |= SECF_FLOORDROP; - ss->SetPlaneTexZ(sector_t::floor, LittleShort(ms->floorheight)<floorplane.set(0, 0, FRACUNIT, -ss->GetPlaneTexZ(sector_t::floor)); - ss->SetPlaneTexZ(sector_t::ceiling, LittleShort(ms->ceilingheight)<ceilingplane.set(0, 0, -FRACUNIT, ss->GetPlaneTexZ(sector_t::ceiling)); + ss->SetPlaneTexZ(sector_t::floor, (double)LittleShort(ms->floorheight)); + ss->floorplane.set(0, 0, 1., -ss->GetPlaneTexZF(sector_t::floor)); + ss->SetPlaneTexZ(sector_t::ceiling, (double)LittleShort(ms->ceilingheight)); + ss->ceilingplane.set(0, 0, -1., ss->GetPlaneTexZF(sector_t::ceiling)); SetTexture(ss, i, sector_t::floor, ms->floorpic, missingtex, true); SetTexture(ss, i, sector_t::ceiling, ms->ceilingpic, missingtex, true); ss->lightlevel = LittleShort(ms->lightlevel); @@ -1519,12 +1519,12 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex) ss->nextsec = -1; //jff 2/26/98 add fields to support locking out ss->prevsec = -1; // stair retriggering until build completes - ss->SetAlpha(sector_t::floor, OPAQUE); - ss->SetAlpha(sector_t::ceiling, OPAQUE); - ss->SetXScale(sector_t::floor, FRACUNIT); // [RH] floor and ceiling scaling - ss->SetYScale(sector_t::floor, FRACUNIT); - ss->SetXScale(sector_t::ceiling, FRACUNIT); - ss->SetYScale(sector_t::ceiling, FRACUNIT); + ss->SetAlpha(sector_t::floor, 1.); + ss->SetAlpha(sector_t::ceiling, 1.); + ss->SetXScale(sector_t::floor, 1.); // [RH] floor and ceiling scaling + ss->SetYScale(sector_t::floor, 1.); + ss->SetXScale(sector_t::ceiling, 1.); + ss->SetYScale(sector_t::ceiling, 1.); ss->heightsec = NULL; // sector used to get floor and ceiling height // killough 3/7/98: end changes diff --git a/src/p_spec.cpp b/src/p_spec.cpp index 037a12940..9a575912b 100644 --- a/src/p_spec.cpp +++ b/src/p_spec.cpp @@ -860,8 +860,8 @@ static void SetupFloorPortal (AStackPoint *point) if (skyv != NULL && skyv->bAlways) { skyv->Mate = point; - if (Sector->GetAlpha(sector_t::floor) == OPAQUE) - Sector->SetAlpha(sector_t::floor, Scale (point->args[0], OPAQUE, 255)); + if (Sector->GetAlphaF(sector_t::floor) == 1.) + Sector->SetAlpha(sector_t::floor, clamp(point->args[0], 0, 255) / 255.); } } @@ -874,8 +874,8 @@ static void SetupCeilingPortal (AStackPoint *point) if (skyv != NULL && skyv->bAlways) { skyv->Mate = point; - if (Sector->GetAlpha(sector_t::ceiling) == OPAQUE) - Sector->SetAlpha(sector_t::ceiling, Scale(point->args[0], OPAQUE, 255)); + if (Sector->GetAlphaF(sector_t::ceiling) == 1.) + Sector->SetAlpha(sector_t::ceiling, clamp(point->args[0], 0, 255) / 255.); } } diff --git a/src/p_writemap.cpp b/src/p_writemap.cpp index 7d0793304..ba1320566 100644 --- a/src/p_writemap.cpp +++ b/src/p_writemap.cpp @@ -196,8 +196,8 @@ static int WriteSECTORS (FILE *file) for (int i = 0; i < numsectors; ++i) { - ms.floorheight = LittleShort(short(sectors[i].GetPlaneTexZ(sector_t::floor) >> FRACBITS)); - ms.ceilingheight = LittleShort(short(sectors[i].GetPlaneTexZ(sector_t::ceiling) >> FRACBITS)); + ms.floorheight = LittleShort(short(sectors[i].GetPlaneTexZF(sector_t::floor))); + ms.ceilingheight = LittleShort(short(sectors[i].GetPlaneTexZF(sector_t::ceiling))); uppercopy (ms.floorpic, GetTextureName (sectors[i].GetTexture(sector_t::floor))); uppercopy (ms.ceilingpic, GetTextureName (sectors[i].GetTexture(sector_t::ceiling))); ms.lightlevel = LittleShort((short)sectors[i].lightlevel); diff --git a/src/r_defs.h b/src/r_defs.h index 10ad53c31..d2202f4e7 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -282,15 +282,6 @@ private: fixed_t a, b, c, d, ic; public: - void set(fixed_t aa, fixed_t bb, fixed_t cc, fixed_t dd) - { - a = aa; - b = bb; - c = cc; - d = dd; - ic = FixedDiv(FRACUNIT, c); - } - void set(double aa, double bb, double cc, double dd) { a = FLOAT2FIXED(aa); @@ -446,12 +437,6 @@ public: return fD() - hdiff * fC(); } - // Returns how much this plane's height would change if d were set to oldd - fixed_t HeightDiff (fixed_t oldd) const - { - return FixedMul (oldd - d, ic); - } - // Returns how much this plane's height would change if d were set to oldd double HeightDiff(double oldd) const { @@ -464,16 +449,6 @@ public: return (oldd - newd) * fiC(); } - fixed_t PointToDist (fixed_t x, fixed_t y, fixed_t z) const - { - return -TMulScale16 (a, x, y, b, z, c); - } - - fixed_t PointToDist (const vertex_t *v, fixed_t z) const - { - return -TMulScale16 (a, v->fixX(), b, v->fixY(), z, c); - } - double PointToDist(const DVector2 &xy, double z) const { return -(a * xy.X + b * xy.Y + c * z) / 65536.; @@ -711,21 +686,11 @@ struct sector_t splane planes[2]; - void SetXOffset(int pos, fixed_t o) - { - planes[pos].xform.xoffs = o; - } - void SetXOffset(int pos, double o) { planes[pos].xform.xoffs = FLOAT2FIXED(o); } - void AddXOffset(int pos, fixed_t o) - { - planes[pos].xform.xoffs += o; - } - void AddXOffset(int pos, double o) { planes[pos].xform.xoffs += FLOAT2FIXED(o); @@ -741,21 +706,11 @@ struct sector_t return FIXED2DBL(planes[pos].xform.xoffs); } - void SetYOffset(int pos, fixed_t o) - { - planes[pos].xform.yoffs = o; - } - void SetYOffset(int pos, double o) { planes[pos].xform.yoffs = FLOAT2FIXED(o); } - void AddYOffset(int pos, fixed_t o) - { - planes[pos].xform.yoffs += o; - } - void AddYOffset(int pos, double o) { planes[pos].xform.yoffs += FLOAT2FIXED(o); @@ -785,11 +740,6 @@ struct sector_t } } - void SetXScale(int pos, fixed_t o) - { - planes[pos].xform.xscale = o; - } - void SetXScale(int pos, double o) { planes[pos].xform.xscale = FLOAT2FIXED(o); @@ -805,11 +755,6 @@ struct sector_t return FIXED2DBL(planes[pos].xform.xscale); } - void SetYScale(int pos, fixed_t o) - { - planes[pos].xform.yscale = o; - } - void SetYScale(int pos, double o) { planes[pos].xform.yscale = FLOAT2FIXED(o); @@ -825,11 +770,6 @@ struct sector_t return FIXED2DBL(planes[pos].xform.yscale); } - void SetAngle(int pos, angle_t o) - { - planes[pos].xform.angle = o; - } - void SetAngle(int pos, DAngle o) { planes[pos].xform.angle = o.BAMs(); @@ -865,11 +805,6 @@ struct sector_t planes[pos].xform.base_angle = o.BAMs(); } - void SetAlpha(int pos, fixed_t o) - { - planes[pos].alpha = o; - } - void SetAlpha(int pos, double o) { planes[pos].alpha = FLOAT2FIXED(o); @@ -928,21 +863,11 @@ struct sector_t return FIXED2DBL(planes[pos].TexZ); } - void SetPlaneTexZ(int pos, fixed_t val) - { - planes[pos].TexZ = val; - } - void SetPlaneTexZ(int pos, double val) { planes[pos].TexZ = FLOAT2FIXED(val); } - void ChangePlaneTexZ(int pos, fixed_t val) - { - planes[pos].TexZ += val; - } - void ChangePlaneTexZ(int pos, double val) { planes[pos].TexZ += FLOAT2FIXED(val); From 6ffb5fa164ccdb8c7942a3727f989937b84f0f9e Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 2 Apr 2016 22:12:52 +0200 Subject: [PATCH 14/14] - fixed: Angular interpolation needs to call deltaangle instead of using the difference between two angles to avoid overflow conditions. --- src/r_utility.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/r_utility.cpp b/src/r_utility.cpp index dea794b96..94c2b0c00 100644 --- a/src/r_utility.cpp +++ b/src/r_utility.cpp @@ -673,8 +673,8 @@ void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *ivie } else { - ViewPitch = (iview->Old.Angles.Pitch + (iview->New.Angles.Pitch - iview->Old.Angles.Pitch) * Frac).Normalized180(); - ViewAngle = (oviewangle + (nviewangle - oviewangle) * Frac).Normalized180(); + ViewPitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180(); + ViewAngle = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180(); } // Due to interpolation this is not necessarily the same as the sector the camera is in.