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- make FieldOfView a real angle and remove all uses of finetangent.
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8 changed files with 19 additions and 62 deletions
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@ -179,7 +179,7 @@ static inline int viewangletox(int i)
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// Don't waste time calculating the tangent of values outside the valid range.
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// Checking the index where tan(i) becomes too large is a lot faster
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if (i <= 604) // 604 is the highest index with finetangent < -2*FRACUNIT
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if (i <= 604) // 604 is the highest index with tan < -2
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{
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return viewwidth + 1;
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}
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@ -207,7 +207,7 @@ void R_InitTextureMapping ()
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FocalLengthY = FocalLengthX * YaspectMul;
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// This is 1/FocalTangent before the widescreen extension of FOV.
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viewingrangerecip = DivScale32(1, finetangent[FINEANGLES/4+(FieldOfView/2)]);
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viewingrangerecip = FLOAT2FIXED(1. / tan(FieldOfView.Radians() / 2));
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// [RH] Do not generate viewangletox, because texture mapping is no
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// longer done with trig, so it's not needed.
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@ -115,8 +115,8 @@ void R_InitSkyMap ()
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skyiscale = float(r_Yaspect / freelookviewheight);
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skyscale = freelookviewheight / r_Yaspect;
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skyiscale *= FieldOfView / 2048.f;
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skyscale *= 2048.0 / FieldOfView;
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skyiscale *= float(FieldOfView.Degrees / 90.);
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skyscale *= float(90. / FieldOfView.Degrees);
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}
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if (skystretch)
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@ -82,7 +82,7 @@ extern AActor* camera; // [RH] camera instead of viewplayer
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extern sector_t* viewsector; // [RH] keep track of sector viewing from
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extern angle_t xtoviewangle[MAXWIDTH+1];
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extern int FieldOfView;
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extern DAngle FieldOfView;
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int R_FindSkin (const char *name, int pclass); // [RH] Find a skin
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@ -50,8 +50,6 @@ void R_SetupColormap(player_t *);
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void R_SetupFreelook();
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void R_InitRenderer();
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extern float LastFOV;
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//==========================================================================
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//
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// DCanvas :: Init
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@ -272,8 +270,8 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
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unsigned char *savecolormap = fixedcolormap;
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FSpecialColormap *savecm = realfixedcolormap;
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float savedfov = LastFOV;
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R_SetFOV ((float)fov);
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DAngle savedfov = FieldOfView;
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R_SetFOV ((double)fov);
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R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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R_SetFOV (savedfov);
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if (Pixels == Canvas->GetBuffer())
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@ -138,7 +138,6 @@ angle_t LocalViewAngle;
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int LocalViewPitch;
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bool LocalKeyboardTurner;
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float LastFOV;
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int WidescreenRatio;
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int setblocks;
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int extralight;
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@ -147,7 +146,7 @@ double FocalTangent;
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unsigned int R_OldBlend = ~0;
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int validcount = 1; // increment every time a check is made
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int FieldOfView = 2048; // Fineangles in the SCREENWIDTH wide window
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DAngle FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
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FCanvasTextureInfo *FCanvasTextureInfo::List;
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@ -169,13 +168,6 @@ void R_InitTables (void)
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int i;
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const double pimul = M_PI*2/FINEANGLES;
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// viewangle tangent table
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finetangent[0] = (fixed_t)(FRACUNIT*g_tan ((0.5-FINEANGLES/4)*pimul)+0.5);
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for (i = 1; i < FINEANGLES/2; i++)
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{
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finetangent[i] = (fixed_t)(FRACUNIT*g_tan ((i-FINEANGLES/4)*pimul)+0.5);
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}
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// finesine table
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for (i = 0; i < FINEANGLES/4; i++)
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{
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@ -202,33 +194,18 @@ void R_InitTables (void)
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//
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//==========================================================================
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void R_SetFOV (float fov)
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void R_SetFOV (DAngle fov)
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{
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if (fov < 5.f)
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fov = 5.f;
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else if (fov > 170.f)
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fov = 170.f;
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if (fov != LastFOV)
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if (fov < 5.) fov = 5.;
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else if (fov > 170.) fov = 170.;
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if (fov != FieldOfView)
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{
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LastFOV = fov;
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FieldOfView = (int)(fov * (float)FINEANGLES / 360.f);
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FieldOfView = fov;
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setsizeneeded = true;
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}
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}
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//==========================================================================
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//
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// R_GetFOV
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//
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// Returns the current field of view in degrees
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//
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//==========================================================================
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float R_GetFOV ()
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{
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return LastFOV;
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}
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//==========================================================================
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//
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// R_SetViewSize
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@ -292,18 +269,16 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
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}
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int fov = FieldOfView;
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DAngle fov = FieldOfView;
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// For widescreen displays, increase the FOV so that the middle part of the
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// screen that would be visible on a 4:3 display has the requested FOV.
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if (centerxwide != centerx)
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{ // centerxwide is what centerx would be if the display was not widescreen
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fov = int(atan(double(centerx)*tan(double(fov)*M_PI/(FINEANGLES))/double(centerxwide))*(FINEANGLES)/M_PI);
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if (fov > 170*FINEANGLES/360)
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fov = 170*FINEANGLES/360;
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fov = DAngle::ToDegrees(2 * atan(centerx * tan(fov.Radians()/2) / double(centerxwide)));
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if (fov > 170.) fov = 170.;
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}
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FocalTangent = FIXED2FLOAT(finetangent[FINEANGLES/4+fov/2]);
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FocalTangent = tan(fov.Radians() / 2);
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Renderer->SetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
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}
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@ -85,8 +85,7 @@ bool R_GetViewInterpolationStatus();
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void R_ClearInterpolationPath();
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void R_AddInterpolationPoint(const DVector3a &vec);
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void R_SetViewSize (int blocks);
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void R_SetFOV (float fov);
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float R_GetFOV ();
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void R_SetFOV (DAngle fov);
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void R_SetupFrame (AActor * camera);
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void R_SetViewAngle ();
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@ -19,22 +19,14 @@
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// Do not try to look them up :-).
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// In the order of appearance:
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//
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// int finetangent[4096] - Tangens LUT.
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// Should work with BAM fairly well (12 of 16bit,
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// effectively, by shifting).
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//
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// int finesine[10240] - Sine lookup.
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// Guess what, serves as cosine, too.
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// Remarkable thing is, how to use BAMs with this?
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//
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// int tantoangle[2049] - ArcTan LUT,
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// maps tan(angle) to angle fast. Gotta search.
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//
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//
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//-----------------------------------------------------------------------------
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#include "tables.h"
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fixed_t finetangent[4096];
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fixed_t finesine[10240];
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@ -19,10 +19,6 @@
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// Do not try to look them up :-).
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// In the order of appearance:
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//
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// int finetangent[4096] - Tangens LUT.
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// Should work with BAM fairly well (12 of 16bit,
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// effectively, by shifting).
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//
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// int finesine[10240] - Sine lookup.
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// Remarkable thing is, how to use BAMs with this?
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//
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@ -46,9 +42,6 @@
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// Effective size is 10240.
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extern fixed_t finesine[5*FINEANGLES/4];
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// Effective size is 4096.
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extern fixed_t finetangent[FINEANGLES/2];
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// Binary Angle Measument, BAM.
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#define ANGLE_90 (0x40000000)
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#define ANGLE_180 (0x80000000)
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