-let's better be cautious about precision and use the CRT sin and cos functions for rotated plane textures.

This commit is contained in:
Christoph Oelckers 2016-04-28 14:41:11 +02:00
parent 027b8d29b8
commit 9f0c5d5909
1 changed files with 13 additions and 11 deletions

View File

@ -1500,7 +1500,7 @@ void R_DrawNormalPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
yscale = xs_ToFixed(32 - ds_ybits, _yscale); yscale = xs_ToFixed(32 - ds_ybits, _yscale);
if (planeang != 0) if (planeang != 0)
{ {
double cosine = planeang.Cos(), sine = planeang.Sin(); double cosine = cos(planeang.Radians()), sine = sin(planeang.Radians());
pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine); pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine);
pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine); pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine);
} }
@ -1515,9 +1515,10 @@ void R_DrawNormalPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
// left to right mapping // left to right mapping
planeang = ViewAngle - 90 + planeang; planeang = ViewAngle - 90 + planeang;
// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance // Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
xstepscale = xs_RoundToInt(xscale * planeang.Cos() / FocalLengthX); xstepscale = xs_RoundToInt(xscale * cos(planeang.Radians()) / FocalLengthX);
ystepscale = xs_RoundToInt(yscale * -planeang.Sin() / FocalLengthX); ystepscale = xs_RoundToInt(yscale * -sin(planeang.Radians()) / FocalLengthX);
// [RH] flip for mirrors // [RH] flip for mirrors
if (MirrorFlags & RF_XFLIP) if (MirrorFlags & RF_XFLIP)
@ -1528,8 +1529,8 @@ void R_DrawNormalPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
int x = pl->right - centerx; int x = pl->right - centerx;
planeang += 90; planeang += 90;
basexfrac = xs_RoundToInt(xscale * planeang.Cos()) + x*xstepscale; basexfrac = xs_RoundToInt(xscale * cos(planeang.Radians())) + x*xstepscale;
baseyfrac = xs_RoundToInt(yscale * -planeang.Sin()) + x*ystepscale; baseyfrac = xs_RoundToInt(yscale * -sin(planeang.Radians())) + x*ystepscale;
planeheight = fabs(pl->height.Zat0() - ViewPos.Z); planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
@ -1638,15 +1639,15 @@ void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
// m is the v direction vector in view space // m is the v direction vector in view space
ang = DAngle(180.) - ViewAngle; ang = DAngle(180.) - ViewAngle;
m[0] = yscale * ang.Cos(); m[0] = yscale * cos(ang.Radians());
m[2] = yscale * ang.Sin(); m[2] = yscale * sin(ang.Radians());
// m[1] = pl->height.ZatPointF (0, iyscale) - pl->height.ZatPointF (0,0)); // m[1] = pl->height.ZatPointF (0, iyscale) - pl->height.ZatPointF (0,0));
// VectorScale2 (m, 64.f/VectorLength(m)); // VectorScale2 (m, 64.f/VectorLength(m));
// n is the u direction vector in view space // n is the u direction vector in view space
ang += 90; ang += 90;
n[0] = -xscale * ang.Cos(); n[0] = -xscale * cos(ang.Radians());
n[2] = -xscale * ang.Sin(); n[2] = -xscale * sin(ang.Radians());
// n[1] = pl->height.ZatPointF (ixscale, 0) - pl->height.ZatPointF (0,0)); // n[1] = pl->height.ZatPointF (ixscale, 0) - pl->height.ZatPointF (0,0));
// VectorScale2 (n, 64.f/VectorLength(n)); // VectorScale2 (n, 64.f/VectorLength(n));
@ -1654,9 +1655,10 @@ void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
// how much you slope the surface. Use the commented-out code above instead to keep // how much you slope the surface. Use the commented-out code above instead to keep
// the textures a constant size across the surface's plane instead. // the textures a constant size across the surface's plane instead.
ang = pl->xform.Angle + pl->xform.baseAngle; ang = pl->xform.Angle + pl->xform.baseAngle;
m[1] = pl->height.ZatPoint(ViewPos.X + yscale * ang.Sin(), ViewPos.Y + yscale * ang.Cos()) - zeroheight; double cosine = cos(ang.Radians()), sine = sin(ang.Radians());
m[1] = pl->height.ZatPoint(ViewPos.X + yscale * sine, ViewPos.Y + yscale * cosine) - zeroheight;
ang += 90; ang += 90;
n[1] = pl->height.ZatPoint(ViewPos.X + xscale * ang.Sin(), ViewPos.Y + xscale * ang.Cos()) - zeroheight; n[1] = pl->height.ZatPoint(ViewPos.X + xscale * sine, ViewPos.Y + xscale * cosine) - zeroheight;
plane_su = p ^ m; plane_su = p ^ m;
plane_sv = p ^ n; plane_sv = p ^ n;