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https://github.com/ZDoom/gzdoom.git
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- adjustments.
This commit is contained in:
parent
251172c7f0
commit
cf44d2e37a
18 changed files with 133 additions and 137 deletions
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@ -459,8 +459,8 @@ void gl_RecalcVertexHeights(vertex_t * v)
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{
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for(j=0;j<2;j++)
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{
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if (j==0) height=FIXED2FLOAT(v->sectors[i]->ceilingplane.ZatPoint(v));
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else height=FIXED2FLOAT(v->sectors[i]->floorplane.ZatPoint(v));
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if (j==0) height=v->sectors[i]->ceilingplane.ZatPoint(v);
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else height=v->sectors[i]->floorplane.ZatPoint(v);
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for(k=0;k<v->numheights;k++)
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{
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@ -157,7 +157,7 @@ void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
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{
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x = vt->fx;
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y = vt->fy;
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z = plane.ZatPoint(vt->fx, vt->fy);
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z = plane.ZatPoint(vt->fx, vt->fy); // this is the original position without polyobject translation.
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u = vt->fx/64.f;
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v = -vt->fy/64.f;
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}
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@ -176,7 +176,7 @@ void ADynamicLight::PostBeginPlay()
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Activate (NULL);
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}
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subsector = R_PointInSubsector(_f_X(), _f_Y());
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subsector = R_PointInSubsector(Pos());
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}
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@ -355,7 +355,7 @@ void ADynamicLight::UpdateLocation()
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DVector3 pos = target->Vec3Offset(m_off.X * c + m_off.Y * s, m_off.X * s - m_off.Y * c, m_off.Z + target->GetBobOffset());
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SetXYZ(pos); // attached lights do not need to go into the regular blockmap
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Prev = target->Pos();
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subsector = R_PointInSubsector(target->_f_X(), target->_f_Y());
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subsector = R_PointInSubsector(Prev);
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Sector = subsector->sector;
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}
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@ -507,7 +507,7 @@ static FLightNode * DeleteLightNode(FLightNode * node)
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//
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//==========================================================================
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double ADynamicLight::DistToSeg(const fixedvec3 &pos, seg_t *seg)
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double ADynamicLight::DistToSeg(const DVector3 &pos, seg_t *seg)
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{
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double u, px, py;
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@ -515,15 +515,15 @@ double ADynamicLight::DistToSeg(const fixedvec3 &pos, seg_t *seg)
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double seg_dy = seg->v2->fY() - seg->v1->fY();
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double seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
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u = ((FIXED2DBL(pos.x) - seg->v1->fX()) * seg_dx + (FIXED2DBL(pos.y) - seg->v1->fY()) * seg_dy) / seg_length_sq;
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u = ((pos.X - seg->v1->fX()) * seg_dx + pos.Y - seg->v1->fY()) * seg_dy / seg_length_sq;
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if (u < 0.) u = 0.; // clamp the test point to the line segment
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if (u > 1.) u = 1.;
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else if (u > 1.) u = 1.;
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px = seg->v1->fX() + (u * seg_dx);
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py = seg->v1->fY() + (u * seg_dy);
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px -= FIXED2DBL(pos.x);
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py -= FIXED2DBL(pos.y);
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px -= pos.X;
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py -= pos.Y;
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return (px*px) + (py*py);
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}
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@ -536,7 +536,7 @@ double ADynamicLight::DistToSeg(const fixedvec3 &pos, seg_t *seg)
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//
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//==========================================================================
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void ADynamicLight::CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSec, float radius)
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void ADynamicLight::CollectWithinRadius(const DVector3 &pos, subsector_t *subSec, float radius)
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{
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if (!subSec) return;
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@ -556,7 +556,7 @@ void ADynamicLight::CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSe
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if (seg->sidedef && seg->linedef && seg->linedef->validcount!=::validcount)
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{
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// light is in front of the seg
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if (DMulScale32(pos.y - seg->v1->fixY(), seg->v2->fixX() - seg->v1->fixX(), seg->v1->fixX() - pos.x, seg->v2->fixY() - seg->v1->fixY()) <= 0)
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if ((pos.Y - seg->v1->fixY()) * (seg->v2->fX() - seg->v1->fixX()) + (seg->v1->fX() - pos.X * (seg->v2->fY() - seg->v1->fY())) <= 0)
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{
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seg->linedef->validcount = validcount;
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touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
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@ -572,8 +572,8 @@ void ADynamicLight::CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSe
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line_t *other = port->mDestination;
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if (other->validcount != ::validcount)
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{
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subsector_t *othersub = R_PointInSubsector(other->v1->fixX() + other->fixDx() / 2, other->v1->fixY() + other->fixDy() / 2);
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if (othersub->validcount != ::validcount) CollectWithinRadius(_f_PosRelative(other), othersub, radius);
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subsector_t *othersub = R_PointInSubsector(other->v1->fPos() + other->Delta() / 2);
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if (othersub->validcount != ::validcount) CollectWithinRadius(PosRelative(other), othersub, radius);
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}
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}
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}
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@ -599,9 +599,9 @@ void ADynamicLight::CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSe
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AActor *sb = subSec->sector->SkyBoxes[sector_t::ceiling];
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if (sb->specialf1 < Z() + radius)
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{
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fixedvec2 refpos = { other->v1->fixX() + other->fixDx() / 2 + FLOAT2FIXED(sb->Scale.X), other->v1->fixY() + other->fixDy() / 2 + FLOAT2FIXED(sb->Scale.Y) };
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subsector_t *othersub = R_PointInSubsector(refpos.x, refpos.y);
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if (othersub->validcount != ::validcount) CollectWithinRadius(_f_PosRelative(othersub->sector), othersub, radius);
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DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sb->Scale;
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subsector_t *othersub = R_PointInSubsector(refpos);
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if (othersub->validcount != ::validcount) CollectWithinRadius(PosRelative(othersub->sector), othersub, radius);
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}
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}
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if (!subSec->sector->PortalBlocksSight(sector_t::floor))
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@ -610,9 +610,9 @@ void ADynamicLight::CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSe
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AActor *sb = subSec->sector->SkyBoxes[sector_t::floor];
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if (sb->specialf1 > Z() - radius)
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{
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fixedvec2 refpos = { other->v1->fixX() + other->fixDx() / 2 + FLOAT2FIXED(sb->Scale.X), other->v1->fixY() + other->fixDy() / 2 + FLOAT2FIXED(sb->Scale.Y) };
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subsector_t *othersub = R_PointInSubsector(refpos.x, refpos.y);
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if (othersub->validcount != ::validcount) CollectWithinRadius(_f_PosRelative(othersub->sector), othersub, radius);
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DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sb->Scale;
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subsector_t *othersub = R_PointInSubsector(refpos);
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if (othersub->validcount != ::validcount) CollectWithinRadius(PosRelative(othersub->sector), othersub, radius);
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}
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}
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}
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@ -649,10 +649,10 @@ void ADynamicLight::LinkLight()
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if (radius>0)
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{
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// passing in radius*radius allows us to do a distance check without any calls to sqrtf
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subsector_t * subSec = R_PointInSubsector(_f_X(), _f_Y());
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// passing in radius*radius allows us to do a distance check without any calls to sqrt
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subsector_t * subSec = R_PointInSubsector(Pos());
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::validcount++;
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CollectWithinRadius(_f_Pos(), subSec, radius*radius);
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CollectWithinRadius(Pos(), subSec, radius*radius);
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}
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@ -99,8 +99,8 @@ public:
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FLightNode * touching_sector;
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private:
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double DistToSeg(const fixedvec3 &pos, seg_t *seg);
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void CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSec, float radius);
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double DistToSeg(const DVector3 &pos, seg_t *seg);
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void CollectWithinRadius(const DVector3 &pos, subsector_t *subSec, float radius);
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protected:
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DVector3 m_off;
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@ -87,20 +87,16 @@ CUSTOM_CVAR (Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG
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//==========================================================================
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bool forceadditive, FDynLightData &ldata)
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{
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Vector fn, pos;
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int i = 0;
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fixedvec3 lpos = light->_f_PosRelative(group);
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float x = FIXED2FLOAT(lpos.x);
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float y = FIXED2FLOAT(lpos.y);
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float z = FIXED2FLOAT(lpos.z);
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DVector3 pos = light->PosRelative(group);
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float dist = fabsf(p.DistToPoint(x, z, y));
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float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y));
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float radius = (light->GetRadius() * gl_lights_size);
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && gl_lights_checkside && p.PointOnSide(x, z, y))
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if (checkside && gl_lights_checkside && p.PointOnSide(pos.X, pos.Z, pos.Y))
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{
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return false;
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}
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@ -133,9 +129,9 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bo
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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data[0] = x;
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data[1] = z;
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data[2] = y;
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data[0] = pos.X;
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data[1] = pos.Z;
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data[2] = pos.Y;
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data[3] = radius;
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data[4] = r;
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data[5] = g;
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@ -599,8 +599,8 @@ void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoint
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int i;
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bool dorotate = rotation != 0;
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float cosrot = cos(ToRadians(rotation));
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float sinrot = sin(ToRadians(rotation));
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float cosrot = cos(rotation.Radians());
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float sinrot = sin(rotation.Radians());
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//float yoffs = GatheringWipeScreen ? 0 : LBOffset;
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float uscale = float(1.f / (texture->GetScaledWidth() * scalex));
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@ -1165,8 +1165,8 @@ void FDrawInfo::FloodUpperGap(seg_t * seg)
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// Although the plane can be sloped this code will only be called
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// when the edge itself is not.
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fixed_t backz = fakebsector->ceilingplane.ZatPoint(seg->v1);
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fixed_t frontz = fakefsector->ceilingplane.ZatPoint(seg->v1);
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fixed_t backz = fakebsector->ceilingplane.ZatPoint(seg->v1->x, seg->v1->y);
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fixed_t frontz = fakefsector->ceilingplane.ZatPoint(seg->v1->x, seg->v1->y);
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if (fakebsector->GetTexture(sector_t::ceiling)==skyflatnum) return;
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if (backz < viewz) return;
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@ -1217,8 +1217,8 @@ void FDrawInfo::FloodLowerGap(seg_t * seg)
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// Although the plane can be sloped this code will only be called
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// when the edge itself is not.
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fixed_t backz = fakebsector->floorplane.ZatPoint(seg->v1);
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fixed_t frontz = fakefsector->floorplane.ZatPoint(seg->v1);
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fixed_t backz = fakebsector->floorplane.ZatPoint(seg->v1->x, seg->v1->y);
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fixed_t frontz = fakefsector->floorplane.ZatPoint(seg->v1->x, seg->v1->y);
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if (fakebsector->GetTexture(sector_t::floor) == skyflatnum) return;
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@ -57,14 +57,14 @@ CVAR(Bool, gltest_slopeopt, false, 0)
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bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector)
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{
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line_t *linedef = sidedef->linedef;
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fixed_t bs_floorheight1;
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fixed_t bs_floorheight2;
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fixed_t bs_ceilingheight1;
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fixed_t bs_ceilingheight2;
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fixed_t fs_floorheight1;
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fixed_t fs_floorheight2;
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fixed_t fs_ceilingheight1;
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fixed_t fs_ceilingheight2;
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double bs_floorheight1;
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double bs_floorheight2;
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double bs_ceilingheight1;
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double bs_ceilingheight2;
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double fs_floorheight1;
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double fs_floorheight2;
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double fs_ceilingheight1;
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double fs_ceilingheight2;
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// Mirrors and horizons always block the view
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//if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true;
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@ -82,82 +82,82 @@ bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsecto
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if (frontsector->ceilingplane.isSlope())
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{
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fs_ceilingheight1=frontsector->ceilingplane.ZatPoint(linedef->v1);
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fs_ceilingheight2=frontsector->ceilingplane.ZatPoint(linedef->v2);
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fs_ceilingheight1 = frontsector->ceilingplane.ZatPoint(linedef->v1);
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fs_ceilingheight2 = frontsector->ceilingplane.ZatPoint(linedef->v2);
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}
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else
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{
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fs_ceilingheight2=fs_ceilingheight1=frontsector->ceilingplane.fixD();
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fs_ceilingheight2 = fs_ceilingheight1 = frontsector->ceilingplane.fixD();
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}
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if (frontsector->floorplane.isSlope())
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{
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fs_floorheight1=frontsector->floorplane.ZatPoint(linedef->v1);
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fs_floorheight2=frontsector->floorplane.ZatPoint(linedef->v2);
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fs_floorheight1 = frontsector->floorplane.ZatPoint(linedef->v1);
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fs_floorheight2 = frontsector->floorplane.ZatPoint(linedef->v2);
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}
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else
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{
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fs_floorheight2=fs_floorheight1=-frontsector->floorplane.fixD();
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fs_floorheight2 = fs_floorheight1 = -frontsector->floorplane.fixD();
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}
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if (backsector->ceilingplane.isSlope())
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{
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bs_ceilingheight1=backsector->ceilingplane.ZatPoint(linedef->v1);
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bs_ceilingheight2=backsector->ceilingplane.ZatPoint(linedef->v2);
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bs_ceilingheight1 = backsector->ceilingplane.ZatPoint(linedef->v1);
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bs_ceilingheight2 = backsector->ceilingplane.ZatPoint(linedef->v2);
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}
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else
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{
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bs_ceilingheight2=bs_ceilingheight1=backsector->ceilingplane.fixD();
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bs_ceilingheight2 = bs_ceilingheight1 = backsector->ceilingplane.fixD();
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}
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if (backsector->floorplane.isSlope())
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{
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bs_floorheight1=backsector->floorplane.ZatPoint(linedef->v1);
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bs_floorheight2=backsector->floorplane.ZatPoint(linedef->v2);
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bs_floorheight1 = backsector->floorplane.ZatPoint(linedef->v1);
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bs_floorheight2 = backsector->floorplane.ZatPoint(linedef->v2);
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}
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else
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{
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bs_floorheight2=bs_floorheight1=-backsector->floorplane.fixD();
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bs_floorheight2 = bs_floorheight1 = -backsector->floorplane.fixD();
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}
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// now check for closed sectors!
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if (bs_ceilingheight1<=fs_floorheight1 && bs_ceilingheight2<=fs_floorheight2)
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if (bs_ceilingheight1 <= fs_floorheight1 && bs_ceilingheight2 <= fs_floorheight2)
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{
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FTexture * tex = TexMan(sidedef->GetTexture(side_t::top));
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if (!tex || tex->UseType==FTexture::TEX_Null) return false;
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if (backsector->GetTexture(sector_t::ceiling)==skyflatnum &&
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frontsector->GetTexture(sector_t::ceiling)==skyflatnum) return false;
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if (!tex || tex->UseType == FTexture::TEX_Null) return false;
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if (backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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frontsector->GetTexture(sector_t::ceiling) == skyflatnum) return false;
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return true;
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}
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if (fs_ceilingheight1<=bs_floorheight1 && fs_ceilingheight2<=bs_floorheight2)
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if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2)
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{
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FTexture * tex = TexMan(sidedef->GetTexture(side_t::bottom));
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if (!tex || tex->UseType==FTexture::TEX_Null) return false;
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if (!tex || tex->UseType == FTexture::TEX_Null) return false;
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// properly render skies (consider door "open" if both floors are sky):
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if (backsector->GetTexture(sector_t::ceiling)==skyflatnum &&
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frontsector->GetTexture(sector_t::ceiling)==skyflatnum) return false;
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if (backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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frontsector->GetTexture(sector_t::ceiling) == skyflatnum) return false;
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return true;
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}
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if (bs_ceilingheight1<=bs_floorheight1 && bs_ceilingheight2<=bs_floorheight2)
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if (bs_ceilingheight1 <= bs_floorheight1 && bs_ceilingheight2 <= bs_floorheight2)
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{
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// preserve a kind of transparent door/lift special effect:
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if (bs_ceilingheight1 < fs_ceilingheight1 || bs_ceilingheight2 < fs_ceilingheight2)
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if (bs_ceilingheight1 < fs_ceilingheight1 || bs_ceilingheight2 < fs_ceilingheight2)
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{
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FTexture * tex = TexMan(sidedef->GetTexture(side_t::top));
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if (!tex || tex->UseType==FTexture::TEX_Null) return false;
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if (!tex || tex->UseType == FTexture::TEX_Null) return false;
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}
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if (bs_floorheight1 > fs_floorheight1 || bs_floorheight2 > fs_floorheight2)
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{
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FTexture * tex = TexMan(sidedef->GetTexture(side_t::bottom));
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if (!tex || tex->UseType==FTexture::TEX_Null) return false;
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if (!tex || tex->UseType == FTexture::TEX_Null) return false;
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}
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if (backsector->GetTexture(sector_t::ceiling)==skyflatnum &&
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frontsector->GetTexture(sector_t::ceiling)==skyflatnum) return false;
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if (backsector->GetTexture(sector_t::floor)==skyflatnum && frontsector->GetTexture(sector_t::floor)
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==skyflatnum) return false;
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if (backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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frontsector->GetTexture(sector_t::ceiling) == skyflatnum) return false;
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if (backsector->GetTexture(sector_t::floor) == skyflatnum && frontsector->GetTexture(sector_t::floor)
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== skyflatnum) return false;
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return true;
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}
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||||
|
@ -172,22 +172,22 @@ bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsecto
|
|||
|
||||
void gl_CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector)
|
||||
{
|
||||
if (in_area==area_default &&
|
||||
if (in_area == area_default &&
|
||||
(backsector->heightsec && !(backsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)) &&
|
||||
(!frontsector->heightsec || frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
|
||||
{
|
||||
sector_t * s = backsector->heightsec;
|
||||
|
||||
fixed_t cz1 = frontsector->ceilingplane.ZatPoint(v1);
|
||||
fixed_t cz2 = frontsector->ceilingplane.ZatPoint(v2);
|
||||
fixed_t fz1 = s->floorplane.ZatPoint(v1);
|
||||
fixed_t fz2 = s->floorplane.ZatPoint(v2);
|
||||
double cz1 = frontsector->ceilingplane.ZatPoint(v1);
|
||||
double cz2 = frontsector->ceilingplane.ZatPoint(v2);
|
||||
double fz1 = s->floorplane.ZatPoint(v1);
|
||||
double fz2 = s->floorplane.ZatPoint(v2);
|
||||
|
||||
// allow some tolerance in case slopes are involved
|
||||
if (cz1 <= fz1 + FRACUNIT/100 && cz2<=fz2 + FRACUNIT/100)
|
||||
in_area=area_below;
|
||||
else
|
||||
in_area=area_normal;
|
||||
if (cz1 <= fz1 + 1. / 100 && cz2 <= fz2 + 1. / 100)
|
||||
in_area = area_below;
|
||||
else
|
||||
in_area = area_normal;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -93,7 +93,7 @@ void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * glte
|
|||
{
|
||||
yscale1 = 0 - yscale1;
|
||||
}
|
||||
float angle=-ANGLE2FLOAT(secplane->angle);
|
||||
float angle=-AngleToFloat(secplane->angle);
|
||||
|
||||
float xscale2=64.f/gltexture->TextureWidth();
|
||||
float yscale2=64.f/gltexture->TextureHeight();
|
||||
|
@ -142,10 +142,10 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
|
|||
|
||||
// we must do the side check here because gl_SetupLight needs the correct plane orientation
|
||||
// which we don't have for Legacy-style 3D-floors
|
||||
fixed_t planeh = plane.plane.ZatPoint(light);
|
||||
if (gl_lights_checkside && ((planeh<light->_f_Z() && ceiling) || (planeh>light->_f_Z() && !ceiling)))
|
||||
double planeh = plane.plane.ZatPoint(light);
|
||||
if (gl_lights_checkside && ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
|
||||
{
|
||||
node=node->nextLight;
|
||||
node = node->nextLight;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -666,7 +666,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
if (rover->flags&FF_FOG && gl_fixedcolormap) continue;
|
||||
if (!rover->top.copied && rover->flags&(FF_INVERTPLANES|FF_BOTHPLANES))
|
||||
{
|
||||
fixed_t ff_top=rover->top.plane->ZatPoint(sector->centerspot);
|
||||
fixed_t ff_top=FLOAT2FIXED(rover->top.plane->ZatPoint(sector->centerspot));
|
||||
if (ff_top<lastceilingheight)
|
||||
{
|
||||
if (FIXED2FLOAT(viewz) <= rover->top.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
|
||||
|
@ -680,7 +680,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
}
|
||||
if (!rover->bottom.copied && !(rover->flags&FF_INVERTPLANES))
|
||||
{
|
||||
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sector->centerspot);
|
||||
fixed_t ff_bottom=FLOAT2FIXED(rover->bottom.plane->ZatPoint(sector->centerspot));
|
||||
if (ff_bottom<lastceilingheight)
|
||||
{
|
||||
if (FIXED2FLOAT(viewz)<=rover->bottom.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
|
||||
|
@ -706,7 +706,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
if (rover->flags&FF_FOG && gl_fixedcolormap) continue;
|
||||
if (!rover->bottom.copied && rover->flags&(FF_INVERTPLANES|FF_BOTHPLANES))
|
||||
{
|
||||
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sector->centerspot);
|
||||
fixed_t ff_bottom=FLOAT2FIXED(rover->bottom.plane->ZatPoint(sector->centerspot));
|
||||
if (ff_bottom>lastfloorheight || (rover->flags&FF_FIX))
|
||||
{
|
||||
if (FIXED2FLOAT(viewz) >= rover->bottom.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
|
||||
|
@ -727,7 +727,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
}
|
||||
if (!rover->top.copied && !(rover->flags&FF_INVERTPLANES))
|
||||
{
|
||||
fixed_t ff_top=rover->top.plane->ZatPoint(sector->centerspot);
|
||||
fixed_t ff_top=FLOAT2FIXED(rover->top.plane->ZatPoint(sector->centerspot));
|
||||
if (ff_top>lastfloorheight)
|
||||
{
|
||||
if (FIXED2FLOAT(viewz) >= rover->top.plane->ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)))
|
||||
|
|
|
@ -659,11 +659,11 @@ void GLSkyboxPortal::DrawContents()
|
|||
viewx = FLOAT2FIXED(viewpos.X);
|
||||
viewy = FLOAT2FIXED(viewpos.Y);
|
||||
viewz = FLOAT2FIXED(viewpos.Z);
|
||||
viewangle += (origin->PrevAngles.Yaw + deltaangle(origin->PrevAngles.Yaw, origin->Angles.Yaw) * FIXED2DBL(r_TicFrac)).BAMs();
|
||||
viewangle += (origin->PrevAngles.Yaw + deltaangle(origin->PrevAngles.Yaw, origin->Angles.Yaw) * r_TicFracF).BAMs();
|
||||
|
||||
// Don't let the viewpoint be too close to a floor or ceiling
|
||||
fixed_t floorh = origin->Sector->floorplane.ZatPoint(origin);
|
||||
fixed_t ceilh = origin->Sector->ceilingplane.ZatPoint(origin);
|
||||
fixed_t floorh = origin->Sector->floorplane.ZatPoint(origin->_f_Pos());
|
||||
fixed_t ceilh = origin->Sector->ceilingplane.ZatPoint(origin->_f_Pos());
|
||||
if (viewz<floorh+4*FRACUNIT) viewz=floorh+4*FRACUNIT;
|
||||
if (viewz>ceilh-4*FRACUNIT) viewz=ceilh-4*FRACUNIT;
|
||||
|
||||
|
|
|
@ -118,7 +118,7 @@ angle_t FGLRenderer::FrustumAngle()
|
|||
// ok, this is a gross hack that barely works...
|
||||
// but at least it doesn't overestimate too much...
|
||||
double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/BaseRatioSizes[WidescreenRatio][3]/90.0;
|
||||
angle_t a1 = FLOAT2ANGLE(floatangle);
|
||||
angle_t a1 = DAngle(floatangle).BAMs();
|
||||
if (a1>=ANGLE_180) return 0xffffffff;
|
||||
return a1;
|
||||
}
|
||||
|
@ -771,7 +771,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
SetViewArea();
|
||||
|
||||
// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
|
||||
double radPitch = ANGLE2RAD(viewpitch);
|
||||
double radPitch = (viewpitch)* M_PI / 0x80000000;
|
||||
if (radPitch > PI) radPitch -= 2 * PI;
|
||||
radPitch = clamp(radPitch, -PI / 2, PI / 2);
|
||||
|
||||
|
@ -865,8 +865,8 @@ void FGLRenderer::RenderView (player_t* player)
|
|||
ResetProfilingData();
|
||||
|
||||
// Get this before everything else
|
||||
if (cl_capfps || r_NoInterpolate) r_TicFrac = FRACUNIT;
|
||||
else r_TicFrac = I_GetTimeFrac (&r_FrameTime);
|
||||
if (cl_capfps || r_NoInterpolate) r_TicFracF = 1.;
|
||||
else r_TicFracF = I_GetTimeFrac (&r_FrameTime);
|
||||
gl_frameMS = I_MSTime();
|
||||
|
||||
P_FindParticleSubsectors ();
|
||||
|
|
|
@ -92,7 +92,7 @@ void GLSkyInfo::init(int sky1, PalEntry FadeColor)
|
|||
texture[0] = FMaterial::ValidateTexture(texno, false, true);
|
||||
if (!texture[0] || texture[0]->tex->UseType == FTexture::TEX_Null) goto normalsky;
|
||||
skytexno1 = texno;
|
||||
x_offset[0] = ANGLE2FLOAT(s->GetTextureXOffset(pos));
|
||||
x_offset[0] = AngleToFloat(s->GetTextureXOffset(pos));
|
||||
y_offset = FIXED2FLOAT(s->GetTextureYOffset(pos));
|
||||
mirrored = !l->args[2];
|
||||
}
|
||||
|
@ -279,7 +279,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
|
|||
{
|
||||
ztop[0]=ztop[1]=32768.0f;
|
||||
zbottom[0]=zbottom[1]=
|
||||
FIXED2FLOAT(bs->ceilingplane.ZatPoint(v2) + seg->sidedef->GetTextureYOffset(side_t::mid));
|
||||
bs->ceilingplane.ZatPoint(v2) + seg->sidedef->GetTextureYOffsetF(side_t::mid);
|
||||
SkyPlane(fs, sector_t::ceiling, false);
|
||||
return;
|
||||
}
|
||||
|
@ -298,8 +298,8 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
|
|||
}
|
||||
else
|
||||
{
|
||||
zbottom[0]=FIXED2FLOAT(bs->ceilingplane.ZatPoint(v1));
|
||||
zbottom[1]=FIXED2FLOAT(bs->ceilingplane.ZatPoint(v2));
|
||||
zbottom[0] = bs->ceilingplane.ZatPoint(v1);
|
||||
zbottom[1] = bs->ceilingplane.ZatPoint(v2);
|
||||
flags|=GLWF_SKYHACK; // mid textures on such lines need special treatment!
|
||||
}
|
||||
}
|
||||
|
@ -324,12 +324,10 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
|
|||
}
|
||||
|
||||
// stacked sectors
|
||||
fixed_t fsc1=fs->ceilingplane.ZatPoint(v1);
|
||||
fixed_t fsc2=fs->ceilingplane.ZatPoint(v2);
|
||||
ztop[0] = ztop[1] = 32768.0f;
|
||||
zbottom[0] = fs->ceilingplane.ZatPoint(v1);
|
||||
zbottom[1] = fs->ceilingplane.ZatPoint(v2);
|
||||
|
||||
ztop[0]=ztop[1]=32768.0f;
|
||||
zbottom[0]=FIXED2FLOAT(fsc1);
|
||||
zbottom[1]=FIXED2FLOAT(fsc2);
|
||||
}
|
||||
|
||||
SkyPlane(fs, sector_t::ceiling, true);
|
||||
|
@ -375,8 +373,8 @@ void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,ver
|
|||
}
|
||||
else
|
||||
{
|
||||
ztop[0]=FIXED2FLOAT(bs->floorplane.ZatPoint(v1));
|
||||
ztop[1]=FIXED2FLOAT(bs->floorplane.ZatPoint(v2));
|
||||
ztop[0] = bs->floorplane.ZatPoint(v1);
|
||||
ztop[1] = bs->floorplane.ZatPoint(v2);
|
||||
flags|=GLWF_SKYHACK; // mid textures on such lines need special treatment!
|
||||
}
|
||||
}
|
||||
|
@ -401,12 +399,9 @@ void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,ver
|
|||
}
|
||||
|
||||
// stacked sectors
|
||||
fixed_t fsc1=fs->floorplane.ZatPoint(v1);
|
||||
fixed_t fsc2=fs->floorplane.ZatPoint(v2);
|
||||
|
||||
zbottom[0]=zbottom[1]=-32768.0f;
|
||||
ztop[0]=FIXED2FLOAT(fsc1);
|
||||
ztop[1]=FIXED2FLOAT(fsc2);
|
||||
ztop[0] = fs->floorplane.ZatPoint(v1);
|
||||
ztop[1] = fs->floorplane.ZatPoint(v2);
|
||||
}
|
||||
|
||||
SkyPlane(fs, sector_t::floor, true);
|
||||
|
|
|
@ -282,7 +282,7 @@ void GLSprite::Draw(int pass)
|
|||
float xcenter = (x1 + x2)*0.5;
|
||||
float ycenter = (y1 + y2)*0.5;
|
||||
float zcenter = (z1 + z2)*0.5;
|
||||
float angleRad = ToRadians(270. - GLRenderer->mAngles.Yaw);
|
||||
float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
|
||||
|
||||
Matrix3x4 mat;
|
||||
mat.MakeIdentity();
|
||||
|
@ -423,7 +423,7 @@ void GLSprite::PerformSpriteClipAdjustment(AActor *thing, fixed_t thingx, fixed_
|
|||
}
|
||||
}
|
||||
if (btm == 1000000.0f)
|
||||
btm = FIXED2FLOAT(thing->Sector->floorplane.ZatPoint(thing)) - thing->Floorclip;
|
||||
btm = thing->Sector->floorplane.ZatPoint(thing) - thing->Floorclip;
|
||||
if (top == -1000000.0f)
|
||||
top = FIXED2FLOAT(thing->Sector->ceilingplane.ZatPoint(thingx, thingy));
|
||||
|
||||
|
|
|
@ -1105,8 +1105,8 @@ __forceinline void GLWall::GetPlanePos(F3DFloor::planeref *planeref, fixed_t &le
|
|||
{
|
||||
if (planeref->plane->isSlope())
|
||||
{
|
||||
left=planeref->plane->ZatPoint(vertexes[0]);
|
||||
right=planeref->plane->ZatPoint(vertexes[1]);
|
||||
left=planeref->plane->ZatPoint(vertexes[0]->x, vertexes[0]->y);
|
||||
right=planeref->plane->ZatPoint(vertexes[1]->x, vertexes[1]->y);
|
||||
}
|
||||
else if(planeref->isceiling == sector_t::ceiling)
|
||||
{
|
||||
|
@ -1452,8 +1452,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
// Save a little time (up to 0.3 ms per frame ;) )
|
||||
if (frontsector->floorplane.isSlope())
|
||||
{
|
||||
ffh1 = segfront->floorplane.ZatPoint(v1);
|
||||
ffh2 = segfront->floorplane.ZatPoint(v2);
|
||||
ffh1 = segfront->floorplane.ZatPoint(v1->x, v1->y);
|
||||
ffh2 = segfront->floorplane.ZatPoint(v2->x, v2->y);
|
||||
zfloor[0] = FIXED2FLOAT(ffh1);
|
||||
zfloor[1] = FIXED2FLOAT(ffh2);
|
||||
}
|
||||
|
@ -1465,8 +1465,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
|
||||
if (segfront->ceilingplane.isSlope())
|
||||
{
|
||||
fch1 = segfront->ceilingplane.ZatPoint(v1);
|
||||
fch2 = segfront->ceilingplane.ZatPoint(v2);
|
||||
fch1 = segfront->ceilingplane.ZatPoint(v1->x, v1->y);
|
||||
fch2 = segfront->ceilingplane.ZatPoint(v2->x, v2->y);
|
||||
zceil[0] = FIXED2FLOAT(fch1);
|
||||
zceil[1] = FIXED2FLOAT(fch2);
|
||||
}
|
||||
|
@ -1522,8 +1522,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
|
||||
if (segback->floorplane.isSlope())
|
||||
{
|
||||
bfh1 = segback->floorplane.ZatPoint(v1);
|
||||
bfh2 = segback->floorplane.ZatPoint(v2);
|
||||
bfh1 = segback->floorplane.ZatPoint(v1->x, v1->y);
|
||||
bfh2 = segback->floorplane.ZatPoint(v2->x, v2->y);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1532,8 +1532,8 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
|
|||
|
||||
if (segback->ceilingplane.isSlope())
|
||||
{
|
||||
bch1 = segback->ceilingplane.ZatPoint(v1);
|
||||
bch2 = segback->ceilingplane.ZatPoint(v2);
|
||||
bch1 = segback->ceilingplane.ZatPoint(v1->x, v1->y);
|
||||
bch2 = segback->ceilingplane.ZatPoint(v2->x, v2->y);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -346,8 +346,8 @@ void GLWall::RenderTextured(int rflags)
|
|||
{
|
||||
secplane_t &lowplane = i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane;
|
||||
// this must use the exact same calculation method as GLWall::Process etc.
|
||||
float low1 = FIXED2FLOAT(lowplane.ZatPoint(vertexes[0]));
|
||||
float low2 = FIXED2FLOAT(lowplane.ZatPoint(vertexes[1]));
|
||||
float low1 = lowplane.ZatPoint(vertexes[0]);
|
||||
float low2 = lowplane.ZatPoint(vertexes[1]);
|
||||
|
||||
if (low1 < ztop[0] || low2 < ztop[1])
|
||||
{
|
||||
|
|
|
@ -185,7 +185,7 @@ void CheckBench()
|
|||
|
||||
compose.Format("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n",
|
||||
level.MapName.GetChars(), level.LevelName.GetChars(), FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), FIXED2FLOAT(viewz),
|
||||
ANGLE2FLOAT(viewangle), ANGLE2FLOAT(viewpitch));
|
||||
AngleToFloat(viewangle), AngleToFloat(viewpitch));
|
||||
|
||||
AppendRenderStats(compose);
|
||||
AppendRenderTimes(compose);
|
||||
|
|
|
@ -104,7 +104,7 @@ typedef double vtype;
|
|||
|
||||
struct vertex_t
|
||||
{
|
||||
private:
|
||||
//private:
|
||||
fixed_t x, y;
|
||||
|
||||
public:
|
||||
|
@ -998,15 +998,15 @@ struct sector_t
|
|||
for (unsigned i = 0; i < e->XFloor.attached.Size(); i++) e->XFloor.attached[i]->SetVerticesDirty();
|
||||
}
|
||||
|
||||
void SetPlaneTexZ(int pos, fixed_t val, bool dirtify = false) // This mainly gets used by init code. The only place where it must set the vertex to dirty is the interpolation code.
|
||||
void SetPlaneTexZ(int pos, fixed_t val)
|
||||
{
|
||||
planes[pos].TexZ = val;
|
||||
if (dirtify) SetAllVerticesDirty();
|
||||
}
|
||||
|
||||
void SetPlaneTexZ(int pos, double val)
|
||||
void SetPlaneTexZ(int pos, double val, bool dirtify = false) // This mainly gets used by init code. The only place where it must set the vertex to dirty is the interpolation code.
|
||||
{
|
||||
planes[pos].TexZ = FLOAT2FIXED(val);
|
||||
if (dirtify) SetAllVerticesDirty();
|
||||
}
|
||||
|
||||
void ChangePlaneTexZ(int pos, fixed_t val)
|
||||
|
|
|
@ -72,6 +72,11 @@ struct DVector3a
|
|||
|
||||
|
||||
subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
|
||||
inline subsector_t *R_PointInSubsector(const DVector2 &pos)
|
||||
{
|
||||
return R_PointInSubsector(FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y));
|
||||
}
|
||||
|
||||
fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy);
|
||||
void R_ResetViewInterpolation ();
|
||||
void R_RebuildViewInterpolation(player_t *player);
|
||||
|
|
Loading…
Reference in a new issue