- Compute accurate Z values for every column in Prep(L)Wall instead of interpolating every four

columns because you can see "rippling" otherwise if you are looking across a wall as a
  polyobject splits it at different points. Considering that this is what Doom did in the first
  place, there was probably never a need for this Build optimization.

SVN r2472 (polyobjects)
This commit is contained in:
Randy Heit 2010-07-30 02:40:14 +00:00
parent d29d73630e
commit d4fbebcd3d
2 changed files with 46 additions and 147 deletions

View file

@ -330,13 +330,13 @@ endif( NOT NO_ASM )
# Set up flags for GCC
if( CMAKE_COMPILER_IS_GNUCXX )
if( PROFILE )
set( CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -pg" )
set( CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -pg" )
set( CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -pg" )
set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -pg" )
endif( PROFILE )
if( PROFILE )
set( CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -pg" )
set( CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -pg" )
set( CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -pg" )
set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -pg" )
endif( PROFILE )
set( REL_CXX_FLAGS "-fno-rtti" )
if( NOT PROFILE )
set( REL_CXX_FLAGS "${REL_CXX_FLAGS} -fomit-frame-pointer" )

View file

@ -2008,80 +2008,12 @@ int WallMost (short *mostbuf, const secplane_t &plane)
return bad;
}
void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat)
{ // swall = scale, lwall = texturecolumn
int x;
float top, bot, i;
float xrepeat = (float)walxrepeat;
float ol, l, topinc, botinc;
i = (float)(WallSX1 - centerx);
top = WallUoverZorg + WallUoverZstep * i;
bot = WallInvZorg + WallInvZstep * i;
topinc = WallUoverZstep * 4.f;
botinc = WallInvZstep * 4.f;
x = WallSX1;
l = top / bot;
swall[x] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
lwall[x] = xs_RoundToInt(l * xrepeat);
// As long as l is invalid, step one column at a time so that
// we can get as many correct texture columns as possible.
while (l > 1.0 && x+1 < WallSX2)
{
l = (top += WallUoverZstep) / (bot += WallInvZstep);
x++;
swall[x] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
lwall[x] = xs_RoundToInt(l * xrepeat);
}
l *= xrepeat;
while (x+4 < WallSX2)
{
top += topinc; bot += botinc;
ol = l; l = top / bot;
swall[x+4] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
lwall[x+4] = xs_RoundToInt(l *= xrepeat);
i = (ol+l) * 0.5f;
lwall[x+2] = xs_RoundToInt(i);
lwall[x+1] = xs_RoundToInt((ol+i) * 0.5f);
lwall[x+3] = xs_RoundToInt((l+i) * 0.5f);
swall[x+2] = ((swall[x]+swall[x+4])>>1);
swall[x+1] = ((swall[x]+swall[x+2])>>1);
swall[x+3] = ((swall[x+4]+swall[x+2])>>1);
x += 4;
}
if (x+2 < WallSX2)
{
top += topinc * 0.5f; bot += botinc * 0.5f;
ol = l; l = top / bot;
swall[x+2] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
lwall[x+2] = xs_RoundToInt(l *= xrepeat);
lwall[x+1] = xs_RoundToInt((l+ol)*0.5f);
swall[x+1] = (swall[x]+swall[x+2])>>1;
x += 2;
}
if (x+1 < WallSX2)
{
l = (top + WallUoverZstep) / (bot + WallInvZstep);
swall[x+1] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
lwall[x+1] = xs_RoundToInt(l * xrepeat);
}
/*
for (x = WallSX1; x < WallSX2; x++)
{
frac = top / bot;
lwall[x] = xs_RoundToInt(frac * xrepeat);
swall[x] = xs_RoundToInt(frac * WallDepthScale + WallDepthOrg);
top += WallUoverZstep;
bot += WallInvZstep;
}
*/
static void PrepWallRoundFix(fixed_t *lwall, fixed_t walxrepeat)
{
// fix for rounding errors
fixed_t fix = (MirrorFlags & RF_XFLIP) ? walxrepeat-1 : 0;
int x;
if (WallSX1 > 0)
{
for (x = WallSX1; x < WallSX2; x++)
@ -2110,85 +2042,52 @@ void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat)
}
}
void PrepLWall (fixed_t *lwall, fixed_t walxrepeat)
{ // lwall = texturecolumn
int x;
float top, bot, i;
float xrepeat = (float)walxrepeat;
float ol, l, topinc, botinc;
void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat)
{ // swall = scale, lwall = texturecolumn
double top, bot, i;
double xrepeat = walxrepeat;
double topinc, botinc;
i = (float)(WallSX1 - centerx);
i = WallSX1 - centerx;
top = WallUoverZorg + WallUoverZstep * i;
bot = WallInvZorg + WallInvZstep * i;
topinc = WallUoverZstep * 4.f;
botinc = WallInvZstep * 4.f;
x = WallSX1;
for (int x = WallSX1; x < WallSX2; x++)
{
double frac = top / bot;
lwall[x] = xs_RoundToInt(frac * xrepeat);
swall[x] = xs_RoundToInt(frac * WallDepthScale + WallDepthOrg);
top += WallUoverZstep;
bot += WallInvZstep;
}
PrepWallRoundFix(lwall, walxrepeat);
}
l = top / bot;
lwall[x] = xs_RoundToInt(l * xrepeat);
// As long as l is invalid, step one column at a time so that
// we can get as many correct texture columns as possible.
while (l > 1.0 && x+1 < WallSX2)
{
l = (top += WallUoverZstep) / (bot += WallInvZstep);
lwall[++x] = xs_RoundToInt(l * xrepeat);
}
l *= xrepeat;
while (x+4 < WallSX2)
{
top += topinc; bot += botinc;
ol = l; l = top / bot;
lwall[x+4] = xs_RoundToInt(l *= xrepeat);
void PrepLWall (fixed_t *lwall, fixed_t walxrepeat)
{ // lwall = texturecolumn
double top, bot, i;
double xrepeat = walxrepeat;
double topinc, botinc;
double topstep;
i = (ol+l) * 0.5f;
lwall[x+2] = xs_RoundToInt(i);
lwall[x+1] = xs_RoundToInt((ol+i) * 0.5f);
lwall[x+3] = xs_RoundToInt((l+i) * 0.5f);
x += 4;
}
if (x+2 < WallSX2)
{
top += topinc * 0.5f; bot += botinc * 0.5f;
ol = l; l = top / bot;
lwall[x+2] = xs_RoundToInt(l *= xrepeat);
lwall[x+1] = xs_RoundToInt((l+ol)*0.5f);
x += 2;
}
if (x+1 < WallSX2)
{
l = (top + WallUoverZstep) / (bot + WallInvZstep);
lwall[x+1] = xs_RoundToInt(l * xrepeat);
}
i = WallSX1 - centerx;
top = WallUoverZorg + WallUoverZstep * i;
bot = WallInvZorg + WallInvZstep * i;
topinc = WallUoverZstep * 4.f;
botinc = WallInvZstep * 4.f;
// fix for rounding errors
fixed_t fix = (MirrorFlags & RF_XFLIP) ? walxrepeat-1 : 0;
if (WallSX1 > 0)
top *= xrepeat;
topstep = WallUoverZstep * xrepeat;
for (int x = WallSX1; x < WallSX2; x++)
{
for (x = WallSX1; x < WallSX2; x++)
{
if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
{
lwall[x] = fix;
}
else
{
break;
}
}
}
fix = walxrepeat - 1 - fix;
for (x = WallSX2-1; x >= WallSX1; x--)
{
if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
{
lwall[x] = fix;
}
else
{
break;
}
lwall[x] = xs_RoundToInt(top / bot);
top += topstep;
bot += WallInvZstep;
}
PrepWallRoundFix(lwall, walxrepeat);
}
// pass = 0: when seg is first drawn