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Renderer floatification: Use floats for lighting values
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parent
4416d88eb2
commit
ec8d038c99
9 changed files with 42 additions and 42 deletions
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@ -294,11 +294,11 @@ R_DrawTiltedPlane_ASM:
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fmul dword [planelightfloat]
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fxch st1
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fmul dword [planelightfloat]
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sub esp,8
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fistp dword [esp]
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fistp dword [esp+4]
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sub esp,16
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fstp qword [esp]
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fstp qword [esp+8]
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call R_CalcTiltedLighting
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add esp, 12
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add esp, 20
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xor eax, eax
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.litup add esp, 8
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@ -65,7 +65,7 @@ enum
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struct drawseg_t
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{
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seg_t* curline;
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fixed_t light, lightstep;
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float light, lightstep;
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fixed_t iscale, iscalestep;
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short x1, x2; // Same as sx1 and sx2, but clipped to the drawseg
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short sx1, sx2; // left, right of parent seg on screen
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@ -1757,8 +1757,8 @@ void mvlinec4 ()
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#endif
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extern "C" short spanend[MAXHEIGHT];
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extern fixed_t rw_light;
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extern fixed_t rw_lightstep;
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extern float rw_light;
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extern float rw_lightstep;
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extern int wallshade;
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static void R_DrawFogBoundarySection (int y, int y2, int x1)
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@ -1795,12 +1795,12 @@ void R_DrawFogBoundary (int x1, int x2, short *uclip, short *dclip)
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// to create new horizontal spans whenever the light changes enough that
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// we need to use a new colormap.
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fixed_t lightstep = rw_lightstep;
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fixed_t light = rw_light+lightstep*(x2-x1-1);
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double lightstep = rw_lightstep;
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double light = rw_light + rw_lightstep*(x2-x1-1);
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int x = x2-1;
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int t2 = uclip[x];
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int b2 = dclip[x];
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int rcolormap = GETPALOOKUP (light, wallshade);
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int rcolormap = GETPALOOKUP(light, wallshade);
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int lcolormap;
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BYTE *basecolormapdata = basecolormap->Maps;
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@ -1819,7 +1819,7 @@ void R_DrawFogBoundary (int x1, int x2, short *uclip, short *dclip)
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int stop;
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light -= rw_lightstep;
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lcolormap = GETPALOOKUP (light, wallshade);
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lcolormap = GETPALOOKUP(light, wallshade);
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if (lcolormap != rcolormap)
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{
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if (t2 < b2 && rcolormap != 0)
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@ -75,12 +75,12 @@ extern bool r_dontmaplines;
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#define LIGHT2SHADE(l) ((NUMCOLORMAPS*2*FRACUNIT)-(((l)+12)*(FRACUNIT*NUMCOLORMAPS/128)))
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// MAXLIGHTSCALE from original DOOM, divided by 2.
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#define MAXLIGHTVIS (24*FRACUNIT)
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#define MAXLIGHTVIS (24.0)
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// Convert a shade and visibility to a clamped colormap index.
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// Result is not fixed point.
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// Change R_CalcTiltedLighting() when this changes.
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#define GETPALOOKUP(vis,shade) (clamp<int> (((shade)-MIN(MAXLIGHTVIS,(vis)))>>FRACBITS, 0, NUMCOLORMAPS-1))
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#define GETPALOOKUP(vis,shade) (clamp<int> (((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))>>FRACBITS, 0, NUMCOLORMAPS-1))
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extern double GlobVis;
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@ -228,7 +228,7 @@ void R_MapPlane (int y, int x1)
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{
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// Determine lighting based on the span's distance from the viewer.
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ds_colormap = basecolormap->Maps + (GETPALOOKUP (
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FLOAT2FIXED(GlobVis * fabs(CenterY - y)), planeshade) << COLORMAPSHIFT);
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GlobVis * fabs(CenterY - y), planeshade) << COLORMAPSHIFT);
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}
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#ifdef X86_ASM
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@ -253,9 +253,9 @@ void R_MapPlane (int y, int x1)
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//==========================================================================
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extern "C" {
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void R_CalcTiltedLighting (fixed_t lval, fixed_t lend, int width)
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void R_CalcTiltedLighting (double lval, double lend, int width)
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{
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fixed_t lstep;
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double lstep;
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BYTE *lightfiller;
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BYTE *basecolormapdata = basecolormap->Maps;
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int i = 0;
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@ -311,7 +311,7 @@ void R_CalcTiltedLighting (fixed_t lval, fixed_t lend, int width)
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}
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while (i <= width && lval >= 0)
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{
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tiltlighting[i++] = basecolormapdata + ((lval >> FRACBITS) << COLORMAPSHIFT);
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tiltlighting[i++] = basecolormapdata + (xs_ToInt(lval) << COLORMAPSHIFT);
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lval += lstep;
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}
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lightfiller = basecolormapdata;
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@ -334,7 +334,7 @@ void R_CalcTiltedLighting (fixed_t lval, fixed_t lend, int width)
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return;
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while (i <= width && lval < (NUMCOLORMAPS-1)*FRACUNIT)
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{
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tiltlighting[i++] = basecolormapdata + ((lval >> FRACBITS) << COLORMAPSHIFT);
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tiltlighting[i++] = basecolormapdata + (xs_ToInt(lval) << COLORMAPSHIFT);
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lval += lstep;
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}
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lightfiller = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT);
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@ -371,7 +371,7 @@ void R_MapTiltedPlane (int y, int x1)
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{
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uz = (iz + plane_sz[0]*width) * planelightfloat;
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vz = iz * planelightfloat;
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R_CalcTiltedLighting (xs_RoundToInt(vz), xs_RoundToInt(uz), width);
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R_CalcTiltedLighting (vz, uz, width);
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}
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uz = plane_su[2] + plane_su[1]*(centery-y) + plane_su[0]*(x1-centerx);
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@ -1709,7 +1709,7 @@ void R_DrawTiltedPlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
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plane_sz[0] = -plane_sz[0];
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}
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planelightfloat = (r_TiltVisibility * lxscale * lyscale) / fabs(pl->height.ZatPoint(ViewPos));
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planelightfloat = (r_TiltVisibility * lxscale * lyscale) / (fabs(pl->height.ZatPoint(ViewPos) - ViewPos.Z)) / 65536.f;
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if (pl->height.fC() > 0)
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planelightfloat = -planelightfloat;
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@ -39,7 +39,7 @@ struct visplane_s
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int lightlevel;
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fixed_t xoffs, yoffs; // killough 2/28/98: Support scrolling flats
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int left, right;
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FDynamicColormap *colormap; // [RH] Support multiple colormaps
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FDynamicColormap *colormap; // [RH] Support multiple colormaps
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fixed_t xscale, yscale; // [RH] Support flat scaling
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angle_t angle; // [RH] Support flat rotation
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int sky;
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@ -110,9 +110,9 @@ bool rw_markportal;
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bool rw_havehigh;
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bool rw_havelow;
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fixed_t rw_light; // [RH] Scale lights with viewsize adjustments
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fixed_t rw_lightstep;
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fixed_t rw_lightleft;
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float rw_light; // [RH] Scale lights with viewsize adjustments
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float rw_lightstep;
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float rw_lightleft;
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static double rw_frontlowertop;
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@ -1080,7 +1080,7 @@ void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t
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int x, shiftval;
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int y1ve[4], y2ve[4], u4, d4, z;
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char bad;
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fixed_t light = rw_light - rw_lightstep;
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float light = rw_light - rw_lightstep;
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SDWORD texturemid, xoffset;
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BYTE *basecolormapdata;
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@ -1158,7 +1158,7 @@ void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t
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}
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if (bad == 15)
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{
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light += rw_lightstep << 2;
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light += rw_lightstep * 4;
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continue;
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}
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@ -1432,7 +1432,7 @@ void maskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixe
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BYTE *p;
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int y1ve[4], y2ve[4], u4, d4, startx, dax, z;
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char bad;
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fixed_t light = rw_light - rw_lightstep;
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float light = rw_light - rw_lightstep;
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SDWORD texturemid, xoffset;
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BYTE *basecolormapdata;
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@ -1507,7 +1507,7 @@ void maskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixe
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}
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if (bad == 15)
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{
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light += rw_lightstep << 2;
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light += rw_lightstep * 4;
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continue;
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}
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@ -1605,7 +1605,7 @@ void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal,
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BYTE *p;
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int y1ve[4], y2ve[4], u4, d4, startx, dax, z;
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char bad;
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fixed_t light = rw_light - rw_lightstep;
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float light = rw_light - rw_lightstep;
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SDWORD texturemid, xoffset;
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BYTE *basecolormapdata;
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@ -1681,7 +1681,7 @@ void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal,
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}
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if (bad == 15)
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{
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light += rw_lightstep << 2;
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light += rw_lightstep * 4;
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continue;
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}
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@ -2312,12 +2312,12 @@ void R_NewWall (bool needlights)
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
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+ r_actualextralight);
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GlobVis = r_WallVisibility;
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rw_lightleft = FLOAT2FIXED(GlobVis / WallC.sz1);
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rw_lightstep = (FLOAT2FIXED(GlobVis / WallC.sz2) - rw_lightleft) / (WallC.sx2 - WallC.sx1);
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rw_lightleft = float (GlobVis / WallC.sz1);
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rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
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}
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else
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{
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rw_lightleft = FRACUNIT;
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rw_lightleft = 1;
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rw_lightstep = 0;
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}
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}
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@ -44,9 +44,9 @@ void R_RenderSegLoop ();
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extern fixed_t swall[MAXWIDTH];
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extern fixed_t lwall[MAXWIDTH];
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extern fixed_t rw_light; // [RH] Scale lights with viewsize adjustments
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extern fixed_t rw_lightstep;
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extern fixed_t rw_lightleft;
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extern float rw_light; // [RH] Scale lights with viewsize adjustments
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extern float rw_lightstep;
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extern float rw_lightleft;
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extern fixed_t rw_offset;
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/* portal structure, this is used in r_ code in order to store drawsegs with portals (and mirrors) */
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@ -533,8 +533,8 @@ void R_DrawWallSprite(vissprite_t *spr)
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int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
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GlobVis = r_WallVisibility;
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rw_lightleft = FLOAT2FIXED(GlobVis / spr->wallc.sz1);
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rw_lightstep = (FLOAT2FIXED(GlobVis / spr->wallc.sz2) - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1);
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rw_lightleft = float (GlobVis / spr->wallc.sz1);
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rw_lightstep = float((GlobVis / spr->wallc.sz2 - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
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rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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dc_colormap = usecolormap->Maps + fixedlightlev;
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@ -1128,7 +1128,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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else
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{ // diminished light
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vis->ColormapNum = GETPALOOKUP(
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FLOAT2FIXED(r_SpriteVisibility / MAX(tz, MINZ)), spriteshade);
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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}
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}
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@ -1204,7 +1204,7 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
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vis->bIsVoxel = false;
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vis->bWallSprite = true;
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vis->ColormapNum = GETPALOOKUP(
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FLOAT2FIXED(r_SpriteVisibility / MAX(tz, MINZ)), spriteshade);
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.colormap = basecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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vis->wallc = wallc;
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}
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@ -2002,7 +2002,7 @@ void R_DrawSprite (vissprite_t *spr)
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{ // diminished light
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spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
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spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
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FLOAT2FIXED(r_SpriteVisibility / MAX(MINZ, (double)spr->depth)), spriteshade) << COLORMAPSHIFT);
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r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade) << COLORMAPSHIFT);
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}
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}
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}
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@ -2559,7 +2559,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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else
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{
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// Particles are slightly more visible than regular sprites.
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vis->ColormapNum = GETPALOOKUP(FLOAT2FIXED(tiz * r_SpriteVisibility * 0.5), shade);
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vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
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vis->Style.colormap = map + (vis->ColormapNum << COLORMAPSHIFT);
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}
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}
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