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- floatified vertex coordinates.
Making these double or float doesn't seem to matter at all performance-wise so they use the more precise double format.
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commit
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1 changed files with 21 additions and 16 deletions
37
src/r_defs.h
37
src/r_defs.h
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@ -102,55 +102,60 @@ typedef double vtype;
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struct vertex_t
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{
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private:
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fixed_t x, y;
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DVector2 p;
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public:
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void set(fixed_t x, fixed_t y)
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{
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this->x = x;
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this->y = y;
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p.X = x / 65536.;
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p.Y = y / 65536.;
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}
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void set(double x, double y)
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{
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this->x = FLOAT2FIXED(x);
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this->y = FLOAT2FIXED(y);
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p.X = x;
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p.Y = y;
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}
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double fX() const
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{
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return FIXED2DBL(x);
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return p.X;
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}
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double fY() const
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{
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return FIXED2DBL(y);
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return p.Y;
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}
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fixed_t fixX() const
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{
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return x;
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return FLOAT2FIXED(p.X);
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}
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fixed_t fixY() const
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{
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return y;
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return FLOAT2FIXED(p.Y);
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}
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DVector2 fPos()
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{
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return{ fX(), fY() };
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return { p.X, p.Y };
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}
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bool operator== (const vertex_t &other)
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{
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return x == other.x && y == other.y;
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return p == other.p;
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}
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bool operator!= (const vertex_t &other)
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{
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return p != other.p;
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}
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void clear()
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{
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x = y = 0;
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p.Zero();
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}
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};
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@ -366,12 +371,12 @@ public:
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// This is for the software renderer
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fixed_t ZatPointFixed(const DVector2 &pos) const
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{
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return xs_CRoundToInt((d + a*pos.X + b*pos.Y) * ic / (-65536.0));
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return FLOAT2FIXED(ZatPoint(pos));
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}
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fixed_t ZatPointFixed(const vertex_t *v) const
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{
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return FixedMul(ic, -d - DMulScale16(a, v->fixX(), b, v->fixY()));
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return FLOAT2FIXED(ZatPoint(v));
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}
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@ -389,7 +394,7 @@ public:
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double ZatPoint(const vertex_t *v) const
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{
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return FIXED2DBL(FixedMul(ic, -d - DMulScale16(a, v->fixX(), b, v->fixY())));
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return (d + a*v->fX() + b*v->fY()) * ic / (-65536.0 * 65536.0);
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}
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double ZatPoint(const AActor *ac) const
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@ -400,7 +405,7 @@ public:
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// Returns the value of z at vertex v if d is equal to dist
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double ZatPointDist(const vertex_t *v, double dist)
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{
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return FIXED2DBL(FixedMul(ic, -FLOAT2FIXED(dist) - DMulScale16(a, v->fixX(), b, v->fixY())));
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return (dist + a*v->fX() + b*v->fY()) * ic / (-65536.0 * 65536.0);
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}
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// Flips the plane's vertical orientiation, so that if it pointed up,
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// it will point down, and vice versa.
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