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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-28 22:52:45 +00:00
- adjustments.
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a5c4e2dab3
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c6ada2397c
6 changed files with 39 additions and 39 deletions
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@ -87,7 +87,7 @@ bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsecto
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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.fD();
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}
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if (frontsector->floorplane.isSlope())
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@ -97,7 +97,7 @@ bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsecto
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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.fD();
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}
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if (backsector->ceilingplane.isSlope())
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@ -107,7 +107,7 @@ bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsecto
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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.fD();
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}
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if (backsector->floorplane.isSlope())
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@ -117,7 +117,7 @@ bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsecto
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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.fD();
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}
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// now check for closed sectors!
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@ -78,31 +78,31 @@ static float tics;
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void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
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{
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// only manipulate the texture matrix if needed.
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if (secplane->xoffs != 0 || secplane->yoffs != 0 ||
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secplane->xscale != FRACUNIT || secplane->yscale != FRACUNIT ||
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secplane->angle != 0 ||
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if (!secplane->Offs.isZero() ||
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secplane->Scale.X != 1. || secplane->Scale.Y != 1 ||
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secplane->Angle != 0 ||
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gltexture->TextureWidth() != 64 ||
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gltexture->TextureHeight() != 64)
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{
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float uoffs = FIXED2FLOAT(secplane->xoffs) / gltexture->TextureWidth();
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float voffs = FIXED2FLOAT(secplane->yoffs) / gltexture->TextureHeight();
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float uoffs = secplane->Offs.X / gltexture->TextureWidth();
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float voffs = secplane->Offs.Y / gltexture->TextureHeight();
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float xscale1=FIXED2FLOAT(secplane->xscale);
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float yscale1=FIXED2FLOAT(secplane->yscale);
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float xscale1 = secplane->Scale.X;
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float yscale1 = secplane->Scale.Y;
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if (gltexture->tex->bHasCanvas)
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{
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yscale1 = 0 - yscale1;
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}
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float angle=-AngleToFloat(secplane->angle);
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float angle = -secplane->Angle;
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float xscale2=64.f/gltexture->TextureWidth();
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float yscale2=64.f/gltexture->TextureHeight();
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float xscale2 = 64.f / gltexture->TextureWidth();
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float yscale2 = 64.f / gltexture->TextureHeight();
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gl_RenderState.mTextureMatrix.loadIdentity();
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gl_RenderState.mTextureMatrix.scale(xscale1 ,yscale1,1.0f);
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gl_RenderState.mTextureMatrix.translate(uoffs,voffs,0.0f);
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gl_RenderState.mTextureMatrix.scale(xscale2 ,yscale2,1.0f);
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gl_RenderState.mTextureMatrix.rotate(angle,0.0f,0.0f,1.0f);
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gl_RenderState.mTextureMatrix.scale(xscale1, yscale1, 1.0f);
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gl_RenderState.mTextureMatrix.translate(uoffs, voffs, 0.0f);
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gl_RenderState.mTextureMatrix.scale(xscale2, yscale2, 1.0f);
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gl_RenderState.mTextureMatrix.rotate(angle, 0.0f, 0.0f, 1.0f);
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gl_RenderState.EnableTextureMatrix(true);
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}
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}
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@ -1115,7 +1115,7 @@ void GLHorizonPortal::DrawContents()
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gl_RenderState.SetCameraPos(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), FIXED2FLOAT(viewz));
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z=FIXED2FLOAT(sp->texheight);
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z=sp->Texheight;
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if (gltexture && gltexture->tex->isFullbright())
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@ -1238,7 +1238,7 @@ void GLEEHorizonPortal::DrawContents()
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horz.colormap = origin->Sector->ColorMap;
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if (origin->special1 == SKYBOX_PLANE)
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{
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horz.plane.texheight = viewz + abs(horz.plane.texheight);
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horz.plane.Texheight = FIXED2FLOAT(viewz) + fabs(horz.plane.Texheight);
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}
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GLHorizonPortal ceil(&horz, true);
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ceil.DrawContents();
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@ -1251,7 +1251,7 @@ void GLEEHorizonPortal::DrawContents()
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horz.colormap = origin->Sector->ColorMap;
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if (origin->special1 == SKYBOX_PLANE)
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{
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horz.plane.texheight = viewz - abs(horz.plane.texheight);
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horz.plane.Texheight = FIXED2FLOAT(viewz) - fabs(horz.plane.Texheight);
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}
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GLHorizonPortal floor(&horz, true);
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floor.DrawContents();
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@ -173,8 +173,8 @@ void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
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}
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else if (allowreflect && sector->GetReflect(plane) > 0)
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{
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if ((plane == sector_t::ceiling && viewz > sector->ceilingplane.fixD()) ||
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(plane == sector_t::floor && viewz < -sector->floorplane.fixD())) return;
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if ((plane == sector_t::ceiling && FIXED2DBL(viewz) > sector->ceilingplane.fD()) ||
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(plane == sector_t::floor && FIXED2DBL(viewz) < -sector->floorplane.fD())) return;
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ptype = PORTALTYPE_PLANEMIRROR;
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planemirror = plane == sector_t::ceiling ? §or->ceilingplane : §or->floorplane;
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}
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@ -72,21 +72,21 @@ struct GLSectorPlane
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{
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FTextureID texture;
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secplane_t plane;
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fixed_t texheight;
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fixed_t xoffs, yoffs;
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fixed_t xscale, yscale;
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angle_t angle;
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float Texheight;
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float Angle;
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FVector2 Offs;
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FVector2 Scale;
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void GetFromSector(sector_t * sec, int ceiling)
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{
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xoffs = sec->GetXOffset(ceiling);
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yoffs = sec->GetYOffset(ceiling);
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xscale = sec->GetXScale(ceiling);
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yscale = sec->GetYScale(ceiling);
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angle = sec->GetAngle(ceiling);
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Offs.X = (float)sec->GetXOffsetF(ceiling);
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Offs.Y = (float)sec->GetYOffsetF(ceiling);
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Scale.X = (float)sec->GetXScaleF(ceiling);
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Scale.Y = (float)sec->GetYScaleF(ceiling);
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Angle = (float)sec->GetAngleF(ceiling).Degrees;
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texture = sec->GetTexture(ceiling);
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plane = sec->GetSecPlane(ceiling);
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texheight = (ceiling == sector_t::ceiling)? plane.fixD() : -plane.fixD();
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Texheight = (float)((ceiling == sector_t::ceiling)? plane.fD() : -plane.fD());
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}
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};
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@ -1110,11 +1110,11 @@ __forceinline void GLWall::GetPlanePos(F3DFloor::planeref *planeref, fixed_t &le
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}
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else if(planeref->isceiling == sector_t::ceiling)
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{
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left = right = planeref->plane->fixD();
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left = right = FLOAT2FIXED(planeref->plane->fD());
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}
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else
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{
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left = right = -planeref->plane->fixD();
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left = right = -FLOAT2FIXED(planeref->plane->fD());
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}
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}
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@ -1459,7 +1459,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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}
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else
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{
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ffh1 = ffh2 = -segfront->floorplane.fixD();
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ffh1 = ffh2 = -FLOAT2FIXED(segfront->floorplane.fD());
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zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh2);
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}
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@ -1472,7 +1472,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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}
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else
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{
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fch1 = fch2 = segfront->ceilingplane.fixD();
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fch1 = fch2 = FLOAT2FIXED(segfront->ceilingplane.fD());
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zceil[0] = zceil[1] = FIXED2FLOAT(fch2);
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}
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@ -1527,7 +1527,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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}
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else
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{
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bfh1 = bfh2 = -segback->floorplane.fixD();
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bfh1 = bfh2 = -FLOAT2FIXED(segback->floorplane.fD());
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}
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if (segback->ceilingplane.isSlope())
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@ -1537,7 +1537,7 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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}
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else
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{
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bch1 = bch2 = segback->ceilingplane.fixD();
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bch1 = bch2 = FLOAT2FIXED(segback->ceilingplane.fD());
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}
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SkyTop(seg, frontsector, backsector, v1, v2);
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