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- removed the last remaining uses of the finesine table from the rendering code.
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parent
ae7d048057
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8171637a57
2 changed files with 11 additions and 11 deletions
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@ -678,7 +678,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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}
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}
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// Render the voxel, either directly to the screen or offscreen.
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// Render the voxel, either directly to the screen or offscreen.
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R_DrawVoxel(spr->pa.vpos, spr->pa.vang, spr->gpos, spr->angle,
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R_DrawVoxel(spr->pa.vpos, spr->pa.vang, spr->gpos, spr->Angle,
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spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.colormap, cliptop, clipbot,
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spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.colormap, cliptop, clipbot,
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minslabz, maxslabz, flags);
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minslabz, maxslabz, flags);
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@ -994,7 +994,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
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vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
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vis->x1 = x1 < WindowLeft ? WindowLeft : x1;
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vis->x1 = x1 < WindowLeft ? WindowLeft : x1;
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vis->x2 = x2 > WindowRight ? WindowRight : x2;
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vis->x2 = x2 > WindowRight ? WindowRight : x2;
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vis->angle = thing->Angles.Yaw.BAMs();
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vis->Angle = thing->Angles.Yaw;
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if (renderflags & RF_XFLIP)
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if (renderflags & RF_XFLIP)
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{
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{
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@ -1024,13 +1024,13 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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pos.Z -= thing->Floorclip;
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pos.Z -= thing->Floorclip;
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vis->angle = thing->Angles.Yaw.BAMs() + voxel->AngleOffset.BAMs();
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vis->Angle = thing->Angles.Yaw + voxel->AngleOffset;
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int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
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int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
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if (voxelspin != 0)
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if (voxelspin != 0)
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{
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{
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DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
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DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
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vis->angle -= ang.BAMs();
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vis->Angle -= ang;
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}
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}
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vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
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vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
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@ -2664,7 +2664,7 @@ void R_DrawParticle (vissprite_t *vis)
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extern double BaseYaspectMul;;
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extern double BaseYaspectMul;;
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void R_DrawVoxel(const FVector3 &globalpos, FAngle viewangle,
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void R_DrawVoxel(const FVector3 &globalpos, FAngle viewangle,
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const FVector3 &dasprpos, angle_t dasprang,
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const FVector3 &dasprpos, DAngle dasprang,
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fixed_t daxscale, fixed_t dayscale, FVoxel *voxobj,
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fixed_t daxscale, fixed_t dayscale, FVoxel *voxobj,
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lighttable_t *colormap, short *daumost, short *dadmost, int minslabz, int maxslabz, int flags)
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lighttable_t *colormap, short *daumost, short *dadmost, int minslabz, int maxslabz, int flags)
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{
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{
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@ -2698,10 +2698,10 @@ void R_DrawVoxel(const FVector3 &globalpos, FAngle viewangle,
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dayscale = dayscale / (0xC000 >> 6);
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dayscale = dayscale / (0xC000 >> 6);
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angle_t viewang = viewangle.BAMs();
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angle_t viewang = viewangle.BAMs();
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cosang = finecosine[viewang >> ANGLETOFINESHIFT] >> 2;
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cosang = FLOAT2FIXED(viewangle.Cos()) >> 2;
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sinang = -finesine[viewang >> ANGLETOFINESHIFT] >> 2;
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sinang = FLOAT2FIXED(-viewangle.Sin()) >> 2;
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sprcosang = finecosine[dasprang >> ANGLETOFINESHIFT] >> 2;
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sprcosang = FLOAT2FIXED(dasprang.Cos()) >> 2;
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sprsinang = -finesine[dasprang >> ANGLETOFINESHIFT] >> 2;
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sprsinang = FLOAT2FIXED(-dasprang.Sin()) >> 2;
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R_SetupDrawSlab(colormap);
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R_SetupDrawSlab(colormap);
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@ -50,7 +50,7 @@ struct vissprite_t
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int y1, y2; // top / bottom of particle on screen
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int y1, y2; // top / bottom of particle on screen
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};
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};
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};
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};
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angle_t angle;
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DAngle Angle;
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fixed_t xscale;
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fixed_t xscale;
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float yscale;
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float yscale;
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float depth;
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float depth;
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@ -141,7 +141,7 @@ void R_CheckOffscreenBuffer(int width, int height, bool spansonly);
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enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
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enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
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void R_DrawVoxel(const FVector3 &viewpos, FAngle viewangle,
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void R_DrawVoxel(const FVector3 &viewpos, FAngle viewangle,
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const FVector3 &sprpos, angle_t dasprang,
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const FVector3 &sprpos, DAngle dasprang,
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fixed_t daxscale, fixed_t dayscale, struct FVoxel *voxobj,
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fixed_t daxscale, fixed_t dayscale, struct FVoxel *voxobj,
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lighttable_t *colormap, short *daumost, short *dadmost, int minslabz, int maxslabz, int flags);
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lighttable_t *colormap, short *daumost, short *dadmost, int minslabz, int maxslabz, int flags);
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