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-let's better be cautious about precision and use the CRT sin and cos functions for rotated plane textures.
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1 changed files with 13 additions and 11 deletions
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@ -1500,7 +1500,7 @@ void R_DrawNormalPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
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yscale = xs_ToFixed(32 - ds_ybits, _yscale);
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yscale = xs_ToFixed(32 - ds_ybits, _yscale);
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if (planeang != 0)
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if (planeang != 0)
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{
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{
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double cosine = planeang.Cos(), sine = planeang.Sin();
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double cosine = cos(planeang.Radians()), sine = sin(planeang.Radians());
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pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine);
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pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine);
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pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine);
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pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine);
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}
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}
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@ -1515,9 +1515,10 @@ void R_DrawNormalPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
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// left to right mapping
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// left to right mapping
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planeang = ViewAngle - 90 + planeang;
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planeang = ViewAngle - 90 + planeang;
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// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
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// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
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xstepscale = xs_RoundToInt(xscale * planeang.Cos() / FocalLengthX);
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xstepscale = xs_RoundToInt(xscale * cos(planeang.Radians()) / FocalLengthX);
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ystepscale = xs_RoundToInt(yscale * -planeang.Sin() / FocalLengthX);
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ystepscale = xs_RoundToInt(yscale * -sin(planeang.Radians()) / FocalLengthX);
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// [RH] flip for mirrors
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// [RH] flip for mirrors
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if (MirrorFlags & RF_XFLIP)
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if (MirrorFlags & RF_XFLIP)
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@ -1528,8 +1529,8 @@ void R_DrawNormalPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
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int x = pl->right - centerx;
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int x = pl->right - centerx;
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planeang += 90;
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planeang += 90;
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basexfrac = xs_RoundToInt(xscale * planeang.Cos()) + x*xstepscale;
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basexfrac = xs_RoundToInt(xscale * cos(planeang.Radians())) + x*xstepscale;
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baseyfrac = xs_RoundToInt(yscale * -planeang.Sin()) + x*ystepscale;
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baseyfrac = xs_RoundToInt(yscale * -sin(planeang.Radians())) + x*ystepscale;
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planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
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planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
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@ -1638,15 +1639,15 @@ void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
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// m is the v direction vector in view space
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// m is the v direction vector in view space
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ang = DAngle(180.) - ViewAngle;
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ang = DAngle(180.) - ViewAngle;
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m[0] = yscale * ang.Cos();
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m[0] = yscale * cos(ang.Radians());
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m[2] = yscale * ang.Sin();
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m[2] = yscale * sin(ang.Radians());
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// m[1] = pl->height.ZatPointF (0, iyscale) - pl->height.ZatPointF (0,0));
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// m[1] = pl->height.ZatPointF (0, iyscale) - pl->height.ZatPointF (0,0));
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// VectorScale2 (m, 64.f/VectorLength(m));
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// VectorScale2 (m, 64.f/VectorLength(m));
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// n is the u direction vector in view space
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// n is the u direction vector in view space
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ang += 90;
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ang += 90;
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n[0] = -xscale * ang.Cos();
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n[0] = -xscale * cos(ang.Radians());
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n[2] = -xscale * ang.Sin();
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n[2] = -xscale * sin(ang.Radians());
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// n[1] = pl->height.ZatPointF (ixscale, 0) - pl->height.ZatPointF (0,0));
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// n[1] = pl->height.ZatPointF (ixscale, 0) - pl->height.ZatPointF (0,0));
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// VectorScale2 (n, 64.f/VectorLength(n));
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// VectorScale2 (n, 64.f/VectorLength(n));
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@ -1654,9 +1655,10 @@ void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
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// how much you slope the surface. Use the commented-out code above instead to keep
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// how much you slope the surface. Use the commented-out code above instead to keep
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// the textures a constant size across the surface's plane instead.
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// the textures a constant size across the surface's plane instead.
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ang = pl->xform.Angle + pl->xform.baseAngle;
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ang = pl->xform.Angle + pl->xform.baseAngle;
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m[1] = pl->height.ZatPoint(ViewPos.X + yscale * ang.Sin(), ViewPos.Y + yscale * ang.Cos()) - zeroheight;
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double cosine = cos(ang.Radians()), sine = sin(ang.Radians());
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m[1] = pl->height.ZatPoint(ViewPos.X + yscale * sine, ViewPos.Y + yscale * cosine) - zeroheight;
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ang += 90;
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ang += 90;
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n[1] = pl->height.ZatPoint(ViewPos.X + xscale * ang.Sin(), ViewPos.Y + xscale * ang.Cos()) - zeroheight;
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n[1] = pl->height.ZatPoint(ViewPos.X + xscale * sine, ViewPos.Y + xscale * cosine) - zeroheight;
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plane_su = p ^ m;
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plane_su = p ^ m;
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plane_sv = p ^ n;
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plane_sv = p ^ n;
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