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https://github.com/ZDoom/raze-gles.git
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- buildutils: Replace sintable[]
use within SW's draw.cpp with bsin()
/bcos()
.
This commit is contained in:
parent
c2c49bd0b9
commit
e60747a913
1 changed files with 16 additions and 16 deletions
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@ -350,7 +350,7 @@ DoShadows(tspriteptr_t tsp, int viewz, bool mirror)
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else
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else
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{
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{
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int const camang = mirror ? NORM_ANGLE(2048 - Player[screenpeek].siang) : Player[screenpeek].siang;
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int const camang = mirror ? NORM_ANGLE(2048 - Player[screenpeek].siang) : Player[screenpeek].siang;
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vec2_t const ofs = { sintable[NORM_ANGLE(camang+512)]>>11, sintable[NORM_ANGLE(camang)]>>11};
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vec2_t const ofs = { bcos(camang, -11), bsin(camang, -11) };
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New->x += ofs.x;
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New->x += ofs.x;
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New->y += ofs.y;
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New->y += ofs.y;
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@ -947,8 +947,8 @@ BackView(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16hor
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ang = nang->asbuild() + pp->view_outside_dang;
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ang = nang->asbuild() + pp->view_outside_dang;
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// Calculate the vector (nx,ny,nz) to shoot backwards
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// Calculate the vector (nx,ny,nz) to shoot backwards
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vx = (sintable[NORM_ANGLE(ang + 1536)] >> 3);
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vx = -bcos(ang, -3);
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vy = (sintable[NORM_ANGLE(ang + 1024)] >> 3);
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vy = -bsin(ang, -3);
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vz = q16horiz >> 8;
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vz = q16horiz >> 8;
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// Player sprite of current view
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// Player sprite of current view
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@ -986,7 +986,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16hor
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daang = getangle(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
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daang = getangle(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
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wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
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wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
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i = vx * sintable[daang] + vy * sintable[NORM_ANGLE(daang + 1536)];
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i = vx * bsin(daang) + vy * -bcos(daang);
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if (klabs(vx) > klabs(vy))
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if (klabs(vx) > klabs(vy))
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hx -= mulscale28(vx, i);
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hx -= mulscale28(vx, i);
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else
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else
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@ -1021,7 +1021,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16hor
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// same as wall calculation
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// same as wall calculation
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daang = NORM_ANGLE(sp->ang-512);
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daang = NORM_ANGLE(sp->ang-512);
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i = vx * sintable[daang] + vy * sintable[NORM_ANGLE(daang + 1536)];
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i = vx * bsin(daang) + vy * -bcos(daang);
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if (klabs(vx) > klabs(vy))
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if (klabs(vx) > klabs(vy))
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hx -= mulscale28(vx, i);
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hx -= mulscale28(vx, i);
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else
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else
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@ -1071,8 +1071,8 @@ CircleCamera(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q1
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ang = *nang + buildang(pp->circle_camera_ang);
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ang = *nang + buildang(pp->circle_camera_ang);
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// Calculate the vector (nx,ny,nz) to shoot backwards
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// Calculate the vector (nx,ny,nz) to shoot backwards
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vx = (sintable[NORM_ANGLE(ang.asbuild() + 1536)] >> 4);
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vx = -ang.bcos(-4);
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vy = (sintable[NORM_ANGLE(ang.asbuild() + 1024)] >> 4);
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vy = -ang.bsin(-4);
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// lengthen the vector some
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// lengthen the vector some
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vx += DIV2(vx);
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vx += DIV2(vx);
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@ -1108,7 +1108,7 @@ CircleCamera(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q1
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daang = getangle(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
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daang = getangle(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
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wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
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wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
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i = vx * sintable[daang] + vy * sintable[NORM_ANGLE(daang + 1536)];
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i = vx * bsin(daang) + vy * -bcos(daang);
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if (klabs(vx) > klabs(vy))
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if (klabs(vx) > klabs(vy))
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hx -= mulscale28(vx, i);
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hx -= mulscale28(vx, i);
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else
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else
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@ -1315,8 +1315,8 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, binangle
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pp->last_camera_sp = sp;
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pp->last_camera_sp = sp;
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xvect = sintable[NORM_ANGLE(ang.asbuild() + 512)] >> 3;
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xvect = ang.bcos(-3);
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yvect = sintable[NORM_ANGLE(ang.asbuild())] >> 3;
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yvect = ang.bsin(-3);
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zdiff = sp->z - *tz;
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zdiff = sp->z - *tz;
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if (labs(sp->x - *tx) > 1000)
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if (labs(sp->x - *tx) > 1000)
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@ -1893,8 +1893,8 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang)
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bool sprisplayer = false;
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bool sprisplayer = false;
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short txt_x, txt_y;
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short txt_x, txt_y;
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xvect = sintable[(2048 - cang) & 2047] * czoom;
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xvect = -bsin(cang) * czoom;
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yvect = sintable[(1536 - cang) & 2047] * czoom;
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yvect = -bcos(cang) * czoom;
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xvect2 = mulscale16(xvect, yxaspect);
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xvect2 = mulscale16(xvect, yxaspect);
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yvect2 = mulscale16(yvect, yxaspect);
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yvect2 = mulscale16(yvect, yxaspect);
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@ -1984,8 +1984,8 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang)
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xoff = -xoff;
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xoff = -xoff;
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k = spr->ang;
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k = spr->ang;
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l = spr->xrepeat;
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l = spr->xrepeat;
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dax = sintable[k & 2047] * l;
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dax = bsin(k) * l;
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day = sintable[(k + 1536) & 2047] * l;
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day = -bcos(k) * l;
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l = tileWidth(tilenum);
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l = tileWidth(tilenum);
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k = (l >> 1) + xoff;
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k = (l >> 1) + xoff;
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x1 -= mulscale16(dax, k);
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x1 -= mulscale16(dax, k);
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@ -2019,8 +2019,8 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang)
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yoff = -yoff;
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yoff = -yoff;
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k = spr->ang;
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k = spr->ang;
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cosang = sintable[(k + 512) & 2047];
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cosang = bcos(k);
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sinang = sintable[k];
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sinang = bsin(k);
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xspan = tileWidth(tilenum);
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xspan = tileWidth(tilenum);
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xrepeat = spr->xrepeat;
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xrepeat = spr->xrepeat;
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yspan = tileHeight(tilenum);
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yspan = tileHeight(tilenum);
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