mirror of
https://github.com/ZDoom/raze-gles.git
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1354d52c05
* Remove fix16.h/cpp and utilise library from m_fixed.h. * Extend m_fixed.h with two inline functions for int to/from float operations. * Replace fix16_floor operations with those from xs_Float.h * Replace multiple Q16.16 conversions from 0 to just be 0. * Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h * Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion. * Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly. * Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
188 lines
4.8 KiB
C++
188 lines
4.8 KiB
C++
#pragma once
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#include <math.h>
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#include "m_fixed.h"
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#include "xs_Float.h" // needed for reliably overflowing float->int conversions.
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#include "build.h"
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// type safe representations of high precision angle and horizon values. Angle uses natural 32 bit overflow to clamp to one rotation.
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class binangle
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{
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unsigned int value;
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inline static constexpr double pi() { return 3.14159265358979323846; }
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constexpr binangle(unsigned int v) : value(v) {}
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friend constexpr binangle bamang(unsigned int v);
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friend constexpr binangle q16ang(unsigned int v);
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friend constexpr binangle buildang(unsigned int v);
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friend binangle radang(double v);
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friend binangle degang(double v);
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public:
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binangle() = default;
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binangle(const binangle &other) = default;
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// This class intentionally makes no allowances for implicit type conversions because those would render it ineffective.
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constexpr short asbuild() const { return value >> 21; }
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constexpr fixed_t asq16() const { return value >> 5; }
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constexpr double asrad() const { return value * (pi::pi() / 0x80000000u); }
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constexpr double asdeg() const { return value * (90. / 0x40000000); }
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constexpr unsigned asbam() const { return value; }
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double fsin() const { return sin(asrad()); }
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double fcos() const { return cos(asrad()); }
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double ftan() const { return tan(asrad()); }
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int bsin() const { return sintable[asbuild()]; }
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int bcos() const { return sintable[(asbuild() + 512) & 2047]; }
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#if 0 // This makes no sense
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bool operator< (binangle other) const
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{
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return value < other.value;
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}
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bool operator> (binangle other) const
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{
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return value > other.value;
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}
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bool operator<= (binangle other) const
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{
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return value <= other.value;
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}
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bool operator>= (binangle other) const
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{
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return value >= other.value;
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}
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#endif
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constexpr bool operator== (binangle other) const
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{
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return value == other.value;
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}
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constexpr bool operator!= (binangle other) const
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{
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return value != other.value;
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}
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constexpr binangle &operator+= (binangle other)
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{
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value += other.value;
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return *this;
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}
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constexpr binangle &operator-= (binangle other)
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{
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value -= other.value;
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return *this;
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}
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constexpr binangle operator+ (binangle other) const
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{
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return binangle(value + other.value);
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}
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constexpr binangle operator- (binangle other) const
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{
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return binangle(value - other.value);
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}
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void interpolate(binangle a1, binangle a2, fixed_t smoothratio)
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{
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// Calculate in floating point to reduce the error caused by overflows which are to be expected here and then downconvert using a method that is safe to overflow.
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// We do not want fixed point multiplications here to trash the result.
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double smooth = smoothratio / 65536.f;
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value = xs_CRoundToUInt(double(a1.asbam()) + smooth * (double(a2.asbam()) - double(a1.asbam())));
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}
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};
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class fixedhoriz
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{
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int value;
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constexpr fixedhoriz(int v) : value(v) {}
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friend constexpr fixedhoriz q16horiz(int v);
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friend constexpr fixedhoriz buildhoriz(int v);
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public:
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fixedhoriz() = default;
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fixedhoriz(const fixedhoriz &other) = default;
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// This class intentionally makes no allowances for implicit type conversions because those would render it ineffective.
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short asbuild() const { return FixedToInt(value); }
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constexpr fixed_t asq16() const { return value; }
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bool operator< (fixedhoriz other) const
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{
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return value < other.value;
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}
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bool operator> (fixedhoriz other) const
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{
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return value > other.value;
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}
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bool operator<= (fixedhoriz other) const
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{
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return value <= other.value;
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}
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bool operator>= (fixedhoriz other) const
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{
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return value >= other.value;
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}
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constexpr bool operator== (fixedhoriz other) const
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{
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return value == other.value;
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}
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constexpr bool operator!= (fixedhoriz other) const
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{
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return value != other.value;
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}
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constexpr fixedhoriz &operator+= (fixedhoriz other)
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{
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value += other.value;
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return *this;
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}
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constexpr fixedhoriz &operator-= (fixedhoriz other)
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{
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value -= other.value;
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return *this;
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}
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constexpr fixedhoriz operator- () const
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{
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return fixedhoriz(-value);
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}
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constexpr fixedhoriz operator+ (fixedhoriz other) const
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{
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return fixedhoriz(value + other.value);
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}
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constexpr fixedhoriz operator- (fixedhoriz other) const
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{
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return fixedhoriz(value - other.value);
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}
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};
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inline constexpr binangle bamang(unsigned int v) { return binangle(v); }
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inline constexpr binangle q16ang(unsigned int v) { return binangle(v << 5); }
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inline constexpr binangle buildang(unsigned int v) { return binangle(v << 21); }
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inline binangle radang(double v) { return binangle(xs_CRoundToUInt(v * (0x80000000u / binangle::pi()))); }
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inline binangle degang(double v) { return binangle(xs_CRoundToUInt(v * (0x40000000 / 90.))); }
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inline constexpr fixedhoriz q16horiz(int v) { return fixedhoriz(v); }
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inline constexpr fixedhoriz buildhoriz(int v) { return fixedhoriz(IntToFixed(v)); }
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