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- Major cleanup of Q16.16 utilisation within games and engine.
* 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()`.
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104 changed files with 906 additions and 1579 deletions
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@ -90,7 +90,7 @@ public:
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return binangle(value - other.value);
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}
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void interpolate(binangle a1, binangle a2, fix16_t smoothratio)
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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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@ -115,7 +115,7 @@ public:
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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 value >> 16; }
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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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@ -184,5 +184,5 @@ inline binangle radang(double v) { return binangle(xs_CRoundToUInt(v * (0x800000
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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(v << 16); }
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inline constexpr fixedhoriz buildhoriz(int v) { return fixedhoriz(IntToFixed(v)); }
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