diff --git a/source/core/rendering/hw_vertexmap.cpp b/source/core/rendering/hw_vertexmap.cpp index ee72e004f..0dfa22b55 100644 --- a/source/core/rendering/hw_vertexmap.cpp +++ b/source/core/rendering/hw_vertexmap.cpp @@ -162,8 +162,8 @@ void vertex_t::RecalcVertexHeights() { float heights[2]; - auto point = wall[masterwall].wall_int_pos(); - PlanesAtPoint(§or[sect], point.X, point.Y, &heights[0], &heights[1]); + auto point = wall[masterwall].pos; + PlanesAtPointf(§or[sect], point.X, point.Y, &heights[0], &heights[1]); for(auto height : heights) { int k; diff --git a/source/core/rendering/scene/hw_bunchdrawer.cpp b/source/core/rendering/scene/hw_bunchdrawer.cpp index 4b7ab7f1d..23c8bafa3 100644 --- a/source/core/rendering/scene/hw_bunchdrawer.cpp +++ b/source/core/rendering/scene/hw_bunchdrawer.cpp @@ -168,11 +168,11 @@ bool BunchDrawer::CheckClip(walltype* wal, float* topclip, float* bottomclip) // Mirrors and horizons always block the view //if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true; - PlanesAtPoint(frontsector, wal->wall_int_pos().X, wal->wall_int_pos().Y, &fs_ceilingheight1, &fs_floorheight1); - PlanesAtPoint(frontsector, pt2->wall_int_pos().X, pt2->wall_int_pos().Y, &fs_ceilingheight2, &fs_floorheight2); + PlanesAtPointf(frontsector, wal->pos.X, wal->pos.Y, &fs_ceilingheight1, &fs_floorheight1); + PlanesAtPointf(frontsector, pt2->pos.X, pt2->pos.Y, &fs_ceilingheight2, &fs_floorheight2); - PlanesAtPoint(backsector, wal->wall_int_pos().X, wal->wall_int_pos().Y, &bs_ceilingheight1, &bs_floorheight1); - PlanesAtPoint(backsector, pt2->wall_int_pos().X, pt2->wall_int_pos().Y, &bs_ceilingheight2, &bs_floorheight2); + PlanesAtPointf(backsector, wal->pos.X, wal->pos.Y, &bs_ceilingheight1, &bs_floorheight1); + PlanesAtPointf(backsector, pt2->pos.X, pt2->pos.Y, &bs_ceilingheight2, &bs_floorheight2); *bottomclip = max(min(bs_floorheight1, bs_floorheight2), min(fs_floorheight1, fs_floorheight2)); diff --git a/source/core/rendering/scene/hw_flats.cpp b/source/core/rendering/scene/hw_flats.cpp index 52200837b..547ae5959 100644 --- a/source/core/rendering/scene/hw_flats.cpp +++ b/source/core/rendering/scene/hw_flats.cpp @@ -316,7 +316,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int section const auto &vp = di->Viewpoint; float florz, ceilz; - PlanesAtPoint(frontsector, float(vp.Pos.X) * 16.f, float(vp.Pos.Y) * -16.f, &ceilz, &florz); + PlanesAtPointf(frontsector, vp.Pos.X, -vp.Pos.Y, &ceilz, &florz); visibility = sectorVisibility(frontsector); sec = frontsector; diff --git a/source/core/rendering/scene/hw_walls.cpp b/source/core/rendering/scene/hw_walls.cpp index ab5c0da6b..b1bb2979d 100644 --- a/source/core/rendering/scene/hw_walls.cpp +++ b/source/core/rendering/scene/hw_walls.cpp @@ -914,8 +914,8 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec FVector2 v1(WallStartX(wal), WallStartY(wal)); FVector2 v2(WallEndX(wal), WallEndY(wal)); - PlanesAtPoint(frontsector, wal->wall_int_pos().X, wal->wall_int_pos().Y, &fch1, &ffh1); - PlanesAtPoint(frontsector, p2wall->wall_int_pos().X, p2wall->wall_int_pos().Y, &fch2, &ffh2); + PlanesAtPointf(frontsector, wal->pos.X, wal->pos.Y, &fch1, &ffh1); + PlanesAtPointf(frontsector, p2wall->pos.X, p2wall->pos.Y, &fch2, &ffh2); #ifdef _DEBUG @@ -1008,8 +1008,8 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec float bfh2; float bch1; float bch2; - PlanesAtPoint(backsector, wal->wall_int_pos().X, wal->wall_int_pos().Y, &bch1, &bfh1); - PlanesAtPoint(backsector, p2wall->wall_int_pos().X, p2wall->wall_int_pos().Y, &bch2, &bfh2); + PlanesAtPointf(backsector, wal->pos.X, wal->pos.Y, &bch1, &bfh1); + PlanesAtPointf(backsector, p2wall->pos.X, p2wall->pos.Y, &bch2, &bfh2); SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2); SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2); diff --git a/source/core/sectorgeometry.cpp b/source/core/sectorgeometry.cpp index 4f508976c..05a1448ee 100644 --- a/source/core/sectorgeometry.cpp +++ b/source/core/sectorgeometry.cpp @@ -63,8 +63,8 @@ static FVector3 CalcNormal(sectortype* sector, int plane) pt[0] = { (float)WallStartX(wal), 0.f, (float)WallStartY(wal)}; pt[1] = { (float)WallStartX(wal2), 0.f, (float)WallStartY(wal2)}; - PlanesAtPoint(sector, wal->wall_int_pos().X, wal->wall_int_pos().Y, plane ? &pt[0].Z : nullptr, plane? nullptr : &pt[0].Y); - PlanesAtPoint(sector, wal2->wall_int_pos().X, wal2->wall_int_pos().Y, plane ? &pt[1].Z : nullptr, plane ? nullptr : &pt[1].Y); + PlanesAtPointf(sector, wal->pos.X, wal->pos.Y, plane ? &pt[0].Z : nullptr, plane? nullptr : &pt[0].Y); + PlanesAtPointf(sector, wal2->pos.X, wal2->pos.Y, plane ? &pt[1].Z : nullptr, plane ? nullptr : &pt[1].Y); if (pt[0].X == pt[1].X) { @@ -77,7 +77,7 @@ static FVector3 CalcNormal(sectortype* sector, int plane) pt[2].X = pt[0].X; pt[2].Z = pt[0].Z + 4; } - PlanesAtPoint(sector, pt[2].X * 16, pt[2].Z * -16, plane ? &pt[2].Z : nullptr, plane ? nullptr : &pt[2].Y); + PlanesAtPointf(sector, pt[2].X, -pt[2].Z, plane ? &pt[2].Y : nullptr, plane ? nullptr : &pt[2].Y); auto normal = ((pt[2] - pt[0]) ^ (pt[1] - pt[0])).Unit(); if ((normal.Y < 0 && !plane) || (normal.Y > 0 && plane)) return -normal; @@ -453,7 +453,7 @@ void SectionGeometry::CreatePlaneMesh(Section* section, int plane, const FVector auto& tc = entry.texcoords[i]; pt.X = org.X; pt.Y = org.Y; - PlanesAtPoint(sectorp, (pt.X * 16), (pt.Y * -16), plane ? &pt.Z : nullptr, !plane ? &pt.Z : nullptr); + PlanesAtPointf(sectorp, pt.X, -pt.Y, plane ? &pt.Z : nullptr, !plane ? &pt.Z : nullptr); tc = uvcalc.GetUV(int(pt.X * 16.), int(pt.Y * -16.), pt.Z); } sectorp->setfloorz(fz, true);