Commence renderer floatification

This commit is contained in:
Randy Heit 2016-04-14 12:40:14 -05:00
commit ded3f92452
17 changed files with 672 additions and 733 deletions

View file

@ -123,8 +123,8 @@ int otic;
sector_t *viewsector;
fixed_t viewcos, viewtancos;
fixed_t viewsin, viewtansin;
double ViewCos, ViewTanCos;
double ViewSin, ViewTanSin;
AActor *camera; // [RH] camera to draw from. doesn't have to be a player
@ -142,7 +142,7 @@ int WidescreenRatio;
int setblocks;
int extralight;
bool setsizeneeded;
fixed_t FocalTangent;
double FocalTangent;
unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
@ -150,9 +150,8 @@ int FieldOfView = 2048; // Fineangles in the SCREENWIDTH wide window
FCanvasTextureInfo *FCanvasTextureInfo::List;
fixed_t viewx, viewy, viewz;
angle_t viewangle;
int viewpitch;
DVector3a view;
DAngle viewpitch;
// CODE --------------------------------------------------------------------
@ -463,7 +462,7 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
fov = 170*FINEANGLES/360;
}
FocalTangent = finetangent[FINEANGLES/4+fov/2];
FocalTangent = FIXED2FLOAT(finetangent[FINEANGLES/4+fov/2]);
Renderer->SetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
}
@ -737,11 +736,11 @@ void R_ResetViewInterpolation ()
void R_SetViewAngle ()
{
viewsin = FLOAT2FIXED(ViewAngle.Sin());
viewcos = FLOAT2FIXED(ViewAngle.Cos());
ViewSin = ViewAngle.Sin();
ViewCos = ViewAngle.Cos();
viewtansin = FixedMul (FocalTangent, viewsin);
viewtancos = FixedMul (FocalTangent, viewcos);
ViewTanSin = FocalTangent * ViewSin;
ViewTanCos = FocalTangent * ViewCos;
}
//==========================================================================
@ -1108,12 +1107,6 @@ void R_SetupFrame (AActor *actor)
}
}
viewx = FLOAT2FIXED(ViewPos.X);
viewy = FLOAT2FIXED(ViewPos.Y);
viewz = FLOAT2FIXED(ViewPos.Z);
viewangle = ViewAngle.BAMs();
viewpitch = ViewPitch.BAMs();
Renderer->CopyStackedViewParameters();
Renderer->SetupFrame(player);