Commence renderer floatification
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bab0ed451a
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17 changed files with 672 additions and 733 deletions
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@ -123,8 +123,8 @@ int otic;
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sector_t *viewsector;
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fixed_t viewcos, viewtancos;
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fixed_t viewsin, viewtansin;
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double ViewCos, ViewTanCos;
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double ViewSin, ViewTanSin;
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AActor *camera; // [RH] camera to draw from. doesn't have to be a player
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@ -142,7 +142,7 @@ int WidescreenRatio;
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int setblocks;
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int extralight;
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bool setsizeneeded;
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fixed_t FocalTangent;
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double FocalTangent;
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unsigned int R_OldBlend = ~0;
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int validcount = 1; // increment every time a check is made
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@ -150,9 +150,8 @@ int FieldOfView = 2048; // Fineangles in the SCREENWIDTH wide window
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FCanvasTextureInfo *FCanvasTextureInfo::List;
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fixed_t viewx, viewy, viewz;
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angle_t viewangle;
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int viewpitch;
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DVector3a view;
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DAngle viewpitch;
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// CODE --------------------------------------------------------------------
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@ -463,7 +462,7 @@ void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
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fov = 170*FINEANGLES/360;
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}
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FocalTangent = finetangent[FINEANGLES/4+fov/2];
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FocalTangent = FIXED2FLOAT(finetangent[FINEANGLES/4+fov/2]);
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Renderer->SetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
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}
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@ -737,11 +736,11 @@ void R_ResetViewInterpolation ()
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void R_SetViewAngle ()
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{
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viewsin = FLOAT2FIXED(ViewAngle.Sin());
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viewcos = FLOAT2FIXED(ViewAngle.Cos());
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ViewSin = ViewAngle.Sin();
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ViewCos = ViewAngle.Cos();
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viewtansin = FixedMul (FocalTangent, viewsin);
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viewtancos = FixedMul (FocalTangent, viewcos);
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ViewTanSin = FocalTangent * ViewSin;
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ViewTanCos = FocalTangent * ViewCos;
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}
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//==========================================================================
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@ -1108,12 +1107,6 @@ void R_SetupFrame (AActor *actor)
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}
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}
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viewx = FLOAT2FIXED(ViewPos.X);
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viewy = FLOAT2FIXED(ViewPos.Y);
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viewz = FLOAT2FIXED(ViewPos.Z);
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viewangle = ViewAngle.BAMs();
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viewpitch = ViewPitch.BAMs();
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Renderer->CopyStackedViewParameters();
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Renderer->SetupFrame(player);
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