Renderer floatification: Use floats for lighting values

This commit is contained in:
Randy Heit 2016-04-14 19:14:04 -05:00
commit ec8d038c99
9 changed files with 42 additions and 42 deletions

View file

@ -110,9 +110,9 @@ bool rw_markportal;
bool rw_havehigh;
bool rw_havelow;
fixed_t rw_light; // [RH] Scale lights with viewsize adjustments
fixed_t rw_lightstep;
fixed_t rw_lightleft;
float rw_light; // [RH] Scale lights with viewsize adjustments
float rw_lightstep;
float rw_lightleft;
static double rw_frontlowertop;
@ -1080,7 +1080,7 @@ void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t
int x, shiftval;
int y1ve[4], y2ve[4], u4, d4, z;
char bad;
fixed_t light = rw_light - rw_lightstep;
float light = rw_light - rw_lightstep;
SDWORD texturemid, xoffset;
BYTE *basecolormapdata;
@ -1158,7 +1158,7 @@ void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t
}
if (bad == 15)
{
light += rw_lightstep << 2;
light += rw_lightstep * 4;
continue;
}
@ -1432,7 +1432,7 @@ void maskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixe
BYTE *p;
int y1ve[4], y2ve[4], u4, d4, startx, dax, z;
char bad;
fixed_t light = rw_light - rw_lightstep;
float light = rw_light - rw_lightstep;
SDWORD texturemid, xoffset;
BYTE *basecolormapdata;
@ -1507,7 +1507,7 @@ void maskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixe
}
if (bad == 15)
{
light += rw_lightstep << 2;
light += rw_lightstep * 4;
continue;
}
@ -1605,7 +1605,7 @@ void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal,
BYTE *p;
int y1ve[4], y2ve[4], u4, d4, startx, dax, z;
char bad;
fixed_t light = rw_light - rw_lightstep;
float light = rw_light - rw_lightstep;
SDWORD texturemid, xoffset;
BYTE *basecolormapdata;
@ -1681,7 +1681,7 @@ void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal,
}
if (bad == 15)
{
light += rw_lightstep << 2;
light += rw_lightstep * 4;
continue;
}
@ -2312,12 +2312,12 @@ void R_NewWall (bool needlights)
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
+ r_actualextralight);
GlobVis = r_WallVisibility;
rw_lightleft = FLOAT2FIXED(GlobVis / WallC.sz1);
rw_lightstep = (FLOAT2FIXED(GlobVis / WallC.sz2) - rw_lightleft) / (WallC.sx2 - WallC.sx1);
rw_lightleft = float (GlobVis / WallC.sz1);
rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
}
else
{
rw_lightleft = FRACUNIT;
rw_lightleft = 1;
rw_lightstep = 0;
}
}