Renderer floatification: Use floats for lighting values
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4416d88eb2
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ec8d038c99
9 changed files with 42 additions and 42 deletions
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@ -533,8 +533,8 @@ void R_DrawWallSprite(vissprite_t *spr)
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int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
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GlobVis = r_WallVisibility;
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rw_lightleft = FLOAT2FIXED(GlobVis / spr->wallc.sz1);
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rw_lightstep = (FLOAT2FIXED(GlobVis / spr->wallc.sz2) - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1);
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rw_lightleft = float (GlobVis / spr->wallc.sz1);
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rw_lightstep = float((GlobVis / spr->wallc.sz2 - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
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rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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dc_colormap = usecolormap->Maps + fixedlightlev;
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@ -1128,7 +1128,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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else
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{ // diminished light
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vis->ColormapNum = GETPALOOKUP(
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FLOAT2FIXED(r_SpriteVisibility / MAX(tz, MINZ)), spriteshade);
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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}
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}
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@ -1204,7 +1204,7 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
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vis->bIsVoxel = false;
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vis->bWallSprite = true;
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vis->ColormapNum = GETPALOOKUP(
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FLOAT2FIXED(r_SpriteVisibility / MAX(tz, MINZ)), spriteshade);
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.colormap = basecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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vis->wallc = wallc;
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}
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@ -2002,7 +2002,7 @@ void R_DrawSprite (vissprite_t *spr)
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{ // diminished light
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spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
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spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
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FLOAT2FIXED(r_SpriteVisibility / MAX(MINZ, (double)spr->depth)), spriteshade) << COLORMAPSHIFT);
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r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade) << COLORMAPSHIFT);
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}
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}
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}
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@ -2559,7 +2559,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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else
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{
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// Particles are slightly more visible than regular sprites.
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vis->ColormapNum = GETPALOOKUP(FLOAT2FIXED(tiz * r_SpriteVisibility * 0.5), shade);
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vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
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vis->Style.colormap = map + (vis->ColormapNum << COLORMAPSHIFT);
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}
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}
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