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

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