Fix floating point precision loss in renderer [part 2]
Fix floatTime using float precision instead of double using GCC. Fix R_BindAnimatedImage to be in sync with function table. Fix vertexDeform bulge, vertexDeform normals, noise wave function at high level time. Revert unnecessary float -> double conversions.
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30fdd88c9f
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59b1262b82
12 changed files with 62 additions and 69 deletions
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@ -661,7 +661,7 @@ void RB_SetGL2D (void) {
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// set time for 2D shaders
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backEnd.refdef.time = ri.Milliseconds();
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backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001f;
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backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
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}
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@ -268,10 +268,10 @@ typedef enum {
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typedef struct {
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genFunc_t func;
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double base;
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double amplitude;
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double phase;
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double frequency;
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float base;
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float amplitude;
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float phase;
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float frequency;
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} waveForm_t;
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#define TR_MAX_TEXMODS 4
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@ -331,7 +331,7 @@ typedef struct {
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typedef struct {
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image_t *image[MAX_IMAGE_ANIMATIONS];
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int numImageAnimations;
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double imageAnimationSpeed;
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float imageAnimationSpeed;
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texCoordGen_t tcGen;
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vec3_t tcGenVectors[2];
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@ -479,29 +479,6 @@ typedef struct shader_s {
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struct shader_s *next;
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} shader_t;
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static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
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{
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if(shader->numDeforms)
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{
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const deformStage_t *ds = &shader->deforms[0];
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if (shader->numDeforms > 1)
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return qtrue;
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switch (ds->deformation)
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{
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case DEFORM_WAVE:
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case DEFORM_BULGE:
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return qfalse;
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default:
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return qtrue;
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}
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}
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return qfalse;
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}
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enum
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{
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ATTR_INDEX_POSITION = 0,
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@ -1791,6 +1768,32 @@ extern cvar_t *r_marksOnTriangleMeshes;
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//====================================================================
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static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
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{
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if(shader->numDeforms)
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{
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const deformStage_t *ds = &shader->deforms[0];
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if (shader->numDeforms > 1)
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return qtrue;
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switch (ds->deformation)
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{
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case DEFORM_WAVE:
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case DEFORM_BULGE:
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// need CPU deforms at high level-times to avoid floating point percision loss
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return ( backEnd.refdef.floatTime != (float)backEnd.refdef.floatTime );
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default:
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return qtrue;
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}
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}
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return qfalse;
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}
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//====================================================================
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void R_SwapBuffers( int );
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void R_RenderView( viewParms_t *parms );
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@ -400,7 +400,7 @@ void RE_BeginScene(const refdef_t *fd)
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// derived info
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tr.refdef.floatTime = tr.refdef.time * 0.001f;
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tr.refdef.floatTime = tr.refdef.time * 0.001;
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tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
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tr.refdef.drawSurfs = backEndData->drawSurfs;
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@ -66,7 +66,6 @@ R_BindAnimatedImageToTMU
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*/
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static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) {
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int64_t index;
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double v;
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if ( bundle->isVideoMap ) {
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ri.CIN_RunCinematic(bundle->videoMapHandle);
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@ -82,10 +81,8 @@ static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) {
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// it is necessary to do this messy calc to make sure animations line up
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// exactly with waveforms of the same frequency
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//index = ri.ftol(tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE);
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//index >>= FUNCTABLE_SIZE2;
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v = tess.shaderTime * bundle->imageAnimationSpeed;
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index = v;
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index = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE;
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index >>= FUNCTABLE_SIZE2;
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if ( index < 0 ) {
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index = 0; // may happen with shader time offsets
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@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#endif
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#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ (int)( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
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#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ( (int64_t) ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
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static float *TableForFunc( genFunc_t func )
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{
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@ -204,12 +204,12 @@ void RB_CalcBulgeVertexes( deformStage_t *ds ) {
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const float *st = ( const float * ) tess.texCoords[0];
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float *xyz = ( float * ) tess.xyz;
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int16_t *normal = tess.normal[0];
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float now;
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double now;
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now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f;
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now = backEnd.refdef.time * 0.001 * ds->bulgeSpeed;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 2, normal += 4 ) {
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int off;
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int64_t off;
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float scale;
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vec3_t fNormal;
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@ -776,18 +776,16 @@ void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
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*/
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void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
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{
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double timeScale;
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double timeScale = tess.shaderTime;
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double adjustedScrollS, adjustedScrollT;
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timeScale = tess.shaderTime;
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adjustedScrollS = scrollSpeed[0] * timeScale;
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adjustedScrollT = scrollSpeed[1] * timeScale;
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// clamp so coordinates don't continuously get larger, causing problems
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// with hardware limits
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adjustedScrollS = (double)adjustedScrollS - floor( adjustedScrollS );
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adjustedScrollT = (double)adjustedScrollT - floor( adjustedScrollT );
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adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
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adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
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matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS;
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matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT;
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