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Fix floating point precision loss in renderer [part 2]
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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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zturtleman committed Aug 3, 2017
1 parent 30fdd88 commit 59b1262
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Showing 12 changed files with 62 additions and 69 deletions.
2 changes: 1 addition & 1 deletion code/renderercommon/tr_common.h
Expand Up @@ -116,7 +116,7 @@ extern cvar_t *r_saveFontData;

qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );

float R_NoiseGet4f( float x, float y, float z, float t );
float R_NoiseGet4f( float x, float y, float z, double t );
void R_NoiseInit( void );

image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );
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2 changes: 1 addition & 1 deletion code/renderercommon/tr_noise.c
Expand Up @@ -49,7 +49,7 @@ void R_NoiseInit( void )
}
}

float R_NoiseGet4f( float x, float y, float z, float t )
float R_NoiseGet4f( float x, float y, float z, double t )
{
int i;
int ix, iy, iz, it;
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2 changes: 1 addition & 1 deletion code/renderergl1/tr_backend.c
Expand Up @@ -716,7 +716,7 @@ void RB_SetGL2D (void) {

// set time for 2D shaders
backEnd.refdef.time = ri.Milliseconds();
backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001f;
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
}


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10 changes: 5 additions & 5 deletions code/renderergl1/tr_local.h
Expand Up @@ -189,10 +189,10 @@ typedef enum {
typedef struct {
genFunc_t func;

double base;
double amplitude;
double phase;
double frequency;
float base;
float amplitude;
float phase;
float frequency;
} waveForm_t;

#define TR_MAX_TEXMODS 4
Expand Down Expand Up @@ -252,7 +252,7 @@ typedef struct {
typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations;
double imageAnimationSpeed;
float imageAnimationSpeed;

texCoordGen_t tcGen;
vec3_t tcGenVectors[2];
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2 changes: 1 addition & 1 deletion code/renderergl1/tr_scene.c
Expand Up @@ -344,7 +344,7 @@ void RE_RenderScene( const refdef_t *fd ) {

// derived info

tr.refdef.floatTime = tr.refdef.time * 0.001f;
tr.refdef.floatTime = tr.refdef.time * 0.001;

tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData->drawSurfs;
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7 changes: 2 additions & 5 deletions code/renderergl1/tr_shade.c
Expand Up @@ -219,7 +219,6 @@ R_BindAnimatedImage
*/
static void R_BindAnimatedImage( textureBundle_t *bundle ) {
int64_t index;
double v;

if ( bundle->isVideoMap ) {
ri.CIN_RunCinematic(bundle->videoMapHandle);
Expand All @@ -234,10 +233,8 @@ static void R_BindAnimatedImage( textureBundle_t *bundle ) {

// it is necessary to do this messy calc to make sure animations line up
// exactly with waveforms of the same frequency
//index = ri.ftol(tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE);
//index >>= FUNCTABLE_SIZE2;
v = tess.shaderTime * bundle->imageAnimationSpeed;
index = v;
index = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE;
index >>= FUNCTABLE_SIZE2;

if ( index < 0 ) {
index = 0; // may happen with shader time offsets
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20 changes: 9 additions & 11 deletions code/renderergl1/tr_shade_calc.c
Expand Up @@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#endif


#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ (int)( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ( (int64_t) ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))

static float *TableForFunc( genFunc_t func )
{
Expand Down Expand Up @@ -206,12 +206,12 @@ void RB_CalcBulgeVertexes( deformStage_t *ds ) {
const float *st = ( const float * ) tess.texCoords[0];
float *xyz = ( float * ) tess.xyz;
float *normal = ( float * ) tess.normal;
float now;
double now;

now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f;
now = backEnd.refdef.time * 0.001 * ds->bulgeSpeed;

for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 4, normal += 4 ) {
int off;
int64_t off;
float scale;

off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now );
Expand Down Expand Up @@ -929,8 +929,8 @@ void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st )
float s = st[0];
float t = st[1];

st[0] = s + tr.sinTable[ ( ( int ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
st[1] = t + tr.sinTable[ ( ( int ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
st[0] = s + tr.sinTable[ ( ( int64_t ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
st[1] = t + tr.sinTable[ ( ( int64_t ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
}
}

Expand All @@ -954,13 +954,11 @@ void RB_CalcScaleTexCoords( const float scale[2], float *st )
void RB_CalcScrollTexCoords( const float scrollSpeed[2], float *st )
{
int i;
double timeScale;
double timeScale = tess.shaderTime;
double adjustedScrollS, adjustedScrollT;

timeScale = tess.shaderTime;

adjustedScrollS = (double)scrollSpeed[0] * timeScale;
adjustedScrollT = (double)scrollSpeed[1] * timeScale;
adjustedScrollS = scrollSpeed[0] * timeScale;
adjustedScrollT = scrollSpeed[1] * timeScale;

// clamp so coordinates don't continuously get larger, causing problems
// with hardware limits
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2 changes: 1 addition & 1 deletion code/renderergl2/tr_backend.c
Expand Up @@ -661,7 +661,7 @@ void RB_SetGL2D (void) {

// set time for 2D shaders
backEnd.refdef.time = ri.Milliseconds();
backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001f;
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
}


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59 changes: 31 additions & 28 deletions code/renderergl2/tr_local.h
Expand Up @@ -268,10 +268,10 @@ typedef enum {
typedef struct {
genFunc_t func;

double base;
double amplitude;
double phase;
double frequency;
float base;
float amplitude;
float phase;
float frequency;
} waveForm_t;

#define TR_MAX_TEXMODS 4
Expand Down Expand Up @@ -331,7 +331,7 @@ typedef struct {
typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations;
double imageAnimationSpeed;
float imageAnimationSpeed;

texCoordGen_t tcGen;
vec3_t tcGenVectors[2];
Expand Down Expand Up @@ -479,29 +479,6 @@ typedef struct shader_s {
struct shader_s *next;
} shader_t;

static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
{
if(shader->numDeforms)
{
const deformStage_t *ds = &shader->deforms[0];

if (shader->numDeforms > 1)
return qtrue;

switch (ds->deformation)
{
case DEFORM_WAVE:
case DEFORM_BULGE:
return qfalse;

default:
return qtrue;
}
}

return qfalse;
}

enum
{
ATTR_INDEX_POSITION = 0,
Expand Down Expand Up @@ -1791,6 +1768,32 @@ extern cvar_t *r_marksOnTriangleMeshes;

//====================================================================

static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
{
if(shader->numDeforms)
{
const deformStage_t *ds = &shader->deforms[0];

if (shader->numDeforms > 1)
return qtrue;

switch (ds->deformation)
{
case DEFORM_WAVE:
case DEFORM_BULGE:
// need CPU deforms at high level-times to avoid floating point percision loss
return ( backEnd.refdef.floatTime != (float)backEnd.refdef.floatTime );

default:
return qtrue;
}
}

return qfalse;
}

//====================================================================

void R_SwapBuffers( int );

void R_RenderView( viewParms_t *parms );
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2 changes: 1 addition & 1 deletion code/renderergl2/tr_scene.c
Expand Up @@ -400,7 +400,7 @@ void RE_BeginScene(const refdef_t *fd)

// derived info

tr.refdef.floatTime = tr.refdef.time * 0.001f;
tr.refdef.floatTime = tr.refdef.time * 0.001;

tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData->drawSurfs;
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7 changes: 2 additions & 5 deletions code/renderergl2/tr_shade.c
Expand Up @@ -66,7 +66,6 @@ R_BindAnimatedImageToTMU
*/
static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) {
int64_t index;
double v;

if ( bundle->isVideoMap ) {
ri.CIN_RunCinematic(bundle->videoMapHandle);
Expand All @@ -82,10 +81,8 @@ static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) {

// it is necessary to do this messy calc to make sure animations line up
// exactly with waveforms of the same frequency
//index = ri.ftol(tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE);
//index >>= FUNCTABLE_SIZE2;
v = tess.shaderTime * bundle->imageAnimationSpeed;
index = v;
index = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE;
index >>= FUNCTABLE_SIZE2;

if ( index < 0 ) {
index = 0; // may happen with shader time offsets
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16 changes: 7 additions & 9 deletions code/renderergl2/tr_shade_calc.c
Expand Up @@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#endif


#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ (int)( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ( (int64_t) ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))

static float *TableForFunc( genFunc_t func )
{
Expand Down Expand Up @@ -204,12 +204,12 @@ void RB_CalcBulgeVertexes( deformStage_t *ds ) {
const float *st = ( const float * ) tess.texCoords[0];
float *xyz = ( float * ) tess.xyz;
int16_t *normal = tess.normal[0];
float now;
double now;

now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f;
now = backEnd.refdef.time * 0.001 * ds->bulgeSpeed;

for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 2, normal += 4 ) {
int off;
int64_t off;
float scale;
vec3_t fNormal;

Expand Down Expand Up @@ -776,18 +776,16 @@ void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
*/
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
{
double timeScale;
double timeScale = tess.shaderTime;
double adjustedScrollS, adjustedScrollT;

timeScale = tess.shaderTime;

adjustedScrollS = scrollSpeed[0] * timeScale;
adjustedScrollT = scrollSpeed[1] * timeScale;

// clamp so coordinates don't continuously get larger, causing problems
// with hardware limits
adjustedScrollS = (double)adjustedScrollS - floor( adjustedScrollS );
adjustedScrollT = (double)adjustedScrollT - floor( adjustedScrollT );
adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );

matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS;
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT;
Expand Down

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