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Fixed: #1328 Map time and weather Issue (synced with SVN, thanks!)
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5 changed files with 11 additions and 12 deletions
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@ -29,7 +29,7 @@ extern int *OptFastFloorCWStackPtr;
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extern int *OptFastFloorCWStackEnd;
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extern int *OptFastFloorCWStackEnd;
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// fastFloor function.
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// fastFloor function.
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) && defined(NL_USE_FASTFLOOR)
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#include <cfloat>
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#include <cfloat>
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@ -618,7 +618,7 @@ void CPatch::computeTileLightmapPixelAutomatic(uint ts, uint tt, uint s, uint t
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c= max(c, 0.f);
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c= max(c, 0.f);
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sint ic;
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sint ic;
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) && defined(NL_USE_FASTFLOOR)
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// FastFloor using fistp. Don't care convention.
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// FastFloor using fistp. Don't care convention.
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float fc= c*256;
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float fc= c*256;
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_asm
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_asm
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@ -37,14 +37,14 @@ namespace NL3D
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// ***************************************************************************
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// ***************************************************************************
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) && defined(NL_USE_FASTFLOOR)
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/* This floor works only for floor with noise, because floor/ceil are only made on decimal coordinates:
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/* This floor works only for floor with noise, because floor/ceil are only made on decimal coordinates:
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sTile =1.25 .... NB: because of difference of mapping (rare case), we may have sometimes values with
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sTile =1.25 .... NB: because of difference of mapping (rare case), we may have sometimes values with
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precision < 1/4 (eg 1.125). Just use f*256 to compute the floor.
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precision < 1/4 (eg 1.125). Just use f*256 to compute the floor.
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NB: using a fastFloor() (fistp changing the controlfp() is not very a good idea here, because
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NB: using a fastFloor() (fistp changing the controlfp() is not very a good idea here, because
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computeNoise() are not "packed", so change on controlFp() would bee to frequent...
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computeNoise() are not "packed", so change on controlFp() would bee too frequent...
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And also because we need either floor() or ceil() here.
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And also because we need either floor() or ceil() here.
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*/
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*/
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inline sint noiseFloor(float f)
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inline sint noiseFloor(float f)
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@ -24,7 +24,7 @@ int OptFastFloorCWStack[OptFastFloorCWStackSize];
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int *OptFastFloorCWStackEnd = OptFastFloorCWStack + OptFastFloorCWStackSize;
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int *OptFastFloorCWStackEnd = OptFastFloorCWStack + OptFastFloorCWStackSize;
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int *OptFastFloorCWStackPtr = OptFastFloorCWStack;
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int *OptFastFloorCWStackPtr = OptFastFloorCWStack;
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) && defined(NL_USE_FASTFLOOR)
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double OptFastFloorMagicConst = pow(2.0,52) + pow(2.0,51);
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double OptFastFloorMagicConst = pow(2.0,52) + pow(2.0,51);
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float OptFastFloorMagicConst24 = (float)pow(2.0,23);
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float OptFastFloorMagicConst24 = (float)pow(2.0,23);
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@ -18,7 +18,7 @@
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#include "nel/misc/noise_value.h"
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#include "nel/misc/noise_value.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/misc/random.h"
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namespace NLMISC
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namespace NLMISC
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@ -45,8 +45,7 @@ public:
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CRandomGrid3D()
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CRandomGrid3D()
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{
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{
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//seed
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//seed
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CRandom Random;
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srand(0);
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Random.srand(0);
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// init the grid
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// init the grid
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for(uint z=0; z<NL3D_NOISE_GRID_SIZE; z++)
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for(uint z=0; z<NL3D_NOISE_GRID_SIZE; z++)
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@ -57,7 +56,7 @@ public:
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{
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{
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uint id= x + (y<<NL3D_NOISE_GRID_SIZE_SHIFT) + (z<<(NL3D_NOISE_GRID_SIZE_SHIFT*2));
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uint id= x + (y<<NL3D_NOISE_GRID_SIZE_SHIFT) + (z<<(NL3D_NOISE_GRID_SIZE_SHIFT*2));
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// take higher bits of rand gives better result.
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// take higher bits of rand gives better result.
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uint v= Random.rand() >> 5;
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uint v= rand() >> 5;
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_Texture3d[id]= v&255;
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_Texture3d[id]= v&255;
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}
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}
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}
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}
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@ -81,9 +80,9 @@ public:
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// init LevelPhases.
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// init LevelPhases.
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for(i=0; i<NL3D_NOISE_LEVEL; i++)
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for(i=0; i<NL3D_NOISE_LEVEL; i++)
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{
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{
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_LevelPhase[i].x= Random.frand(NL3D_NOISE_GRID_SIZE);
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_LevelPhase[i].x= frand(NL3D_NOISE_GRID_SIZE);
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_LevelPhase[i].y= Random.frand(NL3D_NOISE_GRID_SIZE);
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_LevelPhase[i].y= frand(NL3D_NOISE_GRID_SIZE);
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_LevelPhase[i].z= Random.frand(NL3D_NOISE_GRID_SIZE);
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_LevelPhase[i].z= frand(NL3D_NOISE_GRID_SIZE);
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}
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}
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// not for level 0.
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// not for level 0.
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_LevelPhase[0]= CVector::Null;
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_LevelPhase[0]= CVector::Null;
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