diff options
Diffstat (limited to '')
-rw-r--r-- | src/render/Clouds.cpp | 16 | ||||
-rw-r--r-- | src/render/Coronas.cpp | 4 | ||||
-rw-r--r-- | src/render/Draw.cpp | 4 | ||||
-rw-r--r-- | src/render/Hud.cpp | 2 | ||||
-rw-r--r-- | src/render/Particle.cpp | 8 | ||||
-rw-r--r-- | src/render/PointLights.cpp | 16 | ||||
-rw-r--r-- | src/render/Sprite.cpp | 20 | ||||
-rw-r--r-- | src/render/Timecycle.cpp | 4 |
8 files changed, 37 insertions, 37 deletions
diff --git a/src/render/Clouds.cpp b/src/render/Clouds.cpp index d582bff8..2884894c 100644 --- a/src/render/Clouds.cpp +++ b/src/render/Clouds.cpp @@ -53,7 +53,7 @@ CClouds::Shutdown(void) void CClouds::Update(void) { - float s = sin(TheCamera.Orientation - 0.85f); + float s = Sin(TheCamera.Orientation - 0.85f); CloudRotation += CWeather::Wind*s*0.0025f; IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f) * 60.0f; } @@ -81,7 +81,7 @@ CClouds::Render(void) float coverage = CWeather::CloudCoverage <= CWeather::Foggyness ? CWeather::Foggyness : CWeather::CloudCoverage; // Moon - int moonfadeout = abs(minute - 180); // fully visible at 3AM + int moonfadeout = Abs(minute - 180); // fully visible at 3AM if(moonfadeout < 180){ // fade in/out 3 hours int brightness = (1.0f - coverage) * (180 - moonfadeout); RwV3d pos = { 0.0f, -100.0f, 15.0f }; @@ -169,8 +169,8 @@ CClouds::Render(void) } // Fluffy clouds - float rot_sin = sin(CloudRotation); - float rot_cos = cos(CloudRotation); + float rot_sin = Sin(CloudRotation); + float rot_cos = Cos(CloudRotation); int fluffyalpha = 160 * (1.0f - CWeather::Foggyness); if(fluffyalpha != 0){ static float CoorsOffsetX[37] = { @@ -210,7 +210,7 @@ CClouds::Render(void) worldpos.z = pos.z; if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){ - float sundist = sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY)); + float sundist = Sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY)); int tr = CTimeCycle::GetFluffyCloudsTopRed(); int tg = CTimeCycle::GetFluffyCloudsTopGreen(); int tb = CTimeCycle::GetFluffyCloudsTopBlue(); @@ -302,10 +302,10 @@ CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue, int16 botred, int16 botgreen, int16 botblue, int16 alpha) { RwMatrix *mat = RwFrameGetLTM(RwCameraGetFrame(TheCamera.m_pRwCamera)); - float c = sqrt(mat->right.x * mat->right.x + mat->right.y * mat->right.y); + float c = Sqrt(mat->right.x * mat->right.x + mat->right.y * mat->right.y); if(c > 1.0f) c = 1.0f; - ms_cameraRoll = acos(c); + ms_cameraRoll = Acos(c); if(mat->right.z < 0.0f) ms_cameraRoll = -ms_cameraRoll; @@ -424,7 +424,7 @@ CClouds::RenderHorizon(void) SCREEN_HEIGHT/300.0f * max(TheCamera.GetPosition().z, 0.0f); float b = TheCamera.GetUp().z < 0.0f ? SCREEN_HEIGHT : - SCREEN_HEIGHT * fabs(TheCamera.GetRight().z); + SCREEN_HEIGHT * Abs(TheCamera.GetRight().z); float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier; z2 = min(z2, SCREEN_HEIGHT); CSprite2d::DrawRect(CRect(0, z1, SCREEN_WIDTH, z2), diff --git a/src/render/Coronas.cpp b/src/render/Coronas.cpp index 61fa1a5a..5ac9b149 100644 --- a/src/render/Coronas.cpp +++ b/src/render/Coronas.cpp @@ -286,8 +286,8 @@ CCoronas::Render(void) // if distance too big, break streak if(aCoronas[i].hasValue[1]){ - if(fabs(aCoronas[i].prevX[0] - aCoronas[i].prevX[1]) > 50.0f || - fabs(aCoronas[i].prevY[0] - aCoronas[i].prevY[1]) > 50.0f) + if(Abs(aCoronas[i].prevX[0] - aCoronas[i].prevX[1]) > 50.0f || + Abs(aCoronas[i].prevY[0] - aCoronas[i].prevY[1]) > 50.0f) aCoronas[i].hasValue[0] = false; } } diff --git a/src/render/Draw.cpp b/src/render/Draw.cpp index 5a377214..beb3443d 100644 --- a/src/render/Draw.cpp +++ b/src/render/Draw.cpp @@ -50,8 +50,8 @@ CDraw::ConvertFOV(float hfov) float ar1 = DEFAULT_ASPECT_RATIO; float ar2 = GetAspectRatio(); hfov = DEGTORAD(hfov); - float vfov = atan(tan(hfov/2) / ar1) *2; - hfov = atan(tan(vfov/2) * ar2) *2; + float vfov = Atan(tan(hfov/2) / ar1) *2; + hfov = Atan(tan(vfov/2) * ar2) *2; return RADTODEG(hfov); } #endif diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp index b3264dc7..81f27153 100644 --- a/src/render/Hud.cpp +++ b/src/render/Hud.cpp @@ -173,7 +173,7 @@ void CHud::Draw() RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE); - float fStep = sin((CTimer::GetTimeInMilliseconds() & 1023) * 0.0061328127); + float fStep = Sin((CTimer::GetTimeInMilliseconds() & 1023) * 0.0061328127); float fMultBright = SpriteBrightness * 0.03f * (0.25f * fStep + 0.75f); CRect rect; #ifndef ASPECT_RATIO_SCALE diff --git a/src/render/Particle.cpp b/src/render/Particle.cpp index 416e5af0..63545dff 100644 --- a/src/render/Particle.cpp +++ b/src/render/Particle.cpp @@ -299,8 +299,8 @@ void CParticle::Initialise() { float angle = DEGTORAD(float(i) * float(360.0f / SIN_COS_TABLE_SIZE)); - m_SinTable[i] = sin(angle); - m_CosTable[i] = cos(angle); + m_SinTable[i] = Sin(angle); + m_CosTable[i] = Cos(angle); } int32 slot = CTxdStore::FindTxdSlot("particle"); @@ -1599,7 +1599,7 @@ void CParticle::Render() fTrailLength = fDist; - //Float fRot = atan2( vecDist.x / fDist, sqrtf(1.0f - vecDist.x / fDist * (vecDist.x / fDist)) ); + //Float fRot = Atan2( vecDist.x / fDist, Sqrt(1.0f - vecDist.x / fDist * (vecDist.x / fDist)) ); float fRot = asinf(vecDist.x / fDist); fRotation = fRot; @@ -1651,7 +1651,7 @@ void CParticle::Render() fTrailLength = fDist; - //Float fRot = atan2(vecDist.x / fDist, sqrt(1.0f - vecDist.x / fDist * (vecDist.x / fDist))); + //Float fRot = Atan2(vecDist.x / fDist, Sqrt(1.0f - vecDist.x / fDist * (vecDist.x / fDist))); float fRot = asinf(vecDist.x / fDist); fRotation = fRot; diff --git a/src/render/PointLights.cpp b/src/render/PointLights.cpp index 9e98a327..a015ec54 100644 --- a/src/render/PointLights.cpp +++ b/src/render/PointLights.cpp @@ -33,7 +33,7 @@ CPointLights::AddLight(uint8 type, CVector coors, CVector dir, float radius, flo return; dist = coors - TheCamera.GetPosition(); - if(fabs(dist.x) < MAX_DIST && fabs(dist.y) < MAX_DIST){ + if(Abs(dist.x) < MAX_DIST && Abs(dist.y) < MAX_DIST){ distance = dist.Magnitude(); if(distance < MAX_DIST){ aLights[NumLights].type = type; @@ -73,9 +73,9 @@ CPointLights::GenerateLightsAffectingObject(CVector *objCoors) // same weird distance calculation. simplified here dist = aLights[i].coors - *objCoors; radius = aLights[i].radius; - if(fabs(dist.x) < radius && - fabs(dist.y) < radius && - fabs(dist.z) < radius){ + if(Abs(dist.x) < radius && + Abs(dist.y) < radius && + Abs(dist.z) < radius){ distance = dist.Magnitude(); if(distance < radius){ @@ -213,11 +213,11 @@ CPointLights::RenderFogEffect(void) if(dot > 0.0f && dot < FOG_AREA_LENGTH && linedistsq < sq(FOG_AREA_WIDTH)){ float intensity = 158.0f * fogginess; // more intensity the smaller the angle - intensity *= dot/sqrt(distsq); + intensity *= dot/Sqrt(distsq); // more intensity the closer to light source intensity *= 1.0f - sq(dot/FOG_AREA_LENGTH); // more intensity the closer to line - intensity *= 1.0f - sq(sqrt(linedistsq) / FOG_AREA_WIDTH); + intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH); if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){ float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF; @@ -251,11 +251,11 @@ CPointLights::RenderFogEffect(void) float dx = xi - aLights[i].coors.x; float dy = yi - aLights[i].coors.y; - float lightdist = sqrt(sq(dx) + sq(dy)); + float lightdist = Sqrt(sq(dx) + sq(dy)); if(lightdist < FOG_AREA_RADIUS){ dx = xi - TheCamera.GetPosition().x; dy = yi - TheCamera.GetPosition().y; - float camdist = sqrt(sq(dx) + sq(dy)); + float camdist = Sqrt(sq(dx) + sq(dy)); if(camdist < MAX_DIST){ float intensity; // distance fade diff --git a/src/render/Sprite.cpp b/src/render/Sprite.cpp index d917117a..24577f41 100644 --- a/src/render/Sprite.cpp +++ b/src/render/Sprite.cpp @@ -135,8 +135,8 @@ CSprite::RenderOneXLUSprite(float x, float y, float z, float w, float h, uint8 r void CSprite::RenderOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, float rotation, uint8 a) { - float c = cos(DEGTORAD(rotation)); - float s = sin(DEGTORAD(rotation)); + float c = Cos(DEGTORAD(rotation)); + float s = Sin(DEGTORAD(rotation)); float xs[4]; float ys[4]; @@ -261,8 +261,8 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension(float x, float y, float z, { m_bFlushSpriteBufferSwitchZTest = 0; // TODO: replace with lookup - float c = cos(DEGTORAD(rotation)); - float s = sin(DEGTORAD(rotation)); + float c = Cos(DEGTORAD(rotation)); + float s = Sin(DEGTORAD(rotation)); float xs[4]; float ys[4]; @@ -313,8 +313,8 @@ void CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, float rotation, uint8 a) { m_bFlushSpriteBufferSwitchZTest = 0; - float c = cos(DEGTORAD(rotation)); - float s = sin(DEGTORAD(rotation)); + float c = Cos(DEGTORAD(rotation)); + float s = Sin(DEGTORAD(rotation)); float xs[4]; float ys[4]; @@ -365,8 +365,8 @@ void CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(float x, float y, float z, float w, float h, uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2, float cx, float cy, float recipz, float rotation, uint8 a) { m_bFlushSpriteBufferSwitchZTest = 0; - float c = cos(DEGTORAD(rotation)); - float s = sin(DEGTORAD(rotation)); + float c = Cos(DEGTORAD(rotation)); + float s = Sin(DEGTORAD(rotation)); float xs[4]; float ys[4]; @@ -572,8 +572,8 @@ CSprite::RenderBufferedOneXLUSprite2D_Rotate_Dimension(float x, float y, float w { m_bFlushSpriteBufferSwitchZTest = 1; CRGBA col(intens * colour.red >> 8, intens * colour.green >> 8, intens * colour.blue >> 8, alpha); - float c = cos(DEGTORAD(rotation)); - float s = sin(DEGTORAD(rotation)); + float c = Cos(DEGTORAD(rotation)); + float s = Sin(DEGTORAD(rotation)); Set6Vertices2D(&SpriteBufferVerts[6 * nSpriteBufferIndex], x + c*w - s*h, diff --git a/src/render/Timecycle.cpp b/src/render/Timecycle.cpp index af154716..7ab3e91e 100644 --- a/src/render/Timecycle.cpp +++ b/src/render/Timecycle.cpp @@ -299,9 +299,9 @@ CTimeCycle::Update(void) float sunAngle = 2*PI*(CClock::GetMinutes() + CClock::GetHours()*60)/(24*60); CVector &sunPos = GetSunPosition(); - sunPos.x = sinf(sunAngle); + sunPos.x = Sin(sunAngle); sunPos.y = 1.0f; - sunPos.z = 0.2f - cosf(sunAngle); + sunPos.z = 0.2f - Cos(sunAngle); sunPos.Normalise(); CShadows::CalcPedShadowValues(sunPos, |