More of an optimization

git-svn-id: https://svn.eduke32.com/eduke32@396 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2006-12-10 03:35:45 +00:00
parent 0bd5f4a9e5
commit 70a60c34f9

View file

@ -137,7 +137,7 @@ long shadeforfullbrightpass;
float fogresult;
float fogcalc (const signed char *shade, const char *vis)
void fogcalc (const signed char *shade, const char *vis)
{
if (*vis < 240) fogresult = (float)(*vis+16+(*shade<0?(-(*shade)*(*shade))/8.f:((*shade)*(*shade))/8.f));
else fogresult = (float)((*vis-240+(*shade<0?(-(*shade)*(*shade))/8.f:((*shade)*(*shade))/8.f))/(klabs(*vis-256)));
@ -146,9 +146,8 @@ float fogcalc (const signed char *shade, const char *vis)
// initprintf("result: %.f\n",result);
if (fogresult < 0.010) return (0.010);
else if (fogresult > 10.000) return (10.000);
else return (fogresult);
if (fogresult < 0.010) fogresult = 0.010;
else if (fogresult > 10.000) fogresult = 10.000;
}
#endif
@ -2509,7 +2508,10 @@ static void polymost_drawalls (long bunch)
if (globalposz >= getflorzofslope(sectnum,globalposx,globalposy)) domostpolymethod = -1; //Back-face culling
#ifdef USE_OPENGL
if (!nofog)
bglFogf(GL_FOG_DENSITY,fogcalc(&sec->floorshade,&sec->visibility));
{
fogcalc(&sec->floorshade,&sec->visibility);
bglFogf(GL_FOG_DENSITY,fogresult);
}
#endif
pow2xsplit = 0; domost(x0,fy0,x1,fy1); //flor
domostpolymethod = 0;
@ -2528,7 +2530,10 @@ static void polymost_drawalls (long bunch)
} */
if (!nofog)
bglFogf(GL_FOG_DENSITY,fogcalc(&sec->floorshade,&sec->visibility) * 0.005);
{
fogcalc(&sec->floorshade,&sec->visibility);
bglFogf(GL_FOG_DENSITY,fogresult * 0.005);
}
//Use clamping for tiled sky textures
for (i=(1<<pskybits)-1;i>0;i--)
@ -2869,7 +2874,10 @@ static void polymost_drawalls (long bunch)
if (globalposz <= getceilzofslope(sectnum,globalposx,globalposy)) domostpolymethod = -1; //Back-face culling
#ifdef USE_OPENGL
if (!nofog)
bglFogf(GL_FOG_DENSITY,fogcalc(&sec->ceilingshade,&sec->visibility));
{
fogcalc(&sec->ceilingshade,&sec->visibility);
bglFogf(GL_FOG_DENSITY,fogresult);
}
#endif
pow2xsplit = 0; domost(x1,cy1,x0,cy0); //ceil
domostpolymethod = 0;
@ -2887,7 +2895,10 @@ static void polymost_drawalls (long bunch)
}
*/
if (!nofog)
bglFogf(GL_FOG_DENSITY,fogcalc(&sec->ceilingshade,&sec->visibility) * 0.005);
{
fogcalc(&sec->ceilingshade,&sec->visibility);
bglFogf(GL_FOG_DENSITY,fogresult * 0.005);
}
//Use clamping for tiled sky textures
for (i=(1<<pskybits)-1;i>0;i--)
if (pskyoff[i] != pskyoff[i-1])
@ -3199,7 +3210,10 @@ static void polymost_drawalls (long bunch)
if (wal->cstat&256) { gvx = -gvx; gvy = -gvy; gvo = -gvo; } //yflip
#ifdef USE_OPENGL
if (!nofog)
bglFogf(GL_FOG_DENSITY,fogcalc(&wal->shade,&sec->visibility));
{
fogcalc(&wal->shade,&sec->visibility);
bglFogf(GL_FOG_DENSITY,fogresult);
}
#endif
pow2xsplit = 1; domost(x1,ocy1,x0,ocy0);
if (wal->cstat&8) { gux = ogux; guy = oguy; guo = oguo; }
@ -3237,7 +3251,10 @@ static void polymost_drawalls (long bunch)
if (nwal->cstat&256) { gvx = -gvx; gvy = -gvy; gvo = -gvo; } //yflip
#ifdef USE_OPENGL
if (!nofog)
bglFogf(GL_FOG_DENSITY,fogcalc(&nwal->shade,&sec->visibility));
{
fogcalc(&nwal->shade,&sec->visibility);
bglFogf(GL_FOG_DENSITY,fogresult);
}
#endif
pow2xsplit = 1; domost(x0,ofy0,x1,ofy1);
if (wal->cstat&(2+8)) { guo = oguo; gux = ogux; guy = oguy; }
@ -3271,7 +3288,10 @@ static void polymost_drawalls (long bunch)
if (wal->cstat&256) { gvx = -gvx; gvy = -gvy; gvo = -gvo; } //yflip
#ifdef USE_OPENGL
if (!nofog)
bglFogf(GL_FOG_DENSITY,fogcalc(&wal->shade,&sec->visibility));
{
fogcalc(&wal->shade,&sec->visibility);
bglFogf(GL_FOG_DENSITY,fogresult);
}
#endif
pow2xsplit = 1; domost(x0,-10000,x1,-10000);
}
@ -3726,7 +3746,10 @@ if (yp1 < SCISDIST) { t1 = (SCISDIST-oyp0)/(yp1-oyp0); xp1 = (xp1-oxp0)*t1+oxp0;
bglFogfv(GL_FOG_COLOR,col);
if (!nofog)
bglFogf(GL_FOG_DENSITY,fogcalc(&wal->shade,&sec->visibility));
{
fogcalc(&wal->shade,&sec->visibility);
bglFogf(GL_FOG_DENSITY,fogresult);
}
}
}
#endif
@ -3833,8 +3856,8 @@ if (tspr->cstat&2) { if (!(tspr->cstat&512)) method = 2+4; else method = 3+4; }
col[2] = (float)palookupfog[sector[tspr->sectnum].floorpal].b / 63.f;
col[3] = 0;
bglFogfv(GL_FOG_COLOR,col); //default is 0,0,0,0
bglFogf(GL_FOG_DENSITY,fogcalc((signed char *)&globalshade,&sector[tspr->sectnum].visibility));
fogcalc((signed char *)&globalshade,&sector[tspr->sectnum].visibility);
bglFogf(GL_FOG_DENSITY,fogresult);
}
while (rendmode >= 3 && !(spriteext[tspr->owner].flags&SPREXT_NOTMD)) {