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More of an optimization
git-svn-id: https://svn.eduke32.com/eduke32@396 1a8010ca-5511-0410-912e-c29ae57300e0
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0bd5f4a9e5
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70a60c34f9
1 changed files with 37 additions and 14 deletions
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@ -137,7 +137,7 @@ long shadeforfullbrightpass;
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float fogresult;
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float fogcalc (const signed char *shade, const char *vis)
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void fogcalc (const signed char *shade, const char *vis)
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{
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if (*vis < 240) fogresult = (float)(*vis+16+(*shade<0?(-(*shade)*(*shade))/8.f:((*shade)*(*shade))/8.f));
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else fogresult = (float)((*vis-240+(*shade<0?(-(*shade)*(*shade))/8.f:((*shade)*(*shade))/8.f))/(klabs(*vis-256)));
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@ -146,9 +146,8 @@ float fogcalc (const signed char *shade, const char *vis)
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// initprintf("result: %.f\n",result);
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if (fogresult < 0.010) return (0.010);
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else if (fogresult > 10.000) return (10.000);
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else return (fogresult);
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if (fogresult < 0.010) fogresult = 0.010;
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else if (fogresult > 10.000) fogresult = 10.000;
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}
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#endif
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@ -2509,7 +2508,10 @@ static void polymost_drawalls (long bunch)
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if (globalposz >= getflorzofslope(sectnum,globalposx,globalposy)) domostpolymethod = -1; //Back-face culling
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#ifdef USE_OPENGL
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if (!nofog)
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bglFogf(GL_FOG_DENSITY,fogcalc(&sec->floorshade,&sec->visibility));
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{
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fogcalc(&sec->floorshade,&sec->visibility);
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bglFogf(GL_FOG_DENSITY,fogresult);
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}
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#endif
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pow2xsplit = 0; domost(x0,fy0,x1,fy1); //flor
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domostpolymethod = 0;
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@ -2528,7 +2530,10 @@ static void polymost_drawalls (long bunch)
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} */
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if (!nofog)
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bglFogf(GL_FOG_DENSITY,fogcalc(&sec->floorshade,&sec->visibility) * 0.005);
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{
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fogcalc(&sec->floorshade,&sec->visibility);
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bglFogf(GL_FOG_DENSITY,fogresult * 0.005);
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}
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//Use clamping for tiled sky textures
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for (i=(1<<pskybits)-1;i>0;i--)
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@ -2869,7 +2874,10 @@ static void polymost_drawalls (long bunch)
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if (globalposz <= getceilzofslope(sectnum,globalposx,globalposy)) domostpolymethod = -1; //Back-face culling
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#ifdef USE_OPENGL
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if (!nofog)
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bglFogf(GL_FOG_DENSITY,fogcalc(&sec->ceilingshade,&sec->visibility));
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{
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fogcalc(&sec->ceilingshade,&sec->visibility);
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bglFogf(GL_FOG_DENSITY,fogresult);
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}
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#endif
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pow2xsplit = 0; domost(x1,cy1,x0,cy0); //ceil
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domostpolymethod = 0;
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@ -2887,7 +2895,10 @@ static void polymost_drawalls (long bunch)
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}
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*/
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if (!nofog)
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bglFogf(GL_FOG_DENSITY,fogcalc(&sec->ceilingshade,&sec->visibility) * 0.005);
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{
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fogcalc(&sec->ceilingshade,&sec->visibility);
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bglFogf(GL_FOG_DENSITY,fogresult * 0.005);
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}
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//Use clamping for tiled sky textures
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for (i=(1<<pskybits)-1;i>0;i--)
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if (pskyoff[i] != pskyoff[i-1])
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@ -3199,7 +3210,10 @@ static void polymost_drawalls (long bunch)
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if (wal->cstat&256) { gvx = -gvx; gvy = -gvy; gvo = -gvo; } //yflip
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#ifdef USE_OPENGL
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if (!nofog)
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bglFogf(GL_FOG_DENSITY,fogcalc(&wal->shade,&sec->visibility));
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{
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fogcalc(&wal->shade,&sec->visibility);
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bglFogf(GL_FOG_DENSITY,fogresult);
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}
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#endif
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pow2xsplit = 1; domost(x1,ocy1,x0,ocy0);
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if (wal->cstat&8) { gux = ogux; guy = oguy; guo = oguo; }
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@ -3237,7 +3251,10 @@ static void polymost_drawalls (long bunch)
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if (nwal->cstat&256) { gvx = -gvx; gvy = -gvy; gvo = -gvo; } //yflip
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#ifdef USE_OPENGL
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if (!nofog)
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bglFogf(GL_FOG_DENSITY,fogcalc(&nwal->shade,&sec->visibility));
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{
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fogcalc(&nwal->shade,&sec->visibility);
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bglFogf(GL_FOG_DENSITY,fogresult);
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}
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#endif
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pow2xsplit = 1; domost(x0,ofy0,x1,ofy1);
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if (wal->cstat&(2+8)) { guo = oguo; gux = ogux; guy = oguy; }
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@ -3271,7 +3288,10 @@ static void polymost_drawalls (long bunch)
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if (wal->cstat&256) { gvx = -gvx; gvy = -gvy; gvo = -gvo; } //yflip
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#ifdef USE_OPENGL
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if (!nofog)
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bglFogf(GL_FOG_DENSITY,fogcalc(&wal->shade,&sec->visibility));
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{
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fogcalc(&wal->shade,&sec->visibility);
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bglFogf(GL_FOG_DENSITY,fogresult);
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}
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#endif
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pow2xsplit = 1; domost(x0,-10000,x1,-10000);
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}
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@ -3726,7 +3746,10 @@ if (yp1 < SCISDIST) { t1 = (SCISDIST-oyp0)/(yp1-oyp0); xp1 = (xp1-oxp0)*t1+oxp0;
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bglFogfv(GL_FOG_COLOR,col);
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if (!nofog)
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bglFogf(GL_FOG_DENSITY,fogcalc(&wal->shade,&sec->visibility));
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{
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fogcalc(&wal->shade,&sec->visibility);
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bglFogf(GL_FOG_DENSITY,fogresult);
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}
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}
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}
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#endif
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@ -3833,8 +3856,8 @@ if (tspr->cstat&2) { if (!(tspr->cstat&512)) method = 2+4; else method = 3+4; }
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col[2] = (float)palookupfog[sector[tspr->sectnum].floorpal].b / 63.f;
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col[3] = 0;
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bglFogfv(GL_FOG_COLOR,col); //default is 0,0,0,0
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bglFogf(GL_FOG_DENSITY,fogcalc((signed char *)&globalshade,§or[tspr->sectnum].visibility));
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fogcalc((signed char *)&globalshade,§or[tspr->sectnum].visibility);
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bglFogf(GL_FOG_DENSITY,fogresult);
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}
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while (rendmode >= 3 && !(spriteext[tspr->owner].flags&SPREXT_NOTMD)) {
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