- removed the non.slope special handling in the wall processing code.

This may have made some sense when I added this 11 years ago but on a current computer it actually hurts performance a bit due to the branching that is involved - the code runs a bit faster with those special cases removed.
This commit is contained in:
Christoph Oelckers 2016-04-03 02:07:37 +02:00
parent af78937a15
commit 8a20f901a3

View file

@ -282,17 +282,8 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
if (i<lightlist.Size()-1) if (i<lightlist.Size()-1)
{ {
secplane_t &p = lightlist[i+1].plane; secplane_t &p = lightlist[i+1].plane;
if (p.isSlope()) maplightbottomleft = p.ZatPoint(glseg.x1,glseg.y1);
{ maplightbottomright= p.ZatPoint(glseg.x2,glseg.y2);
maplightbottomleft = p.ZatPoint(glseg.x1,glseg.y1);
maplightbottomright= p.ZatPoint(glseg.x2,glseg.y2);
}
else
{
maplightbottomleft =
maplightbottomright= p.ZatPoint(glseg.x2,glseg.y2);
}
} }
else else
{ {
@ -1102,19 +1093,8 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
__forceinline void GLWall::GetPlanePos(F3DFloor::planeref *planeref, fixed_t &left, fixed_t &right) __forceinline void GLWall::GetPlanePos(F3DFloor::planeref *planeref, fixed_t &left, fixed_t &right)
{ {
if (planeref->plane->isSlope()) left=planeref->plane->ZatPointFixed(vertexes[0]);
{ right=planeref->plane->ZatPointFixed(vertexes[1]);
left=planeref->plane->ZatPointFixed(vertexes[0]);
right=planeref->plane->ZatPointFixed(vertexes[1]);
}
else if(planeref->isceiling == sector_t::ceiling)
{
left = right = FLOAT2FIXED(planeref->plane->fD());
}
else
{
left = right = -FLOAT2FIXED(planeref->plane->fD());
}
} }
//========================================================================== //==========================================================================
@ -1448,33 +1428,15 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
topplane = frontsector->ceilingplane; topplane = frontsector->ceilingplane;
bottomplane = frontsector->floorplane; bottomplane = frontsector->floorplane;
// Save a little time (up to 0.3 ms per frame ;) ) ffh1 = segfront->floorplane.ZatPointFixed(v1);
if (frontsector->floorplane.isSlope()) ffh2 = segfront->floorplane.ZatPointFixed(v2);
{ zfloor[0] = FIXED2FLOAT(ffh1);
ffh1 = segfront->floorplane.ZatPointFixed(v1); zfloor[1] = FIXED2FLOAT(ffh2);
ffh2 = segfront->floorplane.ZatPointFixed(v2);
zfloor[0] = FIXED2FLOAT(ffh1);
zfloor[1] = FIXED2FLOAT(ffh2);
}
else
{
ffh1 = ffh2 = -FLOAT2FIXED(segfront->floorplane.fD());
zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh2);
}
if (segfront->ceilingplane.isSlope())
{
fch1 = segfront->ceilingplane.ZatPointFixed(v1);
fch2 = segfront->ceilingplane.ZatPointFixed(v2);
zceil[0] = FIXED2FLOAT(fch1);
zceil[1] = FIXED2FLOAT(fch2);
}
else
{
fch1 = fch2 = FLOAT2FIXED(segfront->ceilingplane.fD());
zceil[0] = zceil[1] = FIXED2FLOAT(fch2);
}
fch1 = segfront->ceilingplane.ZatPointFixed(v1);
fch2 = segfront->ceilingplane.ZatPointFixed(v2);
zceil[0] = FIXED2FLOAT(fch1);
zceil[1] = FIXED2FLOAT(fch2);
if (seg->linedef->special == Line_Horizon) if (seg->linedef->special == Line_Horizon)
{ {
@ -1519,26 +1481,12 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
fixed_t bfh1; fixed_t bfh1;
fixed_t bfh2; fixed_t bfh2;
if (segback->floorplane.isSlope()) bfh1 = segback->floorplane.ZatPointFixed(v1);
{ bfh2 = segback->floorplane.ZatPointFixed(v2);
bfh1 = segback->floorplane.ZatPointFixed(v1);
bfh2 = segback->floorplane.ZatPointFixed(v2);
}
else
{
bfh1 = bfh2 = -FLOAT2FIXED(segback->floorplane.fD());
}
if (segback->ceilingplane.isSlope())
{
bch1 = segback->ceilingplane.ZatPointFixed(v1);
bch2 = segback->ceilingplane.ZatPointFixed(v2);
}
else
{
bch1 = bch2 = FLOAT2FIXED(segback->ceilingplane.fD());
}
bch1 = segback->ceilingplane.ZatPointFixed(v1);
bch2 = segback->ceilingplane.ZatPointFixed(v2);
SkyTop(seg, frontsector, backsector, v1, v2); SkyTop(seg, frontsector, backsector, v1, v2);
SkyBottom(seg, frontsector, backsector, v1, v2); SkyBottom(seg, frontsector, backsector, v1, v2);