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https://github.com/ZDoom/gzdoom.git
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- 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.
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af78937a15
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8a20f901a3
1 changed files with 17 additions and 69 deletions
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@ -282,19 +282,10 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
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if (i<lightlist.Size()-1)
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if (i<lightlist.Size()-1)
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{
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{
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secplane_t &p = lightlist[i+1].plane;
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secplane_t &p = lightlist[i+1].plane;
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if (p.isSlope())
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{
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maplightbottomleft = p.ZatPoint(glseg.x1,glseg.y1);
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maplightbottomleft = p.ZatPoint(glseg.x1,glseg.y1);
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maplightbottomright= p.ZatPoint(glseg.x2,glseg.y2);
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maplightbottomright= p.ZatPoint(glseg.x2,glseg.y2);
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}
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}
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else
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else
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{
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maplightbottomleft =
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maplightbottomright= p.ZatPoint(glseg.x2,glseg.y2);
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}
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}
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else
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{
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{
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maplightbottomright = maplightbottomleft = -32000;
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maplightbottomright = maplightbottomleft = -32000;
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}
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}
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@ -1102,19 +1093,8 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover,
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__forceinline void GLWall::GetPlanePos(F3DFloor::planeref *planeref, fixed_t &left, fixed_t &right)
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__forceinline void GLWall::GetPlanePos(F3DFloor::planeref *planeref, fixed_t &left, fixed_t &right)
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{
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{
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if (planeref->plane->isSlope())
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{
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left=planeref->plane->ZatPointFixed(vertexes[0]);
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left=planeref->plane->ZatPointFixed(vertexes[0]);
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right=planeref->plane->ZatPointFixed(vertexes[1]);
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right=planeref->plane->ZatPointFixed(vertexes[1]);
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}
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else if(planeref->isceiling == sector_t::ceiling)
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{
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left = right = FLOAT2FIXED(planeref->plane->fD());
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}
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else
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{
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left = right = -FLOAT2FIXED(planeref->plane->fD());
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}
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}
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}
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//==========================================================================
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//==========================================================================
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@ -1448,33 +1428,15 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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topplane = frontsector->ceilingplane;
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topplane = frontsector->ceilingplane;
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bottomplane = frontsector->floorplane;
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bottomplane = frontsector->floorplane;
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// Save a little time (up to 0.3 ms per frame ;) )
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if (frontsector->floorplane.isSlope())
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{
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ffh1 = segfront->floorplane.ZatPointFixed(v1);
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ffh1 = segfront->floorplane.ZatPointFixed(v1);
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ffh2 = segfront->floorplane.ZatPointFixed(v2);
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ffh2 = segfront->floorplane.ZatPointFixed(v2);
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zfloor[0] = FIXED2FLOAT(ffh1);
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zfloor[0] = FIXED2FLOAT(ffh1);
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zfloor[1] = FIXED2FLOAT(ffh2);
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zfloor[1] = FIXED2FLOAT(ffh2);
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}
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else
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{
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ffh1 = ffh2 = -FLOAT2FIXED(segfront->floorplane.fD());
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zfloor[0] = zfloor[1] = FIXED2FLOAT(ffh2);
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}
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if (segfront->ceilingplane.isSlope())
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{
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fch1 = segfront->ceilingplane.ZatPointFixed(v1);
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fch1 = segfront->ceilingplane.ZatPointFixed(v1);
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fch2 = segfront->ceilingplane.ZatPointFixed(v2);
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fch2 = segfront->ceilingplane.ZatPointFixed(v2);
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zceil[0] = FIXED2FLOAT(fch1);
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zceil[0] = FIXED2FLOAT(fch1);
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zceil[1] = FIXED2FLOAT(fch2);
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zceil[1] = FIXED2FLOAT(fch2);
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}
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else
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{
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fch1 = fch2 = FLOAT2FIXED(segfront->ceilingplane.fD());
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zceil[0] = zceil[1] = FIXED2FLOAT(fch2);
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}
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if (seg->linedef->special == Line_Horizon)
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if (seg->linedef->special == Line_Horizon)
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{
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{
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@ -1519,25 +1481,11 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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fixed_t bfh1;
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fixed_t bfh1;
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fixed_t bfh2;
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fixed_t bfh2;
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if (segback->floorplane.isSlope())
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{
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bfh1 = segback->floorplane.ZatPointFixed(v1);
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bfh1 = segback->floorplane.ZatPointFixed(v1);
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bfh2 = segback->floorplane.ZatPointFixed(v2);
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bfh2 = segback->floorplane.ZatPointFixed(v2);
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}
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else
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{
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bfh1 = bfh2 = -FLOAT2FIXED(segback->floorplane.fD());
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}
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if (segback->ceilingplane.isSlope())
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{
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bch1 = segback->ceilingplane.ZatPointFixed(v1);
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bch1 = segback->ceilingplane.ZatPointFixed(v1);
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bch2 = segback->ceilingplane.ZatPointFixed(v2);
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bch2 = segback->ceilingplane.ZatPointFixed(v2);
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}
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else
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{
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bch1 = bch2 = FLOAT2FIXED(segback->ceilingplane.fD());
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}
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SkyTop(seg, frontsector, backsector, v1, v2);
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SkyTop(seg, frontsector, backsector, v1, v2);
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SkyBottom(seg, frontsector, backsector, v1, v2);
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SkyBottom(seg, frontsector, backsector, v1, v2);
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