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- some Transfer_Heights related optimizations.
* only call hw_CheckViewArea if the result is not known yet. * check the map up front if it even contains heightsecs. This allows to shortcut the above check entirely for maps without sector transfers and will allow further optimizations.
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b35213741f
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7 changed files with 12 additions and 7 deletions
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@ -1483,6 +1483,7 @@ void G_InitLevelLocals ()
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level.Music = info->Music;
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level.musicorder = info->musicorder;
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level.MusicVolume = 1.f;
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level.HasHeightSecs = false;
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level.LevelName = level.info->LookupLevelName();
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level.NextMap = info->NextMap;
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@ -151,6 +151,7 @@ struct FLevelLocals
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int8_t WallHorizLight;
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bool FromSnapshot; // The current map was restored from a snapshot
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bool HasHeightSecs; // true if some Transfer_Heights effects are present in the map. If this is false, some checks in the renderer can be shortcut.
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double teamdamage;
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@ -140,7 +140,7 @@ void GLSceneDrawer::AddLine (seg_t *seg, bool portalclip)
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else
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{
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// clipping checks are only needed when the backsector is not the same as the front sector
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in_area = hw_CheckViewArea(in_area, seg->v1, seg->v2, seg->frontsector, seg->backsector);
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if (in_area == area_default) in_area = hw_CheckViewArea(seg->v1, seg->v2, seg->frontsector, seg->backsector);
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backsector = hw_FakeFlat(seg->backsector, &bs, in_area, true);
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@ -111,7 +111,7 @@ void GLSceneDrawer::SetViewArea()
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}
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else
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{
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in_area = area_default; // depends on exposed lower sectors
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in_area = level.HasHeightSecs? area_default : area_normal; // depends on exposed lower sectors, if map contains heightsecs.
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}
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}
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@ -153,13 +153,14 @@ bool hw_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsecto
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//==========================================================================
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//
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// check for levels with exposed lower areas
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// check for levels with exposed lower areas. May only be called if actual
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// state is not known yet!
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//
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//==========================================================================
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area_t hw_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector)
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area_t hw_CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector)
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{
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if (in_area == area_default &&
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if (
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(backsector->heightsec && !(backsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)) &&
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(!frontsector->heightsec || frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{
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@ -176,7 +177,7 @@ area_t hw_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *fr
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else
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return area_normal;
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}
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return in_area;
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return area_default;
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}
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@ -12,5 +12,5 @@ enum area_t : int
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// Global functions. Make them members of GLRenderer later?
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bool hw_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector);
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sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
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area_t hw_CheckViewArea(area_t in_area, vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
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area_t hw_CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
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@ -1343,6 +1343,7 @@ void P_SpawnSpecials (void)
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case Transfer_Heights:
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{
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sec = line.frontsector;
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if (line.args[1] & 2)
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{
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sec->MoreFlags |= SECF_FAKEFLOORONLY;
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@ -1363,6 +1364,7 @@ void P_SpawnSpecials (void)
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{
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sec->MoreFlags |= SECF_IGNOREHEIGHTSEC;
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}
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else level.HasHeightSecs = true;
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if (line.args[1] & 32)
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{
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sec->MoreFlags |= SECF_NOFAKELIGHT;
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