sky clipping optimization

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2516 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2008-09-11 06:09:27 +00:00
parent 424ce727ed
commit f4c4ff7556
4 changed files with 46 additions and 27 deletions
+39 -26
View File
@@ -211,7 +211,7 @@ Texture *sky[6] = {NULL, NULL, NULL, NULL, NULL, NULL};
void loadsky(char *basename)
{
const char *side[] = { "ft", "bk", "lf", "rt", "dn", "up" };
const char *side[] = { "lf", "rt", "ft", "bk", "dn", "up" };
loopi(6)
{
s_sprintfd(name)("packages/%s_%s.jpg", basename, side[i]);
@@ -234,10 +234,10 @@ void loadnotexture(char *c)
}
COMMAND(loadnotexture, ARG_1STR);
void draw_envbox_face(float s0, float t0, int x0, int y0, int z0,
float s1, float t1, int x1, int y1, int z1,
float s2, float t2, int x2, int y2, int z2,
float s3, float t3, int x3, int y3, int z3,
void draw_envbox_face(float s0, float t0, float x0, float y0, float z0,
float s1, float t1, float x1, float y1, float z1,
float s2, float t2, float x2, float y2, float z2,
float s3, float t3, float x3, float y3, float z3,
Texture *tex)
{
glBindTexture(GL_TEXTURE_2D, tex->id);
@@ -250,43 +250,56 @@ void draw_envbox_face(float s0, float t0, int x0, int y0, int z0,
xtraverts += 4;
}
VAR(skyclip, 0, 1, 1);
float skyfloor = 1e16f;
void draw_envbox(int w)
{
if(!sky[0]) return;
extern float skyfloor;
float zclip = skyclip && skyfloor >= camera1->o.z ? 0.5f + float(skyfloor-camera1->o.z)/w : 0.0f,
vclip = 1-zclip,
z = 2*w*(vclip-0.5f);
if(vclip < 0) return;
glDepthMask(GL_FALSE);
draw_envbox_face(1.0f, 1.0f, -w, -w, w,
0.0f, 1.0f, w, -w, w,
0.0f, 0.0f, w, -w, -w,
1.0f, 0.0f, -w, -w, -w, sky[0]);
draw_envbox_face(1.0f, 1.0f, +w, w, w,
0.0f, 1.0f, -w, w, w,
0.0f, 0.0f, -w, w, -w,
1.0f, 0.0f, +w, w, -w, sky[1]);
draw_envbox_face(0.0f, 0.0f, -w, -w, -w,
1.0f, 0.0f, -w, w, -w,
1.0f, 1.0f, -w, w, w,
0.0f, 1.0f, -w, -w, w, sky[2]);
1.0f, vclip, -w, w, z,
0.0f, vclip, -w, -w, z, sky[0] ? sky[0] : notexture);
draw_envbox_face(1.0f, 1.0f, +w, -w, w,
0.0f, 1.0f, +w, w, w,
draw_envbox_face(1.0f, vclip, +w, -w, z,
0.0f, vclip, +w, w, z,
0.0f, 0.0f, +w, w, -w,
1.0f, 0.0f, +w, -w, -w, sky[3]);
1.0f, 0.0f, +w, -w, -w, sky[1] ? sky[1] : notexture);
draw_envbox_face(0.0f, 1.0f, -w, w, w,
0.0f, 0.0f, +w, w, w,
1.0f, 0.0f, +w, -w, w,
1.0f, 1.0f, -w, -w, w, sky[4]);
draw_envbox_face(1.0f, vclip, -w, -w, z,
0.0f, vclip, w, -w, z,
0.0f, 0.0f, w, -w, -w,
1.0f, 0.0f, -w, -w, -w, sky[2] ? sky[2] : notexture);
draw_envbox_face(1.0f, vclip, +w, w, z,
0.0f, vclip, -w, w, z,
0.0f, 0.0f, -w, w, -w,
1.0f, 0.0f, +w, w, -w, sky[3] ? sky[3] : notexture);
if(!zclip)
draw_envbox_face(0.0f, 1.0f, -w, w, w,
0.0f, 0.0f, +w, w, w,
1.0f, 0.0f, +w, -w, w,
1.0f, 1.0f, -w, -w, w, sky[4] ? sky[4] : notexture);
draw_envbox_face(0.0f, 1.0f, +w, w, -w,
0.0f, 0.0f, -w, w, -w,
1.0f, 0.0f, -w, -w, -w,
1.0f, 1.0f, +w, -w, -w, sky[5]);
1.0f, 1.0f, +w, -w, -w, sky[5] ? sky[5] : notexture);
glDepthMask(GL_TRUE);
skyfloor = 1e16f;
}
struct tmufunc