minor culling node optimisations

This commit is contained in:
Ian Curtis 2017-04-25 00:10:55 +00:00
parent ff936c588b
commit 7694e4eb0c

View file

@ -416,8 +416,6 @@ void CNew3D::DescendCullingNode(UINT32 addr)
{ {
const UINT32 *node, *lodTable; const UINT32 *node, *lodTable;
UINT32 matrixOffset, child1Ptr, sibling2Ptr; UINT32 matrixOffset, child1Ptr, sibling2Ptr;
float x, y, z;
int tx, ty;
BBox bbox; BBox bbox;
UINT16 uCullRadius; UINT16 uCullRadius;
float fCullRadius; float fCullRadius;
@ -452,18 +450,13 @@ void CNew3D::DescendCullingNode(UINT32 addr)
m_colorTableAddr &= 0x000FFFFF; // clamp to 4MB (in words) range m_colorTableAddr &= 0x000FFFFF; // clamp to 4MB (in words) range
} }
x = *(float *)&node[0x04 - m_offset];
y = *(float *)&node[0x05 - m_offset];
z = *(float *)&node[0x06 - m_offset];
m_nodeAttribs.Push(); // save current attribs m_nodeAttribs.Push(); // save current attribs
if (!m_offset) // Step 1.5+ if (!m_offset) { // Step 1.5+
{
tx = 32 * ((node[0x02] >> 7) & 0x3F);
ty = 32 * (node[0x02] & 0x1F);
// apply texture offsets, else retain current ones // apply texture offsets, else retain current ones
if ((node[0x02] & 0x8000)) { if ((node[0x02] & 0x8000)) {
int tx = 32 * ((node[0x02] >> 7) & 0x3F);
int ty = 32 * (node[0x02] & 0x1F);
m_nodeAttribs.currentTexOffsetX = tx; m_nodeAttribs.currentTexOffsetX = tx;
m_nodeAttribs.currentTexOffsetY = ty; m_nodeAttribs.currentTexOffsetY = ty;
m_nodeAttribs.currentPage = (node[0x02] & 0x4000) >> 14; m_nodeAttribs.currentPage = (node[0x02] & 0x4000) >> 14;
@ -475,6 +468,9 @@ void CNew3D::DescendCullingNode(UINT32 addr)
// apply translation vector // apply translation vector
if ((node[0x00] & 0x10)) { if ((node[0x00] & 0x10)) {
float x = *(float *)&node[0x04 - m_offset];
float y = *(float *)&node[0x05 - m_offset];
float z = *(float *)&node[0x06 - m_offset];
m_modelMat.Translate(x, y, z); m_modelMat.Translate(x, y, z);
} }
// multiply matrix, if specified // multiply matrix, if specified
@ -1612,6 +1608,8 @@ void CNew3D::CalcViewport(Viewport* vp, float near, float far)
near = far / 1000000; // if we get really close to zero somehow, we will have almost no depth precision near = far / 1000000; // if we get really close to zero somehow, we will have almost no depth precision
} }
near = 5.f;
float l = near * tanf(vp->angle_left); // we need to calc the shape of the projection frustum for culling float l = near * tanf(vp->angle_left); // we need to calc the shape of the projection frustum for culling
float r = near * tanf(vp->angle_right); float r = near * tanf(vp->angle_right);
float t = near * tanf(vp->angle_top); float t = near * tanf(vp->angle_top);