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optimized drawing the sky

This commit is contained in:
Zeno Rogue 2021-03-09 10:47:20 +01:00
parent 95d4e942e2
commit 7798632b9d

42
sky.cpp
View File

@ -48,15 +48,17 @@ EX void prepare_sky() {
}
}
void dqi_sky::draw() {
vector<glhr::colored_vertex> skyvertices;
cell *sky_centerover;
shiftmatrix sky_cview;
if(!vid.usingGL || sky.empty()) return;
vector<glhr::colored_vertex> skyvertices;
void compute_skyvertices(const vector<sky_item>& sky) {
skyvertices.clear();
int sk = get_skybrightness();
map<cell*, pair<color_t, color_t>> colors;
for(sky_item& si: sky) colors[si.c] =
std::map<cell*, pair<color_t, color_t>> colors;
for(const sky_item& si: sky) colors[si.c] =
make_pair(darkena(gradient(0, si.color, 0, sk, 255), 0, 0xFF),
darkena(si.skycolor, 0, 0xFF)
);
@ -66,13 +68,7 @@ void dqi_sky::draw() {
vector<glhr::colored_vertex> this_poly;
// I am not sure why, but extra projection martix introduced in stereo
// causes some vertices to not be drawn. Thus we apply separately
transmatrix Tsh = Id;
if(global_projection)
Tsh = xpush(vid.ipd * global_projection/2);
for(sky_item& si: sky) {
for(const sky_item& si: sky) {
auto c = si.c;
for(int i=0; i<c->type; i++) {
@ -83,7 +79,6 @@ void dqi_sky::draw() {
if(!colors.count(cw2.at)) {
this_poly.clear();
transmatrix T1 = unshift(si.T);
T1 = Tsh * T1;
auto cw = cw0;
while(colors.count(cw.at)) {
color_t col = colors[cw.at].second;
@ -106,7 +101,7 @@ void dqi_sky::draw() {
}
}
if(1) {
if(true) {
cellwalker cw0(c, i);
cellwalker cw = cw0;
do {
@ -118,7 +113,6 @@ void dqi_sky::draw() {
this_poly.clear();
transmatrix T1 = unshift(si.T);
T1 = Tsh * T1;
do {
this_poly.emplace_back(T1 * skypoint, colors[cw.at].first);
T1 = T1 * currentmap->adj(cw.at, cw.spin);
@ -139,14 +133,28 @@ void dqi_sky::draw() {
}
for(auto& v: skyvertices) for(int i=0; i<3; i++) v.color[i] *= 2;
}
void dqi_sky::draw() {
if(!vid.usingGL || sky.empty()) return;
if(centerover != sky_centerover) {
sky_centerover = centerover;
sky_cview = cview();
compute_skyvertices(sky);
}
transmatrix s = cview().T * inverse(sky_cview.T);
for(int ed = current_display->stereo_active() ? -1 : 0; ed<2; ed+=2) {
if(global_projection && global_projection != ed) continue;
current_display->next_shader_flags = GF_VARCOLOR;
current_display->set_all(ed, 0);
if(global_projection)
if(global_projection) {
glhr::projection_multiply(glhr::tmtogl(xpush(-vid.ipd * global_projection/2)));
glapplymatrix(Id);
glapplymatrix(xpush(vid.ipd * global_projection/2) * s);
}
else
glapplymatrix(s);
glhr::prepare(skyvertices);
glhr::set_fogbase(1.0 + 5 / sightranges[geometry]);
glhr::set_depthtest(model_needs_depth() && prio < PPR::SUPERLINE);