comparison Indoor.cpp @ 1207:96a81634669e

arrays to std::arrays phase 3 - finishing global arrays undone changes in render.h, because framerate dropped by half
author Grumpy7
date Sun, 09 Jun 2013 01:30:36 +0200
parents ab6560001f5b
children 182b910c528d
comparison
equal deleted inserted replaced
1206:ab6560001f5b 1207:96a81634669e
530 v17 = (248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) | (((248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) 530 v17 = (248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) | (((248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel))
531 | ((248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) << 8)) << 8); 531 | ((248 - 8 * SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel)) << 8)) << 8);
532 sub_4B0E07(uFaceID); 532 sub_4B0E07(uFaceID);
533 pGame->pLightmapBuilder->ApplyLights_IndoorFace(uFaceID); 533 pGame->pLightmapBuilder->ApplyLights_IndoorFace(uFaceID);
534 pDecalBuilder->ApplyBloodsplatDecals_IndoorFace(uFaceID); 534 pDecalBuilder->ApplyBloodsplatDecals_IndoorFace(uFaceID);
535 pGame->pIndoorCameraD3D->ViewTransfrom_OffsetUV(static_vertices_F7B628, uNumVerticesa, array_507D30.data(), &stru_F8AD28); 535 pGame->pIndoorCameraD3D->ViewTransfrom_OffsetUV(static_vertices_F7B628, uNumVerticesa, array_507D30, &stru_F8AD28);
536 pGame->pIndoorCameraD3D->Project(array_507D30.data(), uNumVerticesa, 0); 536 pGame->pIndoorCameraD3D->Project(array_507D30, uNumVerticesa, 0);
537 pGame->pLightmapBuilder->std__vector_000004_size = 0; 537 pGame->pLightmapBuilder->std__vector_000004_size = 0;
538 if (stru_F8AD28.uNumLightsApplied > 0 || 538 if (stru_F8AD28.uNumLightsApplied > 0 ||
539 pDecalBuilder->uNumDecals > 0) 539 pDecalBuilder->uNumDecals > 0)
540 { 540 {
541 stru_F7B60C.face_plane.vNormal.x = pFace->pFacePlane.vNormal.x; 541 stru_F7B60C.face_plane.vNormal.x = pFace->pFacePlane.vNormal.x;
544 stru_F7B60C.face_plane.vNormal.z = pFace->pFacePlane.vNormal.z; 544 stru_F7B60C.face_plane.vNormal.z = pFace->pFacePlane.vNormal.z;
545 stru_F7B60C.face_plane.dist = pFace->pFacePlane.dist; 545 stru_F7B60C.face_plane.dist = pFace->pFacePlane.dist;
546 } 546 }
547 547
548 if (stru_F8AD28.uNumLightsApplied > 0 && !(pFace->uAttributes & FACE_DO_NOT_LIGHT)) 548 if (stru_F8AD28.uNumLightsApplied > 0 && !(pFace->uAttributes & FACE_DO_NOT_LIGHT))
549 pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &stru_F7B60C, uNumVerticesa, array_507D30.data(), pVertices, 0); 549 pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0);
550 550
551 if (pDecalBuilder->uNumDecals > 0) 551 if (pDecalBuilder->uNumDecals > 0)
552 pDecalBuilder->ApplyDecals(a4a, 1, &stru_F7B60C, uNumVerticesa, array_507D30.data(), pVertices, 0, pFace->uSectorID); 552 pDecalBuilder->ApplyDecals(a4a, 1, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0, pFace->uSectorID);
553 553
554 if (pFace->Fluid()) 554 if (pFace->Fluid())
555 { 555 {
556 if (pFace->uBitmapID == pRenderer->hd_water_tile_id) 556 if (pFace->uBitmapID == pRenderer->hd_water_tile_id)
557 { 557 {
2884 2884
2885 pGameLoadingUI_ProgressBar->Progress(); 2885 pGameLoadingUI_ProgressBar->Progress();
2886 pGameLoadingUI_ProgressBar->Progress(); 2886 pGameLoadingUI_ProgressBar->Progress();
2887 2887
2888 memcpy(&uNumSpriteObjects, pData, 4); 2888 memcpy(&uNumSpriteObjects, pData, 4);
2889 memcpy(pSpriteObjects, pData + 4, uNumSpriteObjects * sizeof(SpriteObject)); 2889 memcpy(pSpriteObjects.data(), pData + 4, uNumSpriteObjects * sizeof(SpriteObject));
2890 pData += 4 + uNumSpriteObjects * sizeof(SpriteObject); 2890 pData += 4 + uNumSpriteObjects * sizeof(SpriteObject);
2891 2891
2892 pGameLoadingUI_ProgressBar->Progress(); 2892 pGameLoadingUI_ProgressBar->Progress();
2893 2893
2894 for (uint i = 0; i < uNumSpriteObjects; ++i) 2894 for (uint i = 0; i < uNumSpriteObjects; ++i)
2895 { 2895 {
2896 auto pItem = pSpriteObjects + i; 2896 auto pItem = &pSpriteObjects[i];
2897 2897
2898 if (pItem->stru_24.uItemID && !(pItem->uAttributes & 0x0100)) 2898 if (pItem->stru_24.uItemID && !(pItem->uAttributes & 0x0100))
2899 { 2899 {
2900 pItem->uType = pItemsTable->pItems[pItem->stru_24.uItemID - 1].uSpriteID; 2900 pItem->uType = pItemsTable->pItems[pItem->stru_24.uItemID - 1].uSpriteID;
2901 2901
4544 4544
4545 pGameLoadingUI_ProgressBar->Progress(); 4545 pGameLoadingUI_ProgressBar->Progress();
4546 4546
4547 for (uint i = 0; i < uNumSpriteObjects; ++i) 4547 for (uint i = 0; i < uNumSpriteObjects; ++i)
4548 { 4548 {
4549 auto p = pSpriteObjects + i; 4549 auto p = &pSpriteObjects[i];
4550 if (p->uObjectDescID) 4550 if (p->uObjectDescID)
4551 { 4551 {
4552 auto uItemID = p->stru_24.uItemID; 4552 auto uItemID = p->stru_24.uItemID;
4553 if (uItemID) 4553 if (uItemID)
4554 { 4554 {