Replace some of the most used fgGetXXXX() calls with a local variable. The next best thing would be replacing the fgGetXXXX()functions with cached pointers
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ba8b2bfca3
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1 changed files with 24 additions and 26 deletions
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@ -422,6 +422,10 @@ void trRenderFrame( void ) {
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// Update all Visuals (redraws anything graphics related)
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void fgRenderFrame() {
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bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
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bool skyblend = fgGetBool("/sim/rendering/skyblend");
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bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
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bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
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GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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@ -520,7 +524,7 @@ void fgRenderFrame() {
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clear_mask |= GL_COLOR_BUFFER_BIT;
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}
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if ( fgGetBool("/sim/rendering/skyblend") ) {
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if ( skyblend ) {
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if ( fgGetBool("/sim/rendering/textures") ) {
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// glClearColor(black[0], black[1], black[2], black[3]);
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glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
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@ -559,7 +563,7 @@ void fgRenderFrame() {
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glFogf (GL_FOG_DENSITY, fog_exp2_density);
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// update the sky dome
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if ( fgGetBool("/sim/rendering/skyblend") ) {
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if ( skyblend ) {
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/*
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SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
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<< cur_light_params.sky_color[0] << " "
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@ -710,8 +714,7 @@ void fgRenderFrame() {
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globals->get_multiplayer_rx_mgr()->Update();
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#endif
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if ( fgGetBool("/sim/rendering/skyblend") &&
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fgGetBool("/sim/rendering/draw-otw") )
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if ( draw_otw && skyblend )
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{
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// draw the sky backdrop
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@ -733,7 +736,7 @@ void fgRenderFrame() {
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// draw wire frame
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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if ( fgGetBool("/sim/rendering/draw-otw") ) {
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if ( draw_otw ) {
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ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
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}
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@ -763,13 +766,12 @@ void fgRenderFrame() {
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glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
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ssgSetNearFar( scene_nearplane, scene_farplane );
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if (fgGetBool("/sim/rendering/enhanced-lighting")) {
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if ( enhanced_lighting ) {
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// Enable states for drawing points with GL_extension
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glEnable(GL_POINT_SMOOTH);
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if ( fgGetBool("/sim/rendering/distance-attenuation") &&
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glPointParameterIsSupported )
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if ( distance_attenuation && glPointParameterIsSupported )
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{
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// Enable states for drawing points with GL_extension
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glEnable(GL_POINT_SMOOTH);
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@ -793,7 +795,7 @@ void fgRenderFrame() {
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glPolygonMode(GL_FRONT, GL_POINT);
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// draw runway lighting
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if ( fgGetBool("/sim/rendering/draw-otw") ) {
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if ( draw_otw ) {
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ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
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}
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@ -802,7 +804,7 @@ void fgRenderFrame() {
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// sgVec3 taxi_fog;
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// sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
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// glFogfv ( GL_FOG_COLOR, taxi_fog );
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if ( fgGetBool("/sim/rendering/draw-otw") ) {
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if ( draw_otw ) {
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ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
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}
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@ -821,9 +823,8 @@ void fgRenderFrame() {
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//_frame_count++;
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if (fgGetBool("/sim/rendering/enhanced-lighting")) {
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if ( fgGetBool("/sim/rendering/distance-attenuation") &&
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glPointParameterIsSupported )
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if ( enhanced_lighting ) {
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if ( distance_attenuation && glPointParameterIsSupported )
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{
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glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
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default_attenuation);
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@ -835,22 +836,20 @@ void fgRenderFrame() {
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// draw ground lighting
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glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
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if ( fgGetBool("/sim/rendering/draw-otw") ) {
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if ( draw_otw ) {
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ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
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}
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if ( fgGetBool("/sim/rendering/skyblend") ) {
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if ( skyblend ) {
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// draw the sky cloud layers
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if ( fgGetBool("/environment/clouds/status") &&
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fgGetBool("/sim/rendering/draw-otw") )
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if ( draw_otw && fgGetBool("/environment/clouds/status") )
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{
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thesky->postDraw( cur_fdm_state->get_Altitude()
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* SG_FEET_TO_METER );
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}
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}
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if ( fgGetBool("/sim/rendering/clouds3d") &&
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fgGetBool("/sim/rendering/draw-otw") )
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if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") )
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{
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glDisable( GL_FOG );
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glDisable( GL_LIGHTING );
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@ -877,7 +876,7 @@ void fgRenderFrame() {
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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}
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if ( fgGetBool("/sim/rendering/draw-otw") ) {
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if ( draw_otw ) {
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globals->get_model_mgr()->draw();
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globals->get_aircraft_model()->draw();
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}
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@ -999,6 +998,7 @@ static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
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// What should we do when we have nothing else to do? Let's get ready
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// for the next move and update the display?
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static void fgMainLoop( void ) {
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int model_hz = fgGetInt("/sim/model-hz");
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static const SGPropertyNode *longitude
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= fgGetNode("/position/longitude-deg");
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@ -1213,18 +1213,16 @@ static void fgMainLoop( void ) {
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// Calculate model iterations needed for next frame
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elapsed += remainder;
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global_multi_loop = (long)(((double)elapsed * 0.000001) *
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fgGetInt("/sim/model-hz"));
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remainder = elapsed - ( (global_multi_loop*1000000) /
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fgGetInt("/sim/model-hz") );
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global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
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remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
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SG_LOG( SG_ALL, SG_DEBUG,
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"Model iterations needed = " << global_multi_loop
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<< ", new remainder = " << remainder );
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// chop max interations to something reasonable if the sim was
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// delayed for an excesive amount of time
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if ( global_multi_loop > 2.0 * fgGetInt("/sim/model-hz") ) {
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global_multi_loop = (int)(2.0 * fgGetInt("/sim/model-hz") );
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if ( global_multi_loop > 2.0 * model_hz ) {
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global_multi_loop = (int)(2.0 * model_hz );
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remainder = 0;
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}
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