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https://github.com/HarbourMasters/Starship.git
synced 2025-01-23 05:25:01 +03:00
Move calculations outside of the loop, as they only need to be calculated once per frame.
Bit of cleanup.
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354de2f364
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@ -229,6 +229,12 @@ void Background_DrawStarfield(void) {
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FrameInterpolation_ShouldInterpolateFrame(false);
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}
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float originalWidth = currentScreenWidth / 5;
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float originalAspect = originalWidth / (currentScreenHeight / 3);
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float renderMaskWidth = originalWidth * (OTRGetAspectRatio() / originalAspect);
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float marginX = (currentScreenWidth - renderMaskWidth) / 2;
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float renderMaskHeight = currentScreenHeight / 3;
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for (i = 0; i < starCount; i++, yStar++, xStar++, color++) {
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// Adjust star positions with field offsets
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bx = *xStar + xField;
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@ -258,12 +264,6 @@ void Background_DrawStarfield(void) {
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vx = (zCos * bx) + (zSin * by) + currentScreenWidth / 2.0f;
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vy = (-zSin * bx) + (zCos * by) + currentScreenHeight / 2.0f;
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float originalWidth = currentScreenWidth / 5;
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float originalAspect = originalWidth / (currentScreenHeight / 3);
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float renderMaskWidth = originalWidth * (OTRGetAspectRatio() / originalAspect);
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float marginX = (currentScreenWidth - renderMaskWidth) / 2;
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float renderMaskHeight = currentScreenHeight / 3;
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// Check if the star is within the visible screen area with margin
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if (vx >= (marginX - STAR_MARGIN) && vx <= (marginX + renderMaskWidth + STAR_MARGIN) &&
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vy >= (renderMaskHeight - STAR_MARGIN) && vy <= ((renderMaskHeight * 2) + STAR_MARGIN)) {
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@ -588,12 +588,4 @@ extern "C" void* GameEngine_Malloc(size_t size) {
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memset(static_cast<uint8_t*>(MemoryPool.memory) + MemoryPool.length, 0, MemoryPool.length - chunk);
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SPDLOG_INFO("Memory pool resized from {} to {}", MemoryPool.length - chunk, MemoryPool.length);
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return GameEngine_Malloc(size);
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}
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extern "C" float GetWindowWidth() {
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return Ship::Context::GetInstance()->GetWindow()->GetWidth();
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}
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extern "C" float GetWindowHeight() {
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return Ship::Context::GetInstance()->GetWindow()->GetHeight();
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}
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