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hub / github.com/TombEngine/TombEngine / PrepareScene

Method PrepareScene

TombEngine/Renderer/RendererDraw.cpp:1748–1784  ·  view source on GitHub ↗

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1746 }
1747
1748 void Renderer::PrepareScene()
1749 {
1750 if (g_GameFlow->CurrentFreezeMode == FreezeMode::None &&
1751 g_Gui.GetInventoryMode() == InventoryMode::None)
1752 {
1753 _dynamicLightList ^= 1;
1754 _dynamicLights[_dynamicLightList].clear();
1755 }
1756
1757 _lines2DToDraw.clear();
1758 _lines3DToDraw.clear();
1759 _triangles3DToDraw.clear();
1760 _stringsToDraw.clear();
1761
1762 _currentCausticsFrame++;
1763 _currentCausticsFrame %= 32;
1764
1765 constexpr auto BLINK_VALUE_MAX = 1.0f;
1766 constexpr auto BLINK_VALUE_MIN = 0.1f;
1767 constexpr auto BLINK_TIME_STEP = 0.2f;
1768
1769 // Calculate blink increment based on sine wave.
1770 float blink = ((sin(_blinkTime) + BLINK_VALUE_MAX) * 0.5f) + BLINK_VALUE_MIN;
1771 _blinkColorValue = Vector4(blink, blink, blink, 1.0f);
1772
1773 // Update blink time.
1774 _blinkTime += BLINK_TIME_STEP;
1775 if (_blinkTime > PI_MUL_2)
1776 _blinkTime -= PI_MUL_2;
1777
1778 _oldGameCamera = _currentGameCamera;
1779 Camera.DisableInterpolation = false;
1780
1781 _isLocked = false;
1782
1783 DrawDebugInfo(_gameCamera);
1784 }
1785
1786 void Renderer::ClearScene()
1787 {

Callers 5

CallPauseMethod · 0.80
CallInventoryMethod · 0.80
GamePhaseFunction · 0.80
FreezePhaseFunction · 0.80

Calls 3

GetInventoryModeMethod · 0.80
Vector4Function · 0.50
clearMethod · 0.45

Tested by

no test coverage detected