From: havoc Date: Thu, 11 Feb 2010 05:01:56 +0000 (+0000) Subject: rearrange particle_t fields to save memory X-Git-Tag: xonotic-v0.1.0preview~230^2~516 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=e4ae176f4a83b82aefce23025177d32be36c1358;p=xonotic%2Fdarkplaces.git rearrange particle_t fields to save memory disabled delayedcollisions support on particles to save memory git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9953 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/cl_particles.c b/cl_particles.c index 0975d1fb..61510572 100644 --- a/cl_particles.c +++ b/cl_particles.c @@ -614,7 +614,9 @@ particle_t *CL_NewParticle(const vec3_t sortorigin, unsigned short ptypeindex, i g = part->color[1]; b = part->color[2]; } - part->staincolor = r * 65536 + g * 256 + b; + part->staincolor[0] = r; + part->staincolor[1] = g; + part->staincolor[2] = b; part->stainalpha = palpha * stainalpha / 256; part->stainsize = psize * stainsize; part->texnum = ptex; @@ -636,7 +638,7 @@ particle_t *CL_NewParticle(const vec3_t sortorigin, unsigned short ptypeindex, i part->airfriction = pairfriction; part->liquidfriction = pliquidfriction; part->die = cl.time + lifetime; - part->delayedcollisions = 0; +// part->delayedcollisions = 0; part->qualityreduction = pqualityreduction; // if it is rain or snow, trace ahead and shut off collisions until an actual collision event needs to occur to improve performance if (part->typeindex == pt_rain) @@ -668,6 +670,7 @@ particle_t *CL_NewParticle(const vec3_t sortorigin, unsigned short ptypeindex, i } } } +#if 0 else if (part->bounce != 0 && part->gravity == 0 && part->typeindex != pt_snow) { float lifetime = part->alpha / (part->alphafade ? part->alphafade : 1); @@ -677,6 +680,7 @@ particle_t *CL_NewParticle(const vec3_t sortorigin, unsigned short ptypeindex, i trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY, true, false, NULL, false); part->delayedcollisions = cl.time + lifetime * trace.fraction - 0.1; } +#endif return part; } @@ -692,7 +696,7 @@ static void CL_ImmediateBloodStain(particle_t *part) VectorCopy(part->vel, v); VectorNormalize(v); staintex = part->staintexnum; - R_DecalSystem_SplatEntities(part->org, v, 1-((part->staincolor>>16)&255)*(1.0f/255.0f), 1-((part->staincolor>>8)&255)*(1.0f/255.0f), 1-((part->staincolor)&255)*(1.0f/255.0f), part->stainalpha*(1.0f/255.0f), particletexture[staintex].s1, particletexture[staintex].t1, particletexture[staintex].s2, particletexture[staintex].t2, part->stainsize); + R_DecalSystem_SplatEntities(part->org, v, 1-part->staincolor[0]*(1.0f/255.0f), 1-part->staincolor[1]*(1.0f/255.0f), 1-part->staincolor[2]*(1.0f/255.0f), part->stainalpha*(1.0f/255.0f), particletexture[staintex].s1, particletexture[staintex].t1, particletexture[staintex].s2, particletexture[staintex].t2, part->stainsize); } // blood creates a splash at spawn, not just at impact, this makes monsters bloody where they are shot @@ -2500,7 +2504,7 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh tex = &particletexture[p->texnum]; switch(p->orientation) { - case PARTICLE_INVALID: +// case PARTICLE_INVALID: case PARTICLE_BILLBOARD: VectorScale(r_refdef.view.left, -size * p->stretch, right); VectorScale(r_refdef.view.up, size, up); @@ -2696,7 +2700,8 @@ void R_DrawParticles (void) VectorCopy(p->org, oldorg); VectorMA(p->org, frametime, p->vel, p->org); - if (p->bounce && cl.time >= p->delayedcollisions) +// if (p->bounce && cl.time >= p->delayedcollisions) + if (p->bounce) { trace = CL_TraceLine(oldorg, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false); // if the trace started in or hit something of SUPERCONTENTS_NODROP @@ -2716,12 +2721,13 @@ void R_DrawParticles (void) if (!(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS)) { R_Stain(p->org, 16, - (p->staincolor >> 16) & 0xFF, (p->staincolor >> 8) & 0xFF, p->staincolor & 0xFF, (int)(p->stainalpha * p->stainsize * (1.0f / 160.0f)), - (p->staincolor >> 16) & 0xFF, (p->staincolor >> 8) & 0xFF, p->staincolor & 0xFF, (int)(p->stainalpha * p->stainsize * (1.0f / 160.0f))); + p->staincolor[0], p->staincolor[1], p->staincolor[2], (int)(p->stainalpha * p->stainsize * (1.0f / 160.0f)), + p->staincolor[0], p->staincolor[1], p->staincolor[2], (int)(p->stainalpha * p->stainsize * (1.0f / 160.0f))); if (cl_decals.integer) { // create a decal for the blood splat - CL_SpawnDecalParticleForSurface(hitent, p->org, trace.plane.normal, 0xFFFFFF ^ p->staincolor, 0xFFFFFF ^ p->staincolor, p->staintexnum, p->stainsize, p->stainalpha); // staincolor needs to be inverted for decals! + a = 0xFFFFFF ^ (p->staincolor[0]*65536+p->staincolor[1]*256+p->staincolor[2]); + CL_SpawnDecalParticleForSurface(hitent, p->org, trace.plane.normal, a, a, p->staintexnum, p->stainsize, p->stainalpha); // staincolor needs to be inverted for decals! } } } diff --git a/client.h b/client.h index e7522774..112a9cac 100644 --- a/client.h +++ b/client.h @@ -789,36 +789,39 @@ decal_t; typedef struct particle_s { - // for faster batch rendering, particles are rendered in groups based on where they spawned - vec3_t sortorigin; - // fields used by rendering: (40 bytes) + // for faster batch rendering, particles are rendered in groups by effect (resulting in less perfect sorting but far less state changes) + + // fields used by rendering: (48 bytes) + vec3_t sortorigin; // sort by this group origin, not particle org + vec3_t org; + vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam + float size; + float alpha; // 0-255 + float stretch; // only for sparks + + // fields not used by rendering: (44 bytes) + float stainsize; + float stainalpha; + float sizeincrease; // rate of size change per second + float alphafade; // how much alpha reduces per second + float time2; // used for snow fluttering and decal fade + float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical) + float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none) + float airfriction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction) + float liquidfriction; // how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liquid friction) +// float delayedcollisions; // time that p->bounce becomes active + float delayedspawn; // time that particle appears and begins moving + float die; // time when this particle should be removed, regardless of alpha + + // byte variables grouped to save memory (12 bytes) + unsigned char color[3]; + unsigned char qualityreduction; // enables skipping of this particle according to r_refdef.view.qualityreduction unsigned char typeindex; - pblend_t blendmode; - porientation_t orientation; + unsigned char blendmode; + unsigned char orientation; unsigned char texnum; - vec3_t org; - vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam - float size; - float alpha; // 0-255 - unsigned char color[3]; - unsigned char qualityreduction; // enables skipping of this particle according to r_refdef.view.qualityreduction - float stretch; // only for sparks - int staincolor; + unsigned char staincolor[3]; signed char staintexnum; - float stainsize; - float stainalpha; - - // fields not used by rendering: (40 bytes) - float sizeincrease; // rate of size change per second - float alphafade; // how much alpha reduces per second - float time2; // used for snow fluttering and decal fade - float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical) - float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none) - float airfriction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction) - float liquidfriction; // how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liquid friction) - float delayedcollisions; // time that p->bounce becomes active - float delayedspawn; // time that particle appears and begins moving - float die; // time when this particle should be removed, regardless of alpha } particle_t; diff --git a/clvm_cmds.c b/clvm_cmds.c index 7dc7a315..1031110c 100644 --- a/clvm_cmds.c +++ b/clvm_cmds.c @@ -2639,8 +2639,8 @@ void VM_CL_SpawnParticle (void) } if (*vmpartspawner.particle_delayspawn) part->delayedspawn = cl.time + *vmpartspawner.particle_delayspawn; - if (*vmpartspawner.particle_delaycollision) - part->delayedcollisions = cl.time + *vmpartspawner.particle_delaycollision; + //if (*vmpartspawner.particle_delaycollision) + // part->delayedcollisions = cl.time + *vmpartspawner.particle_delaycollision; } else // quick themed particle { @@ -2660,8 +2660,8 @@ void VM_CL_SpawnParticle (void) } if (theme->delayspawn) part->delayedspawn = cl.time + theme->delayspawn; - if (theme->delaycollision) - part->delayedcollisions = cl.time + theme->delaycollision; + //if (theme->delaycollision) + // part->delayedcollisions = cl.time + theme->delaycollision; } PRVM_G_FLOAT(OFS_RETURN) = 1; } @@ -2704,7 +2704,7 @@ void VM_CL_SpawnParticleDelayed (void) return; } part->delayedspawn = cl.time + PRVM_G_FLOAT(OFS_PARM2); - part->delayedcollisions = cl.time + PRVM_G_FLOAT(OFS_PARM3); + //part->delayedcollisions = cl.time + PRVM_G_FLOAT(OFS_PARM3); PRVM_G_FLOAT(OFS_RETURN) = 0; }