reduce custom particles memory usage by 2kb on 32 bit, 9kb on 64 bit

This commit is contained in:
UnknownShadow200 2020-02-22 23:39:30 +11:00
parent 523462d829
commit a5c3e296e9
4 changed files with 57 additions and 50 deletions

View File

@ -298,28 +298,31 @@ static void Terrain_Tick(double delta) {
*#########################################################################################################################*/
struct CustomParticle {
struct Particle base;
struct CustomParticleProperty* prop;
int effectId;
float totalLifespan;
};
struct CustomParticleProperty Particles_CustomEffects[256];
struct CustomParticleEffect Particles_CustomEffects[256];
static struct CustomParticle custom_particles[PARTICLES_MAX];
static int custom_count;
static cc_bool CustomParticle_Tick(struct CustomParticle* p, double delta) {
struct CustomParticleEffect* e = &Particles_CustomEffects[p->effectId];
particle_hitTerrain = false;
return Particle_PhysicsTick(&p->base, p->prop->gravity, false, delta)
|| (particle_hitTerrain && p->prop->expireUponTouchingGround);
return Particle_PhysicsTick(&p->base, e->gravity, false, delta)
|| (particle_hitTerrain && e->expireUponTouchingGround);
}
static void CustomParticle_Render(struct CustomParticle* p, float t, VertexP3fT2fC4b* vertices) {
struct CustomParticleEffect* e = &Particles_CustomEffects[p->effectId];
Vec3 pos;
Vec2 size;
PackedCol col;
TextureRec rec = p->prop->rec;
TextureRec rec = e->rec;
int x, y, z;
float frame_time = p->totalLifespan / p->prop->frameCount;
float frame_time = p->totalLifespan / e->frameCount;
float inverted_lifetime = Math_AbsF(p->base.lifetime - p->totalLifespan);
int curFrame = Math_Floor(inverted_lifetime / frame_time);
float shiftU = curFrame * (rec.U2 - rec.U1);
@ -331,8 +334,8 @@ static void CustomParticle_Render(struct CustomParticle* p, float t, VertexP3fT2
size.X = p->base.size; size.Y = size.X;
x = Math_Floor(pos.X); y = Math_Floor(pos.Y); z = Math_Floor(pos.Z);
col = p->prop->fullBright ? PACKEDCOL_WHITE : (World_Contains(x, y, z) ? Lighting_Col(x, y, z) : Env.SunCol);
col = PackedCol_Tint(col, p->prop->tint);
col = e->fullBright ? PACKEDCOL_WHITE : (World_Contains(x, y, z) ? Lighting_Col(x, y, z) : Env.SunCol);
col = PackedCol_Tint(col, e->tintCol);
Particle_DoRender(&size, &pos, &rec, col, vertices);
}
@ -502,24 +505,28 @@ void Particles_RainSnowEffect(float x, float y, float z) {
void Particles_CustomEffect(int effectID, float x, float y, float z, float originX, float originY, float originZ) {
struct CustomParticle* p;
struct CustomParticleProperty* prop = &Particles_CustomEffects[effectID];
int i;
int count = prop->particleCount;
struct CustomParticleEffect* e = &Particles_CustomEffects[effectID];
int i, count = e->particleCount;
Vec3 offset;
float d;
for (i = 0; i < count; i++) {
if (custom_count == PARTICLES_MAX) Custom_RemoveAt(0);
p = &custom_particles[custom_count++];
p->prop = prop;
p->effectId = effectID;
Vec3 offset = { Random_Float(&rnd) - 0.5f, Random_Float(&rnd) - 0.5f, Random_Float(&rnd) - 0.5f };
offset.X = Random_Float(&rnd) - 0.5f;
offset.Y = Random_Float(&rnd) - 0.5f;
offset.Z = Random_Float(&rnd) - 0.5f;
Vec3_Normalize(&offset, &offset);
float d = Random_Float(&rnd);
d = Math_Exp(Math_Log(d) / 3.0);
Vec3_Mul1By(&offset, d);
Vec3_Mul1By(&offset, p->prop->spread);
p->base.lastPos.X = x + (offset.X);
p->base.lastPos.Y = y + (offset.Y);
p->base.lastPos.Z = z + (offset.Z);
d = Random_Float(&rnd);
d = Math_Exp(Math_Log(d) / 3.0); /* d^1/3 for better distribution */
d *= e->spread;
p->base.lastPos.X = x + offset.X * d;
p->base.lastPos.Y = y + offset.Y * d;
p->base.lastPos.Z = z + offset.Z * d;
Vec3 origin = { originX, originY, originZ };
if (Vec3_Equals(&origin, &p->base.lastPos)) {
@ -531,16 +538,16 @@ void Particles_CustomEffect(int effectID, float x, float y, float z, float origi
Vec3 diff;
Vec3_Sub(&diff, &p->base.lastPos, &origin);
Vec3_Normalize(&diff, &diff);
p->base.velocity.X = diff.X * p->prop->speed;
p->base.velocity.Y = diff.Y * p->prop->speed;
p->base.velocity.Z = diff.Z * p->prop->speed;
p->base.velocity.X = diff.X * e->speed;
p->base.velocity.Y = diff.Y * e->speed;
p->base.velocity.Z = diff.Z * e->speed;
}
p->base.nextPos = p->base.lastPos;
p->base.lifetime = p->prop->baseLifetime + ( (p->prop->baseLifetime * p->prop->lifetimeVariation) * ((Random_Float(&rnd) - 0.5f) * 2));
p->base.nextPos = p->base.lastPos;
p->base.lifetime = e->baseLifetime + (e->baseLifetime * e->lifetimeVariation) * ((Random_Float(&rnd) - 0.5f) * 2);
p->totalLifespan = p->base.lifetime;
p->base.size = p->prop->size + ( (p->prop->size * p->prop->sizeVariation) * ((Random_Float(&rnd) - 0.5f) * 2) ) ;
p->base.size = e->size + (e->size * e->sizeVariation) * ((Random_Float(&rnd) - 0.5f) * 2);
}
}

View File

@ -19,9 +19,11 @@ struct Particle {
struct CustomParticleEffect {
TextureRec rec;
PackedCol tint;
int frameCount;
int particleCount;
PackedCol tintCol;
cc_uint8 frameCount;
cc_uint8 particleCount;
cc_bool expireUponTouchingGround;
cc_bool fullBright;
float size;
float sizeVariation;
float spread; //how far from the spawnpoint their location can vary
@ -29,8 +31,6 @@ struct CustomParticleEffect {
float gravity;
float baseLifetime; //how long (in seconds) the particle lives for
float lifetimeVariation;
cc_bool expireUponTouchingGround;
cc_bool fullBright;
};
extern struct CustomParticleEffect Particles_CustomEffects[256];

View File

@ -107,9 +107,9 @@ static int Program_Run(int argc, char** argv) {
int argsCount = Platform_GetCommandLineArgs(argc, argv, args);
#ifdef _MSC_VER
/* NOTE: Make sure to comment this out before pushing a commit */
String rawArgs = String_FromConst("UnknownShadow200 fffff 127.0.0.1 25565");
//String rawArgs = String_FromConst("UnknownShadow200 fffff 127.0.0.1 25565");
//String rawArgs = String_FromConst("UnknownShadow200");
argsCount = String_UNSAFE_Split(&rawArgs, ' ', args, 4);
//argsCount = String_UNSAFE_Split(&rawArgs, ' ', args, 4);
#endif
if (argsCount == 0) {

View File

@ -1341,28 +1341,28 @@ static void CPE_VelocityControl(cc_uint8* data) {
}
static void CPE_DefineEffect(cc_uint8* data) {
struct CustomParticleProperty* effect = &Particles_CustomEffects[data[0]];
struct CustomParticleEffect* e = &Particles_CustomEffects[data[0]];
/* e.g. bounds of 0,0, 15,15 gives an 8x8 icon in the default 128x128 particles.png */
effect->rec.U1 = data[1] / 256.0f;
effect->rec.V1 = data[2] / 256.0f;
effect->rec.U2 = (data[3] + 1) / 256.0f;
effect->rec.V2 = (data[4] + 1) / 256.0f;
e->rec.U1 = data[1] / 256.0f;
e->rec.V1 = data[2] / 256.0f;
e->rec.U2 = (data[3] + 1) / 256.0f;
e->rec.V2 = (data[4] + 1) / 256.0f;
effect->tint = PackedCol_Make(data[5], data[6], data[7], 255);
effect->frameCount = data[8];
effect->particleCount = data[9];
effect->size = data[10] / 32.0f; /* 32 units per block */
e->tintCol = PackedCol_Make(data[5], data[6], data[7], 255);
e->frameCount = data[8];
e->particleCount = data[9];
e->size = data[10] / 32.0f; /* 32 units per block */
effect->sizeVariation = (int)Stream_GetU32_BE(data + 11) / 10000.0f;
effect->spread = (int)Stream_GetU32_BE(data + 15) / 32.0f; /* TODO: should be 10000? */
effect->speed = (int)Stream_GetU32_BE(data + 19) / 10000.0f;
effect->gravity = (int)Stream_GetU32_BE(data + 23) / 10000.0f;
effect->baseLifetime = (int)Stream_GetU32_BE(data + 27) / 10000.0f;
effect->lifetimeVariation = (int)Stream_GetU32_BE(data + 31) / 10000.0f;
e->sizeVariation = (int)Stream_GetU32_BE(data + 11) / 10000.0f;
e->spread = (int)Stream_GetU32_BE(data + 15) / 32.0f; /* TODO: should be 10000? */
e->speed = (int)Stream_GetU32_BE(data + 19) / 10000.0f;
e->gravity = (int)Stream_GetU32_BE(data + 23) / 10000.0f;
e->baseLifetime = (int)Stream_GetU32_BE(data + 27) / 10000.0f;
e->lifetimeVariation = (int)Stream_GetU32_BE(data + 31) / 10000.0f;
effect->expireUponTouchingGround = data[35];
effect->fullBright = data[36];
e->expireUponTouchingGround = data[35];
e->fullBright = data[36];
}
static void CPE_SpawnEffect(cc_uint8* data) {