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https://git.code.sf.net/p/quake/quakeforge
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a nother tiny optimisation: no nead to recalculate non-player beams every
frame
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parent
8a8e62f4c2
commit
b93f37fb00
1 changed files with 62 additions and 44 deletions
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@ -198,8 +198,8 @@ CL_AllocBeam (int ent)
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return 0;
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}
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void
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CL_ClearBeam (beam_t *b)
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static inline void
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clear_beam (beam_t *b)
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{
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if (b->ent_count) {
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entity_t *e = b->ent_list + b->ent_count;
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@ -209,6 +209,54 @@ CL_ClearBeam (beam_t *b)
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}
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}
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static inline void
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setup_beam (beam_t *b)
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{
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entity_t *ent;
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float forward, pitch, yaw, d;
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int ent_count;
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vec3_t dist, org;
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// calculate pitch and yaw
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VectorSubtract (b->end, b->start, dist);
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if (dist[1] == 0 && dist[0] == 0) {
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yaw = 0;
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if (dist[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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} else {
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yaw = (int) (atan2 (dist[1], dist[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (dist[0] * dist[0] + dist[1] * dist[1]);
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pitch = (int) (atan2 (dist[2], forward) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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}
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// add new entities for the lightning
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VectorCopy (b->start, org);
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d = VectorNormalize (dist);
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VectorScale (dist, 30, dist);
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ent_count = ceil (d / 30);
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ent_count = min (ent_count, MAX_BEAM_ENTS);
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b->ent_count = ent_count;
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d = 0;
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while (ent_count--) {
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ent = &b->ent_list[ent_count];
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VectorMA (org, d, dist, ent->origin);
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d += 1;
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ent->model = b->model;
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ent->angles[0] = pitch;
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ent->angles[1] = yaw;
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if (!ent->efrag)
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R_AddEfrags (ent);
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}
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}
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void
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CL_ParseBeam (model_t *m)
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{
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@ -222,13 +270,17 @@ CL_ParseBeam (model_t *m)
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MSG_ReadCoordV (net_message, end);
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if ((b = CL_AllocBeam (ent))) {
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CL_ClearBeam (b);
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clear_beam (b);
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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b->seed = rand();
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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if (b->entity != cl.viewentity) {
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// this will be done in CL_UpdateBeams
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VectorCopy (start, b->start);
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setup_beam (b);
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}
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}
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}
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@ -411,65 +463,31 @@ void
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CL_UpdateBeams (void)
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{
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beam_t *b;
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entity_t *ent;
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float forward, pitch, yaw, d;
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int i, ent_count;
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vec3_t dist, org;
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unsigned seed;
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// update lightning
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for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) {
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if (!b->model || b->endtime < cl.time) {
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CL_ClearBeam (b);
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clear_beam (b);
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continue;
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}
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// if coming from the player, update the start position
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if (b->entity == cl.viewentity) {
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CL_ClearBeam (b);
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clear_beam (b);
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VectorCopy (cl.simorg, b->start);
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}
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// calculate pitch and yaw
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VectorSubtract (b->end, b->start, dist);
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if (dist[1] == 0 && dist[0] == 0) {
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yaw = 0;
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if (dist[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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} else {
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yaw = (int) (atan2 (dist[1], dist[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (dist[0] * dist[0] + dist[1] * dist[1]);
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pitch = (int) (atan2 (dist[2], forward) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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setup_beam (b);
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}
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seed = b->seed + ((int)(cl.time * BEAM_SEED_INTERVAL) %
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BEAM_SEED_INTERVAL);
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// add new entities for the lightning
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VectorCopy (b->start, org);
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d = VectorNormalize (dist);
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VectorScale (dist, 30, dist);
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ent_count = ceil (d / 30);
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ent_count = min (ent_count, MAX_BEAM_ENTS);
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b->ent_count = ent_count;
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d = 0;
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ent_count = b->ent_count;
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while (ent_count--) {
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ent = &b->ent_list[ent_count];
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VectorMA (org, d, dist, ent->origin);
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d += 1;
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ent->model = b->model;
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ent->angles[0] = pitch;
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ent->angles[1] = yaw;
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ent->angles[2] = (seed = seed * BEAM_SEED_PRIME) % 360;
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if (!ent->efrag)
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R_AddEfrags (ent);
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seed = seed * BEAM_SEED_PRIME;
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b->ent_list[ent_count].angles[2] = seed % 360;
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}
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}
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}
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