Compress visualthinker bools into a flags field

This commit is contained in:
Ricardo Luís Vaz Silva 2024-11-12 16:00:41 -03:00
parent 3a83762c51
commit 3622e2bb2a
5 changed files with 49 additions and 39 deletions

View file

@ -364,9 +364,9 @@ void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &v
particle->sizestep = sizestep;
particle->texture = texture;
particle->style = style;
particle->Roll = startroll;
particle->RollVel = rollvel;
particle->RollAcc = rollacc;
particle->Roll = (float)startroll;
particle->RollVel = (float)rollvel;
particle->RollAcc = (float)rollacc;
particle->flags = flags;
if(flags & SPF_LOCAL_ANIM)
{
@ -1125,7 +1125,7 @@ int DVisualThinker::GetLightLevel(sector_t* rendersector) const
{
int lightlevel = rendersector->GetSpriteLight();
if (bAddLightLevel)
if (flags & VTF_AddLightLevel)
{
lightlevel += LightLevel;
}
@ -1138,7 +1138,7 @@ int DVisualThinker::GetLightLevel(sector_t* rendersector) const
FVector3 DVisualThinker::InterpolatedPosition(double ticFrac) const
{
if (bDontInterpolate) return FVector3(PT.Pos);
if (flags & VTF_DontInterpolate) return FVector3(PT.Pos);
DVector3 proc = Prev + (ticFrac * (PT.Pos - Prev));
return FVector3(proc);
@ -1147,7 +1147,7 @@ FVector3 DVisualThinker::InterpolatedPosition(double ticFrac) const
float DVisualThinker::InterpolatedRoll(double ticFrac) const
{
if (bDontInterpolate) return PT.Roll;
if (flags & VTF_DontInterpolate) return PT.Roll;
return float(PrevRoll + (PT.Roll - PrevRoll) * ticFrac);
}
@ -1227,9 +1227,9 @@ int DVisualThinker::GetRenderStyle()
float DVisualThinker::GetOffset(bool y) const // Needed for the renderer.
{
if (y)
return (float)(bFlipOffsetY ? Offset.Y : -Offset.Y);
return (float)((flags & VTF_FlipOffsetY) ? Offset.Y : -Offset.Y);
else
return (float)(bFlipOffsetX ? Offset.X : -Offset.X);
return (float)((flags & VTF_FlipOffsetX) ? Offset.X : -Offset.X);
}
void DVisualThinker::Serialize(FSerializer& arc)
@ -1250,14 +1250,9 @@ void DVisualThinker::Serialize(FSerializer& arc)
("translation", Translation)
("cursector", cursector)
("scolor", PT.color)
("flipx", bXFlip)
("flipy", bYFlip)
("dontinterpolate", bDontInterpolate)
("addlightlevel", bAddLightLevel)
("flipoffsetx", bFlipOffsetX)
("flipoffsetY", bFlipOffsetY)
("lightlevel", LightLevel)
("flags", PT.flags);
("flags", PT.flags)
("visualThinkerFlags", flags);
}
@ -1269,6 +1264,7 @@ DEFINE_FIELD_NAMED(DVisualThinker, PT.Roll, Roll);
DEFINE_FIELD_NAMED(DVisualThinker, PT.alpha, Alpha);
DEFINE_FIELD_NAMED(DVisualThinker, PT.texture, Texture);
DEFINE_FIELD_NAMED(DVisualThinker, PT.flags, Flags);
DEFINE_FIELD_NAMED(DVisualThinker, flags, VisualThinkerFlags);
DEFINE_FIELD(DVisualThinker, Prev);
DEFINE_FIELD(DVisualThinker, Scale);
@ -1277,9 +1273,3 @@ DEFINE_FIELD(DVisualThinker, PrevRoll);
DEFINE_FIELD(DVisualThinker, Translation);
DEFINE_FIELD(DVisualThinker, LightLevel);
DEFINE_FIELD(DVisualThinker, cursector);
DEFINE_FIELD(DVisualThinker, bXFlip);
DEFINE_FIELD(DVisualThinker, bYFlip);
DEFINE_FIELD(DVisualThinker, bDontInterpolate);
DEFINE_FIELD(DVisualThinker, bAddLightLevel);
DEFINE_FIELD(DVisualThinker, bFlipOffsetX);
DEFINE_FIELD(DVisualThinker, bFlipOffsetY);

View file

@ -158,6 +158,17 @@ void P_DisconnectEffect (AActor *actor);
//===========================================================================
class HWSprite;
struct FTranslationID;
enum EVisualThinkerFlags
{
VTF_FlipOffsetX = 1 << 0,
VTF_FlipOffsetY = 1 << 1,
VTF_FlipX = 1 << 2,
VTF_FlipY = 1 << 3, // flip the sprite on the x/y axis.
VTF_DontInterpolate = 1 << 4, // disable all interpolation
VTF_AddLightLevel = 1 << 5, // adds sector light level to 'LightLevel'
};
class DVisualThinker : public DThinker
{
DECLARE_CLASS(DVisualThinker, DThinker);
@ -171,12 +182,7 @@ public:
FTextureID AnimatedTexture;
sector_t *cursector;
bool bFlipOffsetX,
bFlipOffsetY,
bXFlip,
bYFlip, // flip the sprite on the x/y axis.
bDontInterpolate, // disable all interpolation
bAddLightLevel; // adds sector light level to 'LightLevel'
int flags;
// internal only variables
particle_t PT;

View file

@ -1599,7 +1599,7 @@ void HWSprite::AdjustVisualThinker(HWDrawInfo* di, DVisualThinker* spr, sector_t
? TexAnim.UpdateStandaloneAnimation(spr->PT.animData, di->Level->maptime + timefrac)
: spr->PT.texture, !custom_anim);
if (spr->bDontInterpolate)
if (spr->flags & VTF_DontInterpolate)
timefrac = 0.;
FVector3 interp = spr->InterpolatedPosition(timefrac);
@ -1629,13 +1629,12 @@ void HWSprite::AdjustVisualThinker(HWDrawInfo* di, DVisualThinker* spr, sector_t
double mult = 1.0 / sqrt(ps); // shrink slightly
r.Scale(mult * ps, mult);
}
if (spr->bXFlip)
if (spr->flags & VTF_FlipX)
{
std::swap(ul,ur);
r.left = -r.width - r.left; // mirror the sprite's x-offset
}
if (spr->bYFlip) std::swap(vt,vb);
if (spr->flags & VTF_FlipY) std::swap(vt,vb);
float viewvecX = vp.ViewVector.X;
float viewvecY = vp.ViewVector.Y;

View file

@ -1516,3 +1516,13 @@ enum EModelFlags
MDL_CORRECTPIXELSTRETCH = 1<<13, // ensure model does not distort with pixel stretch when pitch/roll is applied
MDL_FORCECULLBACKFACES = 1<<14,
};
enum EVisualThinkerFlags
{
VTF_FlipOffsetX = 1 << 0,
VTF_FlipOffsetY = 1 << 1,
VTF_FlipX = 1 << 2,
VTF_FlipY = 1 << 3, // flip the sprite on the x/y axis.
VTF_DontInterpolate = 1 << 4, // disable all interpolation
VTF_AddLightLevel = 1 << 5, // adds sector light level to 'LightLevel'
};

View file

@ -10,14 +10,18 @@ Class VisualThinker : Thinker native
Alpha;
native TextureID Texture;
native TranslationID Translation;
native uint16 Flags;
native int16 LightLevel;
native bool bFlipOffsetX,
bFlipOffsetY,
bXFlip,
bYFlip,
bDontInterpolate,
bAddLightLevel;
native uint16 Flags;
native int VisualThinkerFlags;
FlagDef FlipOffsetX : VisualThinkerFlags, 0;
FlagDef FlipOffsetY : VisualThinkerFlags, 1;
FlagDef XFlip : VisualThinkerFlags, 2;
FlagDef YFlip : VisualThinkerFlags, 3;
FlagDef DontInterpolate : VisualThinkerFlags, 4;
FlagDef AddLightLevel : VisualThinkerFlags, 5;
native Color scolor;
native Sector CurSector; // can be null!
@ -27,7 +31,7 @@ Class VisualThinker : Thinker native
native bool IsFrozen();
static VisualThinker Spawn(Class<VisualThinker> type, TextureID tex, Vector3 pos, Vector3 vel, double alpha = 1.0, int flags = 0,
double roll = 0.0, Vector2 scale = (1,1), Vector2 offset = (0,0), int style = STYLE_Normal, TranslationID trans = 0)
double roll = 0.0, Vector2 scale = (1,1), Vector2 offset = (0,0), int style = STYLE_Normal, TranslationID trans = 0, int VisualThinkerFlags = 0)
{
if (!Level) return null;
@ -44,6 +48,7 @@ Class VisualThinker : Thinker native
p.SetRenderStyle(style);
p.Translation = trans;
p.Flags = flags;
p.VisualThinkerFlags = VisualThinkerFlags;
}
return p;
}