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- floatified the translucency values in particle_t to elimintate the gross inaccuracies with fadeout time.
- widened ttl variable in particle_t to short to allow longer living particles than 6 seconds. - reordered fields in particle_t to reduce struct size a bit.
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parent
42b1432b64
commit
581cd27818
4 changed files with 21 additions and 22 deletions
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@ -1060,7 +1060,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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player_t *player=&players[consoleplayer];
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if (particle->trans==0) return;
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if (particle->alpha==0) return;
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lightlevel = gl_ClampLight(sector->GetTexture(sector_t::ceiling) == skyflatnum ?
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sector->GetCeilingLight() : sector->GetFloorLight());
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@ -1100,7 +1100,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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Colormap.ClearColor();
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}
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trans=particle->trans/255.0f;
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trans=particle->alpha;
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RenderStyle = STYLE_Translucent;
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OverrideShader = 0;
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@ -62,7 +62,7 @@ CVAR (Bool, r_particles, true, 0);
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FRandom pr_railtrail("RailTrail");
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#define FADEFROMTTL(a) (255/(a))
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#define FADEFROMTTL(a) (1.f/(a))
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// [RH] particle globals
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WORD NumParticles;
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@ -269,11 +269,10 @@ void P_ThinkParticles ()
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continue;
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}
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BYTE oldtrans;
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oldtrans = particle->trans;
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particle->trans -= particle->fade;
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auto oldtrans = particle->alpha;
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particle->alpha -= particle->fadestep;
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particle->size += particle->sizestep;
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if (oldtrans < particle->trans || --particle->ttl <= 0 || (particle->size <= 0))
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if (oldtrans < particle->alpha || --particle->ttl <= 0 || (particle->size <= 0))
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{ // The particle has expired, so free it
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memset (particle, 0, sizeof(particle_t));
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if (prev)
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@ -331,9 +330,9 @@ void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &a
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particle->Vel = vel;
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particle->Acc = accel;
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particle->color = ParticleColor(color);
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particle->trans = BYTE(startalpha*255);
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if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime);
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else particle->fade = int(fadestep * 255);
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particle->alpha = float(startalpha);
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if (fadestep < 0) particle->fadestep = FADEFROMTTL(lifetime);
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else particle->fadestep = float(fadestep);
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particle->ttl = lifetime;
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particle->bright = !!(flags & PS_FULLBRIGHT);
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particle->size = size;
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@ -392,9 +391,9 @@ particle_t *JitterParticle (int ttl, double drift)
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for (i = 3; i; i--)
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particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift);
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particle->trans = 255; // fully opaque
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particle->alpha = 1.f; // fully opaque
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particle->ttl = ttl;
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particle->fade = FADEFROMTTL(ttl);
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particle->fadestep = FADEFROMTTL(ttl);
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}
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return particle;
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}
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@ -622,8 +621,8 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in
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break;
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p->ttl = 12;
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p->fade = FADEFROMTTL(12);
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p->trans = 255;
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p->fadestep = FADEFROMTTL(12);
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p->alpha = 1.f;
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p->size = 4;
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p->color = M_Random() & 0x80 ? color1 : color2;
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p->Vel.Z = M_Random() * zvel;
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@ -763,9 +762,9 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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int spiralduration = (duration == 0) ? 35 : duration;
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p->trans = 255;
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p->alpha = 1.f;
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p->ttl = duration;
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p->fade = FADEFROMTTL(spiralduration);
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p->fadestep = FADEFROMTTL(spiralduration);
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p->size = 3;
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p->bright = fullbright;
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@ -57,17 +57,17 @@ struct particle_t
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DVector3 Pos;
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DVector3 Vel;
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DVector3 Acc;
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BYTE ttl;
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BYTE trans;
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double size;
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double sizestep;
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subsector_t * subsector;
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short ttl;
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BYTE bright;
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BYTE fade;
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bool notimefreeze;
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float fadestep;
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float alpha;
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int color;
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WORD tnext;
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WORD snext;
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subsector_t * subsector;
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bool notimefreeze;
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};
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extern particle_t *Particles;
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@ -2593,7 +2593,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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vis->startfrac = 255 & (particle->color >>24);
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vis->pic = NULL;
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vis->bIsVoxel = false;
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vis->renderflags = particle->trans;
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vis->renderflags = short(particle->alpha * 255);
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vis->FakeFlatStat = fakeside;
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vis->floorclip = 0;
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vis->ColormapNum = 0;
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