-reordered sector_t so that the internal declarations are at the top, followed by the member variables and the methods.

Also tried to sort them by renderer use but that turned out to be without any performance effect, even though the struct is a bit better aligned now and several bytes shorter.
This commit is contained in:
Christoph Oelckers 2019-01-05 13:27:32 +01:00
parent a0ad4ea193
commit 639fb43682
2 changed files with 152 additions and 152 deletions

View file

@ -150,6 +150,7 @@ struct vertex_t
int numsectors;
sector_t ** sectors;
float * heightlist;
int vertexnum;
vertex_t()
{
@ -604,6 +605,155 @@ enum class EMoveResult { ok, crushed, pastdest };
struct sector_t
{
enum
{
floor,
ceiling,
// only used for specialcolors array
walltop,
wallbottom,
sprites
};
enum
{
CeilingMove,
FloorMove,
CeilingScroll,
FloorScroll
};
enum
{
vbo_fakefloor = floor + 2,
vbo_fakeceiling = ceiling + 2,
};
enum
{
INVALIDATE_PLANES = 1,
INVALIDATE_OTHER = 2
};
struct splane
{
FTransform xform;
int Flags;
int Light;
double alpha;
double TexZ;
PalEntry GlowColor;
float GlowHeight;
FTextureID Texture;
};
splane planes[2];
extsector_t * e; // This stores data that requires construction/destruction. Such data must not be copied by R_FakeFlat.
secplane_t floorplane, ceilingplane; // [RH] store floor and ceiling planes instead of heights
DVector2 centerspot; // origin for any sounds played by the sector
TStaticPointedArray<line_t *> Lines;
sector_t *heightsec; // killough 3/7/98: support flat heights drawn at another sector's heights other sector, or NULL if no other sector
struct msecnode_t *sectorportal_thinglist; // for cross-portal rendering.
struct msecnode_t *touching_renderthings; // this is used to allow wide things to be rendered not only from their main sector.
PalEntry SpecialColors[5]; // Doom64 style colors
PalEntry AdditiveColors[5];
FColormap Colormap; // Sector's own color/fog info.
short special; // map-defined sector special type
short lightlevel;
int sky; // MBF sky transfer info.
int validcount; // if == validcount, already checked
uint32_t bottommap, midmap, topmap; // killough 4/4/98: dynamic colormaps
// [RH] these can also be blend values if
// the alpha mask is non-zero
bool transdoor; // For transparent door hacks
uint16_t MoreFlags; // [RH] Internal sector flags
uint32_t Flags; // Sector flags
// [RH] The portal or skybox to render for this sector.
unsigned Portals[2];
int PortalGroup;
int sectornum; // for comparing sector copies
// GL only stuff starts here
float reflect[2];
int subsectorcount; // list of subsectors
double transdoorheight; // for transparent door hacks
subsector_t ** subsectors;
FSectorPortalGroup * portals[2]; // floor and ceiling portals
int vboindex[4]; // VBO indices of the 4 planes this sector uses during rendering. This is only needed for updating plane heights.
int iboindex[4]; // IBO indices of the 4 planes this sector uses during rendering
double vboheight[2]; // Last calculated height for the 2 planes of this actual sector
int vbocount[2]; // Total count of vertices belonging to this sector's planes. This is used when a sector height changes and also contains all attached planes.
int ibocount; // number of indices per plane (identical for all planes.) If this is -1 the index buffer is not in use.
// Below are all properties which are not used by the renderer.
TObjPtr<AActor*> SoundTarget;
AActor* thinglist; // list of actors in sector
double gravity; // [RH] Sector gravity (1.0 is normal)
// thinker_t for reversable actions
TObjPtr<DSectorEffect*> floordata; // jff 2/22/98 make thinkers on
TObjPtr<DSectorEffect*> ceilingdata; // floors, ceilings, lighting,
TObjPtr<DSectorEffect*> lightingdata; // independent of one another
TObjPtr<DInterpolation*> interpolations[4];
// list of mobjs that are at least partially in the sector
// thinglist is a subset of touching_thinglist
struct msecnode_t *touching_thinglist; // phares 3/14/98
// [RH] Action specials for sectors. Like Skull Tag, but more
// flexible in a Bloody way. SecActTarget forms a list of actors
// joined by their tracer fields. When a potential sector action
// occurs, SecActTarget's TriggerAction method is called.
TObjPtr<AActor*> SecActTarget;
// killough 8/28/98: friction is a sector property, not an actor property.
// these fields used to be in AActor, but presented performance problems
// when processed as mobj properties. Fix is to make them sector properties.
double friction, movefactor;
int terrainnum[2];
FName SeqName; // Sound sequence name. Setting seqType non-negative will override this.
short seqType; // this sector's sound sequence
uint8_t soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
int8_t stairlock; // jff 2/26/98 lockout machinery for stairbuilding: -2 on first locked, -1 after thinker done, 0 normally
int prevsec; // -1 or number of sector for previous step
int nextsec; // -1 or number of next step sector
FName damagetype; // [RH] Means-of-death for applied damage
int damageamount; // [RH] Damage to do while standing on floor
short damageinterval; // Interval for damage application
short leakydamage; // chance of leaking through radiation suit
uint16_t ZoneNumber; // [RH] Zone this sector belongs to
// [ZZ] these are for destructible sectors.
// default is 0, which means no special behavior
int healthfloor;
int healthceiling;
int health3d;
int healthfloorgroup;
int healthceilinggroup;
int health3dgroup;
// Member functions
private:
@ -654,32 +804,6 @@ public:
bool GetWallGlow(float *topglowcolor, float *bottomglowcolor);
enum
{
floor,
ceiling,
// only used for specialcolors array
walltop,
wallbottom,
sprites
};
struct splane
{
FTransform xform;
int Flags;
int Light;
double alpha;
double TexZ;
PalEntry GlowColor;
float GlowHeight;
FTextureID Texture;
};
splane planes[2];
void SetXOffset(int pos, double o)
{
planes[pos].xform.xOffs = o;
@ -977,132 +1101,9 @@ public:
Colormap = other->Colormap;
}
// [RH] store floor and ceiling planes instead of heights
secplane_t floorplane, ceilingplane;
// [RH] give floor and ceiling even more properties
PalEntry SpecialColors[5];
PalEntry AdditiveColors[5];
FColormap Colormap;
TObjPtr<AActor*> SoundTarget;
short special;
short lightlevel;
short seqType; // this sector's sound sequence
int sky;
FName SeqName; // Sound sequence name. Setting seqType non-negative will override this.
DVector2 centerspot; // origin for any sounds played by the sector
int validcount; // if == validcount, already checked
AActor* thinglist; // list of mobjs in sector
// killough 8/28/98: friction is a sector property, not an mobj property.
// these fields used to be in AActor, but presented performance problems
// when processed as mobj properties. Fix is to make them sector properties.
double friction, movefactor;
int terrainnum[2];
// thinker_t for reversable actions
TObjPtr<DSectorEffect*> floordata; // jff 2/22/98 make thinkers on
TObjPtr<DSectorEffect*> ceilingdata; // floors, ceilings, lighting,
TObjPtr<DSectorEffect*> lightingdata; // independent of one another
enum
{
CeilingMove,
FloorMove,
CeilingScroll,
FloorScroll
};
TObjPtr<DInterpolation*> interpolations[4];
int prevsec; // -1 or number of sector for previous step
int nextsec; // -1 or number of next step sector
uint8_t soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
// jff 2/26/98 lockout machinery for stairbuilding
int8_t stairlock; // -2 on first locked -1 after thinker done 0 normally
TStaticPointedArray<line_t *> Lines;
// killough 3/7/98: support flat heights drawn at another sector's heights
sector_t *heightsec; // other sector, or NULL if no other sector
uint32_t bottommap, midmap, topmap; // killough 4/4/98: dynamic colormaps
// [RH] these can also be blend values if
// the alpha mask is non-zero
// list of mobjs that are at least partially in the sector
// thinglist is a subset of touching_thinglist
struct msecnode_t *touching_thinglist; // phares 3/14/98
struct msecnode_t *sectorportal_thinglist; // for cross-portal rendering.
struct msecnode_t *touching_renderthings; // this is used to allow wide things to be rendered not only from their main sector.
double gravity; // [RH] Sector gravity (1.0 is normal)
FName damagetype; // [RH] Means-of-death for applied damage
int damageamount; // [RH] Damage to do while standing on floor
short damageinterval; // Interval for damage application
short leakydamage; // chance of leaking through radiation suit
uint16_t ZoneNumber; // [RH] Zone this sector belongs to
uint16_t MoreFlags; // [RH] Internal sector flags
uint32_t Flags; // Sector flags
// [RH] Action specials for sectors. Like Skull Tag, but more
// flexible in a Bloody way. SecActTarget forms a list of actors
// joined by their tracer fields. When a potential sector action
// occurs, SecActTarget's TriggerAction method is called.
TObjPtr<AActor*> SecActTarget;
// [RH] The portal or skybox to render for this sector.
unsigned Portals[2];
int PortalGroup;
int sectornum; // for comparing sector copies
extsector_t * e; // This stores data that requires construction/destruction. Such data must not be copied by R_FakeFlat.
// GL only stuff starts here
float reflect[2];
bool transdoor; // For transparent door hacks
int subsectorcount; // list of subsectors
double transdoorheight; // for transparent door hacks
subsector_t ** subsectors;
FSectorPortalGroup * portals[2]; // floor and ceiling portals
enum
{
vbo_fakefloor = floor+2,
vbo_fakeceiling = ceiling+2,
};
int vboindex[4]; // VBO indices of the 4 planes this sector uses during rendering. This is only needed for updating plane heights.
int iboindex[4]; // IBO indices of the 4 planes this sector uses during rendering
double vboheight[2]; // Last calculated height for the 2 planes of this actual sector
int vbocount[2]; // Total count of vertices belonging to this sector's planes. This is used when a sector height changes and also contains all attached planes.
int ibocount; // number of indices per plane (identical for all planes.) If this is -1 the index buffer is not in use.
float GetReflect(int pos) { return gl_plane_reflection_i? reflect[pos] : 0; }
float GetReflect(int pos) { return gl_plane_reflection_i ? reflect[pos] : 0; }
FSectorPortalGroup *GetPortalGroup(int plane) { return portals[plane]; }
enum
{
INVALIDATE_PLANES = 1,
INVALIDATE_OTHER = 2
};
// [ZZ] these are for destructible sectors.
// default is 0, which means no special behavior
int healthfloor;
int healthceiling;
int health3d;
int healthfloorgroup;
int healthceilinggroup;
int health3dgroup;
};
struct ReverbContainer;

View file

@ -586,8 +586,7 @@ public:
};
// This is only used for exposing the sector's Lines array to ZScript.
// This also must be trivial so that sector_t remains trivial.
// For other uses TArrayView should be preferred.
// Unlike TArrayView, its members are public as needed by the map loader.
template <class T>
class TStaticPointedArray