forked from Mirrors/openclonk
Cloud: Performance optimizations around particles
parent
f88d0659da
commit
f5ce3dc12b
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@ -249,6 +249,9 @@ private func Precipitation()
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return;
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}
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local last_raindrop_color = nil;
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local particle_cache;
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// Raindrop somewhere from the cloud.
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private func RainDrop()
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{
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@ -282,13 +285,20 @@ private func RainDrop()
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// Create rain particles.
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var particle_name = "Raindrop";
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var color = GetMaterialColor(mat);
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if (color != last_raindrop_color)
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{
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particle_cache = {};
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last_raindrop_color = color;
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}
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if(mat == "Lava" || mat == "DuroLava")
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particle_name = "RaindropLava";
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// Snow is special.
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if(mat == "Snow")
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{
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CreateParticle("RaindropSnow", x, y, xdir, 10, PV_Random(2000, 3000), Particles_Snow(color), 0);
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particle_cache.snow = particle_cache.snow ?? Particles_Snow(color);
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CreateParticle("RaindropSnow", x, y, xdir, 10, PV_Random(2000, 3000), particle_cache.snow, 0);
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if (!i)
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{
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CastPXS(mat, 1, 0, x, y);
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@ -296,7 +306,8 @@ private func RainDrop()
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continue;
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}
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var particle = Particles_Rain(color);
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particle_cache.rain = particle_cache.rain ?? Particles_Rain(color);
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var particle = new particle_cache.rain {};
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if(Random(2))
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particle.Attach = ATTACH_Back;
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CreateParticle(particle_name, x, y, xdir, ydir, PV_Random(200, 300), particle, 0);
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@ -306,13 +317,15 @@ private func RainDrop()
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var x_final = hit[0], y_final = hit[1], time_passed = hit[4];
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if (time_passed > 0)
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{
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ScheduleCall(this, "DropHit", time_passed, 0, mat, AbsX(x_final), AbsY(y_final), !i);
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// Don't always create a splash.
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if (!Random(5) || !i)
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ScheduleCall(this, "DropHit", time_passed, 0, mat, color, AbsX(x_final), AbsY(y_final), !i);
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}
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}
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return true;
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}
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private func DropHit(string material_name, int x_orig, int y_orig, bool create_material)
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private func DropHit(string material_name, int color, int x_orig, int y_orig, bool create_material)
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{
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// Adjust position so that it's in the air.
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var x = x_orig, y = y_orig;
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@ -323,10 +336,6 @@ private func DropHit(string material_name, int x_orig, int y_orig, bool create_m
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InsertMaterial(Material(material_name), x, y);
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}
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// Don't always create a splash.
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if (Random(5)) return;
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var color = GetMaterialColor(material_name);
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// Some material combinations cast smoke
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// TODO: Figure out some generic way to do this?
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if(GBackLiquid(x,y) && (material_name == "Acid" || material_name == "Lava" || material_name == "DuroLava") && GetMaterial(x,y) == Material("Water"))
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@ -337,7 +346,8 @@ private func DropHit(string material_name, int x_orig, int y_orig, bool create_m
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else if(GBackLiquid(x,y))
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{
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if(!GBackLiquid(x-1,y) || !GBackLiquid(x+1,y)) y += 1;
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CreateParticle("RaindropSplashLiquid", x, y, 0, 0, 50, Particles_SplashWater(color), 0);
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particle_cache.splash_water = particle_cache.splash_water ?? Particles_SplashWater(color);
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CreateParticle("RaindropSplashLiquid", x, y, 0, 0, 50, particle_cache.splash_water, 0);
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}
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// Solid? normal splash!
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else
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@ -346,9 +356,15 @@ private func DropHit(string material_name, int x_orig, int y_orig, bool create_m
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Smoke(x, y, 3, RGB(150,160,150));
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CreateParticle("RaindropSplash", x, y-1, 0, 0, 5, Particles_Splash(color), 0);
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if(material_name == "Ice")
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CreateParticle("Hail", x, y, RandomX(-2,2), -Random(10), PV_Random(300, 300), Particles_Hail(color), 0);
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{
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particle_cache.hail = particle_cache.hail ?? Particles_Hail(color);
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CreateParticle("Hail", x, y, RandomX(-2,2), -Random(10), PV_Random(300, 300), particle_cache.hail, 0);
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}
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else
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CreateParticle("RaindropSmall", x, y, RandomX(-4, 4), -Random(10), PV_Random(300, 300), Particles_RainSmall(color), 0);
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{
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particle_cache.small_rain = particle_cache.small_rain ?? Particles_RainSmall(color);
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CreateParticle("RaindropSmall", x, y, RandomX(-4, 4), -Random(10), PV_Random(300, 300), particle_cache.small_rain, 0);
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}
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}
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}
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