]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Attempt to improve performance drastically on maps with rain and snow, by only render...
authorMario <mario.mario@y7mail.com>
Tue, 24 Dec 2019 11:46:51 +0000 (21:46 +1000)
committerMario <mario.mario@y7mail.com>
Tue, 24 Dec 2019 11:46:51 +0000 (21:46 +1000)
qcsrc/common/mapobjects/func/rainsnow.qc

index c765a4293b9e79c34fc5d922b6846058ebb3b440..e348599f3b5c018915afe997d79bcfca0091a8d0 100644 (file)
@@ -44,7 +44,7 @@ spawnfunc(func_rain)
        if (!this.count)
                this.count = 2000;
        // relative to absolute particle count
-       this.count = 0.1 * this.count * (this.size_x / 1024) * (this.size_y / 1024);
+       //this.count = 0.1 * this.count * (this.size_x / 1024) * (this.size_y / 1024);
        if (this.count < 1)
                this.count = 1;
        if(this.count > 65535)
@@ -84,7 +84,7 @@ spawnfunc(func_snow)
        if (!this.count)
                this.count = 2000;
        // relative to absolute particle count
-       this.count = 0.1 * this.count * (this.size_x / 1024) * (this.size_y / 1024);
+       //this.count = 0.1 * this.count * (this.size_x / 1024) * (this.size_y / 1024);
        if (this.count < 1)
                this.count = 1;
        if(this.count > 65535)
@@ -99,20 +99,34 @@ float autocvar_cl_rainsnow_maxdrawdist = 2048;
 
 void Draw_Rain(entity this)
 {
-       vector maxdist = '1 1 0' * autocvar_cl_rainsnow_maxdrawdist;
-       maxdist.z = 5;
-       if(boxesoverlap(vec2(view_origin) - maxdist, vec2(view_origin) + maxdist, vec2(this.absmin) - '0 0 5', vec2(this.absmax) + '0 0 5'))
+       vector maxdist = '1 1 1' * autocvar_cl_rainsnow_maxdrawdist;
+
+       vector effbox_min = vec_to_max(view_origin - maxdist, this.origin + this.mins);
+       vector effbox_max = vec_to_min(view_origin + maxdist, this.origin + this.maxs);
+
+       vector mysize = effbox_min + effbox_max;
+       float mycount = bound(1, 0.1 * this.count * (mysize.x / 1024) * (mysize.y / 1024), 65535);
+       //LOG_INFO(ftos(mycount));
+
+       if(boxesoverlap(view_origin - maxdist, view_origin + maxdist, this.absmin, this.absmax)) // optimisation: don't render any rain if the player is outside the view distance
        //if(autocvar_cl_rainsnow_maxdrawdist <= 0 || vdist(vec2(this.origin) - vec2(this.absmin + this.absmax * 0.5), <=, autocvar_cl_rainsnow_maxdrawdist))
-       te_particlerain(this.origin + this.mins, this.origin + this.maxs, this.velocity, floor(this.count * drawframetime + random()), this.glow_color);
+       te_particlerain(effbox_min, effbox_max, this.velocity, floor(mycount * drawframetime + random()), this.glow_color);
 }
 
 void Draw_Snow(entity this)
 {
-       vector maxdist = '1 1 0' * autocvar_cl_rainsnow_maxdrawdist;
-       maxdist.z = 5;
-       if(boxesoverlap(vec2(view_origin) - maxdist, vec2(view_origin) + maxdist, vec2(this.absmin) - '0 0 5', vec2(this.absmax) + '0 0 5'))
+       vector maxdist = '1 1 1' * autocvar_cl_rainsnow_maxdrawdist;
+
+       vector effbox_min = vec_to_max(view_origin - maxdist, this.origin + this.mins);
+       vector effbox_max = vec_to_min(view_origin + maxdist, this.origin + this.maxs);
+
+       vector mysize = effbox_min + effbox_max;
+       float mycount = bound(1, 0.1 * this.count * (mysize.x / 1024) * (mysize.y / 1024), 65535);
+       //LOG_INFO(ftos(mycount));
+
+       if(boxesoverlap(view_origin - maxdist, view_origin + maxdist, this.absmin, this.absmax))
        //if(autocvar_cl_rainsnow_maxdrawdist <= 0 || vdist(vec2(this.origin) - vec2(this.absmin + this.absmax * 0.5), <=, autocvar_cl_rainsnow_maxdrawdist))
-       te_particlesnow(this.origin + this.mins, this.origin + this.maxs, this.velocity, floor(this.count * drawframetime + random()), this.glow_color);
+       te_particlesnow(effbox_min, effbox_max, this.velocity, floor(this.count * drawframetime + random()), this.glow_color);
 }
 
 NET_HANDLE(ENT_CLIENT_RAINSNOW, bool isnew)