3441: Only render visible particles r=def- a=Jupeyy

Helps with maps like "The Dream"

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## Checklist

- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
This commit is contained in:
bors[bot] 2020-12-23 15:18:03 +00:00 committed by GitHub
commit 7ec58f6249
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 55 additions and 33 deletions

View file

@ -172,6 +172,17 @@ void CParticles::OnInit()
}
}
bool CParticles::ParticleIsVisibleOnScreen(const vec2 &CurPos, float CurSize)
{
float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
// always uses the mid of the particle
float SizeHalf = CurSize / 2;
return CurPos.x + SizeHalf >= ScreenX0 && CurPos.x - SizeHalf <= ScreenX1 && CurPos.y + SizeHalf >= ScreenY0 && CurPos.y - SizeHalf <= ScreenY1;
}
void CParticles::RenderGroup(int Group)
{
// don't use the buffer methods here, else the old renderer gets many draw calls
@ -210,6 +221,9 @@ void CParticles::RenderGroup(int Group)
vec2 p = m_aParticles[i].m_Pos;
float Size = mix(m_aParticles[i].m_StartSize, m_aParticles[i].m_EndSize, a);
// the current position, respecting the size, is inside the viewport, render it, else ignore
if(ParticleIsVisibleOnScreen(p, Size))
{
if(LastColor[0] != m_aParticles[i].m_Color.r || LastColor[1] != m_aParticles[i].m_Color.g || LastColor[2] != m_aParticles[i].m_Color.b || LastColor[3] != m_aParticles[i].m_Color.a || LastQuadOffset != QuadOffset)
{
Graphics()->TextureSet(GameClient()->m_ParticlesSkin.m_SpriteParticles[LastQuadOffset - SPRITE_PART_SLICE]);
@ -236,6 +250,7 @@ void CParticles::RenderGroup(int Group)
s_aParticleRenderInfo[CurParticleRenderCount].m_Rotation = m_aParticles[i].m_Rot;
++CurParticleRenderCount;
}
i = m_aParticles[i].m_NextPart;
}
@ -252,12 +267,16 @@ void CParticles::RenderGroup(int Group)
while(i != -1)
{
Graphics()->TextureSet(GameClient()->m_ParticlesSkin.m_SpriteParticles[m_aParticles[i].m_Spr - SPRITE_PART_SLICE]);
Graphics()->QuadsBegin();
float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan;
vec2 p = m_aParticles[i].m_Pos;
float Size = mix(m_aParticles[i].m_StartSize, m_aParticles[i].m_EndSize, a);
// the current position, respecting the size, is inside the viewport, render it, else ignore
if(ParticleIsVisibleOnScreen(p, Size))
{
Graphics()->TextureSet(GameClient()->m_ParticlesSkin.m_SpriteParticles[m_aParticles[i].m_Spr - SPRITE_PART_SLICE]);
Graphics()->QuadsBegin();
Graphics()->QuadsSetRotation(m_aParticles[i].m_Rot);
Graphics()->SetColor(
@ -268,9 +287,10 @@ void CParticles::RenderGroup(int Group)
IGraphics::CQuadItem QuadItem(p.x, p.y, Size, Size);
Graphics()->QuadsDraw(&QuadItem, 1);
Graphics()->QuadsEnd();
}
i = m_aParticles[i].m_NextPart;
Graphics()->QuadsEnd();
}
Graphics()->WrapNormal();
Graphics()->BlendNormal();

View file

@ -95,5 +95,7 @@ private:
CRenderGroup<GROUP_PROJECTILE_TRAIL> m_RenderTrail;
CRenderGroup<GROUP_EXPLOSIONS> m_RenderExplosions;
CRenderGroup<GROUP_GENERAL> m_RenderGeneral;
bool ParticleIsVisibleOnScreen(const vec2 &CurPos, float CurSize);
};
#endif