Don't create a TempState for every actor. If we use it, we always use it

right away, inside DrawPrimitives().  This cuts down the size of Actor by
about 25%.
This commit is contained in:
Glenn Maynard
2005-07-19 07:54:32 +00:00
parent df19b084fd
commit 56fa4fe4b2
2 changed files with 39 additions and 41 deletions
+39 -40
View File
@@ -134,8 +134,6 @@ Actor::Actor( const Actor &cpy )
for( unsigned i = 0; i < cpy.m_Tweens.size(); ++i )
m_Tweens.push_back( new TweenStateAndInfo(*cpy.m_Tweens[i]) );
CPY( m_tempState );
CPY( m_bFirstUpdate );
CPY( m_HorizAlign );
@@ -236,13 +234,14 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
{
DISPLAY->PushMatrix(); // we're actually going to do some drawing in this function
// Somthing below may set m_pTempState to m_tempState
// Somthing below may set m_pTempState to tempState
m_pTempState = &m_current;
//
// set temporary drawing properties based on Effects
//
static TweenState tempState;
if( m_Effect == no_effect )
{
}
@@ -254,15 +253,15 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
* is run a command, but to avoid calling RunCommand() all the time, and due
* to the fact that this is the only place where the TempState is meaningful,
* we treat this as an effect.) */
m_pTempState = &m_tempState;
m_tempState = m_current;
m_pTempState = &tempState;
tempState = m_current;
PlayCommand( m_sEffectCommand );
}
else
{
m_pTempState = &m_tempState;
m_tempState = m_current;
m_pTempState = &tempState;
tempState = m_current;
/* EffectPeriodSeconds is the total time of the effect (including delay).
* m_fEffectDelay is the amount of time to stick on 0%. Offset shifts the
@@ -284,7 +283,7 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
float fPercentBetweenColors = RageFastSin( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f;
ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1,
ssprintf("%f, %f", fPercentBetweenColors, fPercentThroughEffect) );
float fOriginalAlpha = m_tempState.diffuse[0].a;
float fOriginalAlpha = tempState.diffuse[0].a;
switch( m_Effect )
{
@@ -294,68 +293,68 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
* while blinking and shifting.) */
for(int i=0; i<4; i++)
{
m_tempState.diffuse[i] = bBlinkOn ? m_effectColor1 : m_effectColor2;
m_tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
tempState.diffuse[i] = bBlinkOn ? m_effectColor1 : m_effectColor2;
tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
}
break;
case diffuse_shift:
for(int i=0; i<4; i++)
{
m_tempState.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
m_tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
tempState.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
}
break;
case diffuse_ramp:
for(int i=0; i<4; i++)
{
m_tempState.diffuse[i] = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
m_tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
tempState.diffuse[i] = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
tempState.diffuse[i].a *= fOriginalAlpha; // multiply the alphas so we can fade even while an effect is playing
}
break;
case glow_blink:
m_tempState.glow = bBlinkOn ? m_effectColor1 : m_effectColor2;
m_tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
tempState.glow = bBlinkOn ? m_effectColor1 : m_effectColor2;
tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
break;
case glow_shift:
m_tempState.glow = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
m_tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
tempState.glow = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
break;
case rainbow:
m_tempState.diffuse[0] = RageColor(
tempState.diffuse[0] = RageColor(
RageFastCos( fPercentBetweenColors*2*PI ) * 0.5f + 0.5f,
RageFastCos( fPercentBetweenColors*2*PI + PI * 2.0f / 3.0f ) * 0.5f + 0.5f,
RageFastCos( fPercentBetweenColors*2*PI + PI * 4.0f / 3.0f) * 0.5f + 0.5f,
fOriginalAlpha );
for( int i=1; i<4; i++ )
m_tempState.diffuse[i] = m_tempState.diffuse[0];
tempState.diffuse[i] = tempState.diffuse[0];
break;
case wag:
m_tempState.rotation += m_vEffectMagnitude * RageFastSin( fPercentThroughEffect * 2.0f * PI );
tempState.rotation += m_vEffectMagnitude * RageFastSin( fPercentThroughEffect * 2.0f * PI );
break;
case spin:
// nothing needs to be here
break;
case vibrate:
m_tempState.pos.x += m_vEffectMagnitude.x * randomf(-1.0f, 1.0f) * GetZoom();
m_tempState.pos.y += m_vEffectMagnitude.y * randomf(-1.0f, 1.0f) * GetZoom();
m_tempState.pos.z += m_vEffectMagnitude.z * randomf(-1.0f, 1.0f) * GetZoom();
tempState.pos.x += m_vEffectMagnitude.x * randomf(-1.0f, 1.0f) * GetZoom();
tempState.pos.y += m_vEffectMagnitude.y * randomf(-1.0f, 1.0f) * GetZoom();
tempState.pos.z += m_vEffectMagnitude.z * randomf(-1.0f, 1.0f) * GetZoom();
break;
case bounce:
{
float fPercentOffset = RageFastSin( fPercentThroughEffect*PI );
m_tempState.pos += m_vEffectMagnitude * fPercentOffset;
m_tempState.pos.x = roundf( m_tempState.pos.x );
m_tempState.pos.y = roundf( m_tempState.pos.y );
m_tempState.pos.z = roundf( m_tempState.pos.z );
tempState.pos += m_vEffectMagnitude * fPercentOffset;
tempState.pos.x = roundf( tempState.pos.x );
tempState.pos.y = roundf( tempState.pos.y );
tempState.pos.z = roundf( tempState.pos.z );
}
break;
case bob:
{
float fPercentOffset = RageFastSin( fPercentThroughEffect*PI*2 );
m_tempState.pos += m_vEffectMagnitude * fPercentOffset;
m_tempState.pos.x = roundf( m_tempState.pos.x );
m_tempState.pos.y = roundf( m_tempState.pos.y );
m_tempState.pos.z = roundf( m_tempState.pos.z );
tempState.pos += m_vEffectMagnitude * fPercentOffset;
tempState.pos.x = roundf( tempState.pos.x );
tempState.pos.y = roundf( tempState.pos.y );
tempState.pos.z = roundf( tempState.pos.z );
}
break;
case pulse:
@@ -364,13 +363,13 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
float fMaxZoom = m_vEffectMagnitude[1];
float fPercentOffset = RageFastSin( fPercentThroughEffect*PI );
float fZoom = SCALE( fPercentOffset, 0.f, 1.f, fMinZoom, fMaxZoom );
m_tempState.scale *= fZoom;
tempState.scale *= fZoom;
// Use the color as a Vector3 to scale the effect for added control
RageColor c = SCALE( fPercentOffset, 0.f, 1.f, m_effectColor1, m_effectColor2 );
m_tempState.scale.x *= c.r;
m_tempState.scale.y *= c.g;
m_tempState.scale.z *= c.b;
tempState.scale.x *= c.r;
tempState.scale.y *= c.g;
tempState.scale.z *= c.b;
}
break;
default:
@@ -381,14 +380,14 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
if( m_fBaseAlpha != 1 )
{
if( m_pTempState != &m_tempState )
if( m_pTempState != &tempState )
{
m_pTempState = &m_tempState;
m_tempState = m_current;
m_pTempState = &tempState;
tempState = m_current;
}
for( int i=0; i<4; i++ )
m_tempState.diffuse[i].a *= m_fBaseAlpha;
tempState.diffuse[i].a *= m_fBaseAlpha;
}
-1
View File
@@ -398,7 +398,6 @@ protected:
//
// Temporary variables that are filled just before drawing
//
TweenState m_tempState;
TweenState *m_pTempState;
bool m_bFirstUpdate;