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NUKE unused refEntity_t fields, improve packing
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-35
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1 file changed

+42
-35
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src/engine/renderer/tr_types.h

Lines changed: 42 additions & 35 deletions
Original file line numberDiff line numberDiff line change
@@ -57,12 +57,13 @@ using bool8_t = uint8_t;
5757
#define MAX_ENTITIES MAX_REF_ENTITIES // RB: for compatibility
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5959
// renderfx flags
60-
#define RF_THIRD_PERSON 0x000002 // don't draw through eyes, only mirrors (player bodies, chat sprites)
61-
#define RF_FIRST_PERSON 0x000004 // only draw through eyes (view weapon, damage blood blob)
62-
#define RF_DEPTHHACK 0x000008 // for view weapon Z crunching
63-
#define RF_NOSHADOW 0x000010 // don't add stencil shadows
64-
65-
#define RF_SWAPCULL 0x000040 // swap CT_FRONT_SIDED and CT_BACK_SIDED
60+
enum RenderFx : uint8_t {
61+
RF_THIRD_PERSON = 0x000001, // don't draw through eyes, only mirrors (player bodies, chat sprites)
62+
RF_FIRST_PERSON = 0x000002, // only draw through eyes (view weapon, damage blood blob)
63+
RF_DEPTHHACK = 0x000004, // for view weapon Z crunching
64+
RF_NOSHADOW = 0x000008, // don't add stencil shadows
65+
RF_SWAPCULL = 0x000010 // swap CT_FRONT_SIDED and CT_BACK_SIDED
66+
};
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// refdef flags
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#define RDF_NOWORLDMODEL ( 1 << 0 ) // used for player configuration screen
@@ -120,7 +121,7 @@ struct poly_t
120121
polyVert_t *verts;
121122
};
122123

123-
enum class refEntityType_t
124+
enum class refEntityType_t : int8_t
124125
{
125126
RT_MODEL,
126127

@@ -188,25 +189,21 @@ struct alignas(16) refSkeleton_t
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189190
// XreaL END
190191

191-
enum class EntityTag {
192+
enum EntityTag : uint8_t {
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NONE,
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ON_TAG,
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ON_TAG_ROTATED
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};
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struct refEntity_t
198199
{
199-
refEntityType_t reType;
200-
int renderfx;
201-
202-
qhandle_t hModel; // opaque type outside refresh
200+
qhandle_t hModel; // opaque type outside refresh
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204202
// most recent data
205-
int frame;
203+
int16_t frame;
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207205
// previous data for frame interpolation
208-
int oldframe;
209-
float backlerp; // 0.0 = current, 1.0 = old
206+
int16_t oldframe;
210207

211208
// texturing
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int skinNum; // inline skin index
@@ -222,43 +219,53 @@ struct refEntity_t
222219
float rotation;
223220

224221
int altShaderIndex;
222+
float scale;
223+
224+
// All of the 1-byte types are placed below for better packing
225+
refEntityType_t reType;
226+
227+
uint8_t renderfx;
228+
229+
EntityTag positionOnTag;
230+
231+
int8_t clearOrigin;
232+
int8_t clearOrigin2;
233+
234+
int8_t boundsAdd;
235+
236+
int8_t nonNormalizedAxes; // axis are not normalized, i.e. they have scale
237+
238+
int8_t active;
239+
240+
uint16_t attachmentEntity;
241+
242+
uint16_t padding; // for better address alignment
243+
244+
float backlerp; // 0.0 = current, 1.0 = old
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226246
// Skeleton information
227247
qhandle_t animationHandle;
228-
int startFrame;
229-
int endFrame;
248+
int16_t startFrame;
249+
int16_t endFrame;
230250
float lerp;
231-
int clearOrigin;
232251

233252
qhandle_t animationHandle2;
234-
int startFrame2;
235-
int endFrame2;
253+
int16_t startFrame2;
254+
int16_t endFrame2;
236255
float lerp2;
237-
int clearOrigin2;
238256

239257
float blendLerp;
240-
float scale;
241-
242-
int boundsAdd;
243258

244-
EntityTag positionOnTag;
245-
int attachmentEntity;
246-
247-
vec4_t dynamicLight;
259+
Color::Color32Bit shaderRGBA; // colors used by rgbgen entity shaders
248260

249-
vec3_t lightingOrigin; // so multi-part models can be lit identically (RF_LIGHTING_ORIGIN)
261+
vec4_t dynamicLight; // r, g, b, radius; pre-multiplied by intensity
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251263
vec3_t axis[3]; // rotation vectors
252-
bool8_t nonNormalizedAxes; // axis are not normalized, i.e. they have scale
253264

254265
vec3_t origin;
255266
vec3_t oldorigin; // also used as MODEL_BEAM's "to"
256267

257-
Color::Color32Bit shaderRGBA; // colors used by rgbgen entity shaders
258-
259-
bool8_t active;
260-
261-
vec3_t boundsRotation;
268+
vec3_t boundsRotation;
262269

263270
std::string tag;
264271

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