Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "tier0/platform.h"
#include "mathlib/mathlib.h"
#include "mathlib/ssemath.h"
#include "particles.h"
#include "tier2/tier2.h"
#include "tier0/memdbgon.h"
void main(int argc,char **argv)
{
InitCommandLineProgram( argc, argv );
// test sse noise
FourVectors start;
start.LoadAndSwizzle(Vector(-1,4,3),Vector(0,7,8),Vector(8,1,2),Vector(0,0,0));
FourVectors delta;
delta.LoadAndSwizzle(Vector(.1,-.1,.05),Vector(.1,.1,.1),Vector(0,-.1,0),Vector(.1,0,0));
#ifdef TIME_IT
float start_time=Plat_FloatTime();
for(int sim=0;sim<1000*1000*10;sim++)
{
__m128 n=SSENoise( start );
start+=delta;
}
printf("n/s=%f\n",(4*1000*1000*10.0)/(Plat_FloatTime()-start_time));
#endif
for(int i=0;i<130;i++)
{
__m128 noise=SSENoise( start );
// printf(" noise(x=%f)=%f\t%f\t%f\t%f\n",
printf(" %f,%f,%f,%f,%f\n",
start.X(0),noise.m128_f32[0],
noise.m128_f32[1],
noise.m128_f32[2],
noise.m128_f32[3]);
start+=delta;
}
#if 0
ReadParticleConfigFile("particles.cfg");
ParticleCollection lots_o_particles( "fireball" );
lots_o_particles.SetNActiveParticles( 1000000 );
// kick the particles up into the air
lots_o_particles.FillAttributeWithConstant( PARTICLE_ATTRIBUTE_XCOORD, 0.0 );
lots_o_particles.FillAttributeWithConstant( PARTICLE_ATTRIBUTE_YCOORD, 0.0 );
lots_o_particles.FillAttributeWithConstant( PARTICLE_ATTRIBUTE_ZCOORD, 10.0 );
lots_o_particles.FillAttributeWithConstant( PARTICLE_ATTRIBUTE_PREV_XCOORD, 0.0 );
lots_o_particles.FillAttributeWithConstant( PARTICLE_ATTRIBUTE_PREV_YCOORD, 0.0 );
lots_o_particles.FillAttributeWithConstant( PARTICLE_ATTRIBUTE_PREV_ZCOORD, 0.0 );
float start=Plat_FloatTime();
for(int sim=0;sim<1000;sim++)
lots_o_particles.Simulate( 0.01 );
printf("p/s=%f\n",(100.0*1000000)/(Plat_FloatTime()-start));
#endif
}