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Fix some small performance bottlenecks:

- Vector interpolation. Also removed unused interpolation trigger events.
- Game::collideCircleWithGrid()
- GridRender::onRender() (removed Andrew's hack, use fixed map file!)
- make use of glVertex3i() & memchr() in GridRender
This commit is contained in:
fgenesis 2011-12-13 21:43:27 +01:00
commit 2d7eeb4781
12 changed files with 183 additions and 345 deletions

View file

@ -9092,9 +9092,8 @@ void Avatar::onUpdate(float dt)
int hw = collideCircle;
Vector fix;
if (dsq->game->collideCircleWithGrid(position, hw, &fix))
if (dsq->game->collideCircleWithGrid(position, hw))
{
if (dsq->game->lastCollideTileType == OT_HURT
&& dsq->continuity.getWorldType() != WT_SPIRIT

View file

@ -206,7 +206,6 @@ void CollideEntity::updateMovement(float dt)
const int hw = collideRadius;
bool freeRange = false;
Vector fix;
if (isv(EV_COLLIDELEVEL,1))
{
@ -216,7 +215,7 @@ void CollideEntity::updateMovement(float dt)
bool doesFreeRange = !isPullable();
if (doesFreeRange)
{
if (dsq->game->collideCircleWithGrid(position, hw, &fix))
if (dsq->game->collideCircleWithGrid(position, hw))
{
// starting in a collision state
freeRange = true;
@ -232,7 +231,7 @@ void CollideEntity::updateMovement(float dt)
{
if (getState() == STATE_PUSH)
{
if (!freeRange && dsq->game->collideCircleWithGrid(position, hw, &fix))
if (!freeRange && dsq->game->collideCircleWithGrid(position, hw))
{
position = lastPosition;
collided = true;
@ -241,7 +240,7 @@ void CollideEntity::updateMovement(float dt)
}
else
{
if (!freeRange && ((!canLeaveWater && !isUnderWater() && wasUnderWater) || dsq->game->collideCircleWithGrid(position, hw, &fix)))
if (!freeRange && ((!canLeaveWater && !isUnderWater() && wasUnderWater) || dsq->game->collideCircleWithGrid(position, hw)))
{
position = lastPosition;
onHitWall();

View file

@ -11161,47 +11161,72 @@ Vector Game::getClosestPointOnLine(Vector a, Vector b, Vector p)
return a + V;
}
bool Game::collideCircleWithGrid(Vector position, int r, Vector *fill)
bool Game::collideCircleWithGrid(const Vector& position, int r)
{
Vector tile = position;
TileVector t(tile);
tile.x = t.x;
tile.y = t.y;
TileVector t(position);
float hsz = TILE_SIZE/2;
int xrange=1,yrange=1;
xrange = (r/TILE_SIZE)+1;
yrange = (r/TILE_SIZE)+1;
const float hsz = TILE_SIZE/2;
const int xrange = (r/TILE_SIZE)+1;
const int yrange = (r/TILE_SIZE)+1;
for (int x = tile.x-xrange; x <= tile.x+xrange; x++)
// quick early check if out of bounds
const int xstart = t.x-xrange;
const int ystart = t.y-yrange;
if (xstart < 0 || ystart < 0)
{
for (int y = tile.y-yrange; y <= tile.y+yrange; y++)
lastCollideTileType = (ObsType)1;
lastCollidePosition = TileVector::worldVector(xstart, ystart);
return true;
}
const int r2 = sqr(r);
const int xmax = t.x+xrange;
const int ymax = t.y+yrange;
for (int x = xstart; x <= xmax; x++)
{
if (x >= MAX_GRID)
{
int v = this->getGrid(TileVector(x, y));
lastCollideTileType = (ObsType)1;
lastCollidePosition = TileVector::worldVector(x, ystart);
return true;
}
for (int y = ystart; y <= ymax; y++)
{
if (y >= MAX_GRID)
{
lastCollideTileType = (ObsType)1;
lastCollidePosition = TileVector::worldVector(x, y);
return true;
}
int v = getGridRaw(x, y); // known to be in bounds
if (v != 0)
{
//if (tile.x == x && tile.y == y) return true;
TileVector t(x, y);
lastCollidePosition = t.worldVector();
//if (tile.x == x && tile.y == y) return true;
lastCollidePosition = TileVector::worldVector(x, y);
float rx = (x*TILE_SIZE)+TILE_SIZE/2;
float ry = (y*TILE_SIZE)+TILE_SIZE/2;
float rSqr;
lastCollideTileType = (ObsType)v;
rSqr = sqr(position.x - (rx+hsz)) + sqr(position.y - (ry+hsz));
if (rSqr < sqr(r)) return true;
float yp = sqr(position.y - (ry+hsz));
float xp = sqr(position.x - (rx+hsz));
rSqr = sqr(position.x - (rx-hsz)) + sqr(position.y - (ry+hsz));
if (rSqr < sqr(r)) return true;
if (xp + yp < r2)
return true;
rSqr = sqr(position.x - (rx-hsz)) + sqr(position.y - (ry-hsz));
if (rSqr < sqr(r)) return true;
float xm = sqr(position.x - (rx-hsz));
rSqr = sqr(position.x - (rx+hsz)) + sqr(position.y - (ry-hsz));
if (rSqr < sqr(r)) return true;
if (xm + yp < r2)
return true;
float ym = sqr(position.y - (ry-hsz));
if (xm + ym < r2)
return true;
if (xp < ym)
return true;
if (position.x > rx-hsz && position.x < rx+hsz)
{
@ -11211,7 +11236,6 @@ bool Game::collideCircleWithGrid(Vector position, int r, Vector *fill)
}
}
if (position.y > ry-hsz && position.y < ry+hsz)
{
if (fabsf(rx - position.x) < r+hsz)
@ -11226,7 +11250,7 @@ bool Game::collideCircleWithGrid(Vector position, int r, Vector *fill)
return false;
}
bool Game::collideBoxWithGrid(Vector position, int hw, int hh)
bool Game::collideBoxWithGrid(const Vector& position, int hw, int hh)
{
Vector tile = position;
TileVector t(tile);

View file

@ -636,7 +636,8 @@ public:
std::string getSelectedChoice() { return selectedChoice; }
int getGrid(const TileVector &tile);
int getGrid(const TileVector &tile) const;
int getGridRaw(unsigned int x, unsigned int y) const;
const signed char *getGridColumn(int tileX);
void setGrid(const TileVector &tile, int v);
bool isObstructed(const TileVector &tile, int t = -1);
@ -669,8 +670,8 @@ public:
void registerSporeDrop(const Vector &pos, int t);
bool collideBoxWithGrid(Vector position, int w, int h);
bool collideCircleWithGrid(Vector position, int r, Vector *fill=0);
bool collideBoxWithGrid(const Vector& position, int w, int h);
bool collideCircleWithGrid(const Vector& position, int r);
bool collideHairVsCircle(Entity *a, int num, const Vector &pos2, int radius, float perc=0);
@ -1214,7 +1215,13 @@ extern Game *game;
// INLINE FUNCTIONS
inline
int Game::getGrid(const TileVector &tile)
int Game::getGridRaw(unsigned int x, unsigned int y) const
{
return grid[x][y];
}
inline
int Game::getGrid(const TileVector &tile) const
{
if (tile.x < 0 || tile.x >= MAX_GRID || tile.y < 0 || tile.y >= MAX_GRID) return 1;
return grid[tile.x][tile.y];

View file

@ -39,6 +39,31 @@ void GridRender::onUpdate(float dt)
if (obsType != OT_BLACK) { blendEnabled = true; }
}
inline static void doRenderGrid(int x, int startCol, int endCol)
{
const int drawx1 = x*TILE_SIZE;
const int drawx2 = (x+1)*TILE_SIZE;
const int drawy1 = startCol*TILE_SIZE;
const int drawy2 = (endCol+1)*TILE_SIZE;
#ifdef BBGE_BUILD_OPENGL
glBegin(GL_QUADS);
glVertex3i(drawx1, drawy2, 0.0f);
glVertex3i(drawx2, drawy2, 0.0f);
glVertex3i(drawx2, drawy1, 0.0f);
glVertex3i(drawx1, drawy1, 0.0f);
glEnd();
#endif
#ifdef BBGE_BUILD_DIRECTX
core->blitD3DVerts(0,
drawx1, drawy1,
drawx2, drawy1,
drawx2, drawy2,
drawx1, drawy2);
#endif
}
void GridRender::onRender()
{
switch(obsType)
@ -59,7 +84,7 @@ void GridRender::onRender()
break;
}
const int obsType = int(this->obsType);
int obsType = this->obsType;
Vector camPos = core->cameraPos;
camPos.x -= core->getVirtualOffX() * (core->invGlobalScale);
const TileVector ct(camPos);
@ -77,57 +102,43 @@ void GridRender::onRender()
startY = 0;
if (endY >= MAX_GRID)
endY = MAX_GRID-1;
for (int x = startX; x <= endX; x++)
for (int x = startX; x <= endX; ++x)
{
const signed char *gridColumn = dsq->game->getGridColumn(x);
int startCol = -1, endCol;
for (int y = startY; y <= endY; y++)
int startCol = -1, y;
// fast-forward to next drawable byte
if(const signed char *next = (const signed char*)memchr(gridColumn + startY, obsType, endY - startY + 1)) // find next byte with correct obs type
{
int v = gridColumn[y];
// HACK: Don't draw the leftmost or rightmost column of
// black tiles (otherwise they "leak out" around the
// edges of the Sun Temple). --achurch
if (v == OT_BLACK && ((dsq->game->getGridColumn(x-1))[y] != OT_BLACK || (dsq->game->getGridColumn(x+1))[y] != OT_BLACK))
v = OT_EMPTY;
y = next - gridColumn; // will get incremented right away, which is okay, because we alrady set startCol
startCol = y;
}
else
continue; // nothing do draw in this column
if (v == obsType && startCol == -1)
for ( ; y < endY; ++y)
{
if (gridColumn[y] != obsType)
{
startCol = y;
}
else if ((v != obsType || y == endY) && startCol != -1)
{
endCol = y;
if (v != obsType)
endCol--;
const float drawx1 = x*TILE_SIZE;
const float drawx2 = (x+1)*TILE_SIZE;
const float drawy1 = startCol*TILE_SIZE;
const float drawy2 = (endCol+1)*TILE_SIZE;
#ifdef BBGE_BUILD_OPENGL
glBegin(GL_QUADS);
glVertex3f(drawx1, drawy2, 0.0f);
glVertex3f(drawx2, drawy2, 0.0f);
glVertex3f(drawx2, drawy1, 0.0f);
glVertex3f(drawx1, drawy1, 0.0f);
glEnd();
#endif
#ifdef BBGE_BUILD_DIRECTX
core->blitD3DVerts(0,
drawx1, drawy1,
drawx2, drawy1,
drawx2, drawy2,
drawx1, drawy2);
#endif
startCol = -1;
doRenderGrid(x, startCol, y - 1);
// fast-forward to next drawable byte
if(const signed char *next = (const signed char*)memchr(gridColumn + y, obsType, endY - y)) // find next byte with correct obs type
{
y = next - gridColumn; // will get incremented right away, which is okay, because we alrady set startCol
startCol = y;
}
else
break;
}
}
if (y == endY)
{
doRenderGrid(x, startCol, y);
}
}
}
SongLineRender::SongLineRender()
{
followCamera = 1;

View file

@ -46,11 +46,7 @@ void Segmented::destroySegments(float life)
for (int i = 0; i < segments.size(); i++)
{
segments[i]->setLife(life);
segments[i]->setDecayRate(1.0);
//segments[i]->setLife(1.0);
//segments[i]->setDecayRate(1.0/life);
//segments[i]->setDecayRate(1.0/life);
segments[i]->setDecayRate(1.0f);
segments[i]->fadeAlphaWithLife = true;
}
segments.clear();
@ -84,7 +80,7 @@ void Segmented::updateSegment(int i, const Vector &diff)
float angle;
MathFunctions::calculateAngleBetweenVectorsInDegrees(Vector(0,0,0), diff, angle);
segments[i]->rotation.interpolateTo(Vector(0,0,angle), 0.2);
segments[i]->rotation.interpolateTo(Vector(0,0,angle), 0.2f);
}
void Segmented::updateAlpha(float a)
@ -105,46 +101,25 @@ void Segmented::warpSegments(const Vector &position)
void Segmented::updateSegments(const Vector &position, bool reverse)
{
/*
if (lastPositions.empty())
{
for (int i = 0; i < segments.size(); i++)
{
segments[i]->position = position;
}
lastPositions.resize(numSegments);
for (int i = 0; i < numSegments; i++)
{
lastPositions.push_back(position);
}
}
*/
const int top = segments.size()-1;
Vector lastPosition = position;
const Vector *lastPosition = &position;
if (!reverse)
{
for (int i = 0; i <= top; i++)
{
const Vector diff = lastPosition - segments[i]->position;
const Vector diff = *lastPosition - segments[i]->position;
updateSegment(i, diff);
lastPosition = segments[i]->position;
lastPosition = &segments[i]->position;
}
}
else
{
for (int i = top; i >= 0; i--)
{
const Vector diff = lastPosition - segments[i]->position;
const Vector diff = *lastPosition - segments[i]->position;
updateSegment(i, diff);
lastPosition = segments[i]->position;
lastPosition = &segments[i]->position;
}
}
/*
for (int i = lastPositions.size()-1; i > 0; i--)
{
lastPositions[i] = lastPositions[i-1];
}
lastPositions[0] = position;
*/
}

View file

@ -37,14 +37,19 @@ public:
TileVector() : x(0),y(0) {}
Vector worldVector() const
inline Vector worldVector() const
{
return worldVector(x, y);
}
inline static Vector worldVector(int x, int y)
{
return Vector(x*TILE_SIZE+TILE_SIZE/2, y*TILE_SIZE+TILE_SIZE/2);
}
bool isZero() const
inline bool isZero() const
{
return (x==0 && y==0);
return !(x | y);
}
int x,y;