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Fix some small performance bottlenecks:

- Vector interpolation. Also removed unused interpolation trigger events.
- GridRender::onRender() (removed Andrew's hack, use fixed map file!)
- make use of glVertex3i() & memchr() in GridRender
- very minor misc things
This commit is contained in:
fgenesis 2012-01-02 21:34:29 +01:00
parent 16ae453431
commit becd31770c
12 changed files with 134 additions and 320 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

@ -11161,7 +11161,7 @@ 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);
@ -11226,7 +11226,7 @@ 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;

View file

@ -94,6 +94,7 @@ GL_FUNC(void,glTexCoord2f,(GLfloat s, GLfloat t),(s,t),)
GL_FUNC(void,glTexCoord2d,(GLdouble s, GLdouble t),(s,t),)
GL_FUNC(void,glVertex2f,(GLfloat x, GLfloat y),(x,y),)
GL_FUNC(void,glVertex3f,(GLfloat x, GLfloat y, GLfloat z),(x,y,z),)
GL_FUNC(void,glVertex3i,(GLint x, GLint y, GLint z),(x,y,z),)
// stuff GLU needs...
GL_FUNC(void,glGetIntegerv,(GLenum pname, GLint *params),(pname,params),)

View file

@ -297,7 +297,7 @@ Vector RenderObject::getInvRotPosition(const Vector &vec)
}
void RenderObject::matrixChain()
{
{
if (parent)
parent->matrixChain();
@ -1256,35 +1256,8 @@ void RenderObject::onUpdate(float dt)
// left that above for safety since I'm not certain. --achurch
if (isHidden()) return;
/*
width.update(dt);
height.update(dt);
*/
/*
if (!parent && !children.empty() && shareAlphaWithChildren)
{
propogateAlpha();
}
*/
/*
if (flipTimer.updateCheck(dt))
{
if (flipState == 0)
{
_fh = !_fh;
flipState = 1;
}
}
*/
if (!velocity.isZero())
position += velocity * dt;
if (!gravity.isZero())
velocity += gravity * dt;
position += velocity * dt;
velocity += gravity * dt;
position.update(dt);
velocity.update(dt);
scale.update(dt);

View file

@ -221,7 +221,7 @@ public:
inline Vector getFollowCameraPosition() const;
void lookAt(const Vector &pos, float t, float minAngle, float maxAngle, float offset=0);
RenderObject *getParent() const {return parent;}
inline RenderObject *getParent() const {return parent;}
void applyBlendType();
void fhTo(bool fh);
void addDeathNotify(RenderObject *r);

View file

@ -268,19 +268,6 @@ void VectorPath::append(const VectorPath &path)
pathNodes.push_back(path.pathNodes[i]);
}
void VectorPath::subdivide()
{
/*
std::vector<VectorPathNode> copy = pathNodes;
pathNodes.clear();
for (int i = 0; i < copy.size(); i++)
{
if (i < 4)
pathNodes.push_back(i);
}
*/
}
void VectorPath::cut(int n)
{
std::vector<VectorPathNode> copy = pathNodes;
@ -302,7 +289,7 @@ void VectorPath::removeNode(int t)
}
}
Vector VectorPath::getValue(float percent)
Vector VectorPath::getValue(float usePercent)
{
if (pathNodes.empty())
{
@ -310,11 +297,9 @@ Vector VectorPath::getValue(float percent)
return Vector(0,0,0);
}
float usePercent = percent;
VectorPathNode *from = 0, *target = 0;
from = &pathNodes[0];
int i = 0;
for (i = 0; i < pathNodes.size(); i++)
VectorPathNode *target = 0;
VectorPathNode *from = &pathNodes[0];
for (int i = 0; i < pathNodes.size(); ++i)
{
if (pathNodes[i].percent >= usePercent)
{
@ -460,28 +445,11 @@ float InterpolatedVector::interpolateTo(Vector vec, float timePeriod, int loopTy
data->loopType = loopType;
data->pingPong = pingPong;
if (!data->trigger)
{
if (flag != IS_LOOPING)
{
data->startOfInterpolationEvent.call();
data->endOfInterpolationEvent.set(0);
}
data->interpolating = true;
}
else
data->pendingInterpolation = true;
data->interpolating = true;
return data->timePeriod;
}
void InterpolatedVector::setInterpolationTrigger(InterpolatedVector *trigger, bool triggerFlag)
{
InterpolatedVectorData *data = ensureData();
data->trigger = trigger;
data->triggerFlag = triggerFlag;
}
void InterpolatedVector::stop()
{
if (data)
@ -498,34 +466,8 @@ void InterpolatedVector::startPath(float time, float ease)
data->followingPath = true;
data->loopType = 0;
data->pingPong = false;
data->speedPath = false;
data->endOfPathEvent.set(0);
// get the right values to start off with
updatePath(0);
data->timeSpeedEase = ease;
if (ease > 0)
{
data->timeSpeedMultiplier = 0;
}
else
{
data->timeSpeedMultiplier = 1;
}
}
void InterpolatedVector::startSpeedPath(float speed)
{
InterpolatedVectorData *data = ensureData();
data->ease = false;
data->currentPathNode = 0;
data->pathTimer = 0;
data->pathSpeed = speed;
data->followingPath = true;
data->loopType = 0;
data->pingPong = false;
data->speedPath = true;
updatePath(0);
}
void InterpolatedVector::stopPath()
@ -543,109 +485,46 @@ void InterpolatedVector::resumePath()
void InterpolatedVector::updatePath(float dt)
{
InterpolatedVectorData *data = ensureData();
if (!data->speedPath)
if (data->pathTimer > data->pathTime)
{
if (data->pathTimer > data->pathTime)
Vector value = data->path.getPathNode(data->path.getNumPathNodes()-1)->value;
this->x = value.x;
this->y = value.y;
this->z = value.z;
if (data->loopType != 0)
{
Vector value = data->path.getPathNode(data->path.getNumPathNodes()-1)->value;
this->x = value.x;
this->y = value.y;
this->z = value.z;
if (data->loopType != 0)
{
if (data->loopType > 0)
data->loopType -= 1;
if (data->loopType > 0)
data->loopType -= 1;
int oldLoopType = data->loopType;
if (data->pingPong)
{
// flip path
data->path.flip();
startPath(data->pathTime);
data->loopType = oldLoopType;
}
else
{
startPath(data->pathTime);
data->loopType = oldLoopType;
}
int oldLoopType = data->loopType;
if (data->pingPong)
{
// flip path
data->path.flip();
startPath(data->pathTime);
data->loopType = oldLoopType;
}
else
{
stopPath();
data->endOfPathEvent.call();
startPath(data->pathTime);
data->loopType = oldLoopType;
}
}
else
{
data->pathTimer += dt * data->pathTimeMultiplier;
// ;//dt*data->timeSpeedMultiplier;
float perc = data->pathTimer/data->pathTime;
Vector value = data->path.getValue(perc);
this->x = value.x;
this->y = value.y;
this->z = value.z;
/*
std::ostringstream os;
os << "nodes: " << data->path.getNumPathNodes() << " pathTimer: " << data->pathTimer << " pathTime: " << data->pathTime << " perc: " << perc << " p(" << x << ", " << y << ")";
debugLog(os.str());
*/
/*
float diff = data->pathTime - data->pathTimer;
if (data->timeSpeedEase > 0)
{
float secs = 1.0f/data->timeSpeedEase;
if (diff <= secs)
{
data->timeSpeedMultiplier -= dt*data->timeSpeedEase;
if (data->timeSpeedMultiplier < 0.1f)
data->timeSpeedMultiplier = 0.1f;
}
}
if (data->timeSpeedMultiplier < 1)
{
data->timeSpeedMultiplier += dt*data->timeSpeedEase;
if (data->timeSpeedMultiplier >= 1)
data->timeSpeedMultiplier = 1;
}
*/
stopPath();
}
}
else
{
if (!isInterpolating())
{
data->currentPathNode++;
VectorPathNode *node = data->path.getPathNode(data->currentPathNode);
/*
if (node)
{
}
else
{
stopPath();
data->endOfPathEvent.call();
}
*/
if (node)
{
interpolateTo(node->value, (node->value - Vector(this->x, this->y, this->z)).getLength3D()*(1.0f/data->pathSpeed));
}
else
{
// handle looping etc
stopPath();
data->endOfPathEvent.call();
}
}
data->pathTimer += dt * data->pathTimeMultiplier;
float perc = data->pathTimer/data->pathTime;
Vector value = data->path.getValue(perc);
this->x = value.x;
this->y = value.y;
this->z = value.z;
}
}
@ -674,9 +553,9 @@ void InterpolatedVector::doInterpolate(float dt)
}
*/
data->timePassed += dt;
if (data->timePassed >= data->timePeriod)
if (data->timePassed >= data->timePeriod)
{
this->x = data->target.x;
this->x = data->target.x;
this->y = data->target.y;
this->z = data->target.z;
data->interpolating = false;
@ -698,11 +577,6 @@ void InterpolatedVector::doInterpolate(float dt)
interpolateTo (data->target, data->timePeriod, data->loopType, data->pingPong, data->ease, IS_LOOPING);
}
}
else
{
data->endOfInterpolationEvent.call();
data->endOfInterpolationEvent.set(0);
}
}
else

View file

@ -435,7 +435,6 @@ public:
void realPercentageCalc();
void removeNodes(int startInclusive, int endInclusive);
float getSubSectionLength(int startIncl, int endIncl);
void subdivide();
protected:
std::vector <VectorPathNode> pathNodes;
};
@ -446,52 +445,34 @@ struct InterpolatedVectorData
{
InterpolatedVectorData()
{
trigger = 0;
triggerFlag = false;
pendingInterpolation = false;
interpolating = false;
pingPong = false;
loopType = 0;
pathTimer = 0;
pathTime = 0;
pathSpeed = 1;
currentPathNode = 0;
pathTimeMultiplier = 1;
timePassed = 0;
timePeriod = 0;
timeSpeedMultiplier = 1;
timeSpeedEase = 0;
//fakeTimePassed = 0;
speedPath = false;
ease = false;
followingPath = false;
}
InterpolatedVector *trigger;
bool triggerFlag;
bool pendingInterpolation;
Vector from;
Vector target;
VectorPath path;
int loopType;
float pathTimer, pathTime;
float pathSpeed;
float pathTimeMultiplier;
float timePassed, timePeriod;
bool interpolating;
bool pingPong;
int loopType;
EventPtr endOfInterpolationEvent;
EventPtr startOfInterpolationEvent;
EventPtr endOfPathEvent;
VectorPath path;
float pathTimer, pathTime;
float pathSpeed;
int currentPathNode;
float pathTimeMultiplier;
float timePassed, timePeriod;
Vector target;
Vector from;
float timeSpeedMultiplier, timeSpeedEase;
//float fakeTimePassed;
bool speedPath;
bool ease;
bool followingPath;
};
@ -530,7 +511,6 @@ public:
return *this;
}
void setInterpolationTrigger(InterpolatedVector *trigger, bool triggerFlag);
enum InterpolateToFlag { NONE=0, IS_LOOPING };
float interpolateTo (Vector vec, float timePeriod, int loopType = 0, bool pingPong = false, bool ease = false, InterpolateToFlag flag = NONE);
void inline update(float dt)
@ -538,16 +518,6 @@ public:
if (!data)
return;
if (data->pendingInterpolation && data->trigger)
{
if (data->trigger->isInterpolating() == data->triggerFlag)
{
data->interpolating = true;
data->pendingInterpolation = false;
}
else
return;
}
if (isFollowingPath())
{
updatePath(dt);