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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-28 09:33:52 +00:00
perf: eliminate double map lookups, dynamic_cast in render loops, div by 255
- Replace count()+operator[] double lookups with find() or try_emplace() in gameObjectInstances_, playerTextureSlotsByModelId_, onlinePlayerAppearance_ - Add Entity::isUnit() helper; replace 5 dynamic_cast<Unit*> in per-frame UI rendering (nameplates, combat text, pet frame) with isUnit()+static_cast - Add constexpr kInv255 reciprocal for per-pixel normal map generation loops in character_renderer and wmo_renderer
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6f2c8962e5
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6b1c728377
5 changed files with 36 additions and 27 deletions
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@ -153,6 +153,9 @@ public:
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ObjectType getType() const { return type; }
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void setType(ObjectType t) { type = t; }
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/// True if this entity is a Unit or Player (both derive from Unit).
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bool isUnit() const { return type == ObjectType::UNIT || type == ObjectType::PLAYER; }
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// Fields (for update values)
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void setField(uint16_t index, uint32_t value) {
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fields[index] = value;
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@ -7155,17 +7155,20 @@ void Application::spawnOnlinePlayer(uint64_t guid,
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}
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// Determine texture slots once per model
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if (!playerTextureSlotsByModelId_.count(modelId)) {
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PlayerTextureSlots slots;
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if (const auto* md = charRenderer->getModelData(modelId)) {
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for (size_t ti = 0; ti < md->textures.size(); ti++) {
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uint32_t t = md->textures[ti].type;
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if (t == 1 && slots.skin < 0) slots.skin = static_cast<int>(ti);
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else if (t == 6 && slots.hair < 0) slots.hair = static_cast<int>(ti);
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else if (t == 8 && slots.underwear < 0) slots.underwear = static_cast<int>(ti);
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{
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auto [slotIt, inserted] = playerTextureSlotsByModelId_.try_emplace(modelId);
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if (inserted) {
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PlayerTextureSlots slots;
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if (const auto* md = charRenderer->getModelData(modelId)) {
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for (size_t ti = 0; ti < md->textures.size(); ti++) {
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uint32_t t = md->textures[ti].type;
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if (t == 1 && slots.skin < 0) slots.skin = static_cast<int>(ti);
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else if (t == 6 && slots.hair < 0) slots.hair = static_cast<int>(ti);
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else if (t == 8 && slots.underwear < 0) slots.underwear = static_cast<int>(ti);
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}
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}
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slotIt->second = slots;
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}
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playerTextureSlotsByModelId_[modelId] = slots;
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}
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// Create instance at server position
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@ -7330,14 +7333,13 @@ void Application::setOnlinePlayerEquipment(uint64_t guid,
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}
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// If the player isn't spawned yet, store equipment until spawn.
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if (!playerInstances_.count(guid) || !onlinePlayerAppearance_.count(guid)) {
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auto appIt = onlinePlayerAppearance_.find(guid);
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if (!playerInstances_.count(guid) || appIt == onlinePlayerAppearance_.end()) {
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pendingOnlinePlayerEquipment_[guid] = {displayInfoIds, inventoryTypes};
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return;
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}
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auto it = onlinePlayerAppearance_.find(guid);
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if (it == onlinePlayerAppearance_.end()) return;
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const OnlinePlayerAppearanceState& st = it->second;
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const OnlinePlayerAppearanceState& st = appIt->second;
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auto* charRenderer = renderer->getCharacterRenderer();
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if (!charRenderer) return;
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@ -7533,9 +7535,10 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
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}
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if (!gameObjectLookupsBuilt_) return;
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if (gameObjectInstances_.count(guid)) {
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auto goIt = gameObjectInstances_.find(guid);
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if (goIt != gameObjectInstances_.end()) {
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// Already have a render instance — update its position (e.g. transport re-creation)
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auto& info = gameObjectInstances_[guid];
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auto& info = goIt->second;
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glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
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LOG_DEBUG("GameObject position update: displayId=", displayId, " guid=0x", std::hex, guid, std::dec,
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" pos=(", x, ", ", y, ", ", z, ")");
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@ -546,12 +546,13 @@ CharacterRenderer::NormalMapResult CharacterRenderer::generateNormalHeightMapCPU
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const uint8_t* pixels = srcPixels.data();
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// Step 1: Compute height from luminance
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constexpr float kInv255 = 1.0f / 255.0f;
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std::vector<float> heightMap(totalPixels);
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double sumH = 0.0, sumH2 = 0.0;
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for (uint32_t i = 0; i < totalPixels; i++) {
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float r = pixels[i * 4 + 0] / 255.0f;
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float g = pixels[i * 4 + 1] / 255.0f;
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float b = pixels[i * 4 + 2] / 255.0f;
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float r = pixels[i * 4 + 0] * kInv255;
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float g = pixels[i * 4 + 1] * kInv255;
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float b = pixels[i * 4 + 2] * kInv255;
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float h = 0.299f * r + 0.587f * g + 0.114f * b;
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heightMap[i] = h;
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sumH += h;
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@ -2159,12 +2159,13 @@ std::unique_ptr<VkTexture> WMORenderer::generateNormalHeightMap(
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const uint32_t totalPixels = width * height;
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// Step 1: Compute height from luminance
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constexpr float kInv255 = 1.0f / 255.0f;
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std::vector<float> heightMap(totalPixels);
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double sumH = 0.0, sumH2 = 0.0;
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for (uint32_t i = 0; i < totalPixels; i++) {
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float r = pixels[i * 4 + 0] / 255.0f;
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float g = pixels[i * 4 + 1] / 255.0f;
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float b = pixels[i * 4 + 2] / 255.0f;
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float r = pixels[i * 4 + 0] * kInv255;
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float g = pixels[i * 4 + 1] * kInv255;
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float b = pixels[i * 4 + 2] * kInv255;
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float h = 0.299f * r + 0.587f * g + 0.114f * b;
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heightMap[i] = h;
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sumH += h;
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@ -3681,7 +3681,7 @@ void GameScreen::renderPetFrame(game::GameHandler& gameHandler) {
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auto petEntity = gameHandler.getEntityManager().getEntity(petGuid);
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if (!petEntity) return;
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auto* petUnit = dynamic_cast<game::Unit*>(petEntity.get());
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auto* petUnit = petEntity->isUnit() ? static_cast<game::Unit*>(petEntity.get()) : nullptr;
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if (!petUnit) return;
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// Position below player frame. If in a group, push below party frames
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@ -11255,7 +11255,7 @@ void GameScreen::renderCombatText(game::GameHandler& gameHandler) {
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// Fallback to entity canonical position
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auto entity = gameHandler.getEntityManager().getEntity(entry.dstGuid);
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if (entity) {
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auto* unit = dynamic_cast<game::Unit*>(entity.get());
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auto* unit = entity->isUnit() ? static_cast<game::Unit*>(entity.get()) : nullptr;
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if (unit) {
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renderPos = core::coords::canonicalToRender(
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glm::vec3(unit->getX(), unit->getY(), unit->getZ()));
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@ -11540,8 +11540,9 @@ void GameScreen::renderNameplates(game::GameHandler& gameHandler) {
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for (const auto& [guid, entityPtr] : gameHandler.getEntityManager().getEntities()) {
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if (!entityPtr || guid == playerGuid) continue;
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auto* unit = dynamic_cast<game::Unit*>(entityPtr.get());
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if (!unit || unit->getMaxHealth() == 0) continue;
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if (!entityPtr->isUnit()) continue;
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auto* unit = static_cast<game::Unit*>(entityPtr.get());
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if (unit->getMaxHealth() == 0) continue;
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bool isPlayer = (entityPtr->getType() == game::ObjectType::PLAYER);
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bool isTarget = (guid == targetGuid);
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@ -14403,7 +14404,7 @@ void GameScreen::renderGuildRoster(game::GameHandler& gameHandler) {
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if (sig.playerGuid != 0) {
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auto entity = gameHandler.getEntityManager().getEntity(sig.playerGuid);
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if (entity) {
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auto* unit = dynamic_cast<game::Unit*>(entity.get());
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auto* unit = entity->isUnit() ? static_cast<game::Unit*>(entity.get()) : nullptr;
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if (unit) sigName = unit->getName();
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}
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}
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@ -15801,7 +15802,7 @@ void GameScreen::renderLootWindow(game::GameHandler& gameHandler) {
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const auto& candidates = gameHandler.getMasterLootCandidates();
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for (uint64_t candidateGuid : candidates) {
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auto entity = gameHandler.getEntityManager().getEntity(candidateGuid);
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auto* unit = entity ? dynamic_cast<game::Unit*>(entity.get()) : nullptr;
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auto* unit = (entity && entity->isUnit()) ? static_cast<game::Unit*>(entity.get()) : nullptr;
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const char* cName = unit ? unit->getName().c_str() : nullptr;
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char nameBuf[64];
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if (!cName || cName[0] == '\0') {
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