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perf: eliminate ~70 unnecessary sqrt ops per frame, optimize caches and threading
Squared distance optimizations across 30 files: - Convert glm::length() comparisons to glm::dot() (no sqrt) - Use glm::inversesqrt() for check-then-normalize patterns (1 rsqrt vs 2 sqrt) - Defer sqrt to after early-out checks in collision/movement code - Hottest paths: camera_controller (21), weather particles, WMO collision, transport movement, creature interpolation, nameplate culling Container and algorithm improvements: - std::map<string> → std::unordered_map for asset/DBC/MPQ/warden caches - std::mutex → std::shared_mutex for asset_manager and mpq_manager caches - std::sort → std::partial_sort in lighting_manager (top-2 of N volumes) - Double-lookup find()+operator[] → insert_or_assign in game_handler - Add reserve() for per-frame vectors: weather, swim_effects, WMO/M2 collision Threading and synchronization: - Replace 1ms busy-wait polling with condition_variable in character_renderer - Move timestamp capture before mutex in logger - Use memory_order_acquire/release for normal map completion signaling API additions: - DBC getStringView()/getStringViewByOffset() for zero-copy string access - Parse creature display IDs from SMSG_CREATURE_QUERY_SINGLE_RESPONSE
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29 changed files with 328 additions and 196 deletions
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@ -421,10 +421,11 @@ void Minimap::compositePass(VkCommandBuffer cmd, const glm::vec3& centerWorldPos
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const auto now = std::chrono::steady_clock::now();
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bool needsRefresh = !hasCachedFrame;
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if (!needsRefresh) {
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float moved = glm::length(glm::vec2(centerWorldPos.x - lastUpdatePos.x,
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centerWorldPos.y - lastUpdatePos.y));
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float mdx = centerWorldPos.x - lastUpdatePos.x;
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float mdy = centerWorldPos.y - lastUpdatePos.y;
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float movedSq = mdx * mdx + mdy * mdy;
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float elapsed = std::chrono::duration<float>(now - lastUpdateTime).count();
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needsRefresh = (moved >= updateDistance) || (elapsed >= updateIntervalSec);
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needsRefresh = (movedSq >= updateDistance * updateDistance) || (elapsed >= updateIntervalSec);
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}
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// Also refresh if player crossed a tile boundary
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