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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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@ -156,8 +156,9 @@ void SkySystem::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
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}
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glm::vec3 SkySystem::getSunPosition(const SkyParams& params) const {
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glm::vec3 dir = glm::normalize(params.directionalDir);
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if (glm::length(dir) < 0.0001f) {
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float dirLenSq = glm::dot(params.directionalDir, params.directionalDir);
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glm::vec3 dir = (dirLenSq > 1e-8f) ? params.directionalDir * glm::inversesqrt(dirLenSq) : glm::vec3(0.0f);
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if (dirLenSq < 1e-8f) {
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dir = glm::vec3(0.0f, 0.0f, -1.0f);
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}
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glm::vec3 sunDir = -dir;
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