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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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@ -542,7 +542,7 @@ void SwimEffects::update(const Camera& camera, const CameraController& cc,
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// Compute movement direction from camera yaw
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float yawRad = glm::radians(cc.getYaw());
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glm::vec3 moveDir(std::cos(yawRad), std::sin(yawRad), 0.0f);
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if (glm::length(glm::vec2(moveDir)) > 0.001f) {
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if (moveDir.x * moveDir.x + moveDir.y * moveDir.y > 1e-6f) {
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moveDir = glm::normalize(moveDir);
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}
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@ -676,6 +676,7 @@ void SwimEffects::update(const Camera& camera, const CameraController& cc,
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// --- Build vertex data ---
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rippleVertexData.clear();
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rippleVertexData.reserve(ripples.size() * 5);
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for (const auto& p : ripples) {
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rippleVertexData.push_back(p.position.x);
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rippleVertexData.push_back(p.position.y);
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@ -685,6 +686,7 @@ void SwimEffects::update(const Camera& camera, const CameraController& cc,
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}
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bubbleVertexData.clear();
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bubbleVertexData.reserve(bubbles.size() * 5);
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for (const auto& p : bubbles) {
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bubbleVertexData.push_back(p.position.x);
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bubbleVertexData.push_back(p.position.y);
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@ -694,6 +696,7 @@ void SwimEffects::update(const Camera& camera, const CameraController& cc,
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}
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insectVertexData.clear();
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insectVertexData.reserve(insects.size() * 5);
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for (const auto& p : insects) {
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insectVertexData.push_back(p.position.x);
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insectVertexData.push_back(p.position.y);
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