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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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@ -922,7 +922,8 @@ void WaterRenderer::loadFromWMO([[maybe_unused]] const pipeline::WMOLiquid& liqu
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float stepXLen = glm::length(surface.stepX);
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float stepYLen = glm::length(surface.stepY);
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glm::vec3 planeN = glm::cross(surface.stepX, surface.stepY);
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float nz = (glm::length(planeN) > 1e-4f) ? std::abs(glm::normalize(planeN).z) : 0.0f;
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float planeNLenSq = glm::dot(planeN, planeN);
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float nz = (planeNLenSq > 1e-8f) ? std::abs(planeN.z * glm::inversesqrt(planeNLenSq)) : 0.0f;
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float spanX = stepXLen * static_cast<float>(surface.width);
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float spanY = stepYLen * static_cast<float>(surface.height);
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if (stepXLen < 0.2f || stepXLen > 12.0f ||
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