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https://github.com/Kelsidavis/WoWee.git
synced 2026-04-16 09:13:50 +00:00
perf: constexpr reciprocals, cache redundant lookups, consolidate texture maps
- Hoist DBC field index lookups before loops in game_handler (7 DBC iteration loops) - Cache getSkybox()/getPosition() calls instead of redundant per-frame queries - Merge textureHasAlphaByPtr_ + textureColorKeyBlackByPtr_ into single map - Add constexpr for DEG_TO_RAD, reciprocal constants, physics delta - Add reserve() for WMO/M2 collision grid queries and portal BFS - Frustum plane normalize: inversesqrt instead of length+divide - M2 particle emission: inversesqrt for direction normalization - Parse creature display IDs from query response - UI: show spell names/IDs as fallback instead of "Unknown"
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b0466e9029
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d26eed1e7c
9 changed files with 153 additions and 104 deletions
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@ -18,6 +18,8 @@ namespace rendering {
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namespace {
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constexpr float kMaxPhysicsDelta = 1.0f / 30.0f;
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std::optional<float> selectReachableFloor(const std::optional<float>& terrainH,
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const std::optional<float>& wmoH,
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float refZ,
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@ -157,7 +159,7 @@ void CameraController::update(float deltaTime) {
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return;
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}
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// Keep physics integration stable during render hitches to avoid floor tunneling.
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const float physicsDeltaTime = std::min(deltaTime, 1.0f / 30.0f);
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const float physicsDeltaTime = std::min(deltaTime, kMaxPhysicsDelta);
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// During taxi flights, skip movement logic but keep camera orbit/zoom controls.
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if (externalFollow_) {
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@ -342,8 +342,7 @@ void CharacterRenderer::shutdown() {
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// Clean up texture cache (VkTexture unique_ptrs auto-destroy)
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textureCache.clear();
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textureHasAlphaByPtr_.clear();
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textureColorKeyBlackByPtr_.clear();
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texturePropsByPtr_.clear();
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textureCacheBytes_ = 0;
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textureCacheCounter_ = 0;
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@ -437,8 +436,7 @@ void CharacterRenderer::clear() {
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// Clear texture cache (VkTexture unique_ptrs auto-destroy)
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textureCache.clear();
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textureHasAlphaByPtr_.clear();
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textureColorKeyBlackByPtr_.clear();
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texturePropsByPtr_.clear();
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textureCacheBytes_ = 0;
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textureCacheCounter_ = 0;
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loggedTextureLoadFails_.clear();
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@ -745,8 +743,7 @@ VkTexture* CharacterRenderer::loadTexture(const std::string& path) {
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}
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textureCacheBytes_ += e.approxBytes;
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textureHasAlphaByPtr_[texPtr] = hasAlpha;
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textureColorKeyBlackByPtr_[texPtr] = colorKeyBlackHint;
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texturePropsByPtr_[texPtr] = {hasAlpha, colorKeyBlackHint};
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textureCache[key] = std::move(e);
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failedTextureCache_.erase(key);
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failedTextureRetryAt_.erase(key);
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@ -2297,10 +2294,11 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
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bool alphaCutout = false;
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bool colorKeyBlack = false;
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if (texPtr != nullptr && texPtr != whiteTexture_.get()) {
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auto ait = textureHasAlphaByPtr_.find(texPtr);
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alphaCutout = (ait != textureHasAlphaByPtr_.end()) ? ait->second : false;
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auto cit = textureColorKeyBlackByPtr_.find(texPtr);
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colorKeyBlack = (cit != textureColorKeyBlackByPtr_.end()) ? cit->second : false;
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auto pit = texturePropsByPtr_.find(texPtr);
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if (pit != texturePropsByPtr_.end()) {
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alphaCutout = pit->second.hasAlpha;
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colorKeyBlack = pit->second.colorKeyBlack;
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}
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}
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const bool blendNeedsCutout = (blendMode == 1) || (blendMode >= 2 && !alphaCutout);
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const bool unlit = ((materialFlags & 0x01) != 0) || (blendMode >= 3);
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@ -46,6 +46,7 @@ bool envFlagEnabled(const char* key, bool defaultValue) {
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static constexpr uint32_t kParticleFlagRandomized = 0x40;
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static constexpr uint32_t kParticleFlagTiled = 0x80;
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static constexpr float kSmokeEmitInterval = 1.0f / 48.0f;
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float computeGroundDetailDownOffset(const M2ModelGPU& model, float scale) {
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// Keep a tiny sink to avoid hovering, but cap pivot compensation so details
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@ -750,8 +751,7 @@ void M2Renderer::shutdown() {
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textureCache.clear();
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textureCacheBytes_ = 0;
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textureCacheCounter_ = 0;
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textureHasAlphaByPtr_.clear();
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textureColorKeyBlackByPtr_.clear();
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texturePropsByPtr_.clear();
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failedTextureCache_.clear();
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failedTextureRetryAt_.clear();
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loggedTextureLoadFails_.clear();
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@ -1356,18 +1356,13 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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(!tcls.likelyFlame || modelLanternFamily));
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bgpu.glowCardLike = bgpu.lanternGlowHint && tcls.hasGlowCardToken;
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bgpu.glowTint = tcls.glowTint;
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bool texHasAlpha = false;
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if (tex != nullptr && tex != whiteTexture_.get()) {
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auto ait = textureHasAlphaByPtr_.find(tex);
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texHasAlpha = (ait != textureHasAlphaByPtr_.end()) ? ait->second : false;
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auto pit = texturePropsByPtr_.find(tex);
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if (pit != texturePropsByPtr_.end()) {
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bgpu.hasAlpha = pit->second.hasAlpha;
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bgpu.colorKeyBlack = pit->second.colorKeyBlack;
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}
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}
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bgpu.hasAlpha = texHasAlpha;
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bool colorKeyBlack = false;
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if (tex != nullptr && tex != whiteTexture_.get()) {
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auto cit = textureColorKeyBlackByPtr_.find(tex);
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colorKeyBlack = (cit != textureColorKeyBlackByPtr_.end()) ? cit->second : false;
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}
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bgpu.colorKeyBlack = colorKeyBlack;
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// textureCoordIndex is an index into a texture coord combo table, not directly
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// a UV set selector. Most batches have index=0 (UV set 0). We always use UV set 0
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// since we don't have the full combo table — dual-UV effects are rare edge cases.
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@ -1443,18 +1438,13 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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bgpu.indexStart = 0;
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bgpu.indexCount = gpuModel.indexCount;
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bgpu.texture = allTextures.empty() ? whiteTexture_.get() : allTextures[0];
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bool texHasAlpha = false;
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if (bgpu.texture != nullptr && bgpu.texture != whiteTexture_.get()) {
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auto ait = textureHasAlphaByPtr_.find(bgpu.texture);
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texHasAlpha = (ait != textureHasAlphaByPtr_.end()) ? ait->second : false;
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auto pit = texturePropsByPtr_.find(bgpu.texture);
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if (pit != texturePropsByPtr_.end()) {
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bgpu.hasAlpha = pit->second.hasAlpha;
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bgpu.colorKeyBlack = pit->second.colorKeyBlack;
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}
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}
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bgpu.hasAlpha = texHasAlpha;
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bool colorKeyBlack = false;
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if (bgpu.texture != nullptr && bgpu.texture != whiteTexture_.get()) {
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auto cit = textureColorKeyBlackByPtr_.find(bgpu.texture);
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colorKeyBlack = (cit != textureColorKeyBlackByPtr_.end()) ? cit->second : false;
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}
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bgpu.colorKeyBlack = colorKeyBlack;
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gpuModel.batches.push_back(bgpu);
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}
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@ -1915,7 +1905,7 @@ void M2Renderer::update(float deltaTime, const glm::vec3& cameraPos, const glm::
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std::uniform_real_distribution<float> distDrift(-0.2f, 0.2f);
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smokeEmitAccum += deltaTime;
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float emitInterval = 1.0f / 48.0f; // 48 particles per second per emitter (was 32; increased for denser lava/magma steam effects in sparse areas)
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constexpr float emitInterval = kSmokeEmitInterval; // 48 particles per second per emitter
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if (smokeEmitAccum >= emitInterval &&
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static_cast<int>(smokeParticles.size()) < MAX_SMOKE_PARTICLES) {
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@ -4285,8 +4275,7 @@ VkTexture* M2Renderer::loadTexture(const std::string& path, uint32_t texFlags) {
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textureCache[key] = std::move(e);
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failedTextureCache_.erase(key);
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failedTextureRetryAt_.erase(key);
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textureHasAlphaByPtr_[texPtr] = hasAlpha;
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textureColorKeyBlackByPtr_[texPtr] = colorKeyBlackHint;
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texturePropsByPtr_[texPtr] = {hasAlpha, colorKeyBlackHint};
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LOG_DEBUG("M2: Loaded texture: ", path, " (", blp.width, "x", blp.height, ")");
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return texPtr;
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@ -5473,7 +5473,8 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
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static const bool skipSky = (std::getenv("WOWEE_SKIP_SKY") != nullptr);
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// Get time of day for sky-related rendering
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float timeOfDay = (skySystem && skySystem->getSkybox()) ? skySystem->getSkybox()->getTimeOfDay() : 12.0f;
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auto* skybox = skySystem ? skySystem->getSkybox() : nullptr;
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float timeOfDay = skybox ? skybox->getTimeOfDay() : 12.0f;
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// ── Multithreaded secondary command buffer recording ──
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// Terrain, WMO, and M2 record on worker threads while main thread handles
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@ -6427,13 +6428,14 @@ void Renderer::renderReflectionPass() {
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bool canRenderScene = (vkCtx->getMsaaSamples() == VK_SAMPLE_COUNT_1_BIT);
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// Find dominant water height near camera
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auto waterH = waterRenderer->getDominantWaterHeight(camera->getPosition());
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const glm::vec3 camPos = camera->getPosition();
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auto waterH = waterRenderer->getDominantWaterHeight(camPos);
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if (!waterH) return;
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float waterHeight = *waterH;
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// Skip reflection if camera is underwater (Z is up)
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if (camera->getPosition().z < waterHeight + 0.5f) return;
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if (camPos.z < waterHeight + 0.5f) return;
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// Compute reflected view and oblique projection
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glm::mat4 reflView = WaterRenderer::computeReflectedView(*camera, waterHeight);
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@ -6448,7 +6450,7 @@ void Renderer::renderReflectionPass() {
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reflData.view = reflView;
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reflData.projection = reflProj;
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// Reflected camera position (Z is up)
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glm::vec3 reflPos = camera->getPosition();
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glm::vec3 reflPos = camPos;
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reflPos.z = 2.0f * waterHeight - reflPos.z;
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reflData.viewPos = glm::vec4(reflPos, 1.0f);
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std::memcpy(reflPerFrameUBOMapped, &reflData, sizeof(GPUPerFrameData));
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@ -6460,7 +6462,8 @@ void Renderer::renderReflectionPass() {
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// Render scene into reflection texture (sky + terrain + WMO only for perf)
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if (skySystem) {
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rendering::SkyParams skyParams;
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skyParams.timeOfDay = (skySystem->getSkybox()) ? skySystem->getSkybox()->getTimeOfDay() : 12.0f;
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auto* reflSkybox = skySystem->getSkybox();
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skyParams.timeOfDay = reflSkybox ? reflSkybox->getTimeOfDay() : 12.0f;
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if (lightingManager) {
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const auto& lp = lightingManager->getLightingParams();
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skyParams.directionalDir = lp.directionalDir;
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@ -48,6 +48,10 @@ constexpr size_t ALPHA_MAP_PACKED = 2048; // 64×64 packed 4-bit alpha (half
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constexpr uint8_t ALPHA_FILL_FLAG = 0x80; // RLE command: fill vs. copy
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constexpr uint8_t ALPHA_COUNT_MASK = 0x7F; // RLE command: count bits
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// Placement transform constants
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constexpr float kDegToRad = 3.14159f / 180.0f;
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constexpr float kInv1024 = 1.0f / 1024.0f;
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int computeTerrainWorkerCount() {
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const char* raw = std::getenv("WOWEE_TERRAIN_WORKERS");
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if (raw && *raw) {
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@ -491,11 +495,11 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
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p.uniqueId = placement.uniqueId;
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p.position = glPos;
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p.rotation = glm::vec3(
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-placement.rotation[2] * 3.14159f / 180.0f,
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-placement.rotation[0] * 3.14159f / 180.0f,
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(placement.rotation[1] + 180.0f) * 3.14159f / 180.0f
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-placement.rotation[2] * kDegToRad,
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-placement.rotation[0] * kDegToRad,
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(placement.rotation[1] + 180.0f) * kDegToRad
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);
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p.scale = placement.scale / 1024.0f;
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p.scale = placement.scale * kInv1024;
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pending->m2Placements.push_back(p);
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}
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@ -561,9 +565,9 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
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placement.position[2]);
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glm::vec3 rot(
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-placement.rotation[2] * 3.14159f / 180.0f,
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-placement.rotation[0] * 3.14159f / 180.0f,
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(placement.rotation[1] + 180.0f) * 3.14159f / 180.0f
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-placement.rotation[2] * kDegToRad,
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-placement.rotation[0] * kDegToRad,
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(placement.rotation[1] + 180.0f) * kDegToRad
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);
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// Pre-load WMO doodads (M2 models inside WMO)
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