From 8e7c671db74eae25da4df3158007ebd54d3e2b4c Mon Sep 17 00:00:00 2001 From: Romain Guy Date: Wed, 19 Aug 2009 18:08:09 -0700 Subject: [PATCH] Micro-optimizations for FallRS --- libs/rs/java/Fall/res/raw/fall.c | 125 +++++++++++++++++++++------------------ 1 file changed, 69 insertions(+), 56 deletions(-) diff --git a/libs/rs/java/Fall/res/raw/fall.c b/libs/rs/java/Fall/res/raw/fall.c index 4f8377f682aa..f348a62c6cc1 100644 --- a/libs/rs/java/Fall/res/raw/fall.c +++ b/libs/rs/java/Fall/res/raw/fall.c @@ -68,17 +68,18 @@ void dropWithStrength(int x, int y, int r, int s) { int* current = loadArrayI32(RSID_RIPPLE_MAP, index * rippleMapSize + origin); int sqr = r * r; + float invs = 1.0f / s; int h = 0; - for ( ; h < r; h++) { + for ( ; h < r; h += 1) { int sqv = h * h; int yn = origin + (y - h) * (width + 2); int yp = origin + (y + h) * (width + 2); int w = 0; - for ( ; w < r; w++) { + for ( ; w < r; w += 1) { int squ = w * w; if (squ + sqv < sqr) { - int v = -sqrtf((sqr - (squ + sqv)) << 16) / s; + int v = -sqrtf((sqr - (squ + sqv)) << 16) * invs; current[yn + x + w] = v; current[yp + x + w] = v; current[yn + x - w] = v; @@ -110,16 +111,16 @@ void updateRipples() { while (h) { int w = width; while (w) { - int droplet = ((current[-b] + current[b] + current[-a] + current[a]) >> 1) - next[0]; + int droplet = ((current[-b] + current[b] + current[-a] + current[a]) >> 1) - *next; droplet -= (droplet >> DAMP); - next[0] = droplet; - current++; - next++; - w--; + *next = droplet; + current += 1; + next += 1; + w -= 1; } current += 2; next += 2; - h--; + h -= 1; } } @@ -149,10 +150,14 @@ void generateRipples() { int *map = loadArrayI32(RSID_REFRACTION_MAP, 0); float *vertices = loadTriangleMeshVerticesF(NAMED_WaterMesh); + float fw = (float) width; + float fh = (float) height; + float fy = (1.0f / 512.0f) * (1.0f / RIPPLE_HEIGHT); + int h = height - 1; while (h >= 0) { int w = width - 1; - int wave = current[0]; + int wave = *current; int offset = h * width; while (w >= 0) { int nextWave = current[1]; @@ -169,40 +174,47 @@ void generateRipples() { v &= ~(v >> 31); if (v >= height) v = height - 1; - vertices[(offset + w) * 8 + 3] = u / (float) width; - vertices[(offset + w) * 8 + 4] = v / (float) height; + int index = (offset + w) << 3; + vertices[index + 3] = u / fw; + vertices[index + 4] = v / fh; // Update Z coordinate of the vertex - vertices[(offset + w) * 8 + 7] = (dy / 512.0f) / RIPPLE_HEIGHT; + vertices[index + 7] = dy * fy; - w--; - current++; + w -= 1; + current += 1; wave = nextWave; } - h--; + h -= 1; current += 2; } // Compute the normals for lighting int y = 0; - for ( ; y < height; y++) { + int w8 = width << 3; + for ( ; y < height; y += 1) { int x = 0; int yOffset = y * width; - for ( ; x < width; x++) { + for ( ; x < width; x += 1) { + int o = (yOffset + x) << 3; + int o1 = o + 8; + int ow = o + w8; + int ow1 = ow + 8; + // V1 - float v1x = vertices[(yOffset + x) * 8 + 5]; - float v1y = vertices[(yOffset + x) * 8 + 6]; - float v1z = vertices[(yOffset + x) * 8 + 7]; + float v1x = vertices[o + 5]; + float v1y = vertices[o + 6]; + float v1z = vertices[o + 7]; // V2 - float v2x = vertices[(yOffset + x + 1) * 8 + 5]; - float v2y = vertices[(yOffset + x + 1) * 8 + 6]; - float v2z = vertices[(yOffset + x + 1) * 8 + 7]; + float v2x = vertices[o1 + 5]; + float v2y = vertices[o1 + 6]; + float v2z = vertices[o1 + 7]; // V3 - float v3x = vertices[(yOffset + width + x) * 8 + 5]; - float v3y = vertices[(yOffset + width + x) * 8 + 6]; - float v3z = vertices[(yOffset + width + x) * 8 + 7]; + float v3x = vertices[ow + 5]; + float v3y = vertices[ow + 6]; + float v3z = vertices[ow + 7]; // N1 float n1x = v2x - v1x; @@ -220,15 +232,15 @@ void generateRipples() { float n3z = n1x * n2y - n1y * n2x; // Normalize - float len = magf3(n3x, n3y, n3z); - n3x /= len; - n3y /= len; - n3z /= len; + float len = 1.0f / magf3(n3x, n3y, n3z); + n3x *= len; + n3y *= len; + n3z *= len; // V2 - v2x = vertices[(yOffset + width + x + 1) * 8 + 5]; - v2y = vertices[(yOffset + width + x + 1) * 8 + 6]; - v2z = vertices[(yOffset + width + x + 1) * 8 + 7]; + v2x = vertices[ow1 + 5]; + v2y = vertices[ow1 + 6]; + v2z = vertices[ow1 + 7]; // N1 n1x = v2x - v1x; @@ -241,22 +253,22 @@ void generateRipples() { n2z = v3z - v1z; // Average of previous normal and N1 x N2 - n3x = n3x / 2.0f + (n1y * n2z - n1z * n2y) / 2.0f; - n3y = n3y / 2.0f + (n1z * n2x - n1x * n2z) / 2.0f; - n3z = n3z / 2.0f + (n1x * n2y - n1y * n2x) / 2.0f; + n3x = n3x * 0.5f + (n1y * n2z - n1z * n2y) * 0.5f; + n3y = n3y * 0.5f + (n1z * n2x - n1x * n2z) * 0.5f; + n3z = n3z * 0.5f + (n1x * n2y - n1y * n2x) * 0.5f; // Normalize - len = magf3(n3x, n3y, n3z); - n3x /= len; - n3y /= len; - n3z /= len; - - vertices[(yOffset + x) * 8 + 0] = n3x; - vertices[(yOffset + x) * 8 + 1] = n3y; - vertices[(yOffset + x) * 8 + 2] = -n3z; + len = 1.0f / magf3(n3x, n3y, n3z); + n3x *= len; + n3y *= len; + n3z *= len; + + vertices[o + 0] = n3x; + vertices[o + 1] = n3y; + vertices[o + 2] = -n3z; // reset Z - //vertices[(yOffset + x) * 8 + 7] = 0.0f; + //vertices[(yOffset + x) << 3 + 7] = 0.0f; } } } @@ -278,12 +290,12 @@ float averageZ(float x1, float x2, float y1, float y2, float* vertices, int vertexCount = 0; int y = quadY1; - for ( ; y < quadY2; y++) { + for ( ; y < quadY2; y += 1) { int x = quadX1; int yOffset = y * meshWidth; - for ( ; x < quadX2; x++) { - z += vertices[(yOffset + x) * 8 + 7]; - vertexCount++; + for ( ; x < quadX2; x += 1) { + z += vertices[(yOffset + x) << 3 + 7]; + vertexCount += 1; } } @@ -346,8 +358,8 @@ void drawLeaf(int index, float* vertices, int meshWidth, int meshHeight, if (a <= 0.0f) { float rippled = leafStruct[LEAF_STRUCT_RIPPLED]; if (rippled < 0.0f) { - drop(((x + glWidth / 2.0f) / glWidth) * meshWidth, - meshHeight - ((y + glHeight / 2.0f) / glHeight) * meshHeight, + drop(((x + glWidth * 0.5f) / glWidth) * meshWidth, + meshHeight - ((y + glHeight * 0.5f) / glHeight) * meshHeight, DROP_RADIUS); spin /= 4.0f; leafStruct[LEAF_STRUCT_SPIN] = spin; @@ -465,19 +477,20 @@ void drawNormals() { color(1.0f, 0.0f, 0.0f, 1.0f); + float scale = 1.0f / 10.0f; int y = 0; - for ( ; y < height; y++) { + for ( ; y < height; y += 1) { int yOffset = y * width; int x = 0; - for ( ; x < width; x++) { - int offset = (yOffset + x) * 8; + for ( ; x < width; x += 1) { + int offset = (yOffset + x) << 3; float vx = vertices[offset + 5]; float vy = vertices[offset + 6]; float vz = vertices[offset + 7]; float nx = vertices[offset + 0]; float ny = vertices[offset + 1]; float nz = vertices[offset + 2]; - drawLine(vx, vy, vz, vx + nx / 10.0f, vy + ny / 10.0f, vz + nz / 10.0f); + drawLine(vx, vy, vz, vx + nx * scale, vy + ny * scale, vz + nz * scale); } } } -- 2.11.0