mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-09 21:31:51 +09:00
more optimisation
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@@ -25,10 +25,11 @@ internal class UnsafeCvecArray(val width: Int, val height: Int) {
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}
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// getters
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fun getR(x: Int, y: Int) = array.getFloat(toAddr(x, y))
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fun getG(x: Int, y: Int) = array.getFloat(toAddr(x, y) + 1)
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fun getB(x: Int, y: Int) = array.getFloat(toAddr(x, y) + 2)
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fun getA(x: Int, y: Int) = array.getFloat(toAddr(x, y) + 3)
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// fun getR(x: Int, y: Int) = array.getFloat(toAddr(x, y))
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// fun getG(x: Int, y: Int) = array.getFloat(toAddr(x, y) + 1)
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// fun getB(x: Int, y: Int) = array.getFloat(toAddr(x, y) + 2)
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// fun getA(x: Int, y: Int) = array.getFloat(toAddr(x, y) + 3)
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// operator fun get(i: Long) = array.getFloat(i)
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/**
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* Returns a copy of the vector. Use [setVec] to modify the value in the CvecArray
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*/
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@@ -41,6 +42,31 @@ internal class UnsafeCvecArray(val width: Int, val height: Int) {
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array.getFloat(a + 3)
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)
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}
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/**
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* `getAndSet(cvec, x, y)` is equivalent to
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* `cvec.set(this.getVec(x, y))`
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*/
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fun getAndSet(target: Cvec, x: Int, y: Int) {
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val a = toAddr(x, y)
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target.r = array.getFloat(a + 0)
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target.g = array.getFloat(a + 1)
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target.b = array.getFloat(a + 2)
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target.a = array.getFloat(a + 3)
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}
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/**
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* `getAndSet(cvec, x, y, func)` is equivalent to
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* `target.setVec(x, y, func(this.getVec(x, y)))`
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*
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* The target must have the same dimension as this CvecArray.
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*/
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fun getAndSetMap(target: UnsafeCvecArray, x: Int, y: Int, transform: (Float) -> Float) {
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val a = toAddr(x, y)
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target.array.setFloat(a + 0, transform(this.array.getFloat(a + 0)))
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target.array.setFloat(a + 1, transform(this.array.getFloat(a + 1)))
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target.array.setFloat(a + 2, transform(this.array.getFloat(a + 2)))
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target.array.setFloat(a + 3, transform(this.array.getFloat(a + 3)))
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}
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/**
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* @param channel 0 for R, 1 for G, 2 for B, 3 for A
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*/
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@@ -48,10 +74,11 @@ internal class UnsafeCvecArray(val width: Int, val height: Int) {
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// setters
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fun zerofill() = array.fillWith(0)
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// fun setR(x: Int, y: Int, value: Float) { array.setFloat(toAddr(x, y), value) }
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// fun setR(x: Int, y: Int, value: Float) { array.setFloat(toAddr(x, y), value) }
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// fun setG(x: Int, y: Int, value: Float) { array.setFloat(toAddr(x, y) + 1, value) }
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// fun setB(x: Int, y: Int, value: Float) { array.setFloat(toAddr(x, y) + 2, value) }
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// fun setA(x: Int, y: Int, value: Float) { array.setFloat(toAddr(x, y) + 3, value) }
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// operator fun set(i: Long, value: Float) = array.setFloat(i, value)
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fun setVec(x: Int, y: Int, value: Cvec) {
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val a = toAddr(x, y)
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array.setFloat(a + 0, value.r)
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@@ -30,6 +30,9 @@ import net.torvald.terrarum.modulebasegame.gameactors.*
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import net.torvald.terrarum.modulebasegame.gameactors.physicssolver.CollisionSolver
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import net.torvald.terrarum.modulebasegame.gameitems.PickaxeCore
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import net.torvald.terrarum.modulebasegame.gameworld.GameEconomy
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import net.torvald.terrarum.modulebasegame.serialise.LoadSavegame
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import net.torvald.terrarum.modulebasegame.serialise.ReadActor
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import net.torvald.terrarum.modulebasegame.serialise.WriteSavegame
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import net.torvald.terrarum.modulebasegame.ui.*
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import net.torvald.terrarum.modulebasegame.worldgenerator.RoguelikeRandomiser
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import net.torvald.terrarum.modulebasegame.worldgenerator.Worldgen
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@@ -38,9 +41,6 @@ import net.torvald.terrarum.realestate.LandUtil
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import net.torvald.terrarum.savegame.VDUtil
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import net.torvald.terrarum.savegame.VirtualDisk
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import net.torvald.terrarum.serialise.Common
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import net.torvald.terrarum.modulebasegame.serialise.LoadSavegame
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import net.torvald.terrarum.modulebasegame.serialise.ReadActor
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import net.torvald.terrarum.modulebasegame.serialise.WriteSavegame
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import net.torvald.terrarum.ui.Toolkit
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import net.torvald.terrarum.ui.UIAutosaveNotifier
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import net.torvald.terrarum.ui.UICanvas
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@@ -1064,21 +1064,21 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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if (it is CuedByTerrainChange) {
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terrainChangeQueue.forEach { cue ->
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printdbg(this, "Ingame actors terrainChangeCue: ${cue}")
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// printdbg(this, "Ingame actors terrainChangeCue: ${cue}")
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it.updateForTerrainChange(cue)
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}
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}
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if (it is CuedByWallChange) {
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wallChangeQueue.forEach { cue ->
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printdbg(this, "Ingame actors wallChangeCue: ${cue}")
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// printdbg(this, "Ingame actors wallChangeCue: ${cue}")
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it.updateForWallChange(cue)
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}
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}
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if (it is CuedByWireChange) {
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wireChangeQueue.forEach { cue ->
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printdbg(this, "Ingame actors wireChangeCue: ${cue}")
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// printdbg(this, "Ingame actors wireChangeCue: ${cue}")
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it.updateForWireChange(cue)
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}
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}
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@@ -499,7 +499,9 @@ object LightmapRenderer {
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// blend shade
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_mapThisTileOpacity.max(lx, ly, shadowMap[LandUtil.getBlockAddr(world, worldX, worldY)] ?: colourNull)
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_mapThisTileOpacity2.setVec(lx, ly, _mapThisTileOpacity.getVec(lx, ly).mul(1.41421356f))
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// _mapThisTileOpacity2.setVec(lx, ly, _mapThisTileOpacity.getVec(lx, ly).mul(1.41421356f))
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_mapThisTileOpacity.getAndSetMap(_mapThisTileOpacity2, lx, ly) { it * 1.41421356f }
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// open air || luminous tile backed by sunlight
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@@ -549,19 +551,19 @@ object LightmapRenderer {
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private var swipeY = -1
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private var swipeDiag = false
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private val distFromLightSrc = Ivec4()
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private fun _swipeTask(x: Int, y: Int, x2: Int, y2: Int, lightmap: UnsafeCvecArray, distFromLightSrc: Ivec4) {
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private fun _swipeTask(x: Int, y: Int, x2: Int, y2: Int, lightmap: UnsafeCvecArray) {//, distFromLightSrc: Ivec4) {
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if (x2 < 0 || y2 < 0 || x2 >= LIGHTMAP_WIDTH || y2 >= LIGHTMAP_HEIGHT) return
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_ambientAccumulator.set(_mapLightLevelThis.getVec(x, y))
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// _ambientAccumulator.set(_mapLightLevelThis.getVec(x, y))
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_mapLightLevelThis.getAndSet(_ambientAccumulator, x, y)
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if (!swipeDiag) {
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_thisTileOpacity.set(_mapThisTileOpacity.getVec(x, y))
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_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity, lightmap, distFromLightSrc))
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_mapThisTileOpacity.getAndSet(_thisTileOpacity, x, y)
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_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity, lightmap))//, distFromLightSrc))
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}
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else {
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_thisTileOpacity2.set(_mapThisTileOpacity2.getVec(x, y))
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_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity2, lightmap, distFromLightSrc))
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_mapThisTileOpacity2.getAndSet(_thisTileOpacity2, x, y)
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_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity2, lightmap))//, distFromLightSrc))
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}
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_mapLightLevelThis.setVec(x, y, _ambientAccumulator)
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@@ -574,7 +576,7 @@ object LightmapRenderer {
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// conduct the task #1
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// spread towards the end
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_swipeTask(swipeX, swipeY, swipeX-dx, swipeY-dy, lightmap, distFromLightSrc)
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_swipeTask(swipeX, swipeY, swipeX-dx, swipeY-dy, lightmap)//, distFromLightSrc)
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swipeX += dx
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swipeY += dy
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@@ -594,7 +596,7 @@ object LightmapRenderer {
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while (swipeX*dx >= sx*dx && swipeY*dy >= sy*dy) {
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// conduct the task #2
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// spread towards the start
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_swipeTask(swipeX, swipeY, swipeX+dx, swipeY+dy, lightmap, distFromLightSrc)
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_swipeTask(swipeX, swipeY, swipeX+dx, swipeY+dy, lightmap)//, distFromLightSrc)
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swipeX -= dx
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swipeY -= dy
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@@ -781,7 +783,7 @@ object LightmapRenderer {
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* @param darken (0-255) per channel
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* @return darkened data (0-255) per channel
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*/
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internal fun darkenColoured(x: Int, y: Int, darken: Cvec, lightmap: UnsafeCvecArray, distFromLightSrc: Ivec4 = Ivec4()): Cvec {
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internal fun darkenColoured(x: Int, y: Int, darken: Cvec, lightmap: UnsafeCvecArray): Cvec {//, distFromLightSrc: Ivec4 = Ivec4()): Cvec {
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// use equation with magic number 8.0
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// this function, when done recursively (A_x = darken(A_x-1, C)), draws exponential curve. (R^2 = 1)
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