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Commit 34484ae7 authored by Android (Google) Code Review's avatar Android (Google) Code Review
Browse files

Merge change 22024 into eclair

* changes:
  Micro-optimizations for FallRS
parents ba5372f8 8e7c671d
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+69 −56
Original line number Diff line number Diff line
@@ -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;
            len = 1.0f / 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;
            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);
        }
    }
}