Add R_PointOnSideFast and R_PointInSubsectorFast and use it to optimize some stuff

This commit is contained in:
NepDisk 2025-02-09 12:27:04 -05:00
parent e694b38878
commit 71a874f582
10 changed files with 39 additions and 18 deletions

View file

@ -1358,7 +1358,7 @@ static void CL_ReloadReceivedSavegame(void)
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
camera[i].subsector = R_PointInSubsector(camera[i].x, camera[i].y);
camera[i].subsector = R_PointInSubsectorFast(camera[i].x, camera[i].y);
}
cl_redownloadinggamestate = false;

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@ -3076,7 +3076,7 @@ static void HWR_RenderBSPNode(INT32 bspnum)
bsp = &nodes[bspnum];
// Decide which side the view point is on.
side = R_PointOnSide(viewx, viewy, bsp);
side = R_PointOnSideFast(viewx, viewy, bsp);
// Recursively divide front space.
HWR_RenderBSPNode(bsp->children[side]);

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@ -3660,7 +3660,7 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
}
}
thiscam->subsector = R_PointInSubsector(thiscam->x, thiscam->y);
thiscam->subsector = R_PointInSubsectorFast(thiscam->x, thiscam->y);
thiscam->floorz = tm.floorz;
thiscam->ceilingz = tm.ceilingz;
@ -10372,12 +10372,12 @@ void P_PrecipitationEffects(void)
for (y = yl; y <= yh; y += RADIUSSTEP)
for (x = xl; x <= xh; x += RADIUSSTEP)
{
if (R_PointInSubsector((fixed_t)x, (fixed_t)y)->sector->ceilingpic == skyflatnum) // Found the outdoors!
{
newdist = S_CalculateSoundDistance(players[g_localplayers[0]].mo->x, players[g_localplayers[0]].mo->y, 0, (fixed_t)x, (fixed_t)y, 0);
if (newdist < closedist)
closedist = newdist;
}
if (R_PointInSubsectorFast((fixed_t)x, (fixed_t)y)->sector->ceilingpic != skyflatnum) // Found the outdoors!
continue;
newdist = S_CalculateSoundDistance(players[g_localplayers[0]].mo->x, players[g_localplayers[0]].mo->y, 0, (fixed_t)x, (fixed_t)y, 0);
if (newdist < closedist)
closedist = newdist;
}
#undef RADIUSSTEP

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@ -8065,7 +8065,7 @@ static void P_SetupCamera(UINT8 pnum, camera_t *cam)
cam->y = players[pnum].mo->y;
cam->z = players[pnum].mo->z;
cam->angle = players[pnum].mo->angle;
cam->subsector = R_PointInSubsector(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
cam->subsector = R_PointInSubsectorFast(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
}
else
{
@ -8082,7 +8082,7 @@ static void P_SetupCamera(UINT8 pnum, camera_t *cam)
cam->y = thing->y;
cam->z = thing->z;
cam->angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
cam->subsector = R_PointInSubsector(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
cam->subsector = R_PointInSubsectorFast(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
}
}
}

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@ -2941,7 +2941,7 @@ void P_DemoCameraMovement(camera_t *cam)
democam.soundmobj = awayviewmobj_hack;
// update subsector to avoid crashes;
cam->subsector = R_PointInSubsector(cam->x, cam->y);
cam->subsector = R_PointInSubsectorFast(cam->x, cam->y);
}
void P_ResetCamera(player_t *player, camera_t *thiscam)
@ -2975,7 +2975,7 @@ void P_ResetCamera(player_t *player, camera_t *thiscam)
thiscam->aiming = 0;
thiscam->relativex = 0;
thiscam->subsector = R_PointInSubsector(thiscam->x,thiscam->y);
thiscam->subsector = R_PointInSubsectorFast(thiscam->x,thiscam->y);
thiscam->radius = 20*FRACUNIT;
thiscam->height = 16*FRACUNIT;

View file

@ -1453,7 +1453,7 @@ void R_RenderBSPNode(INT32 bspnum)
bsp = &nodes[bspnum];
// Decide which side the view point is on.
side = R_PointOnSide(viewx, viewy, bsp);
side = R_PointOnSideFast(viewx, viewy, bsp);
// Recursively divide front space.
R_RenderBSPNode(bsp->children[side]);

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@ -184,7 +184,7 @@ void R_InterpolateView(fixed_t frac)
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
viewplayer = newview->player;
viewsector = R_PointInSubsector(viewx, viewy)->sector;
viewsector = R_PointInSubsectorFast(viewx, viewy)->sector;
R_SetupFreelook(newview->player, newview->sky);
}

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@ -1427,7 +1427,7 @@ static void R_PortalFrame(portal_t *portal)
{
portalclipline = NULL;
portalcullsector = NULL;
viewsector = R_PointInSubsector(viewx, viewy)->sector;
viewsector = R_PointInSubsectorFast(viewx, viewy)->sector;
}
}

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@ -74,6 +74,15 @@ extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
#define R_PointOnSide(x,y,node) udmf ? R_PointOnSideUDMF(x,y,node) : R_PointOnSideKart(x,y,node)
INT32 R_PointOnSideUDMF(fixed_t x, fixed_t y, const node_t *node);
INT32 R_PointOnSideKart(fixed_t x, fixed_t y, const node_t *node);
// This is not as accurate
// SHOULD NOT BE USED FOR ANYTHING GAMEPLAY RELATED!!
FUNCINLINE static ATTRINLINE INT32 R_PointOnSideFast(fixed_t x, fixed_t y, const node_t *node)
{
// use cross product to determine side quickly
return ((INT64)y - node->y) * node->dx - ((INT64)x - node->x) * node->dy > 0;
}
INT32 R_PointOnSegSide(fixed_t x, fixed_t y, const seg_t *line);
#define R_PointToAngle(x, y) R_PointToAngle2(viewx, viewy, x, y)
angle_t R_PointToAnglePlayer(player_t *player, fixed_t x, fixed_t y);
@ -86,6 +95,18 @@ fixed_t R_ScaleFromGlobalAngle(angle_t visangle);
subsector_t *R_PointInSubsector(fixed_t x, fixed_t y);
subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y);
// uses R_PointOnSideFast
// SHOULD NOT BE USED FOR ANYTHING GAMEPLAY RELATED!!
FUNCINLINE static ATTRINLINE subsector_t *R_PointInSubsectorFast(fixed_t x, fixed_t y)
{
size_t nodenum = numnodes-1;
while (!(nodenum & NF_SUBSECTOR))
nodenum = nodes[nodenum].children[R_PointOnSideFast(x, y, nodes+nodenum)];
return &subsectors[nodenum & ~NF_SUBSECTOR];
}
boolean R_DoCulling(line_t *cullheight, line_t *viewcullheight, fixed_t vz, fixed_t bottomh, fixed_t toph);
void R_GetRenderBlockMapDimensions(fixed_t drawdist, INT32 *xl, INT32 *xh, INT32 *yl, INT32 *yh);

View file

@ -1100,7 +1100,7 @@ boolean S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32
{
fixed_t x, y, yl, yh, xl, xh, newdist;
if (R_PointInSubsector(listensource.x, listensource.y)->sector->ceilingpic == skyflatnum)
if (R_PointInSubsectorFast(listensource.x, listensource.y)->sector->ceilingpic == skyflatnum)
approx_dist = 0;
else
{
@ -1113,7 +1113,7 @@ boolean S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32
for (y = yl; y <= yh; y += FRACUNIT*64)
for (x = xl; x <= xh; x += FRACUNIT*64)
{
if (R_PointInSubsector(x, y)->sector->ceilingpic == skyflatnum)
if (R_PointInSubsectorFast(x, y)->sector->ceilingpic == skyflatnum)
{
// Found the outdoors!
newdist = S_CalculateSoundDistance(listensource.x, listensource.y, 0, x, y, 0);