Slightly faster (about 5%)

Former-commit-id: db83aebd174362887b475c7c55a8a027f1ab0bef
This commit is contained in:
Gawaboumga 2016-05-30 14:27:07 +02:00
parent aa86db9a88
commit 9f14f63ce8
1 changed files with 16 additions and 17 deletions

View File

@ -105,9 +105,9 @@ namespace Nz
for (unsigned int i = 0; i < recursionLevel; ++i)
{
std::size_t triangleCount = triangles.size();
for (std::size_t j = 0; j < triangleCount; ++j)
for (std::size_t i = 0; i < triangleCount; ++i)
{
Vector3ui& triangle = triangles[j];
Vector3ui& triangle = triangles[i];
unsigned int a = GetMiddleVertex(triangle.x, triangle.y);
unsigned int b = GetMiddleVertex(triangle.y, triangle.z);
@ -333,21 +333,20 @@ namespace Nz
}
private:
float CalculateVertexScore(unsigned int vertex) const
float CalculateVertexScore(VertexCacheData& vertex) const
{
const VertexCacheData* v = &m_vertices[vertex];
if (v->remaining_valence <= 0)
if (vertex.remaining_valence <= 0)
// No tri needs this vertex!
return -1.0f;
float ret = 0.0f;
if (v->position_in_cache < 0)
if (vertex.position_in_cache < 0)
{
// Vertex is not in FIFO cache - no score.
}
else
{
if (v->position_in_cache < 3)
if (vertex.position_in_cache < 3)
{
// This vertex was used in the last triangle,
// so it has a fixed score, whichever of the three
@ -360,14 +359,14 @@ namespace Nz
{
// Points for being high in the cache.
const float Scaler = 1.0f / (32 - 3);
ret = 1.0f - (v->position_in_cache - 3) * Scaler;
ret = 1.0f - (vertex.position_in_cache - 3) * Scaler;
ret = std::pow(ret, m_cacheDecayPower);
}
}
// Bonus points for having a low number of tris still to
// use the vert, so we get rid of lone verts quickly.
float valence_boost = std::pow(static_cast<float>(v->remaining_valence), -m_valenceBoostPower);
float valence_boost = std::pow(static_cast<float>(vertex.remaining_valence), -m_valenceBoostPower);
ret += m_valenceBoostScale * valence_boost;
return ret;
@ -378,8 +377,8 @@ namespace Nz
int FullScoreRecalculation()
{
// calculate score for all vertices
for (unsigned int i = 0; i < m_vertices.size(); ++i)
m_vertices[i].current_score = CalculateVertexScore(i);
for (VertexCacheData& vertex : m_vertices)
vertex.current_score = CalculateVertexScore(vertex);
// calculate scores for all active triangles
float max_score = std::numeric_limits<float>::lowest();
@ -548,13 +547,13 @@ namespace Nz
float sum = 0.f;
for (unsigned int i = 0; i < 3; ++i)
{
VertexCacheData* v = &m_vertices[t->verts[i]];
float sc = v->current_score;
if (!v->calculated)
sc = CalculateVertexScore(t->verts[i]);
VertexCacheData& v = m_vertices[t->verts[i]];
float sc = v.current_score;
if (!v.calculated)
sc = CalculateVertexScore(v);
v->current_score = sc;
v->calculated = true;
v.current_score = sc;
v.calculated = true;
sum += sc;
}