Remove parallelization of pokeTopPrism

This commit is contained in:
2022-06-26 14:26:39 +01:00
parent d386b0ea89
commit c3f9dad233
8 changed files with 30 additions and 61 deletions
+3 -14
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@@ -1,8 +1,7 @@
module Dodge.CullBox
( makeBoundBox
, updateBounds
( updateBounds
)
where
where
import Dodge.Data
import Dodge.Base.Window
import Geometry
@@ -20,19 +19,9 @@ findBoundDists cfig w
hw = halfWidth cfig
hh = halfHeight cfig
makeBoundBox :: Configuration -> World -> [Point2]
--cullBox cfig w = farWallPoints cp w
makeBoundBox cfig w'
| debugOn Bound_box_screen cfig = screenPolygon cfig w'
| otherwise = let (n,s,e,w) = f $ farWallDistDirection (_cameraCenter w') w'
in map ((+.+ _cameraCenter w') . rotateV (_cameraRot w') ) $ rectNSWE n s w e
where
f (Just a,Just b,Just c,Just d) = (max 0 a,min 0 b,max 0 c,min 0 d)
f _ = (0,0,0,0)
updateBounds :: Configuration -> World -> World
updateBounds cfig w = w
& boundDist .~ bdists
& boundBox .~ map ( (+.+ _cameraCenter w) . rotateV (_cameraRot w) ) (rectNSWE n s w' e)
& boundBox .~ map ( (+.+ _cameraCenter w) . rotateV (_cameraRot w) ) (rectNSWE n s w' e)
where
bdists@(n,s,e,w') = findBoundDists cfig w
+3 -2
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@@ -121,8 +121,9 @@ placeSpotID ps pt w = case pt of
doShift = shiftPointBy (p,rot)
placeShape :: Shape -> Point2 -> Float -> World -> (Int, World)
placeShape sh p rot w =
(0, w & foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>))
placeShape sh p rot w = (0, w & foregroundShape %~ (newsh <>))
where
newsh = (uncurryV translateSHf p . rotateSH rot) sh
evaluateRandPS :: State StdGen PSType -> PlacementSpot -> World -> (Int,World)
evaluateRandPS rgen ps w = placeSpotID ps evaluatedType (set randGen g w)
+4 -5
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@@ -2,7 +2,6 @@ module Dodge.Render.ShapePicture
( worldSPic
) where
import Dodge.ShortShow
import Dodge.CullBox
import Dodge.Config.Data
import Dodge.Render.InfoBox
import Dodge.Debug.Picture
@@ -79,7 +78,7 @@ extraPics cfig w = pictures (_decorations w)
<> drawWallIDs cfig w
<> drawPathing cfig w
<> drawCrInfo cfig w
<> cfigdraw Show_bound_box drawBoundingBox
<> cfigdraw Show_bound_box (const drawBoundingBox)
<> cfigdraw Show_wall_search_rays (const drawWallSearchRays)
<> cfigdraw Show_dda_test (const drawDDATest)
where
@@ -129,10 +128,10 @@ drawWallSearchRays w = runIdentity $ S.foldMap_ f $ S.map fst $ allVisibleWalls
testPic :: Configuration -> World -> Picture
testPic _ _ = mempty
drawBoundingBox :: Configuration -> World -> Picture
drawBoundingBox cfig w = setLayer DebugLayer $ color green $ line $ (x:xs) ++ [x]
drawBoundingBox :: World -> Picture
drawBoundingBox w = setLayer DebugLayer $ color green $ line $ (x:xs) ++ [x]
where
(x:xs) = makeBoundBox cfig w
(x:xs) = _boundBox w
clDraw :: Cloud -> Picture
clDraw c = translate3 (_clPos c) (_clPict c c)
+4 -1
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@@ -86,4 +86,7 @@ shiftLinkBy (pos,rot) = overLnkPosDir f
f (p,r) = (shiftPointBy (pos,rot) p, r + rot)
shiftPathBy :: (Point2,Float) -> (Point2,Point2) -> (Point2,Point2)
shiftPathBy s (p1,p2) = (shiftPointBy s p1, shiftPointBy s p2)
shiftPathBy s (p1,p2) = sp1 `seq` sp2 `seq` (sp1, sp2)
where
sp1 = shiftPointBy s p1
sp2 = shiftPointBy s p2
+2 -1
View File
@@ -1,8 +1,9 @@
{-# LANGUAGE BangPatterns #-}
module Dodge.ShiftPoint where
import Geometry
shiftPointBy :: (Point2,Float) -> Point2 -> Point2
shiftPointBy (pos,rot) p = pos +.+ rotateV rot p
shiftPointBy (pos,rot) !p = pos +.+ rotateV rot p
invShiftPointBy :: (Point2,Float) -> Point2 -> Point2
invShiftPointBy (p1,r) p2 = rotateV (-r) $ p2 -.- p1
+4 -30
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@@ -284,20 +284,12 @@ updateMIM f up = f %~ IM.mapMaybe (dbArg up)
ppEvents :: World -> World
ppEvents w = IM.foldl' (flip $ \pp -> _ppEvent pp pp) w $ _pressPlates w
-- this is not working correctly, maybe a problem with wallsAlongLine
--updateSeenWalls :: World -> World
--updateSeenWalls w = foldl' markWallSeen w wallsToUpdate
-- where
-- vPos = _cameraViewFrom w
-- wallsToUpdate = concatMap (\p -> visibleWalls vPos (vPos +.+p) $ wallsAlongLine vPos (vPos +.+ p) w)
-- $ nRays 20
updateSeenWalls :: World -> World
updateSeenWalls w = runIdentity $ S.fold_ f w id (S.map (_wlID . snd) $ allVisibleWalls w)
where
f w' i = w' & walls . ix i . wlSeen .~ True
-- wallsToUpdate = concatMap (\p -> visibleWalls vPos (vPos +.+p) $ wallsAlongLine vPos (vPos +.+ p) w)
-- $ nRays 20
f w' i -- = w' & walls . ix i . wlSeen .~ True -- this is much simpler, but leaks
= w' { _walls = IM.adjust mw i $ _walls w' }
mw wl = wl {_wlSeen = True}
--markWallSeen :: World -> Wall -> World
--markWallSeen w wl = w { _walls = IM.adjust mw (_wlID wl) $ _walls w }
@@ -339,34 +331,16 @@ updateCloud w c
newVel@(V3 _ _ nvz) = (0.95 *.*.* springVels) +.+.+ V3 0 0 (0.001 * vertVel)
newVel2 = stripZ newVel
vertVel = _clAlt c - opz
springVels = foldl' (clClSpringVel c) (_clVel c) (cloudsNearPoint oldPos2 w)
springVels = runIdentity $ S.fold_ (clClSpringVel c) (_clVel c) id (cloudsNearPoint oldPos2 w)
oldPos@(V3 _ _ opz) = _clPos c
oldPos2 = stripZ oldPos
newPos@(V3 _ _ npz) = oldPos +.+.+ newVel
newPos2 = stripZ newPos
-- the following only tests for the first collision with a wall
--hitWl = collidePointAnyWallsReflect oldPos2 newPos2 $ wallsNearPoint newPos2 w
hitWl = bouncePoint (const True) 1 oldPos2 newPos2 w
finalPos = addZ (min 74 npz) $ maybe newPos2 fst hitWl
-- allowing clouds at/above height 75 causes graphical glitches 22.05.23
finalVel = addZ nvz $ maybe newVel2 snd hitWl
--updateCloud :: World -> Cloud -> Maybe Cloud
--updateCloud w c
-- | _clTimer c < 1 = Nothing
-- | otherwise = Just $ c
-- & clPos .~ finalPos
-- & clVel .~ finalVel
-- & clTimer -~ 1
-- where
-- newVel = 0.95 *.* springVels
-- springVels = foldl' (clClSpringVel c) (_clVel c) (cloudsNearPoint oldPos w)
-- oldPos = _clPos c
-- newPos = oldPos +.+ newVel
-- hitWl = collideCircWalls' oldPos newPos 5 $ wallsNearPoint newPos w
-- finalPos = maybe newPos fst hitWl
-- finalVel = maybe newVel snd hitWl
clClSpringVel :: Cloud -> Point3 -> Cloud -> Point3
clClSpringVel a v b
| dist3 pa pb < radDist = v +.+.+ 0.1 *.*.* normalizeV3 (pa -.-.- pb)
+2 -3
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@@ -157,9 +157,8 @@ lookLookup i j z = case IM.lookup i z of
lookLookups :: [(Int,Int)] -> IM.IntMap (IM.IntMap a) -> [a]
lookLookups xs z = mapMaybe (flip (uncurry lookLookup) z) xs
cloudsNearPoint :: Point2 -> World -> [Cloud]
--cloudsNearPoint p w = IM.unions [f b $ f a $ _cloudsZone w | a<-[x-1,x,x+1] , b<-[y-1,y,y+1]]
cloudsNearPoint p w = f (IM.lookup x (_znObjects $ _cloudsZone w) >>= IM.lookup y)
cloudsNearPoint :: Point2 -> World -> Stream (Of Cloud) Identity ()
cloudsNearPoint p w = S.each . f $ w ^? cloudsZone . znObjects . ix x . ix y
where
(x,y) = cloudZoneOfPoint p
f Nothing = []
+8 -5
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@@ -20,7 +20,7 @@ import qualified Data.Vector.Unboxed.Mutable as UMV
import qualified Data.Vector.Mutable as MV
import qualified Data.Vector.Fusion.Stream.Monadic as VS
import Control.Monad.Primitive
import qualified Control.Monad.Parallel as MP
--import qualified Control.Monad.Parallel as MP
pokeVerxs
:: MV.MVector (PrimState IO) FullShader
@@ -106,10 +106,13 @@ pokeTopPrism :: Int -> Ptr Float -> Ptr GLushort
-> IO ()
pokeTopPrism size ptr iptr ieptr counts svs = do
nv <- UMV.unsafeRead counts 0
MP.bindM3 (\_ _ _ -> return ())
(UV.mapM_ (pokeTopPrismIndex nv iptr counts) (memoTopPrismIndices V.! size))
(UV.mapM_ (pokeTopPrismEdgeIndex nv ieptr counts) (memoTopPrismEdgeIndices V.! size))
(VS.mapM_ (pokeJustV ptr counts) (VS.fromList svs) )
-- MP.bindM3 (\_ _ _ -> return ())
-- (UV.mapM_ (pokeTopPrismIndex nv iptr counts) (memoTopPrismIndices V.! size))
-- (UV.mapM_ (pokeTopPrismEdgeIndex nv ieptr counts) (memoTopPrismEdgeIndices V.! size))
-- (VS.mapM_ (pokeJustV ptr counts) (VS.fromList svs) )
UV.mapM_ (pokeTopPrismIndex nv iptr counts) (memoTopPrismIndices V.! size)
UV.mapM_ (pokeTopPrismEdgeIndex nv ieptr counts) (memoTopPrismEdgeIndices V.! size)
VS.mapM_ (pokeJustV ptr counts) (VS.fromList svs)
pokeTopPrismEdgeIndex :: Int -> Ptr GLushort
-> UMV.MVector (PrimState IO) Int