Thread View: rec.games.programmer
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Started by Brian K. W. Hook
Fri, 12 Apr 1991 23:14
3D int/float optimizations stuff
Author: Brian K. W. Hook
Date: Fri, 12 Apr 1991 23:14
Date: Fri, 12 Apr 1991 23:14
68 lines
2568 bytes
2568 bytes
Thanks to everyone who helped with the optimizations. For those
interested, I am posting the results of each optimization followed by the
final source code.
Summary: WOW!
First pass: 21.86 seconds
Optimizations: none (this means all doubles/floats)
Second pass: 21.48 seconds
Optimizations: converted functions to pass pointers to objects instead of
copies of objects
Third pass: 13.40 seconds(!)
Optimizations: converted most of the calculations to fixed point integer
calculations versus floating point
Fourth pass: 13.35 seconds
Optimizations: converted "tmp" variable from long to int
Fifth pass: 12.46 seconds
Optimizations: converted global variable from double to int
Last pass: 12.20 seconds
Optimizations: converted _yaw, _roll, and _pitch to ints from doubles
I am sure that a couple of optimizations can still be done, most obviously
those bit shifts (although I really doubt they matter much). I am not sure
how accurate these calculations are, but I do know that they don't distort
when displaying wireframe images which is all I care about. I chose to
shift by 10 completely arbitrarily.
If you have any suggestions, please post or mail.
This is the actual function. It is based on pseudo code from Lee Adam's "
Hi Performance Interactive Graphics in C" but is a pretty crappy book
otherwise.
/*
WX, WY, and WY: World coordinates of object (relative to object's center)
MX, MY, and MZ: Distance object is from viewpoint
*DX, *DY: Final display coordinates
*/
void Calc3D ( int WX, int WY, int WZ, int MX, int MY, int MZ, int *DX, int
*DY)
{
int tmp;
long xa, ya, za; // Temp variables
WX=-WX;
xa=(_yawCosFactor*WX-_yawSinFactor*WZ)>>10;
za=(_yawSinFactor*WX-_yawCosFactor*WZ)>>10;
WX=(_rollCosFactor*xa+_rollSinFactor*WY)>>10;
ya=(_rollCosFactor*WY-_rollSinFactor*xa)>>10;
WZ=(_pitchCosFactor*za-_pitchSinFactor*ya)>>10;
WY=(_pitchSinFactor*za+_pitchCosFactor*ya)>>10;
WX+=MX;
WY+=MY;
WZ+=MZ;
if (WZ==0)
WZ=-1;
tmp=AngularPerspFactor/WZ;
*DX=tmp*WX+400;
*DY=tmp*WY+300;
}
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