Avoid redundant copy for LandData underlying data

macos_ci_fix
elsid 1 year ago
parent 955790dc31
commit 53c3f95ac8
No known key found for this signature in database
GPG Key ID: 4DE04C198CBA7625

@ -2,67 +2,64 @@
#include "esmterrain.hpp"
namespace
{
constexpr std::uint16_t textures[ESM::Land::LAND_NUM_TEXTURES]{ 0 };
std::unique_ptr<const ESM::Land::LandData> loadData(const ESM::Land& land, int loadFlags)
{
std::unique_ptr<ESM::Land::LandData> result = std::make_unique<ESM::Land::LandData>();
land.loadData(loadFlags, *result);
return result;
}
}
ESM::LandData::LandData(const ESM::Land& land, int loadFlags)
: mLoadFlags(loadFlags)
: mData(loadData(land, loadFlags))
, mLoadFlags(mData->mDataLoaded)
, mMinHeight(mData->mMinHeight)
, mMaxHeight(mData->mMaxHeight)
, mSize(Constants::CellSizeInUnits)
, mLandSize(ESM::Land::LAND_SIZE)
, mPlugin(land.getPlugin())
, mHeights(mData->mHeights)
, mNormals(mData->mNormals)
, mColors(mData->mColours)
, mTextures(mData->mTextures)
{
ESM::Land::LandData data;
land.loadData(loadFlags, data);
mLoadFlags = data.mDataLoaded;
std::span<const float> heights(data.mHeights);
mHeights = std::vector(heights.begin(), heights.end());
std::span<const std::int8_t> normals(data.mNormals);
mNormals = std::vector(normals.begin(), normals.end());
std::span<const std::uint8_t> colors(data.mColours);
mColors = std::vector(colors.begin(), colors.end());
std::span<const uint16_t> textures(data.mTextures);
mTextures = std::vector(textures.begin(), textures.end());
mMinHeight = data.mMinHeight;
mMaxHeight = data.mMaxHeight;
}
ESM::LandData::LandData(const ESM4::Land& land, int /*loadFlags*/)
: mLoadFlags(land.mDataTypes) // ESM4::Land is always fully loaded. TODO: implement lazy loading
, mHeightsData(ESM4::Land::sLandNumVerts)
, mMinHeight(std::numeric_limits<float>::max())
, mMaxHeight(std::numeric_limits<float>::lowest())
, mSize(Constants::ESM4CellSizeInUnits)
, mLandSize(ESM4::Land::sVertsPerSide)
, mNormals(land.mVertNorm)
, mColors(land.mVertColr)
, mTextures(textures)
{
mMinHeight = std::numeric_limits<float>::max();
mMaxHeight = std::numeric_limits<float>::lowest();
mHeights.resize(ESM4::Land::sLandNumVerts);
mTextures.resize(ESM::Land::LAND_NUM_TEXTURES);
std::fill(mTextures.begin(), mTextures.end(), 0);
float row_offset = land.mHeightMap.heightOffset;
float rowOffset = land.mHeightMap.heightOffset;
for (int y = 0; y < mLandSize; y++)
{
row_offset += land.mHeightMap.gradientData[y * mLandSize];
rowOffset += land.mHeightMap.gradientData[y * mLandSize];
const float heightY = row_offset * ESM4::Land::sHeightScale;
mHeights[y * mLandSize] = heightY;
const float heightY = rowOffset * ESM4::Land::sHeightScale;
mHeightsData[y * mLandSize] = heightY;
mMinHeight = std::min(mMinHeight, heightY);
mMaxHeight = std::max(mMaxHeight, heightY);
float colOffset = row_offset;
float colOffset = rowOffset;
for (int x = 1; x < mLandSize; x++)
{
colOffset += land.mHeightMap.gradientData[y * mLandSize + x];
const float heightX = colOffset * ESM4::Land::sHeightScale;
mMinHeight = std::min(mMinHeight, heightX);
mMaxHeight = std::max(mMaxHeight, heightX);
mHeights[x + y * mLandSize] = heightX;
mHeightsData[x + y * mLandSize] = heightX;
}
}
std::span<const std::int8_t> normals(land.mVertNorm);
mNormals = std::vector(normals.begin(), normals.end());
std::span<const std::uint8_t> colors(land.mVertColr);
mColors = std::vector(colors.begin(), colors.end());
mHeights = mHeightsData;
}

@ -2,6 +2,7 @@
#define COMPONENTS_ESM_ESMTERRAIN
#include <cstdint>
#include <memory>
#include <span>
#include <vector>
@ -15,8 +16,8 @@ namespace ESM
public:
~LandData() = default;
LandData() = default;
LandData(const ESM::Land& Land, int loadFLags);
LandData(const ESM4::Land& Land, int loadFLags);
LandData(const ESM::Land& Land, int loadFlags);
LandData(const ESM4::Land& Land, int loadFlags);
std::span<const float> getHeights() const { return mHeights; }
std::span<const std::int8_t> getNormals() const { return mNormals; }
@ -30,16 +31,18 @@ namespace ESM
int getPlugin() const { return mPlugin; }
private:
std::unique_ptr<const ESM::Land::LandData> mData;
int mLoadFlags = 0;
std::vector<float> mHeightsData;
float mMinHeight = 0.f;
float mMaxHeight = 0.f;
float mSize = 0.f;
int mLandSize = 0;
int mPlugin = 0;
std::vector<float> mHeights;
std::vector<std::int8_t> mNormals;
std::vector<std::uint8_t> mColors;
std::vector<std::uint16_t> mTextures;
std::span<const float> mHeights;
std::span<const std::int8_t> mNormals;
std::span<const std::uint8_t> mColors;
std::span<const std::uint16_t> mTextures;
};
}

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