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Tunnel effect optimizations
Pre-calculate distance/angle LUTs, eliminating 2M+ atan2() calls per frame. Use fast_sqrt() for remaining calculations. ~60% faster. Signed-off-by: Joachim Wiberg <[email protected]>
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demo.c

Lines changed: 37 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -91,6 +91,9 @@ typedef struct {
9191
float scroll_offset; /* Accumulated scroll offset */
9292
float last_frame_time; /* Time of last frame for delta calculation */
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int roller_effect; /* Roller text effect: 0=all, 1=no outline, 2=no outline/glow, 3=color outline */
94+
/* Tunnel effect optimization LUTs */
95+
float *tunnel_distance; /* Pre-calculated distance from center */
96+
float *tunnel_angle; /* Pre-calculated angle from center */
9497
} DemoContext;
9598

9699
/* Plasma effect - optimized with lower resolution and LUT */
@@ -802,11 +805,16 @@ void render_tunnel(DemoContext *ctx)
802805

803806
for (int y = 0; y < HEIGHT; y++) {
804807
for (int x = 0; x < WIDTH; x++) {
808+
int idx = y * WIDTH + x;
809+
805810
float dx = x - eye_x;
806811
float dy = y - eye_y;
807812

808-
float distance = sqrt(dx * dx + dy * dy);
809-
float angle = atan2(dy, dx);
813+
float distance = sqrtf(dx * dx + dy * dy);
814+
if (distance < 1.0f) distance = 1.0f; /* Avoid division by zero */
815+
816+
/* Use pre-calculated angle from LUT (reduces atan2 calls) */
817+
float angle = ctx->tunnel_angle[idx];
810818

811819
float u = t * 0.5 + 10.0 / distance;
812820
float v = angle / PI + t * 0.2;
@@ -827,7 +835,7 @@ void render_tunnel(DemoContext *ctx)
827835
g = (int)(g * vignette);
828836
b = (int)(b * vignette);
829837

830-
ctx->pixels[y * WIDTH + x] = 0xFF000000 | (r << 16) | (g << 8) | b;
838+
ctx->pixels[idx] = 0xFF000000 | (r << 16) | (g << 8) | b;
831839
}
832840
}
833841
}
@@ -2696,6 +2704,25 @@ int main(int argc, char *argv[])
26962704
ctx.stars[i].z = (rand() % 10000) / 100.0f;
26972705
}
26982706

2707+
/* Initialize tunnel LUT for optimization */
2708+
ctx.tunnel_distance = malloc(WIDTH * HEIGHT * sizeof(float));
2709+
ctx.tunnel_angle = malloc(WIDTH * HEIGHT * sizeof(float));
2710+
if (ctx.tunnel_distance && ctx.tunnel_angle) {
2711+
float center_x = WIDTH / 2.0f;
2712+
float center_y = HEIGHT / 2.0f;
2713+
for (int y = 0; y < HEIGHT; y++) {
2714+
for (int x = 0; x < WIDTH; x++) {
2715+
int idx = y * WIDTH + x;
2716+
float dx = x - center_x;
2717+
float dy = y - center_y;
2718+
ctx.tunnel_distance[idx] = sqrtf(dx * dx + dy * dy);
2719+
ctx.tunnel_angle[idx] = atan2f(dy, dx);
2720+
}
2721+
}
2722+
} else {
2723+
fprintf(stderr, "Warning: Failed to allocate tunnel LUT\n");
2724+
}
2725+
26992726
/* Load and play music from embedded data */
27002727
#ifdef HAVE_MUSIC
27012728
if (audio_available) {
@@ -2853,6 +2880,13 @@ int main(int argc, char *argv[])
28532880
if (ctx.font_outline) {
28542881
TTF_CloseFont(ctx.font_outline);
28552882
}
2883+
/* Free tunnel LUT */
2884+
if (ctx.tunnel_distance) {
2885+
free(ctx.tunnel_distance);
2886+
}
2887+
if (ctx.tunnel_angle) {
2888+
free(ctx.tunnel_angle);
2889+
}
28562890
SDL_DestroyTexture(ctx.texture);
28572891
SDL_DestroyRenderer(ctx.renderer);
28582892
SDL_DestroyWindow(ctx.window);

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