Merge change 22024 into eclair
* changes: Micro-optimizations for FallRS
This commit is contained in:
@@ -68,17 +68,18 @@ void dropWithStrength(int x, int y, int r, int s) {
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int* current = loadArrayI32(RSID_RIPPLE_MAP, index * rippleMapSize + origin);
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int sqr = r * r;
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float invs = 1.0f / s;
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int h = 0;
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for ( ; h < r; h++) {
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for ( ; h < r; h += 1) {
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int sqv = h * h;
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int yn = origin + (y - h) * (width + 2);
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int yp = origin + (y + h) * (width + 2);
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int w = 0;
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for ( ; w < r; w++) {
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for ( ; w < r; w += 1) {
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int squ = w * w;
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if (squ + sqv < sqr) {
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int v = -sqrtf((sqr - (squ + sqv)) << 16) / s;
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int v = -sqrtf((sqr - (squ + sqv)) << 16) * invs;
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current[yn + x + w] = v;
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current[yp + x + w] = v;
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current[yn + x - w] = v;
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@@ -110,16 +111,16 @@ void updateRipples() {
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while (h) {
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int w = width;
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while (w) {
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int droplet = ((current[-b] + current[b] + current[-a] + current[a]) >> 1) - next[0];
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int droplet = ((current[-b] + current[b] + current[-a] + current[a]) >> 1) - *next;
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droplet -= (droplet >> DAMP);
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next[0] = droplet;
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current++;
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next++;
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w--;
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*next = droplet;
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current += 1;
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next += 1;
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w -= 1;
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}
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current += 2;
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next += 2;
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h--;
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h -= 1;
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}
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}
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@@ -149,10 +150,14 @@ void generateRipples() {
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int *map = loadArrayI32(RSID_REFRACTION_MAP, 0);
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float *vertices = loadTriangleMeshVerticesF(NAMED_WaterMesh);
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float fw = (float) width;
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float fh = (float) height;
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float fy = (1.0f / 512.0f) * (1.0f / RIPPLE_HEIGHT);
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int h = height - 1;
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while (h >= 0) {
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int w = width - 1;
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int wave = current[0];
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int wave = *current;
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int offset = h * width;
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while (w >= 0) {
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int nextWave = current[1];
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@@ -169,40 +174,47 @@ void generateRipples() {
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v &= ~(v >> 31);
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if (v >= height) v = height - 1;
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vertices[(offset + w) * 8 + 3] = u / (float) width;
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vertices[(offset + w) * 8 + 4] = v / (float) height;
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int index = (offset + w) << 3;
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vertices[index + 3] = u / fw;
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vertices[index + 4] = v / fh;
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// Update Z coordinate of the vertex
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vertices[(offset + w) * 8 + 7] = (dy / 512.0f) / RIPPLE_HEIGHT;
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vertices[index + 7] = dy * fy;
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w--;
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current++;
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w -= 1;
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current += 1;
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wave = nextWave;
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}
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h--;
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h -= 1;
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current += 2;
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}
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// Compute the normals for lighting
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int y = 0;
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for ( ; y < height; y++) {
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int w8 = width << 3;
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for ( ; y < height; y += 1) {
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int x = 0;
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int yOffset = y * width;
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for ( ; x < width; x++) {
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for ( ; x < width; x += 1) {
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int o = (yOffset + x) << 3;
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int o1 = o + 8;
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int ow = o + w8;
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int ow1 = ow + 8;
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// V1
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float v1x = vertices[(yOffset + x) * 8 + 5];
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float v1y = vertices[(yOffset + x) * 8 + 6];
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float v1z = vertices[(yOffset + x) * 8 + 7];
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float v1x = vertices[o + 5];
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float v1y = vertices[o + 6];
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float v1z = vertices[o + 7];
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// V2
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float v2x = vertices[(yOffset + x + 1) * 8 + 5];
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float v2y = vertices[(yOffset + x + 1) * 8 + 6];
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float v2z = vertices[(yOffset + x + 1) * 8 + 7];
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float v2x = vertices[o1 + 5];
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float v2y = vertices[o1 + 6];
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float v2z = vertices[o1 + 7];
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// V3
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float v3x = vertices[(yOffset + width + x) * 8 + 5];
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float v3y = vertices[(yOffset + width + x) * 8 + 6];
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float v3z = vertices[(yOffset + width + x) * 8 + 7];
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float v3x = vertices[ow + 5];
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float v3y = vertices[ow + 6];
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float v3z = vertices[ow + 7];
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// N1
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float n1x = v2x - v1x;
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@@ -220,15 +232,15 @@ void generateRipples() {
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float n3z = n1x * n2y - n1y * n2x;
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// Normalize
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float len = magf3(n3x, n3y, n3z);
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n3x /= len;
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n3y /= len;
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n3z /= len;
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float len = 1.0f / magf3(n3x, n3y, n3z);
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n3x *= len;
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n3y *= len;
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n3z *= len;
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// V2
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v2x = vertices[(yOffset + width + x + 1) * 8 + 5];
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v2y = vertices[(yOffset + width + x + 1) * 8 + 6];
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v2z = vertices[(yOffset + width + x + 1) * 8 + 7];
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v2x = vertices[ow1 + 5];
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v2y = vertices[ow1 + 6];
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v2z = vertices[ow1 + 7];
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// N1
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n1x = v2x - v1x;
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@@ -241,22 +253,22 @@ void generateRipples() {
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n2z = v3z - v1z;
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// Average of previous normal and N1 x N2
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n3x = n3x / 2.0f + (n1y * n2z - n1z * n2y) / 2.0f;
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n3y = n3y / 2.0f + (n1z * n2x - n1x * n2z) / 2.0f;
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n3z = n3z / 2.0f + (n1x * n2y - n1y * n2x) / 2.0f;
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n3x = n3x * 0.5f + (n1y * n2z - n1z * n2y) * 0.5f;
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n3y = n3y * 0.5f + (n1z * n2x - n1x * n2z) * 0.5f;
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n3z = n3z * 0.5f + (n1x * n2y - n1y * n2x) * 0.5f;
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// Normalize
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len = magf3(n3x, n3y, n3z);
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n3x /= len;
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n3y /= len;
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n3z /= len;
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len = 1.0f / magf3(n3x, n3y, n3z);
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n3x *= len;
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n3y *= len;
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n3z *= len;
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vertices[(yOffset + x) * 8 + 0] = n3x;
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vertices[(yOffset + x) * 8 + 1] = n3y;
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vertices[(yOffset + x) * 8 + 2] = -n3z;
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vertices[o + 0] = n3x;
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vertices[o + 1] = n3y;
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vertices[o + 2] = -n3z;
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// reset Z
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//vertices[(yOffset + x) * 8 + 7] = 0.0f;
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//vertices[(yOffset + x) << 3 + 7] = 0.0f;
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}
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}
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}
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@@ -278,12 +290,12 @@ float averageZ(float x1, float x2, float y1, float y2, float* vertices,
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int vertexCount = 0;
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int y = quadY1;
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for ( ; y < quadY2; y++) {
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for ( ; y < quadY2; y += 1) {
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int x = quadX1;
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int yOffset = y * meshWidth;
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for ( ; x < quadX2; x++) {
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z += vertices[(yOffset + x) * 8 + 7];
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vertexCount++;
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for ( ; x < quadX2; x += 1) {
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z += vertices[(yOffset + x) << 3 + 7];
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vertexCount += 1;
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}
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}
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@@ -346,8 +358,8 @@ void drawLeaf(int index, float* vertices, int meshWidth, int meshHeight,
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if (a <= 0.0f) {
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float rippled = leafStruct[LEAF_STRUCT_RIPPLED];
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if (rippled < 0.0f) {
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drop(((x + glWidth / 2.0f) / glWidth) * meshWidth,
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meshHeight - ((y + glHeight / 2.0f) / glHeight) * meshHeight,
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drop(((x + glWidth * 0.5f) / glWidth) * meshWidth,
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meshHeight - ((y + glHeight * 0.5f) / glHeight) * meshHeight,
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DROP_RADIUS);
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spin /= 4.0f;
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leafStruct[LEAF_STRUCT_SPIN] = spin;
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@@ -465,19 +477,20 @@ void drawNormals() {
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color(1.0f, 0.0f, 0.0f, 1.0f);
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float scale = 1.0f / 10.0f;
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int y = 0;
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for ( ; y < height; y++) {
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for ( ; y < height; y += 1) {
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int yOffset = y * width;
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int x = 0;
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for ( ; x < width; x++) {
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int offset = (yOffset + x) * 8;
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for ( ; x < width; x += 1) {
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int offset = (yOffset + x) << 3;
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float vx = vertices[offset + 5];
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float vy = vertices[offset + 6];
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float vz = vertices[offset + 7];
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float nx = vertices[offset + 0];
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float ny = vertices[offset + 1];
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float nz = vertices[offset + 2];
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drawLine(vx, vy, vz, vx + nx / 10.0f, vy + ny / 10.0f, vz + nz / 10.0f);
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drawLine(vx, vy, vz, vx + nx * scale, vy + ny * scale, vz + nz * scale);
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}
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}
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}
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