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Android 上实现水波特效二--优化   

罗朝辉(http://www.cppblog.com/kesalin

转载请注明出处

    在上一篇文章《Android 上实现水波特效中对水波波幅的计算是针对每一个像素的,效率比较低,尤其是在手机上运行,相当缓慢。我们可以利用线性插值进行优化,这样可以将计算减少一半(MeshSize 2)或减少四分之三(MeshSize 4),效率得以大大提升,即使是在水机上也能较为流畅地运行。

 

在下面的代码中,为了充分使用移位运算替代乘除法,MeshSize 必须为 2 的整次幂,MeshShift 就是其幂数,表示计算时的移位位数。代码下载链接:http://www.cppblog.com/Files/kesalin/RippleDemo_opt.zip

 

线性插值优化之后的水波扩散代码如下:

 

static final int MeshSize = 2;

static final int MeshShift = 1;  

int m_meshWidth;

int m_meshHeight;

m_meshWidth = m_width / MeshSize + 1;

m_meshHeight = m_height / MeshSize + 1;;

 

void rippleSpread()

{

m_waveFlag = false;

 

int i = 0, offset = 0;

for (int y = 1; y < m_meshHeight - 1; ++y) {

offset = y * m_meshWidth;

for (int x = 1; x < m_meshWidth - 1; ++x) {

i = offset + x;

m_buf2[i] = (short)(((m_buf1[i - 1] + m_buf1[i + 1]

                    + m_buf1[i - m_meshWidth]

                    + m_buf1[i + m_meshWidth]) >> 1) - m_buf2[i]);

 

            m_buf2[i] -= (m_buf2[i] >> 5);

            m_waveFlag |= (m_buf2[i] != 0);

       }

    }

   

   if (m_waveFlag){

       m_waveFlag = false;

      

       for (int y = 1; y < m_meshHeight - 1; ++y) {

          offset = y * m_meshWidth;

          for (int x = 1; x < m_meshWidth - 1; ++x) {

             i = offset + x;

             m_bufDiffX[i] = (short)((m_buf2[i + 1] - m_buf2[i - 1]) >> 3);

             m_bufDiffY[i] = (short)((m_buf2[i + m_meshWidth] - m_buf2[i - m_meshWidth]) >> 3);

            

             m_waveFlag |= (m_bufDiffX[i] != 0 || m_bufDiffY[i] != 0);

          }

       }

   }

  

   //交换波能数据缓冲区

   short[] temp = m_buf1;

    m_buf1 = m_buf2;

   m_buf2 = temp;

}

      

既然波幅计算使用了线性插值,描绘时的代码也许相应进行更改:

 

Point p1, p2, p3, p4;

Point pRowStart, pRowEnd, p, rowStartInc, rowEndInc, pInc;

 

void rippleRender()

{ 

   int px = 0, py = 0, dx = 0, dy = 0;

   int index = 0, offset = 0;

  

   for (int j = 1; j < m_meshHeight; ++j) {

      offset = j * m_meshWidth;

      for (int i = 1; i < m_meshWidth; ++i) {    

         index = offset + i;

         p1.x = m_bufDiffX[index - m_meshWidth - 1];

         p1.y = m_bufDiffY[index - m_meshWidth - 1];

         p2.x = m_bufDiffX[index - m_meshWidth];

         p2.y = m_bufDiffY[index - m_meshWidth];

         p3.x = m_bufDiffX[index - 1];

         p3.y = m_bufDiffY[index - 1];

         p4.x = m_bufDiffX[index];

         p4.y = m_bufDiffY[index];

        

         pRowStart.x = p1.x << MeshShift;

         pRowStart.y = p1.y << MeshShift;

         rowStartInc.x = p3.x - p1.x;

         rowStartInc.y = p3.y - p1.y;

        

         pRowEnd.x = p2.x << MeshShift;

         pRowEnd.y = p2.y << MeshShift;

         rowEndInc.x = p4.x - p2.x;

         rowEndInc.y = p4.y - p2.y;

 

         py = (j - 1) << MeshShift;

         for (int y = 0; y < MeshSize; ++y) {

            p.x = pRowStart.x;

            p.y = pRowStart.y;

           

            // scaled by MeshSize times

            pInc.x = (pRowEnd.x - pRowStart.x) >> MeshShift;

            pInc.y = (pRowEnd.y - pRowStart.y) >> MeshShift;

           

            px = (i - 1) << MeshShift;

             for (int x = 0; x < MeshSize; ++x) {

                dx = px + p.x >> MeshShift;

                dy = py + p.y >> MeshShift;

               

                if ((dx >= 0) && (dy >= 0) && (dx < m_width) && (dy < m_height) ) {

                    m_bitmap2[py * m_width + px] = m_bitmap1[dy * m_width + dx];

                 }

                 else {

                    m_bitmap2[py * m_width + px] = m_bitmap1[py * m_width + px];

                 }

 

                 p.x += pInc.x;

                 p.y += pInc.y;

                 ++px;

             }

            

             pRowStart.x += rowStartInc.x;

             pRowStart.y += rowStartInc.y;

             pRowEnd.x += rowEndInc.x;

             pRowEnd.y += rowEndInc.y;

             ++py;

         }

      }

   }

}

 

posted on 2010-09-28 11:49 罗朝辉 阅读(1360) 评论(0)  编辑 收藏 引用 所属分类: 计算机图形学移动开发Algorithms

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