keep as many notes after the receptor on the screen as it could, but limit

it to 32. [we may need to fine-tune this number later, but now missed notes
no longer disappear on slow / stopped parts using speed/scroll segments]

Please note that this code might not work well with negative speeds/scrolls.
This commit is contained in:
Thai Pangsakulyanont
2011-09-19 12:50:18 +07:00
parent 7edab29ad7
commit c63809125a
+64 -21
View File
@@ -673,37 +673,80 @@ void NoteField::DrawBGChangeText( const float fBeat, const RString sNewBGName )
m_textMeasureNumber.Draw();
}
// CPU OPTIMIZATION OPPORTUNITY:
// change this probing to binary search
CacheNoteStat GetNumNotesFromBeginning( const PlayerState *pPlayerState, float beat )
{
// XXX: I realized that I have copied and pasted my binary search code 3 times already.
// how can we abstract this?
const vector<CacheNoteStat> &data = pPlayerState->m_CacheNoteStat;
int max = data.size() - 1;
int l = 0, r = max;
while( l <= r )
{
int m = ( l + r ) / 2;
if( ( m == 0 || data[m].beat <= beat ) && ( m == max || beat < data[m + 1].beat ) )
{
return data[m];
}
else if( data[m].beat <= beat )
{
l = m + 1;
}
else
{
r = m - 1;
}
}
CacheNoteStat dummy = { 0, 0, 0 };
return dummy;
}
int GetNumNotesRange( const PlayerState* pPlayerState, float fLow, float fHigh )
{
CacheNoteStat low = GetNumNotesFromBeginning( pPlayerState, fLow );
CacheNoteStat high = GetNumNotesFromBeginning( pPlayerState, fHigh );
return high.notesUpper - low.notesLower;
}
float FindFirstDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceAfterTargetsPixels )
{
float fFirstBeatToDraw = pPlayerState->GetDisplayedPosition().m_fSongBeat-4; // Adjust to balance off performance and showing enough notes.
/* In Boomerang, we'll usually have two sections of notes: before and after
* the peak. We always start drawing before the peak, and end after it, or
* we may falsely detect the off-screen portion as the end (or beginning)
* of the stream. */
bool bBoomerang;
float fLow = 0, fHigh = pPlayerState->GetDisplayedPosition().m_fSongBeat;
bool bHasCache = pPlayerState->m_CacheNoteStat.size() > 0;
if( !bHasCache )
{
const float* fAccels = pPlayerState->m_PlayerOptions.GetCurrent().m_fAccels;
bBoomerang = (fAccels[PlayerOptions::ACCEL_BOOMERANG] != 0);
fLow = fHigh - 4.0f;
}
while( fFirstBeatToDraw < pPlayerState->GetDisplayedPosition().m_fSongBeat )
const int NUM_ITERATIONS = 24;
const int MAX_NOTES_AFTER = 32;
float fFirstBeatToDraw = fLow;
for( int i = 0; i < NUM_ITERATIONS; i ++ )
{
float fMid = (fLow + fHigh) / 2.0f;
bool bIsPastPeakYOffset;
float fPeakYOffset;
float fYOffset = ArrowEffects::GetYOffset( pPlayerState, 0, fFirstBeatToDraw, fPeakYOffset, bIsPastPeakYOffset, true );
float fYOffset = ArrowEffects::GetYOffset( pPlayerState, 0, fMid, fPeakYOffset, bIsPastPeakYOffset, true );
if( bBoomerang && bIsPastPeakYOffset )
break; // stop probing
else if( fYOffset < iDrawDistanceAfterTargetsPixels ) // off screen
fFirstBeatToDraw += 0.1f; // move toward fSongBeat
else // on screen
break; // stop probing
if( fYOffset < iDrawDistanceAfterTargetsPixels || ( bHasCache && GetNumNotesRange( pPlayerState, fMid, pPlayerState->GetDisplayedPosition().m_fSongBeat ) > MAX_NOTES_AFTER ) ) // off screen / too many notes
{
fFirstBeatToDraw = fMid; // move towards fSongBeat
fLow = fMid;
}
else // on screen, move away!!
{
fHigh = fMid;
}
}
fFirstBeatToDraw -= 0.1f; // rewind if we intentionally overshot
return fFirstBeatToDraw;
}
float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceBeforeTargetsPixels )