SpriteBatcher now sorts with a stable LSD radix sort: equal-key sprites keep submission order across frames (no flicker) and passes over digits identical in all keys are skipped, making the common single-layer case nearly free. Hot paths avoid per-sprite trig and square roots: SinCos is skipped for unrotated sprites and the culling radius comes from the region's precomputed diagonal. Stress scene (100k entities, ~61k on screen, Release): 103 -> 124 FPS. Sample now runs with VSync off to show real frame rates. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
79 lines
2.7 KiB
C#
79 lines
2.7 KiB
C#
using Microsoft.Xna.Framework;
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using MrGameEng.Graphics;
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using Xunit;
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namespace MrGameEng.Graphics.Tests;
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public class CullingTests
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{
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[Fact]
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public void BoundingCircle_UnrotatedTopLeftOrigin_CenterIsRegionCenter()
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{
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var transform = Transform2D.At(new Vector2(100f, 200f));
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var (center, radius) = CullingMath.SpriteBoundingCircle(transform, 32f, 32f, Vector2.Zero);
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Assert.Equal(new Vector2(116f, 216f), center);
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Assert.Equal(0.5f * MathF.Sqrt(32f * 32f * 2f), radius, 3);
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}
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[Fact]
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public void BoundingCircle_CenterOrigin_CenterIsPosition()
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{
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var transform = Transform2D.At(new Vector2(50f, 50f));
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var (center, _) = CullingMath.SpriteBoundingCircle(transform, 64f, 32f, new Vector2(32f, 16f));
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Assert.Equal(new Vector2(50f, 50f), center);
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}
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[Fact]
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public void BoundingCircle_Scale_GrowsRadius()
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{
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var transform = new Transform2D(Vector2.Zero, scale: new Vector2(2f, 2f));
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var (_, radius) = CullingMath.SpriteBoundingCircle(transform, 10f, 10f, Vector2.Zero);
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Assert.Equal(0.5f * MathF.Sqrt(800f), radius, 3);
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}
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[Fact]
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public void BoundingCircle_RegionOverload_MatchesSizeOverload_ForUniformScale()
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{
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var region = new Texture2DRegion(null!, new Rectangle(0, 0, 48, 24));
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var transform = new Transform2D(new Vector2(10f, 20f), rotation: 0.6f, scale: new Vector2(1.5f, 1.5f));
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var origin = new Vector2(5f, 7f);
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var (centerA, radiusA) = CullingMath.SpriteBoundingCircle(transform, 48f, 24f, origin);
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var (centerB, radiusB) = CullingMath.SpriteBoundingCircle(in transform, region, origin);
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Assert.Equal(centerA.X, centerB.X, 3);
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Assert.Equal(centerA.Y, centerB.Y, 3);
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Assert.Equal(radiusA, radiusB, 3);
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}
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[Fact]
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public void BoundingCircle_RegionOverload_IsConservative_ForNonUniformScale()
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{
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var region = new Texture2DRegion(null!, new Rectangle(0, 0, 100, 10));
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var transform = new Transform2D(Vector2.Zero, scale: new Vector2(1f, 3f));
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var (_, exact) = CullingMath.SpriteBoundingCircle(transform, 100f, 10f, Vector2.Zero);
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var (_, conservative) = CullingMath.SpriteBoundingCircle(in transform, region, Vector2.Zero);
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Assert.True(conservative >= exact);
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}
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[Theory]
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[InlineData(50f, 50f, true)] // inside
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[InlineData(-4f, 50f, true)] // touching from the left (radius 5)
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[InlineData(-20f, 50f, false)] // far left
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[InlineData(50f, 130f, false)] // far below
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public void CircleIntersectsRect_DetectsOverlap(float x, float y, bool expected)
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{
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var rect = new RectF(0f, 0f, 100f, 100f);
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Assert.Equal(expected, CullingMath.CircleIntersectsRect(new Vector2(x, y), 5f, rect));
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}
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}
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