Merge pull request #7561 from RoosterDragon/fast-map-border-shroud

Speed up map border shroud & fix viewport visible cells
This commit is contained in:
Matthias Mailänder
2015-03-18 06:36:45 +01:00
2 changed files with 26 additions and 18 deletions

View File

@@ -163,16 +163,20 @@ namespace OpenRA.Graphics
var wtl = worldRenderer.Position(TopLeft); var wtl = worldRenderer.Position(TopLeft);
var wbr = worldRenderer.Position(BottomRight); var wbr = worldRenderer.Position(BottomRight);
// Visible rectangle in map coordinates // Due to diamond tile staggering, we need to adjust the top-left bounds outwards by half a cell.
var ctl = new MPos(wtl.X / 1024, wtl.Y / 1024); if (map.TileShape == TileShape.Diamond)
wtl -= new WVec(512, 512, 0);
// Visible rectangle in map coordinates.
var dy = map.TileShape == TileShape.Diamond ? 512 : 1024; var dy = map.TileShape == TileShape.Diamond ? 512 : 1024;
var cbr = new MPos((wbr.X + 1023) / 1024, (wbr.Y + dy - 1) / dy); var ctl = new MPos(wtl.X / 1024, wtl.Y / dy);
var cbr = new MPos(wbr.X / 1024, wbr.Y / dy);
// Add a 1 cell cordon to prevent holes, then convert back to cell coordinates var tl = map.Clamp(ctl.ToCPos(map));
var tl = map.Clamp(new MPos(ctl.U - 1, ctl.V - 1).ToCPos(map));
// Also need to account for height of cells in rows below the bottom // Also need to account for height of cells in rows below the bottom.
var br = map.Clamp(new MPos(cbr.U + 1, cbr.V + 2 + maxGroundHeight / 2).ToCPos(map)); var heightPadding = map.TileShape == TileShape.Diamond ? 2 : 0;
var br = map.Clamp(new MPos(cbr.U, cbr.V + heightPadding + maxGroundHeight / 2).ToCPos(map));
cells = new CellRegion(map.TileShape, tl, br); cells = new CellRegion(map.TileShape, tl, br);
cellsDirty = false; cellsDirty = false;

View File

@@ -269,22 +269,26 @@ namespace OpenRA.Mods.Common.Traits
void Render(CellRegion visibleRegion) void Render(CellRegion visibleRegion)
{ {
var renderRegion = CellRegion.Expand(visibleRegion, 1).MapCoords; // Due to diamond tile staggering, we need to expand the cordon to get full shroud coverage.
if (map.TileShape == TileShape.Diamond)
visibleRegion = CellRegion.Expand(visibleRegion, 1);
if (currentShroud == null) if (currentShroud == null)
{ RenderMapBorderShroud(visibleRegion);
RenderMapBorderShroud(renderRegion); else
return; RenderPlayerShroud(visibleRegion);
}
RenderPlayerShroud(visibleRegion, renderRegion);
} }
void RenderMapBorderShroud(CellRegion.MapCoordsRegion renderRegion) void RenderMapBorderShroud(CellRegion visibleRegion)
{ {
// The map border shroud only affects the map border. If none of the visible cells are on the border, then
// we don't need to render anything and can bail early for performance.
if (CellRegion.Expand(map.Cells, -1).Contains(visibleRegion))
return;
// Render the shroud that just encroaches at the map border. This shroud is always fully cached, so we can // Render the shroud that just encroaches at the map border. This shroud is always fully cached, so we can
// just render straight from the cache. // just render straight from the cache.
foreach (var uv in renderRegion) foreach (var uv in visibleRegion.MapCoords)
{ {
var offset = VertexArrayOffset(uv); var offset = VertexArrayOffset(uv);
RenderCachedTile(shroudSpriteLayer[uv], shroudVertices, offset); RenderCachedTile(shroudSpriteLayer[uv], shroudVertices, offset);
@@ -292,7 +296,7 @@ namespace OpenRA.Mods.Common.Traits
} }
} }
void RenderPlayerShroud(CellRegion visibleRegion, CellRegion.MapCoordsRegion renderRegion) void RenderPlayerShroud(CellRegion visibleRegion)
{ {
// Render the shroud by drawing the appropriate tile over each cell that is visible on-screen. // Render the shroud by drawing the appropriate tile over each cell that is visible on-screen.
// For performance we keep a cache tiles we have drawn previously so we don't have to recalculate the // For performance we keep a cache tiles we have drawn previously so we don't have to recalculate the
@@ -303,7 +307,7 @@ namespace OpenRA.Mods.Common.Traits
// cached vertices. // cached vertices.
var visibleUnderShroud = currentShroud.IsExploredTest(visibleRegion); var visibleUnderShroud = currentShroud.IsExploredTest(visibleRegion);
var visibleUnderFog = currentShroud.IsVisibleTest(visibleRegion); var visibleUnderFog = currentShroud.IsVisibleTest(visibleRegion);
foreach (var uv in renderRegion) foreach (var uv in visibleRegion.MapCoords)
{ {
var offset = VertexArrayOffset(uv); var offset = VertexArrayOffset(uv);
if (shroudDirty[uv]) if (shroudDirty[uv])