Fix Viewport.VisibleCells.
Reworked the visible cells calculation to ensure the visible region is actually minimal, which should reduce the amount of rendering to be done by a small amount. Previously, the region would tend to overdraw by 2-3 cells in either direction. For isometric maps, there was also a bug where it would draw far too much vertically above the top of the map.
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@@ -163,16 +163,20 @@ namespace OpenRA.Graphics
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var wtl = worldRenderer.Position(TopLeft);
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var wbr = worldRenderer.Position(BottomRight);
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// Visible rectangle in map coordinates
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var ctl = new MPos(wtl.X / 1024, wtl.Y / 1024);
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// Due to diamond tile staggering, we need to adjust the top-left bounds outwards by half a cell.
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if (map.TileShape == TileShape.Diamond)
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wtl -= new WVec(512, 512, 0);
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// Visible rectangle in map coordinates.
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var dy = map.TileShape == TileShape.Diamond ? 512 : 1024;
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var cbr = new MPos((wbr.X + 1023) / 1024, (wbr.Y + dy - 1) / dy);
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var ctl = new MPos(wtl.X / 1024, wtl.Y / dy);
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var cbr = new MPos(wbr.X / 1024, wbr.Y / dy);
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// Add a 1 cell cordon to prevent holes, then convert back to cell coordinates
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var tl = map.Clamp(new MPos(ctl.U - 1, ctl.V - 1).ToCPos(map));
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var tl = map.Clamp(ctl.ToCPos(map));
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// Also need to account for height of cells in rows below the bottom
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var br = map.Clamp(new MPos(cbr.U + 1, cbr.V + 2 + maxGroundHeight / 2).ToCPos(map));
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// Also need to account for height of cells in rows below the bottom.
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var heightPadding = map.TileShape == TileShape.Diamond ? 2 : 0;
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var br = map.Clamp(new MPos(cbr.U, cbr.V + heightPadding + maxGroundHeight / 2).ToCPos(map));
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cells = new CellRegion(map.TileShape, tl, br);
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cellsDirty = false;
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