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.
This commit is contained in:
@@ -163,16 +163,20 @@ namespace OpenRA.Graphics
|
||||
var wtl = worldRenderer.Position(TopLeft);
|
||||
var wbr = worldRenderer.Position(BottomRight);
|
||||
|
||||
// Visible rectangle in map coordinates
|
||||
var ctl = new MPos(wtl.X / 1024, wtl.Y / 1024);
|
||||
// Due to diamond tile staggering, we need to adjust the top-left bounds outwards by half a cell.
|
||||
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 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(new MPos(ctl.U - 1, ctl.V - 1).ToCPos(map));
|
||||
var tl = map.Clamp(ctl.ToCPos(map));
|
||||
|
||||
// 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));
|
||||
// Also need to account for height of cells in rows below the bottom.
|
||||
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);
|
||||
cellsDirty = false;
|
||||
|
||||
@@ -201,7 +201,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
public void RenderShroud(WorldRenderer wr, Shroud shroud)
|
||||
{
|
||||
Update(shroud);
|
||||
Render(CellRegion.Expand(wr.Viewport.VisibleCells, 1));
|
||||
Render(wr.Viewport.VisibleCells);
|
||||
}
|
||||
|
||||
void Update(Shroud newShroud)
|
||||
@@ -269,6 +269,10 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
void Render(CellRegion visibleRegion)
|
||||
{
|
||||
// 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)
|
||||
RenderMapBorderShroud(visibleRegion);
|
||||
else
|
||||
@@ -279,7 +283,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
{
|
||||
// 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 (map.Cells.Contains(visibleRegion))
|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user