Simple MapEntity visibility culling (structures outside the camera view or items with nothing to render aren't drawn)
Could be optimized further, but already gives a pretty nice performance boost
This commit is contained in:
@@ -888,6 +888,11 @@ namespace Barotrauma
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}
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}
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public override bool IsVisible(Rectangle worldView)
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{
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return drawableComponents.Count > 0 || body == null || body.Enabled;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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if (!Visible) return;
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@@ -319,6 +319,11 @@ namespace Barotrauma
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mapEntityList.Insert(i, this);
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}
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public virtual bool IsVisible(Rectangle worldView)
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{
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return true;
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}
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public virtual void Draw(SpriteBatch spriteBatch, bool editing, bool back=true) {}
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public virtual void DrawDamage(SpriteBatch spriteBatch, Effect damageEffect) {}
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@@ -475,6 +475,15 @@ namespace Barotrauma
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if (convexHulls != null) convexHulls.ForEach(x => x.Remove());
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}
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public override bool IsVisible(Rectangle WorldView)
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{
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Rectangle worldRect = WorldRect;
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if (worldRect.X > WorldView.Right || worldRect.Right < WorldView.X) return false;
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if (worldRect.Y < WorldView.Y - WorldView.Height || worldRect.Y - worldRect.Height > WorldView.Y) return false;
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return true;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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@@ -514,7 +523,7 @@ namespace Barotrauma
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spriteBatch,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
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new Vector2(rect.Width, rect.Height),
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Vector2.Zero, color, Point.Zero);
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color, Point.Zero);
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}
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}
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@@ -553,7 +562,7 @@ namespace Barotrauma
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spriteBatch,
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new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)),
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new Vector2(sections[i].rect.Width, sections[i].rect.Height),
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Vector2.Zero, color,
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color,
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textureOffset, depth);
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}
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}
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@@ -289,10 +289,10 @@ namespace Barotrauma
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}
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//drawing ----------------------------------------------------
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public static void CullEntities(Camera cam)
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{
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List<Submarine> visibleSubs = new List<Submarine>();
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HashSet<Submarine> visibleSubs = new HashSet<Submarine>();
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foreach (Submarine sub in Submarine.Loaded)
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{
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Rectangle worldBorders = new Rectangle(
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@@ -301,19 +301,20 @@ namespace Barotrauma
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sub.Borders.Width + 1000,
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sub.Borders.Height + 1000);
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if (Submarine.RectsOverlap(worldBorders, cam.WorldView))
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{
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visibleSubs.Add(sub);
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}
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}
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Rectangle worldView = cam.WorldView;
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visibleEntities = new List<MapEntity>();
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foreach (MapEntity me in MapEntity.mapEntityList)
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{
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if (me.Submarine == null || visibleSubs.Contains(me.Submarine))
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{
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visibleEntities.Add(me);
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if (me.IsVisible(worldView)) visibleEntities.Add(me);
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}
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}
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}
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@@ -223,79 +223,79 @@ namespace Barotrauma
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DrawTiled(spriteBatch, pos, targetSize, Vector2.Zero, color);
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color, Point offset, float? overrideDepth = null)
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Color color, Point offset, float? overrideDepth = null)
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{
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//how many times the texture needs to be drawn on the x-axis
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int xTiles = (int)Math.Ceiling((targetSize.X + startOffset.X) / sourceRect.Width);
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int xTiles = (int)Math.Ceiling(targetSize.X / sourceRect.Width);
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//how many times the texture needs to be drawn on the y-axis
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int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / sourceRect.Height);
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int yTiles = (int)Math.Ceiling(targetSize.Y / sourceRect.Height);
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float depth = overrideDepth == null ? this.depth : (float)overrideDepth;
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Rectangle texPerspective = sourceRect;
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texPerspective.Location += offset;
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while (texPerspective.Location.X >= sourceRect.X + sourceRect.Width)
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texPerspective.X = sourceRect.X + (texPerspective.Location.X - (sourceRect.X + sourceRect.Width));
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while (texPerspective.Location.Y >= sourceRect.Y + sourceRect.Height)
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texPerspective.Y = sourceRect.Y + (texPerspective.Location.Y - (sourceRect.Y + sourceRect.Height));
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while (texPerspective.X >= sourceRect.Right)
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texPerspective.X = sourceRect.X + (texPerspective.X - sourceRect.Right);
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while (texPerspective.Y >= sourceRect.Bottom)
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texPerspective.Y = sourceRect.Y + (texPerspective.Y - sourceRect.Bottom);
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texPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
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float top = pos.Y;
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texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
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for (int y = 0; y < yTiles; y++)
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{
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var movementY = texPerspective.Height;
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texPerspective.Height = Math.Min((int)(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
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float left = pos.X;
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texPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
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texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
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float top = pos.Y + texPerspective.Height * y;
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for (int x = 0; x < xTiles; x++)
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{
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float left = pos.X + texPerspective.Width * x;
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texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width);
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texPerspective.Height = Math.Min((int)(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
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var movementX = texPerspective.Width;
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var movementY = texPerspective.Height;
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texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width);
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if (texPerspective.Right > sourceRect.Right)
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{
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int diff = texPerspective.Right - sourceRect.Right;
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if (effects.HasFlag(SpriteEffects.FlipHorizontally))
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{
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int diff = (texPerspective.X + texPerspective.Width) - (sourceRect.Right);
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spriteBatch.Draw(texture,
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new Vector2(left, top),
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new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
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spriteBatch.Draw(texture,
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new Vector2(left, top),
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new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
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color, rotation, Vector2.Zero, 1.0f, effects, depth);
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texPerspective.Width -= diff;
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left += diff;
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}
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else
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{
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float diff = (texPerspective.X + texPerspective.Width) - (sourceRect.X + sourceRect.Width);
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texPerspective.Width -= (int)diff;
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spriteBatch.Draw(texture,
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new Vector2(left + texPerspective.Width, top),
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new Rectangle(sourceRect.X, texPerspective.Y, (int)diff, texPerspective.Height),
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color, rotation, Vector2.Zero, 1.0f, effects, depth);
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spriteBatch.Draw(texture,
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new Vector2(left + texPerspective.Width, top),
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new Rectangle(sourceRect.X, texPerspective.Y, (int)diff, texPerspective.Height),
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color, rotation, Vector2.Zero, 1.0f, effects, depth);
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}
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}
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else if (texPerspective.Bottom > sourceRect.Bottom)
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{
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int diff = (texPerspective.Bottom) - (sourceRect.Bottom);
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int diff = texPerspective.Bottom - sourceRect.Bottom;
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texPerspective.Height -= diff;
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spriteBatch.Draw(texture,
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new Vector2(left, top + texPerspective.Height),
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new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff),
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spriteBatch.Draw(texture,
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new Vector2(left, top + texPerspective.Height),
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new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff),
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color, rotation, Vector2.Zero, 1.0f, effects, depth);
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}
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spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color, rotation, Vector2.Zero, 1.0f, effects, depth);
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if (texPerspective.X + movementX >= sourceRect.Right)
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texPerspective.X = sourceRect.X;
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if (texPerspective.Y + movementY >= sourceRect.Y + sourceRect.Height)
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texPerspective.Y = sourceRect.Y;
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if (texPerspective.X + movementX >= sourceRect.Right) texPerspective.X = sourceRect.X;
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left += movementX;
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}
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if (texPerspective.Y + movementY >= sourceRect.Bottom) texPerspective.Y = sourceRect.Y;
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top += movementY;
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}
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}
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