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:
Regalis
2016-11-30 21:09:11 +02:00
parent 42ff4a0d9a
commit a2442bfcb8
5 changed files with 61 additions and 41 deletions

View File

@@ -319,6 +319,11 @@ namespace Barotrauma
mapEntityList.Insert(i, this);
}
public virtual bool IsVisible(Rectangle worldView)
{
return true;
}
public virtual void Draw(SpriteBatch spriteBatch, bool editing, bool back=true) {}
public virtual void DrawDamage(SpriteBatch spriteBatch, Effect damageEffect) {}

View File

@@ -475,6 +475,15 @@ namespace Barotrauma
if (convexHulls != null) convexHulls.ForEach(x => x.Remove());
}
public override bool IsVisible(Rectangle WorldView)
{
Rectangle worldRect = WorldRect;
if (worldRect.X > WorldView.Right || worldRect.Right < WorldView.X) return false;
if (worldRect.Y < WorldView.Y - WorldView.Height || worldRect.Y - worldRect.Height > WorldView.Y) return false;
return true;
}
public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
{
@@ -514,7 +523,7 @@ namespace Barotrauma
spriteBatch,
new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
new Vector2(rect.Width, rect.Height),
Vector2.Zero, color, Point.Zero);
color, Point.Zero);
}
}
@@ -553,7 +562,7 @@ namespace Barotrauma
spriteBatch,
new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)),
new Vector2(sections[i].rect.Width, sections[i].rect.Height),
Vector2.Zero, color,
color,
textureOffset, depth);
}
}

View File

@@ -289,10 +289,10 @@ namespace Barotrauma
}
//drawing ----------------------------------------------------
public static void CullEntities(Camera cam)
{
List<Submarine> visibleSubs = new List<Submarine>();
HashSet<Submarine> visibleSubs = new HashSet<Submarine>();
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle worldBorders = new Rectangle(
@@ -301,19 +301,20 @@ namespace Barotrauma
sub.Borders.Width + 1000,
sub.Borders.Height + 1000);
if (Submarine.RectsOverlap(worldBorders, cam.WorldView))
{
visibleSubs.Add(sub);
}
}
Rectangle worldView = cam.WorldView;
visibleEntities = new List<MapEntity>();
foreach (MapEntity me in MapEntity.mapEntityList)
{
if (me.Submarine == null || visibleSubs.Contains(me.Submarine))
{
visibleEntities.Add(me);
if (me.IsVisible(worldView)) visibleEntities.Add(me);
}
}
}