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
+5 -4
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);
}
}
}