Mapentity visibility culling based on their parent sub (-> subs outside the camera view aren't rendered)

This commit is contained in:
Regalis
2016-11-06 18:59:05 +02:00
parent de3966ae95
commit bddc673fed
2 changed files with 53 additions and 11 deletions

View File

@@ -288,20 +288,29 @@ namespace Barotrauma
//drawing ----------------------------------------------------
public static void Draw(SpriteBatch spriteBatch, bool editing = false)
public static void Draw(SpriteBatch spriteBatch, bool editing = false, List<Submarine> visibleSubs = null)
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++ )
{
if (visibleSubs!=null && MapEntity.mapEntityList[i].Submarine!=null)
{
if (!visibleSubs.Contains(MapEntity.mapEntityList[i].Submarine)) continue;
}
MapEntity.mapEntityList[i].Draw(spriteBatch, editing);
}
}
public static void DrawFront(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
public static void DrawFront(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null, List<Submarine> visibleSubs = null)
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
if (!MapEntity.mapEntityList[i].DrawOverWater) continue;
if (visibleSubs != null && MapEntity.mapEntityList[i].Submarine != null)
{
if (!visibleSubs.Contains(MapEntity.mapEntityList[i].Submarine)) continue;
}
if (predicate != null)
{
@@ -315,6 +324,12 @@ namespace Barotrauma
{
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle worldBorders = sub.Borders;
worldBorders.Location += sub.WorldPosition.ToPoint();
worldBorders.Y = -worldBorders.Y;
GUI.DrawRectangle(spriteBatch, worldBorders, Color.White, 5);
if (sub.subBody.MemPos.Count < 2) continue;
Vector2 prevPos = ConvertUnits.ToDisplayUnits(sub.subBody.MemPos[0].Position);
@@ -334,10 +349,16 @@ namespace Barotrauma
}
}
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false)
public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false, List<Submarine> visibleSubs = null)
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
if (visibleSubs != null && MapEntity.mapEntityList[i].Submarine != null)
{
if (!visibleSubs.Contains(MapEntity.mapEntityList[i].Submarine)) continue;
}
if (MapEntity.mapEntityList[i].DrawDamageEffect)
MapEntity.mapEntityList[i].DrawDamage(spriteBatch, damageEffect);
}
@@ -349,12 +370,17 @@ namespace Barotrauma
}
public static void DrawBack(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
public static void DrawBack(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null, List<Submarine> visibleSubs = null)
{
for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
{
if (!MapEntity.mapEntityList[i].DrawBelowWater) continue;
if (visibleSubs != null && MapEntity.mapEntityList[i].Submarine != null)
{
if (!visibleSubs.Contains(MapEntity.mapEntityList[i].Submarine)) continue;
}
if (predicate != null)
{
if (!predicate(MapEntity.mapEntityList[i])) continue;

View File

@@ -5,6 +5,7 @@ using Microsoft.Xna.Framework.Input;
using Barotrauma.Lights;
using System.Diagnostics;
using Microsoft.Xna.Framework.Content;
using System.Collections.Generic;
namespace Barotrauma
{
@@ -220,7 +221,22 @@ namespace Barotrauma
{
GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
}
List<Submarine> visibleSubs = new List<Submarine>();
foreach (Submarine sub in Submarine.Loaded)
{
Rectangle worldBorders = new Rectangle(
sub.Borders.X + (int)sub.WorldPosition.X - 500,
sub.Borders.Y + (int)sub.WorldPosition.Y + 500,
sub.Borders.Width + 1000,
sub.Borders.Height + 1000);
if (Submarine.RectsOverlap(worldBorders, cam.WorldView))
{
visibleSubs.Add(sub);
}
}
//----------------------------------------------------------------------------------------
//1. draw the background, characters and the parts of the submarine that are behind them
@@ -242,7 +258,7 @@ namespace Barotrauma
null, null, null, null,
cam.Transform);
Submarine.DrawBack(spriteBatch, false, s => s is Structure);
Submarine.DrawBack(spriteBatch, false, s => s is Structure, visibleSubs);
spriteBatch.End();
@@ -258,7 +274,7 @@ namespace Barotrauma
null, null, null, null,
cam.Transform);
Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
Submarine.DrawBack(spriteBatch, false, s => !(s is Structure), visibleSubs);
foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
@@ -339,8 +355,8 @@ namespace Barotrauma
null, null, null,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, null);
Submarine.DrawFront(spriteBatch, false, s => s is Structure);
Submarine.DrawDamageable(spriteBatch, null, false, visibleSubs);
Submarine.DrawFront(spriteBatch, false, s => s is Structure, visibleSubs);
spriteBatch.End();
@@ -373,7 +389,7 @@ namespace Barotrauma
null, null, null,
cam.Transform);
Submarine.DrawFront(spriteBatch);
Submarine.DrawFront(spriteBatch, false, null, visibleSubs);
spriteBatch.End();
@@ -383,7 +399,7 @@ namespace Barotrauma
damageEffect,
cam.Transform);
Submarine.DrawDamageable(spriteBatch, damageEffect);
Submarine.DrawDamageable(spriteBatch, damageEffect, false, visibleSubs);
spriteBatch.End();