Only update vehicle image when in the vicinity of a viewport
This reduces the performance impact of expensive NewGRF graphics chains.
This commit is contained in:
135
src/vehicle.cpp
135
src/vehicle.cpp
@@ -890,6 +890,49 @@ static void UpdateVehicleViewportHash(Vehicle *v, int x, int y)
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}
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}
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struct ViewportHashDeferredItem {
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Vehicle *v;
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int new_hash;
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int old_hash;
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};
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static std::vector<ViewportHashDeferredItem> _viewport_hash_deferred;
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static void UpdateVehicleViewportHashDeferred(Vehicle *v, int x, int y)
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{
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int old_x = v->coord.left;
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int old_y = v->coord.top;
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int new_hash = (x == INVALID_COORD) ? INVALID_COORD : GEN_HASH(x, y);
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int old_hash = (old_x == INVALID_COORD) ? INVALID_COORD : GEN_HASH(old_x, old_y);
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if (new_hash != old_hash) {
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_viewport_hash_deferred.push_back({ v, new_hash, old_hash });
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}
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}
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static void ProcessDeferredUpdateVehicleViewportHashes()
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{
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for (const ViewportHashDeferredItem &item : _viewport_hash_deferred) {
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Vehicle *v = item.v;
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/* remove from hash table? */
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if (item.old_hash != INVALID_COORD) {
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if (v->hash_viewport_next != nullptr) v->hash_viewport_next->hash_viewport_prev = v->hash_viewport_prev;
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*v->hash_viewport_prev = v->hash_viewport_next;
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}
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/* insert into hash table? */
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if (item.new_hash != INVALID_COORD) {
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Vehicle **new_hash = &_vehicle_viewport_hash[item.new_hash];
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v->hash_viewport_next = *new_hash;
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if (v->hash_viewport_next != nullptr) v->hash_viewport_next->hash_viewport_prev = &v->hash_viewport_next;
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v->hash_viewport_prev = new_hash;
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*new_hash = v;
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}
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}
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_viewport_hash_deferred.clear();
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}
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void ResetVehicleHash()
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{
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for (Vehicle *v : Vehicle::Iterate()) { v->hash_tile_current = nullptr; }
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@@ -1686,9 +1729,11 @@ struct ViewportHashBound {
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int xl, xu, yl, yu;
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};
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static ViewportHashBound GetViewportHashBound(int l, int r, int t, int b) {
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int xl = (l - (70 * ZOOM_LVL_BASE)) >> (7 + ZOOM_LVL_SHIFT);
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int xu = (r ) >> (7 + ZOOM_LVL_SHIFT);
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static const int VHB_BASE_MARGIN = 70;
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static ViewportHashBound GetViewportHashBound(int l, int r, int t, int b, int x_margin, int y_margin) {
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int xl = (l - ((VHB_BASE_MARGIN + x_margin) * ZOOM_LVL_BASE)) >> (7 + ZOOM_LVL_SHIFT);
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int xu = (r + (x_margin * ZOOM_LVL_BASE)) >> (7 + ZOOM_LVL_SHIFT);
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/* compare after shifting instead of before, so that lower bits don't affect comparison result */
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if (xu - xl < (1 << 6)) {
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xl &= 0x3F;
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@@ -1699,8 +1744,8 @@ static ViewportHashBound GetViewportHashBound(int l, int r, int t, int b) {
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xu = 0x3F;
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}
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int yl = (t - (70 * ZOOM_LVL_BASE)) >> (6 + ZOOM_LVL_SHIFT);
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int yu = (b ) >> (6 + ZOOM_LVL_SHIFT);
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int yl = (t - ((VHB_BASE_MARGIN + y_margin) * ZOOM_LVL_BASE)) >> (6 + ZOOM_LVL_SHIFT);
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int yu = (b + (y_margin * ZOOM_LVL_BASE)) >> (6 + ZOOM_LVL_SHIFT);
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/* compare after shifting instead of before, so that lower bits don't affect comparison result */
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if (yu - yl < (1 << 6)) {
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yl = (yl & 0x3F) << 6;
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@@ -1713,11 +1758,8 @@ static ViewportHashBound GetViewportHashBound(int l, int r, int t, int b) {
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return { xl, xu, yl, yu };
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};
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/**
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* Add the vehicle sprites that should be drawn at a part of the screen.
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* @param dpi Rectangle being drawn.
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*/
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void ViewportAddVehicles(DrawPixelInfo *dpi)
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template <bool update_vehicles>
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void ViewportAddVehiclesIntl(DrawPixelInfo *dpi)
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{
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/* The bounding rectangle */
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const int l = dpi->left;
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@@ -1726,19 +1768,45 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
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const int b = dpi->top + dpi->height;
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/* The hash area to scan */
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const ViewportHashBound vhb = GetViewportHashBound(l, r, t, b);
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const ViewportHashBound vhb = GetViewportHashBound(l, r, t, b,
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update_vehicles ? MAX_VEHICLE_PIXEL_X - VHB_BASE_MARGIN : 0, update_vehicles ? MAX_VEHICLE_PIXEL_Y - VHB_BASE_MARGIN : 0);
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const int ul = l - (MAX_VEHICLE_PIXEL_X * ZOOM_LVL_BASE);
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const int ur = r + (MAX_VEHICLE_PIXEL_X * ZOOM_LVL_BASE);
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const int ut = t - (MAX_VEHICLE_PIXEL_Y * ZOOM_LVL_BASE);
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const int ub = b + (MAX_VEHICLE_PIXEL_Y * ZOOM_LVL_BASE);
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for (int y = vhb.yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
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for (int x = vhb.xl;; x = (x + 1) & 0x3F) {
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const Vehicle *v = _vehicle_viewport_hash[x + y]; // already masked & 0xFFF
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while (v != nullptr) {
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if (v->IsDrawn() &&
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l <= v->coord.right &&
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t <= v->coord.bottom &&
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r >= v->coord.left &&
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b >= v->coord.top) {
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DoDrawVehicle(v);
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if (v->IsDrawn()) {
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if (update_vehicles &&
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HasBit(v->vcache.cached_veh_flags, VCF_IMAGE_REFRESH) &&
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ul <= v->coord.right &&
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ut <= v->coord.bottom &&
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ur >= v->coord.left &&
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ub >= v->coord.top) {
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Vehicle *v_mutable = const_cast<Vehicle *>(v);
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Direction current_direction = v_mutable->GetMapImageDirection();
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switch (v->type) {
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case VEH_TRAIN: Train::From(v_mutable)->UpdateImageState(current_direction, v_mutable->sprite_seq); break;
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case VEH_ROAD: RoadVehicle::From(v_mutable)->UpdateImageState(current_direction, v_mutable->sprite_seq); break;
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case VEH_SHIP: Ship::From(v_mutable)->UpdateImageState(current_direction, v_mutable->sprite_seq); break;
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case VEH_AIRCRAFT: Aircraft::From(v_mutable)->UpdateImageState(current_direction, v_mutable->sprite_seq); break;
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default: break;
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}
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v_mutable->UpdateSpriteSeqBound();
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v_mutable->UpdateViewportDeferred();
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}
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if (l <= v->coord.right &&
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t <= v->coord.bottom &&
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r >= v->coord.left &&
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b >= v->coord.top) {
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DoDrawVehicle(v);
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}
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}
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v = v->hash_viewport_next;
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}
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@@ -1748,6 +1816,22 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
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if (y == vhb.yu) break;
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}
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if (update_vehicles) ProcessDeferredUpdateVehicleViewportHashes();
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}
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/**
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* Add the vehicle sprites that should be drawn at a part of the screen.
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* @param dpi Rectangle being drawn.
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* @param update_vehicles Whether to update vehicles around drawing rectangle.
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*/
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void ViewportAddVehicles(DrawPixelInfo *dpi, bool update_vehicles)
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{
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if (update_vehicles) {
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ViewportAddVehiclesIntl<true>(dpi);
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} else {
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ViewportAddVehiclesIntl<false>(dpi);
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}
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}
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void ViewportMapDrawVehicles(DrawPixelInfo *dpi, Viewport *vp)
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@@ -1759,7 +1843,7 @@ void ViewportMapDrawVehicles(DrawPixelInfo *dpi, Viewport *vp)
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const int b = vp->virtual_top + vp->virtual_height;
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/* The hash area to scan */
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const ViewportHashBound vhb = GetViewportHashBound(l, r, t, b);
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const ViewportHashBound vhb = GetViewportHashBound(l, r, t, b, 0, 0);
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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for (int y = vhb.yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
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@@ -2489,6 +2573,21 @@ void Vehicle::UpdateViewport(bool dirty)
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}
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}
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void Vehicle::UpdateViewportDeferred()
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{
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Rect new_coord = ConvertRect<Rect16, Rect>(this->sprite_seq_bounds);
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Point pt = RemapCoords(this->x_pos + this->x_offs, this->y_pos + this->y_offs, this->z_pos);
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new_coord.left += pt.x;
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new_coord.top += pt.y;
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new_coord.right += pt.x + 2 * ZOOM_LVL_BASE;
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new_coord.bottom += pt.y + 2 * ZOOM_LVL_BASE;
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UpdateVehicleViewportHashDeferred(this, new_coord.left, new_coord.top);
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this->coord = new_coord;
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}
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/**
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* Update the position of the vehicle, and update the viewport.
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*/
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@@ -23,6 +23,7 @@
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#include "timetable.h"
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#include "base_consist.h"
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#include "newgrf_cache_check.h"
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#include "landscape.h"
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#include "network/network.h"
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#include <list>
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#include <map>
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@@ -882,6 +883,7 @@ public:
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}
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void UpdateViewport(bool dirty);
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void UpdateViewportDeferred();
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void UpdatePositionAndViewport();
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void MarkAllViewportsDirty() const;
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@@ -1185,6 +1187,19 @@ public:
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IterateWrapper Orders() const { return IterateWrapper(this->orders.list); }
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};
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inline bool IsPointInViewportVehicleRedrawArea(const std::vector<Rect> &viewport_redraw_rects, const Point &pt)
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{
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for (const Rect &r : viewport_redraw_rects) {
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if (pt.x >= r.left &&
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pt.x <= r.right &&
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pt.y >= r.top &&
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pt.y <= r.bottom) {
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return true;
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}
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}
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return false;
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}
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/**
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* Class defining several overloaded accessors so we don't
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* have to cast vehicle types that often
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@@ -1327,57 +1342,55 @@ struct SpecializedVehicle : public Vehicle {
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return (const T *)v;
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}
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/**
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* Update vehicle sprite- and position caches
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* @param force_update Force updating the vehicle on the viewport.
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* @param update_delta Also update the delta?
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*/
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inline void UpdateViewport(bool force_update, bool update_delta)
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private:
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inline uint16 GetVehicleCurvature() const
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{
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/* Skip updating sprites on dedicated servers without screen */
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if (_network_dedicated) return;
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uint16 curvature = 0;
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if (this->Previous() != nullptr) {
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SB(curvature, 0, 4, this->Previous()->direction);
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if (this->Previous()->Previous() != nullptr) SB(curvature, 4, 4, this->Previous()->Previous()->direction);
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}
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if (this->Next() != nullptr) {
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SB(curvature, 8, 4, this->Next()->direction);
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if (this->Next()->Next() != nullptr) SB(curvature, 12, 4, this->Next()->Next()->direction);
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}
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return curvature;
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}
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auto get_vehicle_curvature = [&]() -> uint16 {
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uint16 curvature = 0;
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if (this->Previous() != nullptr) {
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SB(curvature, 0, 4, this->Previous()->direction);
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if (this->Previous()->Previous() != nullptr) SB(curvature, 4, 4, this->Previous()->Previous()->direction);
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inline bool CheckVehicleCurvature() const {
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if (!(EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD)) return false;
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if (likely(!HasBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE))) return false;
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return this->vcache.cached_image_curvature != this->GetVehicleCurvature();
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};
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public:
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inline void UpdateImageState(Direction current_direction, VehicleSpriteSeq &seq)
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{
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ClrBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH);
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_sprite_group_resolve_check_veh_check = true;
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if (EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) _sprite_group_resolve_check_veh_curvature_check = true;
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((T *)this)->T::GetImage(current_direction, EIT_ON_MAP, &seq);
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if (EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) {
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SB(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH_NEXT, 1, _sprite_group_resolve_check_veh_check ? 0 : 1);
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if (unlikely(!_sprite_group_resolve_check_veh_curvature_check)) {
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SetBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE);
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this->vcache.cached_image_curvature = this->GetVehicleCurvature();
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}
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if (this->Next() != nullptr) {
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SB(curvature, 8, 4, this->Next()->direction);
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if (this->Next()->Next() != nullptr) SB(curvature, 12, 4, this->Next()->Next()->direction);
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}
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return curvature;
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};
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_sprite_group_resolve_check_veh_curvature_check = false;
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this->cur_image_valid_dir = current_direction;
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} else {
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this->cur_image_valid_dir = _sprite_group_resolve_check_veh_check ? current_direction : INVALID_DIR;
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}
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_sprite_group_resolve_check_veh_check = false;
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}
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auto check_vehicle_curvature = [&]() -> bool {
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if (!(EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD)) return false;
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if (likely(!HasBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE))) return false;
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return this->vcache.cached_image_curvature != get_vehicle_curvature();
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};
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/* Explicitly choose method to call to prevent vtable dereference -
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* it gives ~3% runtime improvements in games with many vehicles */
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if (update_delta) ((T *)this)->T::UpdateDeltaXY();
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private:
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inline void UpdateViewportNormalViewportMode(bool force_update, Point pt)
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{
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const Direction current_direction = ((T *)this)->GetMapImageDirection();
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if (this->cur_image_valid_dir != current_direction || check_vehicle_curvature()) {
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_sprite_group_resolve_check_veh_check = true;
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if (EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) _sprite_group_resolve_check_veh_curvature_check = true;
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if (this->cur_image_valid_dir != current_direction || this->CheckVehicleCurvature()) {
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VehicleSpriteSeq seq;
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((T *)this)->T::GetImage(current_direction, EIT_ON_MAP, &seq);
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if (EXPECTED_TYPE == VEH_TRAIN || EXPECTED_TYPE == VEH_ROAD) {
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ClrBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH);
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SB(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH_NEXT, 1, _sprite_group_resolve_check_veh_check ? 0 : 1);
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if (unlikely(!_sprite_group_resolve_check_veh_curvature_check)) {
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SetBit(this->vcache.cached_veh_flags, VCF_IMAGE_CURVATURE);
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this->vcache.cached_image_curvature = get_vehicle_curvature();
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}
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_sprite_group_resolve_check_veh_curvature_check = false;
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this->cur_image_valid_dir = current_direction;
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} else {
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this->cur_image_valid_dir = _sprite_group_resolve_check_veh_check ? current_direction : INVALID_DIR;
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}
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_sprite_group_resolve_check_veh_check = false;
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this->UpdateImageState(current_direction, seq);
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if (force_update || this->sprite_seq != seq) {
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this->sprite_seq = seq;
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this->UpdateSpriteSeqBound();
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@@ -1393,6 +1406,37 @@ struct SpecializedVehicle : public Vehicle {
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}
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}
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public:
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/**
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* Update vehicle sprite- and position caches
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* @param force_update Force updating the vehicle on the viewport.
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* @param update_delta Also update the delta?
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*/
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inline void UpdateViewport(bool force_update, bool update_delta)
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{
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/* Skip updating sprites on dedicated servers without screen */
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if (_network_dedicated) return;
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/* Explicitly choose method to call to prevent vtable dereference -
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* it gives ~3% runtime improvements in games with many vehicles */
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if (update_delta) ((T *)this)->T::UpdateDeltaXY();
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extern std::vector<Rect> _viewport_vehicle_normal_redraw_rects;
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extern std::vector<Rect> _viewport_vehicle_map_redraw_rects;
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Point pt = RemapCoords(this->x_pos + this->x_offs, this->y_pos + this->y_offs, this->z_pos);
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if (EXPECTED_TYPE >= VEH_COMPANY_END || IsPointInViewportVehicleRedrawArea(_viewport_vehicle_normal_redraw_rects, pt)) {
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UpdateViewportNormalViewportMode(force_update, pt);
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return;
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}
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SetBit(this->vcache.cached_veh_flags, VCF_IMAGE_REFRESH);
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if (force_update) {
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this->Vehicle::UpdateViewport(IsPointInViewportVehicleRedrawArea(_viewport_vehicle_map_redraw_rects, pt));
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}
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}
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/**
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* Returns an iterable ensemble of all valid vehicles of type T
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* @param from index of the first vehicle to consider
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@@ -127,7 +127,7 @@ void ResetVehicleColourMap();
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byte GetBestFittingSubType(Vehicle *v_from, Vehicle *v_for, CargoID dest_cargo_type);
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void ViewportAddVehicles(DrawPixelInfo *dpi);
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void ViewportAddVehicles(DrawPixelInfo *dpi, bool update_vehicles);
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void ViewportMapDrawVehicles(DrawPixelInfo *dpi, Viewport *vp);
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void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical);
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@@ -272,6 +272,8 @@ static ViewportDrawer _vd;
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static std::vector<Viewport *> _viewport_window_cache;
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static std::vector<Rect> _viewport_coverage_rects;
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||||
std::vector<Rect> _viewport_vehicle_normal_redraw_rects;
|
||||
std::vector<Rect> _viewport_vehicle_map_redraw_rects;
|
||||
|
||||
RouteStepsMap _vp_route_steps;
|
||||
RouteStepsMap _vp_route_steps_last_mark_dirty;
|
||||
@@ -347,6 +349,8 @@ static Point MapXYZToViewport(const Viewport *vp, int x, int y, int z)
|
||||
static void FillViewportCoverageRect()
|
||||
{
|
||||
_viewport_coverage_rects.resize(_viewport_window_cache.size());
|
||||
_viewport_vehicle_normal_redraw_rects.clear();
|
||||
_viewport_vehicle_map_redraw_rects.clear();
|
||||
|
||||
for (uint i = 0; i < _viewport_window_cache.size(); i++) {
|
||||
const Viewport *vp = _viewport_window_cache[i];
|
||||
@@ -355,6 +359,17 @@ static void FillViewportCoverageRect()
|
||||
r.top = vp->virtual_top;
|
||||
r.right = vp->virtual_left + vp->virtual_width + (1 << vp->zoom) - 1;
|
||||
r.bottom = vp->virtual_top + vp->virtual_height + (1 << vp->zoom) - 1;
|
||||
|
||||
if (vp->zoom >= ZOOM_LVL_DRAW_MAP) {
|
||||
_viewport_vehicle_map_redraw_rects.push_back(r);
|
||||
} else {
|
||||
_viewport_vehicle_normal_redraw_rects.push_back({
|
||||
r.left - (MAX_VEHICLE_PIXEL_X * ZOOM_LVL_BASE),
|
||||
r.top - (MAX_VEHICLE_PIXEL_Y * ZOOM_LVL_BASE),
|
||||
r.right + (MAX_VEHICLE_PIXEL_X * ZOOM_LVL_BASE),
|
||||
r.bottom + (MAX_VEHICLE_PIXEL_Y * ZOOM_LVL_BASE),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -716,6 +731,8 @@ static void SetViewportPosition(Window *w, int x, int y, bool force_update_overl
|
||||
SCOPE_INFO_FMT([&], "DoSetViewportPosition: %d, %d, %d, %d, %d, %d, %s", left, top, width, height, _vp_move_offs.x, _vp_move_offs.y, scope_dumper().WindowInfo(w));
|
||||
DoSetViewportPosition((Window *) w->z_front, left, top, width, height);
|
||||
ClearViewportCache(w->viewport);
|
||||
FillViewportCoverageRect();
|
||||
w->viewport->update_vehicles = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3281,7 +3298,7 @@ void ViewportDoDraw(Viewport *vp, int left, int top, int right, int bottom)
|
||||
} else {
|
||||
/* Classic rendering. */
|
||||
ViewportAddLandscape();
|
||||
ViewportAddVehicles(&_vd.dpi);
|
||||
ViewportAddVehicles(&_vd.dpi, vp->update_vehicles);
|
||||
|
||||
ViewportAddKdtreeSigns(&_vd.dpi, false);
|
||||
|
||||
@@ -3473,7 +3490,6 @@ void UpdateViewportPosition(Window *w)
|
||||
|
||||
SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y, update_overlay);
|
||||
}
|
||||
FillViewportCoverageRect();
|
||||
}
|
||||
|
||||
void UpdateViewportSizeZoom(Viewport *vp)
|
||||
@@ -3497,6 +3513,7 @@ void UpdateViewportSizeZoom(Viewport *vp)
|
||||
vp->land_pixel_cache.clear();
|
||||
vp->land_pixel_cache.shrink_to_fit();
|
||||
}
|
||||
vp->update_vehicles = true;
|
||||
FillViewportCoverageRect();
|
||||
}
|
||||
|
||||
|
@@ -60,6 +60,7 @@ struct Viewport {
|
||||
uint8 dirty_block_left_margin;
|
||||
bool is_dirty = false;
|
||||
bool is_drawn = false;
|
||||
bool update_vehicles = false;
|
||||
ViewPortMapDrawVehiclesCache map_draw_vehicles_cache;
|
||||
std::vector<byte> land_pixel_cache;
|
||||
|
||||
@@ -75,6 +76,7 @@ struct Viewport {
|
||||
this->is_dirty = false;
|
||||
}
|
||||
this->is_drawn = false;
|
||||
this->update_vehicles = false;
|
||||
}
|
||||
|
||||
private:
|
||||
|
Reference in New Issue
Block a user