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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