Optimize map view zoomout performance

master
Eduardo Bart 12 years ago
parent aef3a5b8db
commit e2921c6407

@ -38,8 +38,8 @@ Game g_game;
Game::Game()
{
resetGameStates();
//setProtocolVersion(960);
m_protocolVersion = 0;
setProtocolVersion(PROTOCOL);
}
void Game::resetGameStates()

@ -553,10 +553,11 @@ void Map::clean()
m_tiles.clear();
m_waypoints.clear();
// This is a fix to a segfault on exit.
m_towns.clear();
m_houses.clear();
m_creatures.clear();
m_monsters.clear();
m_tilesRect = Rect(65534, 65534, 0, 0);
}
void Map::cleanDynamicThings()
@ -693,15 +694,26 @@ TilePtr Map::createTile(const Position& pos)
{
TilePtr tile = TilePtr(new Tile(pos));
m_tiles[pos] = tile;
if(pos.x < m_tilesRect.left())
m_tilesRect.setLeft(pos.x);
if(pos.y < m_tilesRect.top())
m_tilesRect.setTop(pos.y);
if(pos.x > m_tilesRect.right())
m_tilesRect.setRight(pos.x);
if(pos.y > m_tilesRect.bottom())
m_tilesRect.setBottom(pos.y);
return tile;
}
const TilePtr& Map::getTile(const Position& pos)
{
static TilePtr nulltile;
if(!m_tilesRect.contains(Point(pos.x, pos.y)))
return nulltile;
auto it = m_tiles.find(pos);
if(it != m_tiles.end())
return it->second;
static TilePtr nulltile;
return nulltile;
}

@ -185,6 +185,7 @@ private:
Light m_light;
Position m_centralPosition;
Rect m_tilesRect;
std::string m_description, m_spawnFile, m_houseFile;

@ -41,6 +41,7 @@ MapView::MapView()
m_lockedFirstVisibleFloor = -1;
m_cachedFirstVisibleFloor = 7;
m_cachedLastVisibleFloor = 7;
m_updateTilesPos = 0;
m_optimizedSize = Size(Otc::AWARE_X_TILES, Otc::AWARE_Y_TILES) * Otc::TILE_PIXELS;
m_framebuffer = g_framebuffers.createFrameBuffer();
@ -57,8 +58,8 @@ MapView::~MapView()
void MapView::draw(const Rect& rect)
{
// update visible tiles cache when needed
if(m_mustUpdateVisibleTilesCache)
updateVisibleTilesCache();
if(m_mustUpdateVisibleTilesCache || m_updateTilesPos > 0)
updateVisibleTilesCache(m_mustUpdateVisibleTilesCache ? 0 : m_updateTilesPos);
float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS;
Position cameraPosition = getCameraPosition();
@ -67,14 +68,8 @@ void MapView::draw(const Rect& rect)
if(m_viewMode == NEAR_VIEW)
drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls |
Otc::DrawItems | Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawMissiles | Otc::DrawAnimations;
else if(m_viewMode == MID_VIEW)
else
drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems;
else if(m_viewMode == FAR_VIEW)
drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls;
else if(m_tileSize >= 4) // HUGE_VIEW 1
drawFlags = Otc::DrawGround | Otc::DrawGroundBorders;
else // HUGE_VIEW 2
drawFlags = Otc::DrawGround;
Size tileSize = Size(1,1) * m_tileSize;
if(m_mustDrawVisibleTilesCache || (drawFlags & Otc::DrawAnimations)) {
@ -244,11 +239,6 @@ void MapView::draw(const Rect& rect)
void MapView::updateVisibleTilesCache(int start)
{
if(start == 0) {
if(m_updateTilesCacheEvent) {
m_updateTilesCacheEvent->cancel();
m_updateTilesCacheEvent = nullptr;
}
m_cachedFirstVisibleFloor = calcFirstVisibleFloor();
m_cachedLastVisibleFloor = calcLastVisibleFloor();
assert(m_cachedFirstVisibleFloor >= 0 && m_cachedLastVisibleFloor >= 0 &&
@ -263,6 +253,7 @@ void MapView::updateVisibleTilesCache(int start)
m_mustCleanFramebuffer = true;
m_mustDrawVisibleTilesCache = true;
m_mustUpdateVisibleTilesCache = false;
m_updateTilesPos = 0;
} else
m_mustCleanFramebuffer = false;
@ -271,12 +262,12 @@ void MapView::updateVisibleTilesCache(int start)
if(!cameraPosition.isValid())
return;
int count = 0;
bool stop = false;
// clear current visible tiles cache
m_cachedVisibleTiles.clear();
m_mustDrawVisibleTilesCache = true;
m_updateTilesPos = 0;
// cache visible tiles in draw order
// draw from last floor (the lower) to first floor (the higher)
@ -289,13 +280,13 @@ void MapView::updateVisibleTilesCache(int start)
int advance = std::max(diagonal - m_drawDimension.height(), 0);
for(int iy = diagonal - advance, ix = advance; iy >= 0 && ix < m_drawDimension.width() && !stop; --iy, ++ix) {
// only start really looking tiles in the desired start
if(count < start) {
count++;
if(m_updateTilesPos < start) {
m_updateTilesPos++;
continue;
}
// avoid rendering too much tiles at once on far views
if(count - start + 1 > MAX_TILE_UPDATES && m_viewMode >= HUGE_VIEW) {
// avoid rendering too much tiles at once
if((int)m_cachedVisibleTiles.size() > MAX_TILE_DRAWS && m_viewMode >= HUGE_VIEW) {
stop = true;
break;
}
@ -314,108 +305,63 @@ void MapView::updateVisibleTilesCache(int start)
continue;
m_cachedVisibleTiles.push_back(tile);
}
count++;
m_updateTilesPos++;
}
}
} else {
static std::vector<Point> points;
points.clear();
//assert(m_drawDimension.width() % 2 == 0 && m_drawDimension.height() % 2 == 0);
Point quadTopLeft(m_drawDimension.width()/2 - 1, m_drawDimension.height()/2 - 1);
for(int step = 1; !(quadTopLeft.x < 0 && quadTopLeft.y < 0) && !stop; ++step) {
int quadWidth = std::min(2*step, m_drawDimension.width());
int quadHeight = std::min(2*step, m_drawDimension.height());
int fillWidth = (quadTopLeft.x >= 0) ? quadWidth-1 : quadWidth;
int fillHeight = (quadTopLeft.x >= 0) ? quadHeight-1 : quadHeight;
if(quadTopLeft.y >= 0) {
for(int qx=0;qx<fillWidth;++qx) {
//TODO: remvoe this repeated code
// only start really looking tiles in the desired start
if(count < start) {
count++;
continue;
}
// avoid rendering too much tiles at once on far views
if(count - start + 1 > MAX_TILE_UPDATES) {
stop = true;
break;
}
points.push_back(Point(std::max(quadTopLeft.x, 0) + qx, quadTopLeft.y));
count++;
}
}
if(quadTopLeft.x >= 0) {
for(int qy=0;qy<fillHeight;++qy) {
// only start really looking tiles in the desired start
if(count < start) {
count++;
continue;
}
// avoid rendering too much tiles at once on far views
if(count - start + 1 > MAX_TILE_UPDATES) {
stop = true;
break;
}
points.push_back(Point(quadTopLeft.x + quadWidth-1, std::max(quadTopLeft.y, 0) + qy));
count++;
}
}
if(quadTopLeft.y >= 0) {
for(int qx=0;qx<fillWidth;++qx) {
// only start really looking tiles in the desired start
if(count < start) {
count++;
continue;
}
// avoid rendering too much tiles at once on far views
if(count - start + 1 > MAX_TILE_UPDATES) {
stop = true;
break;
}
points.push_back(Point(std::max(quadTopLeft.x, 0) + quadWidth-qx-1, quadTopLeft.y + quadHeight-1));
count++;
// cache tiles in spiral mode
static std::vector<Point> m_spiral;
if(start == 0) {
m_spiral.resize(m_drawDimension.area());
int width = m_drawDimension.width();
int height = m_drawDimension.height();
int tpx = width/2 - 2;
int tpy = height/2 - 2;
int count = 0;
Rect area(0, 0, m_drawDimension);
m_spiral[count++] = Point(tpx+1,tpy+1);
for(int step = 1; tpx >= 0 || tpy >= 0; ++step, --tpx, --tpy) {
int qs = 2*step;
Rect lines[4] = {
Rect(tpx, tpy, qs, 1),
Rect(tpx + qs, tpy, 1, qs),
Rect(tpx + 1, tpy + qs, qs, 1),
Rect(tpx, tpy + 1, 1, qs),
};
for(int i=0;i<4;++i) {
int sx = std::max(lines[i].left(), area.left());
int ex = std::min(lines[i].right(), area.right());
int sy = std::max(lines[i].top(), area.top());
int ey = std::min(lines[i].bottom(), area.bottom());
for(int qx=sx;qx<=ex;++qx)
for(int qy=sy;qy<=ey;++qy)
m_spiral[count++] = Point(qx, qy);
}
}
if(quadTopLeft.x >= 0) {
for(int qy=0;qy<fillHeight;++qy) {
// only start really looking tiles in the desired start
if(count < start) {
count++;
continue;
}
}
// avoid rendering too much tiles at once on far views
if(count - start + 1 > MAX_TILE_UPDATES) {
stop = true;
break;
}
points.push_back(Point(quadTopLeft.x, std::max(quadTopLeft.y, 0) + quadHeight-qy-1));
count++;
}
for(m_updateTilesPos = start; m_updateTilesPos < (int)m_spiral.size(); ++m_updateTilesPos) {
// avoid rendering too much tiles at once
if((int)m_cachedVisibleTiles.size() > MAX_TILE_DRAWS) {
stop = true;
break;
}
quadTopLeft -= Point(1,1);
}
for(const Point& point : points) {
Position tilePos = cameraPosition.translated(point.x - m_virtualCenterOffset.x, point.y - m_virtualCenterOffset.y);
// adjust tilePos to the wanted floor
const Point& p = m_spiral[m_updateTilesPos];
Position tilePos = cameraPosition.translated(p.x - m_virtualCenterOffset.x, p.y - m_virtualCenterOffset.y);
tilePos.coveredUp(cameraPosition.z - iz);
if(const TilePtr& tile = g_map.getTile(tilePos)) {
// skip tiles that have nothing
if(tile->isEmpty())
continue;
m_cachedVisibleTiles.push_back(tile);
if(!tile->isEmpty())
m_cachedVisibleTiles.push_back(tile);
}
}
}
}
if(stop) {
// schedule next update continuation to avoid freezes
m_updateTilesCacheEvent = g_dispatcher.scheduleEvent(std::bind(&MapView::updateVisibleTilesCache, asMapView(), count), 1);
if(!stop) {
m_updateTilesPos = 0;
m_spiral.clear();
}
if(start == 0 && m_drawTexts && m_viewMode <= NEAR_VIEW)
@ -462,6 +408,11 @@ void MapView::updateGeometry(const Size& visibleDimension, const Size& optimized
viewMode = FAR_VIEW;
else
viewMode = HUGE_VIEW;
if(viewMode >= FAR_VIEW)
m_multifloor = false;
else
m_multifloor = true;
}
// draw actually more than what is needed to avoid massive recalculations on huge views
@ -473,6 +424,7 @@ void MapView::updateGeometry(const Size& visibleDimension, const Size& optimized
}
*/
m_viewMode = viewMode;
m_visibleDimension = visibleDimension;
m_drawDimension = drawDimension;
@ -570,7 +522,7 @@ int MapView::calcFirstVisibleFloor()
// this could happens if the player is not known yet
if(cameraPosition.isValid()) {
// avoid rendering multifloors in far views
if(m_viewMode >= FAR_VIEW || !m_multifloor) {
if(!m_multifloor) {
z = cameraPosition.z;
} else {
// if nothing is limiting the view, the first visible floor is 0
@ -620,7 +572,7 @@ int MapView::calcFirstVisibleFloor()
int MapView::calcLastVisibleFloor()
{
if(!m_multifloor || m_viewMode >= FAR_VIEW)
if(!m_multifloor)
return calcFirstVisibleFloor();
int z = 7;

@ -39,7 +39,7 @@ class MapView : public LuaObject
NEAR_VIEW_AREA = 32*32,
MID_VIEW_AREA = 64*64,
FAR_VIEW_AREA = 128*128,
MAX_TILE_UPDATES = NEAR_VIEW_AREA*7
MAX_TILE_DRAWS = NEAR_VIEW_AREA*7
};
public:
@ -127,6 +127,7 @@ private:
int m_cachedFirstVisibleFloor;
int m_cachedLastVisibleFloor;
int m_tileSize;
int m_updateTilesPos;
Size m_drawDimension;
Size m_visibleDimension;
Size m_optimizedSize;
@ -145,12 +146,12 @@ private:
Boolean<true> m_follow;
std::vector<TilePtr> m_cachedVisibleTiles;
std::vector<CreaturePtr> m_cachedFloorVisibleCreatures;
EventPtr m_updateTilesCacheEvent;
CreaturePtr m_followingCreature;
FrameBufferPtr m_framebuffer;
PainterShaderProgramPtr m_shader;
ViewMode m_viewMode;
Otc::DrawFlags m_drawFlags;
std::vector<Point> m_spiral;
};
#endif

@ -214,7 +214,7 @@ public:
struct PositionHasher : std::unary_function<Position, std::size_t> {
std::size_t operator()(const Position& pos) const {
return (((((pos.x * 2048) + pos.y) * 16) + pos.z) % (2048*2048)) % 1000000;
return (((((pos.x * 8192) + pos.y) * 16) + pos.z) % (8192*8192)) % 100000000;
}
};

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