Optimize map view zoomout performance
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aef3a5b8db
commit
e2921c6407
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@ -38,8 +38,8 @@ Game g_game;
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Game::Game()
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{
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resetGameStates();
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//setProtocolVersion(960);
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m_protocolVersion = 0;
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setProtocolVersion(PROTOCOL);
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}
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void Game::resetGameStates()
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@ -553,10 +553,11 @@ void Map::clean()
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m_tiles.clear();
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m_waypoints.clear();
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// This is a fix to a segfault on exit.
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m_towns.clear();
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m_houses.clear();
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m_creatures.clear();
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m_monsters.clear();
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m_tilesRect = Rect(65534, 65534, 0, 0);
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}
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void Map::cleanDynamicThings()
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@ -693,15 +694,26 @@ TilePtr Map::createTile(const Position& pos)
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{
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TilePtr tile = TilePtr(new Tile(pos));
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m_tiles[pos] = tile;
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if(pos.x < m_tilesRect.left())
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m_tilesRect.setLeft(pos.x);
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if(pos.y < m_tilesRect.top())
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m_tilesRect.setTop(pos.y);
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if(pos.x > m_tilesRect.right())
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m_tilesRect.setRight(pos.x);
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if(pos.y > m_tilesRect.bottom())
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m_tilesRect.setBottom(pos.y);
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return tile;
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}
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const TilePtr& Map::getTile(const Position& pos)
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{
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static TilePtr nulltile;
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if(!m_tilesRect.contains(Point(pos.x, pos.y)))
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return nulltile;
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auto it = m_tiles.find(pos);
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if(it != m_tiles.end())
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return it->second;
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static TilePtr nulltile;
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return nulltile;
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}
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@ -185,6 +185,7 @@ private:
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Light m_light;
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Position m_centralPosition;
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Rect m_tilesRect;
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std::string m_description, m_spawnFile, m_houseFile;
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@ -41,6 +41,7 @@ MapView::MapView()
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m_lockedFirstVisibleFloor = -1;
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m_cachedFirstVisibleFloor = 7;
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m_cachedLastVisibleFloor = 7;
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m_updateTilesPos = 0;
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m_optimizedSize = Size(Otc::AWARE_X_TILES, Otc::AWARE_Y_TILES) * Otc::TILE_PIXELS;
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m_framebuffer = g_framebuffers.createFrameBuffer();
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@ -57,8 +58,8 @@ MapView::~MapView()
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void MapView::draw(const Rect& rect)
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{
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// update visible tiles cache when needed
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if(m_mustUpdateVisibleTilesCache)
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updateVisibleTilesCache();
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if(m_mustUpdateVisibleTilesCache || m_updateTilesPos > 0)
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updateVisibleTilesCache(m_mustUpdateVisibleTilesCache ? 0 : m_updateTilesPos);
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float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS;
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Position cameraPosition = getCameraPosition();
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@ -67,14 +68,8 @@ void MapView::draw(const Rect& rect)
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if(m_viewMode == NEAR_VIEW)
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drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls |
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Otc::DrawItems | Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawMissiles | Otc::DrawAnimations;
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else if(m_viewMode == MID_VIEW)
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else
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drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems;
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else if(m_viewMode == FAR_VIEW)
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drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls;
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else if(m_tileSize >= 4) // HUGE_VIEW 1
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drawFlags = Otc::DrawGround | Otc::DrawGroundBorders;
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else // HUGE_VIEW 2
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drawFlags = Otc::DrawGround;
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Size tileSize = Size(1,1) * m_tileSize;
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if(m_mustDrawVisibleTilesCache || (drawFlags & Otc::DrawAnimations)) {
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@ -244,11 +239,6 @@ void MapView::draw(const Rect& rect)
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void MapView::updateVisibleTilesCache(int start)
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{
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if(start == 0) {
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if(m_updateTilesCacheEvent) {
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m_updateTilesCacheEvent->cancel();
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m_updateTilesCacheEvent = nullptr;
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}
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m_cachedFirstVisibleFloor = calcFirstVisibleFloor();
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m_cachedLastVisibleFloor = calcLastVisibleFloor();
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assert(m_cachedFirstVisibleFloor >= 0 && m_cachedLastVisibleFloor >= 0 &&
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@ -263,6 +253,7 @@ void MapView::updateVisibleTilesCache(int start)
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m_mustCleanFramebuffer = true;
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m_mustDrawVisibleTilesCache = true;
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m_mustUpdateVisibleTilesCache = false;
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m_updateTilesPos = 0;
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} else
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m_mustCleanFramebuffer = false;
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@ -271,12 +262,12 @@ void MapView::updateVisibleTilesCache(int start)
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if(!cameraPosition.isValid())
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return;
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int count = 0;
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bool stop = false;
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// clear current visible tiles cache
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m_cachedVisibleTiles.clear();
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m_mustDrawVisibleTilesCache = true;
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m_updateTilesPos = 0;
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// cache visible tiles in draw order
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// draw from last floor (the lower) to first floor (the higher)
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@ -289,13 +280,13 @@ void MapView::updateVisibleTilesCache(int start)
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int advance = std::max(diagonal - m_drawDimension.height(), 0);
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for(int iy = diagonal - advance, ix = advance; iy >= 0 && ix < m_drawDimension.width() && !stop; --iy, ++ix) {
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// only start really looking tiles in the desired start
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if(count < start) {
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count++;
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if(m_updateTilesPos < start) {
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m_updateTilesPos++;
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continue;
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}
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// avoid rendering too much tiles at once on far views
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if(count - start + 1 > MAX_TILE_UPDATES && m_viewMode >= HUGE_VIEW) {
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// avoid rendering too much tiles at once
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if((int)m_cachedVisibleTiles.size() > MAX_TILE_DRAWS && m_viewMode >= HUGE_VIEW) {
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stop = true;
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break;
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}
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@ -314,108 +305,63 @@ void MapView::updateVisibleTilesCache(int start)
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continue;
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m_cachedVisibleTiles.push_back(tile);
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}
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count++;
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m_updateTilesPos++;
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}
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}
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} else {
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static std::vector<Point> points;
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points.clear();
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//assert(m_drawDimension.width() % 2 == 0 && m_drawDimension.height() % 2 == 0);
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Point quadTopLeft(m_drawDimension.width()/2 - 1, m_drawDimension.height()/2 - 1);
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for(int step = 1; !(quadTopLeft.x < 0 && quadTopLeft.y < 0) && !stop; ++step) {
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int quadWidth = std::min(2*step, m_drawDimension.width());
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int quadHeight = std::min(2*step, m_drawDimension.height());
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int fillWidth = (quadTopLeft.x >= 0) ? quadWidth-1 : quadWidth;
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int fillHeight = (quadTopLeft.x >= 0) ? quadHeight-1 : quadHeight;
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if(quadTopLeft.y >= 0) {
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for(int qx=0;qx<fillWidth;++qx) {
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//TODO: remvoe this repeated code
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// only start really looking tiles in the desired start
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if(count < start) {
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count++;
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continue;
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// cache tiles in spiral mode
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static std::vector<Point> m_spiral;
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if(start == 0) {
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m_spiral.resize(m_drawDimension.area());
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int width = m_drawDimension.width();
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int height = m_drawDimension.height();
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int tpx = width/2 - 2;
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int tpy = height/2 - 2;
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int count = 0;
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Rect area(0, 0, m_drawDimension);
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m_spiral[count++] = Point(tpx+1,tpy+1);
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for(int step = 1; tpx >= 0 || tpy >= 0; ++step, --tpx, --tpy) {
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int qs = 2*step;
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Rect lines[4] = {
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Rect(tpx, tpy, qs, 1),
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Rect(tpx + qs, tpy, 1, qs),
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Rect(tpx + 1, tpy + qs, qs, 1),
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Rect(tpx, tpy + 1, 1, qs),
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};
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for(int i=0;i<4;++i) {
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int sx = std::max(lines[i].left(), area.left());
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int ex = std::min(lines[i].right(), area.right());
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int sy = std::max(lines[i].top(), area.top());
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int ey = std::min(lines[i].bottom(), area.bottom());
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for(int qx=sx;qx<=ex;++qx)
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for(int qy=sy;qy<=ey;++qy)
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m_spiral[count++] = Point(qx, qy);
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}
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}
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}
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// avoid rendering too much tiles at once on far views
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if(count - start + 1 > MAX_TILE_UPDATES) {
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for(m_updateTilesPos = start; m_updateTilesPos < (int)m_spiral.size(); ++m_updateTilesPos) {
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// avoid rendering too much tiles at once
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if((int)m_cachedVisibleTiles.size() > MAX_TILE_DRAWS) {
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stop = true;
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break;
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}
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points.push_back(Point(std::max(quadTopLeft.x, 0) + qx, quadTopLeft.y));
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count++;
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}
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}
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if(quadTopLeft.x >= 0) {
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for(int qy=0;qy<fillHeight;++qy) {
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// only start really looking tiles in the desired start
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if(count < start) {
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count++;
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continue;
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}
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// avoid rendering too much tiles at once on far views
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if(count - start + 1 > MAX_TILE_UPDATES) {
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stop = true;
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break;
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}
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points.push_back(Point(quadTopLeft.x + quadWidth-1, std::max(quadTopLeft.y, 0) + qy));
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count++;
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}
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}
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if(quadTopLeft.y >= 0) {
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for(int qx=0;qx<fillWidth;++qx) {
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// only start really looking tiles in the desired start
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if(count < start) {
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count++;
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continue;
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}
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// avoid rendering too much tiles at once on far views
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if(count - start + 1 > MAX_TILE_UPDATES) {
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stop = true;
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break;
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}
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points.push_back(Point(std::max(quadTopLeft.x, 0) + quadWidth-qx-1, quadTopLeft.y + quadHeight-1));
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count++;
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}
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}
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if(quadTopLeft.x >= 0) {
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for(int qy=0;qy<fillHeight;++qy) {
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// only start really looking tiles in the desired start
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if(count < start) {
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count++;
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continue;
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}
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// avoid rendering too much tiles at once on far views
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if(count - start + 1 > MAX_TILE_UPDATES) {
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stop = true;
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break;
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}
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points.push_back(Point(quadTopLeft.x, std::max(quadTopLeft.y, 0) + quadHeight-qy-1));
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count++;
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}
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}
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quadTopLeft -= Point(1,1);
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}
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for(const Point& point : points) {
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Position tilePos = cameraPosition.translated(point.x - m_virtualCenterOffset.x, point.y - m_virtualCenterOffset.y);
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// adjust tilePos to the wanted floor
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const Point& p = m_spiral[m_updateTilesPos];
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Position tilePos = cameraPosition.translated(p.x - m_virtualCenterOffset.x, p.y - m_virtualCenterOffset.y);
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tilePos.coveredUp(cameraPosition.z - iz);
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if(const TilePtr& tile = g_map.getTile(tilePos)) {
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// skip tiles that have nothing
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if(tile->isEmpty())
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continue;
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if(!tile->isEmpty())
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m_cachedVisibleTiles.push_back(tile);
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}
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}
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}
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}
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if(stop) {
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// schedule next update continuation to avoid freezes
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m_updateTilesCacheEvent = g_dispatcher.scheduleEvent(std::bind(&MapView::updateVisibleTilesCache, asMapView(), count), 1);
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if(!stop) {
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m_updateTilesPos = 0;
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m_spiral.clear();
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}
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if(start == 0 && m_drawTexts && m_viewMode <= NEAR_VIEW)
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@ -462,6 +408,11 @@ void MapView::updateGeometry(const Size& visibleDimension, const Size& optimized
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viewMode = FAR_VIEW;
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else
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viewMode = HUGE_VIEW;
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if(viewMode >= FAR_VIEW)
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m_multifloor = false;
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else
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m_multifloor = true;
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}
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// draw actually more than what is needed to avoid massive recalculations on huge views
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@ -473,6 +424,7 @@ void MapView::updateGeometry(const Size& visibleDimension, const Size& optimized
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}
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*/
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m_viewMode = viewMode;
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m_visibleDimension = visibleDimension;
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m_drawDimension = drawDimension;
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@ -570,7 +522,7 @@ int MapView::calcFirstVisibleFloor()
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// this could happens if the player is not known yet
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if(cameraPosition.isValid()) {
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// avoid rendering multifloors in far views
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if(m_viewMode >= FAR_VIEW || !m_multifloor) {
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if(!m_multifloor) {
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z = cameraPosition.z;
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} else {
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// if nothing is limiting the view, the first visible floor is 0
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@ -620,7 +572,7 @@ int MapView::calcFirstVisibleFloor()
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int MapView::calcLastVisibleFloor()
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{
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if(!m_multifloor || m_viewMode >= FAR_VIEW)
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if(!m_multifloor)
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return calcFirstVisibleFloor();
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int z = 7;
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@ -39,7 +39,7 @@ class MapView : public LuaObject
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NEAR_VIEW_AREA = 32*32,
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MID_VIEW_AREA = 64*64,
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FAR_VIEW_AREA = 128*128,
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MAX_TILE_UPDATES = NEAR_VIEW_AREA*7
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MAX_TILE_DRAWS = NEAR_VIEW_AREA*7
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};
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public:
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@ -127,6 +127,7 @@ private:
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int m_cachedFirstVisibleFloor;
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int m_cachedLastVisibleFloor;
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int m_tileSize;
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int m_updateTilesPos;
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Size m_drawDimension;
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Size m_visibleDimension;
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Size m_optimizedSize;
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@ -145,12 +146,12 @@ private:
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Boolean<true> m_follow;
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std::vector<TilePtr> m_cachedVisibleTiles;
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std::vector<CreaturePtr> m_cachedFloorVisibleCreatures;
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EventPtr m_updateTilesCacheEvent;
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CreaturePtr m_followingCreature;
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FrameBufferPtr m_framebuffer;
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PainterShaderProgramPtr m_shader;
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ViewMode m_viewMode;
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Otc::DrawFlags m_drawFlags;
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std::vector<Point> m_spiral;
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};
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#endif
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@ -214,7 +214,7 @@ public:
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struct PositionHasher : std::unary_function<Position, std::size_t> {
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std::size_t operator()(const Position& pos) const {
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return (((((pos.x * 2048) + pos.y) * 16) + pos.z) % (2048*2048)) % 1000000;
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return (((((pos.x * 8192) + pos.y) * 16) + pos.z) % (8192*8192)) % 100000000;
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}
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};
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