diff options
author | rubidium <rubidium@openttd.org> | 2014-09-21 17:27:37 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2014-09-21 17:27:37 +0000 |
commit | 4d619ad10e8a8b35b96b9772543c8fa46d5beb10 (patch) | |
tree | 00c9be1f2a1c49161d0c2655170b202da85e3127 | |
parent | 8415a159991acd2263607b7d1ed4bfeed802a316 (diff) | |
download | openttd-4d619ad10e8a8b35b96b9772543c8fa46d5beb10.tar.xz |
(svn r26899) -Codechange: reduce the amount of tiles that needs to be drawn by taking the height of tiles into account instead of drawing way too many (ic111)
-rw-r--r-- | src/viewport.cpp | 549 | ||||
-rw-r--r-- | src/viewport_func.h | 2 |
2 files changed, 495 insertions, 56 deletions
diff --git a/src/viewport.cpp b/src/viewport.cpp index bb03355d8..81c630a3a 100644 --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -26,6 +26,48 @@ * \endverbatim */ +/** + * @defgroup vp_column_row Rows and columns in the viewport + * + * Columns are vertical sections of the viewport that are half a tile wide. + * The origin, i.e. column 0, is through the northern and southern most tile. + * This means that the column of e.g. Tile(0, 0) and Tile(100, 100) are in + * column number 0. The negative columns are towards the left of the screen, + * or towards the west, whereas the positive ones are towards respectively + * the right and east. + * With half a tile wide is meant that the next column of tiles directly west + * or east of the centre line are respectively column -1 and 1. Their tile + * centers are only half a tile from the center of their adjoining tile when + * looking only at the X-coordinate. + * + * \verbatim + * ╳ * + * ╱ ╲ * + * ╳ 0 ╳ * + * ╱ ╲ ╱ ╲ * + * ╳-1 ╳ 1 ╳ * + * ╱ ╲ ╱ ╲ ╱ ╲ * + * ╳-2 ╳ 0 ╳ 2 ╳ * + * ╲ ╱ ╲ ╱ ╲ ╱ * + * ╳-1 ╳ 1 ╳ * + * ╲ ╱ ╲ ╱ * + * ╳ 0 ╳ * + * ╲ ╱ * + * ╳ * + * \endverbatim + * + * + * Rows are horizontal sections of the viewport, also half a tile wide. + * This time the nothern most tile on the map at height level 0 defines 0 and + * everything south of that has a positive number. In theory this works the + * same as for columns with the massive difference that due to the isometric + * projection the actual row where the tile is visible differs from the row + * where the tile would be if it were at height level 0. Strictly speaking, + * if you know the row of the tile at height level 0, then the row number + * where it is actually drawn is tile height / 2 lower than the row number + * of the same tile at height level 0. + */ + #include "stdafx.h" #include "landscape.h" #include "viewport_func.h" @@ -47,6 +89,9 @@ #include "window_gui.h" #include "linkgraph/linkgraph_gui.h" #include "viewport_sprite_sorter.h" +#include "bridge_map.h" + +#include <map> #include "table/strings.h" #include "table/palettes.h" @@ -1022,81 +1067,473 @@ draw_inner: } } -static void ViewportAddLandscape() +/** + * Given a screen coordinate (x,y) as e.g. stored in _vd.dpi, this function + * returns the tile coordinate of the tile which would be painted at (x,y) + * if one assumes height zero at that position. + * @param x Some x screen coordinate + * @param y Some y screen coordinate + * @return Tile coordinate assuming height zero as described + */ +static inline Point GetTileCoordFromScreenCoord(int x, int y) { - int x, y, width, height; - TileInfo ti; - bool direction; + /* First convert from the screen coordinate system (where the width of tiles + * is twice their height) to the tile coordinate system. That means, turn + * around by 45 degrees and make the tiles quadratic. */ + Point tile_coord = InverseRemapCoords(x, y); - _cur_ti = &ti; + /* Scale from a 16x16-grid to a 1x1-grid as returned by TileX/TileY. */ + tile_coord.x /= (int)TILE_SIZE; + tile_coord.y /= (int)TILE_SIZE; - /* Transform into tile coordinates and round to closest full tile */ - x = ((_vd.dpi.top >> (1 + ZOOM_LVL_SHIFT)) - (_vd.dpi.left >> (2 + ZOOM_LVL_SHIFT))) & ~TILE_UNIT_MASK; - y = ((_vd.dpi.top >> (1 + ZOOM_LVL_SHIFT)) + (_vd.dpi.left >> (2 + ZOOM_LVL_SHIFT)) - TILE_SIZE) & ~TILE_UNIT_MASK; + return tile_coord; +} - /* determine size of area */ - { - Point pt = RemapCoords(x, y, 241); - width = (_vd.dpi.left + _vd.dpi.width - pt.x + 96 * ZOOM_LVL_BASE - 1) >> (6 + ZOOM_LVL_SHIFT); - height = (_vd.dpi.top + _vd.dpi.height - pt.y) >> (5 + ZOOM_LVL_SHIFT) << 1; +/** + * Assume a region, given by screen coordinates (x1,y1,x2,y2), as defined in _vd.dpi. + * This function basically takes (x1,y1) (i.e. the upper left corner of that region) + * and returns the tile coordinate of the tile, which would be painted at (x1,y1) + * if one assumes height zero at that position. + * + * However, in detail: Imagine tiles being split up into their upper left,upper right, + * etc. isometric sections. We return a tile where the upper left corner of the + * mentioned region is either in its lower right section or in a neighbor tile + * below / right of that section. By doing so, we want to enforce that we can + * travel to east or south from that point without leaving the region again. + * + * @param x Some x screen coordinate, x1 in terms of the description above + * @param y Some y screen coordinate, y1 in terms of the description above + * @return Upper left corner of the region as tile coordinates. + */ +static Point GetMinTileCoordsIgnoringHeight(int x, int y) +{ + Point tile_coord = GetTileCoordFromScreenCoord(x, y); + + /* Expand area to be painted in order to avoid situations + * where south or east of the to be painted point in dpi are tiles + * which will not be painted. */ + tile_coord.y--; + + return tile_coord; +} + +/** + * Assume a region, given by screen coordinates (x1,y1,x2,y2), as defined in _vd.dpi. + * This function basically takes (x2,y2) (i.e. the lower right corner of that region) + * and returns the tile coordinate of the tile, which would be painted at (x2,y2) + * if one assumes height zero at that position. + * + * However, in detail: Imagine tiles being split up into their upper left,upper right, + * etc. isometric sections. We return a tile where the lower right corner of the + * mentioned region is either in its upper left section or in a neighbor tile + * above / left of that section. By doing so, we want to enforce that we can + * travel to north or west from that point without leaving the region again. + * + * @param x Some x screen coordinate, x2 in terms of the description above + * @param y Some y screen coordinate, y2 in terms of the description above + * @return Upper left corner of the region as tile coordinates. + */ +static Point GetMaxTileCoordsIgnoringHeight(int x, int y) +{ + Point tile_coord = GetTileCoordFromScreenCoord(x, y); + + /* Expand area to be painted to southeast in order to avoid situations + * where north or east of the given to be painted point in dpi are + * tiles which will not be repainted. */ + tile_coord.y++; + + return tile_coord; +} + +/** + * Returns the y coordinate in the viewport coordinate system where the given + * tile is painted. + * @param tile Any tile. + * @return The viewport y coordinate where the tile is painted. + */ +static int GetViewportY(Point tile) +{ + return (tile.y * TILE_SIZE + tile.x * TILE_SIZE - GetTileMaxPixelZOutsideMap(tile.x, tile.y)) << ZOOM_LVL_SHIFT; +} + +/** + * Given a tile coordinate as returned by TileX / TileY, this returns its column. + * + * @param tile_coord The coordinate of the tile. + * @return The column index. + * @ingroup vp_column_row + */ +static int GetTileColumnFromTileCoord(Point tile_coord) +{ + return tile_coord.y - tile_coord.x; +} + +/** + * Returns the position of the tile at the northern end of the column of the + * given tile. + * @param tile Any tile. + * @return Position of the tile at the northern end of the column as described. + * @ingroup vp_column_row + */ +static Point GetNorthernEndOfColumn(Point tile) +{ + Point northern_end; + + if (tile.x < tile.y) { + northern_end.x = 0; + northern_end.y = tile.y - tile.x; + } else { + northern_end.x = tile.x - tile.y; + northern_end.y = 0; } - assert(width > 0); - assert(height > 0); + return northern_end; +} + +/** + * Returns the position of the tile at the southern end of the column of the + * given tile, if it is within the given limit expressed in number of tiles + * @param tile Any tile. + * @param limit Number of tiles to go to south at most, if the southern end is + * further away, stop after that number of tiles + * @return Position of the tile at the soutern end of the column as described. + * @ingroup vp_column_row + */ +static Point GetSouthernEndOfColumnWithLimit(Point tile, uint limit) +{ + Point distance_to_end; + distance_to_end.x = (int)MapMaxX() - tile.x; + distance_to_end.y = (int)MapMaxY() - tile.y; + + Point southern_end; + if (distance_to_end.x < distance_to_end.y) { + int number_of_steps = min(limit, distance_to_end.x); + southern_end.x = tile.x + number_of_steps; + southern_end.y = tile.y + number_of_steps; + } else { + int number_of_steps = min(limit, distance_to_end.y); + southern_end.x = tile.x + number_of_steps; + southern_end.y = tile.y + number_of_steps; + } + + return southern_end; +} + +/** + * Returns the position of the tile at the southern end of the column of the + * given tile. + * @param tile Any tile. + * @return Position of the tile at the soutern end of the column as described. + * @ingroup vp_column_row + */ +static Point GetSouthernEndOfColumn(Point tile) +{ + return GetSouthernEndOfColumnWithLimit(tile, UINT32_MAX); +} + +/** + * Returns the tile exactly in the middle between two given tiles. + * + * @param tile Point upper_tile, any tile. + * @param tile Point lower_tile, any tile. + * @return The tile in the middle of Point upper_tile and Point lower_tile. + */ +static Point GetMiddleTile(Point upper_tile, Point lower_tile) +{ + Point middle_tile; + middle_tile.x = (lower_tile.x + upper_tile.x) / 2; + middle_tile.y = (lower_tile.y + upper_tile.y) / 2; + return middle_tile; +} - direction = false; +/** + * Given a tile coordinate assuming height zero, this returns the row actually + * painted at this tile coordinate if one recognizes height. + * + * The problem concerning this calculation is that we have not enough + * information to calculate this in one closed formula. Which row we + * search rather depends on the height distribution on the map. So + * we have to search. + * + * First, the searched tile may be located outside map. Then, we know + * that we are not too far outside map, so we can step tile by tile, + * starting at the given tile, until we have passed the searched tile. + * + * If the searched tile is inside map, searching is more difficult. A + * linear search on some thousand tiles would be not that efficient. But, + * we can solve the problem by interval intersection. We know for sure, + * that the searched tile is south of the given tile, simply because + * mountains of height > 0 (and we have only such mountains) are always + * painted north of their tile. So we choose a tile half way between the + * given tile and the southern end of the map, have a look whether it is + * north or south of the given position, and intersect again. Until + * our interval has length 1, then we take the upper one. + * + * @param viewport_y The viewport y corresponding to tile, if one assumes height zero for that tile + * @param tile Some tile coordinate assuming height zero. + * @param bridge_correct If true, consider bridges south of the calculated tile, and if the bridge + * visually intersect the calculated tile, shift it southwards. + * @return The row which is painted at this coordinate, according to the discussion above. + * @ingroup vp_column_row + */ +int GetRowAtTile(int viewport_y, Point tile, bool bridge_correct) +{ + Point northern_tile = GetNorthernEndOfColumn(tile); + Point southern_tile = GetSouthernEndOfColumn(tile); - int min_xy = _settings_game.construction.freeform_edges ? TILE_SIZE : 0; + int northern_tile_viewport_y = GetViewportY(northern_tile); + int southern_tile_viewport_y = GetViewportY(southern_tile); + + if (northern_tile_viewport_y >= viewport_y) { + /* We are north of the map, search tile by tile with direction north. */ + while (northern_tile_viewport_y >= viewport_y) { + northern_tile.x--; + northern_tile.y--; + northern_tile_viewport_y = GetViewportY(northern_tile); + } + return northern_tile.x + northern_tile.y; + } + + if (southern_tile_viewport_y <= viewport_y) { + /* We are south of the map, search tile by tile with direction south. */ + while (southern_tile_viewport_y <= viewport_y) { + southern_tile.x++; + southern_tile.y++; + southern_tile_viewport_y = GetViewportY(southern_tile); + } + return southern_tile.x + southern_tile.y; + } + + /* + * We are inside the map. The searched tile is at most + * <maximum heightlevel / 4> tiles south of the given tile (as one tile + * painted on the screen needs as much vertical space as painting a tile + * by 4 heightlevels ascended). Add one to avoid rounding errors to the + * wrong side. + * + * Invariant in the code below: The searched tile shown at viewport_y + * always is between upper_tile and lower_tile. + */ + Point upper_tile = tile; + Point lower_tile = GetSouthernEndOfColumnWithLimit(upper_tile, _settings_game.construction.max_heightlevel / 4 + 1); + int middle_bound; do { - int width_cur = width; - int x_cur = x; - int y_cur = y; + Point middle_tile = GetMiddleTile(upper_tile, lower_tile); + middle_bound = GetViewportY(middle_tile); - do { - TileType tt; - ti.x = x_cur; - ti.y = y_cur; - - if (IsInsideMM(x_cur, min_xy, MapMaxX() * TILE_SIZE) && - IsInsideMM(y_cur, min_xy, MapMaxY() * TILE_SIZE)) { - ti.tile = TileVirtXY(x_cur, y_cur); - ti.tileh = GetTilePixelSlope(ti.tile, &ti.z); - tt = GetTileType(ti.tile); - } else { - /* We are outside the map => paint black. */ - ti.tile = 0; - ti.tileh = GetTilePixelSlopeOutsideMap(x_cur / (int)TILE_SIZE, y_cur / (int)TILE_SIZE, &ti.z); - tt = MP_VOID; + if (middle_bound >= viewport_y) { + /* The tile shown at viewport_y is somewhere in the upper half of + * the currently observed section. */ + lower_tile = middle_tile; + } else { + /* The tile shown at viewport_y is somewhere in the lower half of + * the currently observed section. */ + upper_tile = middle_tile; + } + } + while (lower_tile.y - upper_tile.y > 1); + + /* Now our interval has length 1, so only contains two tiles, and we take the upper one. + * However, there is one problem left: Tiles being located southwards, containing a high bridge. + * They may, though not high enough in terms of landscape, intersect the drawing area with parts + * of the bridge. + * Luckily, there is a guaranteed upper bound for bridge height, thus we know how far we have to + * search southwards whether such a bridge exists. + */ + int correction_step = 0; + if (bridge_correct) { + /* Calculate, how many tiles below upper_tile, a worst case bridge intersecting upper_tile in + * terms of painting can be located. Lets inspect that formula in detail: + * ... - 5: The magic constant near the beginning of ViewportAddLandscape accounts for 5 harmless heightlevels a bridge can have. Thus subtract them. + * ... / 2: Four heightlevels account for one tile height. On the other hand, if landscape ascends from upper_tile southwards, this can account for + * as many additional heightlevels as we step southwards. In combination: A division by two gains the number of tiles to step southwards. + * ... + 1: Avoid rounding errors, and fall back to the safe side. + */ + int worst_case_steps_southwards = max(0, ((int)_settings_game.construction.max_bridge_height - 5) / 2 + 1); + for (int n = 0; n < worst_case_steps_southwards; n++) { + TileIndex potential_bridge_tile = TileXY(upper_tile.x + n, upper_tile.y + n); + if (IsValidTile(potential_bridge_tile) && IsBridgeAbove(potential_bridge_tile)) { + /* There is a bridge. */ + TileIndex bridge_start = GetNorthernBridgeEnd(potential_bridge_tile); + int bridge_height = GetBridgeHeight(bridge_start); + int upper_tile_height = GetTileZ(TileXY(upper_tile.x, upper_tile.y)); + + /* Start at the bridge level, descend by the number of heightlevels equivalent to our steps southwards (in worst case), subtract the harmless + * bridge heightlevels, and compare whether we are still above the height of the upper_tile. If yes, we need to paint that tile, to avoid glitches. + */ + if (bridge_height - 2 * n - 1 > upper_tile_height) { + correction_step = n; + } } + } + } - _vd.foundation_part = FOUNDATION_PART_NONE; - _vd.foundation[0] = -1; - _vd.foundation[1] = -1; - _vd.last_foundation_child[0] = NULL; - _vd.last_foundation_child[1] = NULL; + /* The biggest recorded correction_step defines, which tile we actually return. */ + upper_tile.x += correction_step; + upper_tile.y += correction_step; - _tile_type_procs[tt]->draw_tile_proc(&ti); + /* Returns its row. */ + return upper_tile.x + upper_tile.y; +} - if (((uint)x_cur == MapMaxX() * TILE_SIZE && IsInsideMM(y_cur, 0, MapMaxY() * TILE_SIZE + 1)) || - ((uint)y_cur == MapMaxY() * TILE_SIZE && IsInsideMM(x_cur, 0, MapMaxX() * TILE_SIZE + 1))) { - TileIndex tile = TileVirtXY(x_cur, y_cur); - ti.tile = tile; - ti.tileh = GetTilePixelSlope(tile, &ti.z); - tt = GetTileType(tile); - } - if (ti.tile != INVALID_TILE) DrawTileSelection(&ti); +/** + * Returns the bottom tile of the column of upper_tile shown on the viewport, + * given upper_tile and the lower right tile shown on the viewport. + * + * @param upper_tile Sny tile inside the map. + * @param lower_right_tile The tile shown at the southeast edge of the viewport + * (ignoring height). Note that this tile may be located + * northeast of the upper_tile, because upper_tile is usually + * calculated by shifting a tile southwards until we reach + * the northern map border. + * @return The lowest existing tile located in the column defined by upper_tile, + * which is in the same row as lower_right_tile or above that row + * If lower_right_tile was northeast of upper_tile, (-1,-1) is returned. + * @ingroup vp_column_row + */ +static Point GetBottomTileOfColumn(Point upper_tile, Point lower_right_tile) +{ + int upper_row = upper_tile.x + upper_tile.y; + int lower_row = lower_right_tile.x + lower_right_tile.y; + + assert(upper_row <= lower_row); + + int number_of_rows = lower_row - upper_row; + + if (number_of_rows % 2 != 0) { + /* Avoid 0.5 being rounded down to zero; painting too much is better than + * painting too little. */ + number_of_rows++; + } + + Point bottom_tile; + bottom_tile.x = upper_tile.x + number_of_rows / 2; + bottom_tile.y = upper_tile.y + number_of_rows / 2; + + int bottom_row = bottom_tile.x + bottom_tile.y; - y_cur += 0x10; - x_cur -= 0x10; - } while (--width_cur); + assert(bottom_row >= lower_row); - if ((direction ^= 1) != 0) { - y += 0x10; + return bottom_tile; +} + +/** + * Add the landscape to the viewport, i.e. all ground tiles and buildings. + */ +static void ViewportAddLandscape() +{ + assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height); + assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width); + + /* The upper and lower edge of the viewport part to paint. Add some number + * of pixels to the lower end in order to ensure that we also take tiles + * south of the given area, but with high buildings intersecting the area. + * Subtract some pixels from the upper end in order to avoid glitches at the + * upper end of the top be painted area. */ + int viewport_top = _vd.dpi.top - 16; + int viewport_bottom = _vd.dpi.top + _vd.dpi.height + 116; + + /* First get the position of the tile at the upper left / lower right edge, + * for now ignoring the height. (i.e. assuming height zero.) */ + Point upper_left_tile = GetMinTileCoordsIgnoringHeight(_vd.dpi.left, viewport_top); + Point lower_right_tile = GetMaxTileCoordsIgnoringHeight(_vd.dpi.left + _vd.dpi.width, viewport_bottom); + + /* Calculate the bounding columns. We won't need to draw anything + * left / right of them. */ + int left_column = GetTileColumnFromTileCoord(upper_left_tile); + /* Correction to avoid glitches when approaching the left edge of the map. */ + left_column--; + int right_column = GetTileColumnFromTileCoord(lower_right_tile); + right_column++; + + /* For each column, calculate the top and the bottom row. These are the + * bounding rows for that specific column. */ + int *top_row = AllocaM(int, right_column - left_column + 1); // Pre-allocate memory for visual studio/express to be able to compile. + int *bottom_row = AllocaM(int, right_column - left_column + 1); // Pre-allocate memory for visual studio/express to be able to compile. + int min_top_row = MapMaxX() + MapMaxY(); + int max_bottom_row = 0; + Point top_tile_of_column = upper_left_tile; + + /* And now for each column, determine the top and the bottom row we must paint. */ + bool south_east_direction = false; + for (int x = left_column; x <= right_column; x++) { + Point bottom_tile_of_column = GetBottomTileOfColumn(top_tile_of_column, lower_right_tile); + + /* And then actually find out the top and the bottom row. Note that + * top_tile_of_column and bottom_tile_of_column may be outside the map here. + * This possibility is needed, otherwise we couldn't paint the black area + * outside the map (and in particular the edge of map) properly. + * Subtract three / add one to avoid glitches. */ + top_row[x - left_column] = GetRowAtTile(viewport_top, top_tile_of_column, false); + + top_row[x - left_column] -= 3; + bottom_row[x - left_column] = GetRowAtTile(viewport_bottom, bottom_tile_of_column, true); + bottom_row[x - left_column]++; + + /* We never paint things in rows < min_top_row or > max_bottom_row. */ + min_top_row = min(min_top_row, top_row[x - left_column]); + max_bottom_row = max(max_bottom_row, bottom_row[x - left_column]); + + /* Go to next column in the east. */ + if (south_east_direction) { + top_tile_of_column.y++; } else { - x += 0x10; + top_tile_of_column.x--; } - } while (--height); + + /* Switch between directions southeast and northeast. */ + south_east_direction = !south_east_direction; + } + + for (int row = min_top_row; row <= max_bottom_row; row++) { + for (int column = left_column; column <= right_column; column++) { + /* For each column, we only paint the interval top_row .. bottom_row. + * Due to the division by two below, even and odd values of row + column map to + * the same (x,y) combinations. Thus, we only paint one of them. */ + if (((row + column) % 2 == 0) && + (top_row[column - left_column] <= row) && + (row <= bottom_row[column - left_column])) { + TileType tile_type; + TileInfo tile_info; + _cur_ti = &tile_info; + + /* column = y - x; row = x + y; now solve the equation system + * for x and y. */ + int x = (row - column) / 2; + int y = (row + column) / 2; + tile_info.x = x; + tile_info.y = y; + + /* For some strange reason, those fields inside tile_info are uints. However, + * in the old code their copies in an int variable where compared against zero. */ + if (0 < x && x < (int)MapMaxX() && 0 < y && y < (int)MapMaxY()) { + /* We are inside the map => paint landscape. */ + tile_info.tile = TileXY(tile_info.x, tile_info.y); + tile_info.tileh = GetTilePixelSlope(tile_info.tile, &tile_info.z); + tile_type = GetTileType(tile_info.tile); + } else { + /* We are outside the map => paint black. */ + tile_info.tile = INVALID_TILE; + tile_info.tileh = GetTilePixelSlopeOutsideMap(tile_info.x, tile_info.y, &tile_info.z); + tile_type = MP_VOID; + } + + /* Scale to 16x16 tiles, needed for the drawing procedures called below. */ + tile_info.x *= TILE_SIZE; + tile_info.y *= TILE_SIZE; + + _vd.foundation_part = FOUNDATION_PART_NONE; + _vd.foundation[0] = -1; + _vd.foundation[1] = -1; + _vd.last_foundation_child[0] = NULL; + _vd.last_foundation_child[1] = NULL; + + _tile_type_procs[tile_type]->draw_tile_proc(&tile_info); + DrawTileSelection(&tile_info); + } + } + } } /** diff --git a/src/viewport_func.h b/src/viewport_func.h index 7d86dda98..7eba50853 100644 --- a/src/viewport_func.h +++ b/src/viewport_func.h @@ -79,6 +79,8 @@ extern Point _tile_fract_coords; void MarkTileDirtyByTile(TileIndex tile); +int GetRowAtTile(int viewport_y, Point tile, bool bridge_correct); + Point GetViewportStationMiddle(const ViewPort *vp, const Station *st); #endif /* VIEWPORT_FUNC_H */ |