diff options
-rw-r--r-- | src/viewport.cpp | 178 |
1 files changed, 86 insertions, 92 deletions
diff --git a/src/viewport.cpp b/src/viewport.cpp index 11a158712..cb4307f0a 100644 --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -1044,29 +1044,41 @@ draw_inner: } /** - * 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. + * Returns the Y coordinate in the viewport coordinate system where a given + * tile should be painted. Can be used on virtual "black" tiles outside map. + * + * @param tile Tile coordinates of the tile. Map outside is allowed. + * @return Viewport Y coordinate where the northern corner of the tile is located (foundations not included). */ -static int GetViewportY(Point tile) +static inline int GetTilePaintY(Point tile) { - /* Each increment in X or Y direction moves down by half a tile, i.e. TILE_PIXELS / 2. */ - return (tile.y * (int)(TILE_PIXELS / 2) + tile.x * (int)(TILE_PIXELS / 2) - TilePixelHeightOutsideMap(tile.x, tile.y)) << ZOOM_LVL_SHIFT; + return RemapCoords(tile.x * TILE_SIZE, tile.y * TILE_SIZE, TilePixelHeightOutsideMap(tile.x, tile.y)).y; } /** - * Add the landscape to the viewport, i.e. all ground tiles and buildings. + * Add sprites of a single tile to the viewport. + * + * @param[in,out] ti Filled-in tile information of the tile. On return, \a z coordinate will be updated and include foundations (if any). + * @param tile_type Type of the tile (#GetTileType) or #MP_VOID for virtual "black" tiles outside map. */ -static void ViewportAddLandscape() +static void ViewportAddTile(TileInfo *ti, TileType tile_type) { - assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height); - assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width); + _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; - Point upper_left = InverseRemapCoords(_vd.dpi.left, _vd.dpi.top); - Point upper_right = InverseRemapCoords(_vd.dpi.left + _vd.dpi.width, _vd.dpi.top); + _cur_ti = ti; + _tile_type_procs[tile_type]->draw_tile_proc(ti); +} - /* Transformations between tile coordinates and viewport rows/columns: See vp_column_row +/** + * Add the landscape to the viewport, i.e. all ground tiles, buildings and bridges. + */ +static void ViewportAddLandscape() +{ + /* Transformations between tile x/y coordinates and 45-degree rotated rows/columns: * column = y - x * row = x + y * x = (row - column) / 2 @@ -1074,38 +1086,46 @@ static void ViewportAddLandscape() * Note: (row, columns) pairs are only valid, if they are both even or both odd. */ - /* Columns overlap with neighbouring columns by a half tile. - * - Left column is column of upper_left (rounded down) and one column to the left. - * - Right column is column of upper_right (rounded up) and one column to the right. - * Note: Integer-division does not round down for negative numbers, so ensure rounding with another increment/decrement. - */ - int left_column = (upper_left.y - upper_left.x) / (int)TILE_SIZE - 2; - int right_column = (upper_right.y - upper_right.x) / (int)TILE_SIZE + 2; - - int potential_bridge_height = ZOOM_LVL_BASE * TILE_HEIGHT * _settings_game.construction.max_bridge_height; - - /* Rows overlap with neighbouring rows by a half tile. - * The first row that could possibly be visible is the row above upper_left (if it is at height 0). - * Due to integer-division not rounding down for negative numbers, we need another decrement. - */ - int row = (upper_left.x + upper_left.y) / (int)TILE_SIZE - 2; - bool last_row = false; - for (; !last_row; row++) { - last_row = true; - for (int column = left_column; column <= right_column; column++) { - /* Valid row/column? */ - if ((row + column) % 2 != 0) continue; - - Point tilecoord; - tilecoord.x = (row - column) / 2; - tilecoord.y = (row + column) / 2; - assert(column == tilecoord.y - tilecoord.x); - assert(row == tilecoord.y + tilecoord.x); - + /* Rectangle to repaint. Includes oversize for tile sprites. + * There is no oversize for the bottom side of a tile so the first tile we draw + * in a column must have its northern corner above or at the 'top' bound. */ + const int left = _vd.dpi.left - MAX_TILE_EXTENT_RIGHT; // inclusive + const int top = _vd.dpi.top; // unlike to other bounds, this one is relative to S tile corner, not N, not inclusive (for S corner) + const int right = _vd.dpi.left + _vd.dpi.width + MAX_TILE_EXTENT_LEFT; // not inclusive + const int bottom_empty = _vd.dpi.top + _vd.dpi.height; // bottom bound for void tiles and tiles outside map, includes only clear ground sprites, not inclusive + const int bottom_building = bottom_empty + MAX_TILE_EXTENT_TOP; // bottom bound that accounts for buildings but does not include oversize for bridges, not inclusive + const int bottom = bottom_building + ZOOM_LVL_BASE * TILE_HEIGHT * _settings_game.construction.max_bridge_height; // bottom bound that includes entire oversize, also for bridges, not inclusive + assert(left < right && top < bottom); + + /* Base 2 logarithm of the distance between tile columns in a viewport. + * It will be used to achieve proper rounding easily. */ + assert_compile(TILE_SIZE == 1 << 4); + static const uint column_log = ZOOM_LVL_SHIFT + 4 + 1; // +1 comes from the factor 2 that is used when remapping to horizontal 'x' screen coordinate (see RemapCoords) + + /* Horizontal iteration bounds. */ + int first_col = left >> column_log; // inclusive, round toward -inf + int last_col = -(-right >> column_log); // not inclusive, round toward +inf + + /* Use tile that intersects with the left-top corner of the repaint + * rectangle as an approximate start row of the iteration. */ + Point start = InverseRemapCoords2(left, top, false); // warning, it will take foundations into account, might return a tile that is further to S, but that's OK because coordinates will be moved toward N later if needed + int first_row = (start.x >> 4) + (start.y >> 4); + /* Combine with the first column, round toward S. */ + start.x = (first_row - first_col + 1) >> 1; + start.y = (first_row + first_col + 1) >> 1; + + /* Iterate over columns of tiles. */ + while (first_col++ < last_col) { + /* Fix column start tile - move it toward N until it reaches the 'top' bound. */ + int y_pos; + while (top < (y_pos = GetTilePaintY(start))) start.x--, start.y--; + + /* Iterate over tiles in a column. */ + Point tilecoord = start; + do { TileType tile_type; TileInfo tile_info; - _cur_ti = &tile_info; - tile_info.x = tilecoord.x * TILE_SIZE; // FIXME tile_info should use signed integers + tile_info.x = tilecoord.x * TILE_SIZE; // FIXME: tile_info should use signed integers tile_info.y = tilecoord.y * TILE_SIZE; if (IsInsideBS(tilecoord.x, 0, MapSizeX()) && IsInsideBS(tilecoord.y, 0, MapSizeY())) { @@ -1117,58 +1137,32 @@ static void ViewportAddLandscape() tile_type = MP_VOID; } - if (tile_type != MP_VOID) { - /* We are inside the map => paint landscape. */ - tile_info.tileh = GetTilePixelSlope(tile_info.tile, &tile_info.z); - } else { - /* We are outside the map => paint black. */ - tile_info.tileh = GetTilePixelSlopeOutsideMap(tilecoord.x, tilecoord.y, &tile_info.z); - } - - int viewport_y = GetViewportY(tilecoord); - - if (viewport_y + MAX_TILE_EXTENT_BOTTOM < _vd.dpi.top) { - /* The tile in this column is not visible yet. - * Tiles in other columns may be visible, but we need more rows in any case. */ - last_row = false; - continue; - } - - int min_visible_height = viewport_y - (_vd.dpi.top + _vd.dpi.height); - bool tile_visible = min_visible_height <= 0; - - if (tile_type != MP_VOID) { - /* Is tile with buildings visible? */ - if (min_visible_height < MAX_TILE_EXTENT_TOP) tile_visible = true; - - if (IsBridgeAbove(tile_info.tile)) { - /* Is the bridge visible? */ - TileIndex bridge_tile = GetNorthernBridgeEnd(tile_info.tile); - int bridge_height = ZOOM_LVL_BASE * (GetBridgePixelHeight(bridge_tile) - TilePixelHeight(tile_info.tile)); - if (min_visible_height < bridge_height + MAX_TILE_EXTENT_TOP) tile_visible = true; + /* Check if tile is "visible". + * + * Until 'bottom_empty' every tile is visible, also "black" tiles outside map. + * Since 'bottom_empty' only tiles with a content might be visible. */ + if (y_pos >= bottom_empty) { + if (tilecoord.x >= (int)MapSizeX() || tilecoord.y >= (int)MapSizeY()) break; // No more non-void tiles in this column? Then stop. + if (tile_type == MP_VOID) continue; // No content on the tile? Then skip. + + /* Since 'bottom_building' only bridges might be visible. */ + if (y_pos >= bottom_building) { + if (!IsBridgeAbove(tile_info.tile)) continue; // no bridge above, skip + if (RemapCoords(tile_info.x, tile_info.y, GetBridgePixelHeight(GetNorthernBridgeEnd(tile_info.tile))).y >= bottom_building) continue; // bridge isn't high enough, skip } - - /* Would a higher bridge on a more southern tile be visible? - * If yes, we need to loop over more rows to possibly find one. */ - if (min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false; - } else { - /* Outside of map. If we are on the north border of the map, there may still be a bridge visible, - * so we need to loop over more rows to possibly find one. */ - if ((tilecoord.x <= 0 || tilecoord.y <= 0) && min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false; } - if (tile_visible) { - last_row = false; - _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; + /* Paint the tile. */ + tile_info.tileh = (tile_info.tile != INVALID_TILE) ? GetTilePixelSlope(tile_info.tile, &tile_info.z) : GetTilePixelSlopeOutsideMap(tilecoord.x, tilecoord.y, &tile_info.z); + ViewportAddTile(&tile_info, tile_type); + if (tile_info.tile != INVALID_TILE) DrawTileSelection(&tile_info); - _tile_type_procs[tile_type]->draw_tile_proc(&tile_info); - if (tile_info.tile != INVALID_TILE) DrawTileSelection(&tile_info); - } - } + /* Next tile. */ + } while (tilecoord.x++, tilecoord.y++, y_pos = GetTilePaintY(tilecoord), y_pos < bottom); + + /* Go one tile toward SE. This will advance us to next column. Bias toward S will + * take care of slopes too. Coordinates will be moved toward N later if needed. */ + start.y++; } } |