Sprite: Perform CPU visibility culling
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					 1 changed files with 50 additions and 7 deletions
				
			
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					@ -33,6 +33,8 @@
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#include "shader.h"
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					#include "shader.h"
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#include "glstate.h"
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					#include "glstate.h"
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					#include <SDL_rect.h>
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#include <sigc++/connection.h>
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					#include <sigc++/connection.h>
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#include <QDebug>
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					#include <QDebug>
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					@ -54,6 +56,12 @@ struct SpritePrivate
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	NormValue opacity;
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						NormValue opacity;
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	BlendType blendType;
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						BlendType blendType;
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						SDL_Rect sceneRect;
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						/* Would this sprite be visible on
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						 * the screen if drawn? */
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						bool isVisible;
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	Color *color;
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						Color *color;
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	Tone *tone;
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						Tone *tone;
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					@ -70,10 +78,13 @@ struct SpritePrivate
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	      bushOpacity(128),
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						      bushOpacity(128),
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	      opacity(255),
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						      opacity(255),
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	      blendType(BlendNormal),
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						      blendType(BlendNormal),
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						      isVisible(false),
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	      color(&tmp.color),
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						      color(&tmp.color),
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	      tone(&tmp.tone)
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						      tone(&tmp.tone)
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	{
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						{
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							sceneRect.x = sceneRect.y = 0;
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		updateSrcRectCon();
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							updateSrcRectCon();
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		prepareCon = shState->prepareDraw.connect
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							prepareCon = shState->prepareDraw.connect
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					@ -119,10 +130,45 @@ struct SpritePrivate
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				(sigc::mem_fun(this, &SpritePrivate::onSrcRectChange));
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									(sigc::mem_fun(this, &SpritePrivate::onSrcRectChange));
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	}
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						}
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						void updateVisibility()
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						{
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							isVisible = false;
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							if (!bitmap)
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								return;
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							if (bitmap->isDisposed())
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								return;
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							if (!opacity)
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								return;
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							/* Compare sprite bounding box against the scene */
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							/* If sprite is zoomed/rotated, just opt out for now
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							 * for simplicity's sake */
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							const Vec2 &scale = trans.getScale();
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							if (scale.x != 1 || scale.y != 1 || trans.getRotation() != 0)
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							{
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								isVisible = true;
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								return;
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							}
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							SDL_Rect self;
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							self.x = trans.getPosition().x - trans.getOrigin().x;
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							self.y = trans.getPosition().y - trans.getOrigin().y;
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							self.w = bitmap->width();
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							self.h = bitmap->height();
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							isVisible = SDL_HasIntersection(&self, &sceneRect);
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						}
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	void prepare()
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						void prepare()
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	{
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						{
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		if (bitmap)
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							if (bitmap)
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			bitmap->flush();
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								bitmap->flush();
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							updateVisibility();
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	}
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						}
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};
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					};
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					@ -316,13 +362,7 @@ void Sprite::releaseResources()
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/* SceneElement */
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					/* SceneElement */
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void Sprite::draw()
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					void Sprite::draw()
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{
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					{
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	if (!p->bitmap)
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						if (!p->isVisible)
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		return;
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	if (p->bitmap->isDisposed())
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		return;
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	if (!p->opacity)
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		return;
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							return;
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	if (emptyFlashFlag)
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						if (emptyFlashFlag)
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					@ -385,4 +425,7 @@ void Sprite::onGeometryChange(const Scene::Geometry &geo)
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	int yOffset = geo.rect.y - geo.yOrigin;
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						int yOffset = geo.rect.y - geo.yOrigin;
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	p->trans.setGlobalOffset(xOffset, yOffset);
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						p->trans.setGlobalOffset(xOffset, yOffset);
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						p->sceneRect.w = geo.rect.w;
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						p->sceneRect.h = geo.rect.h;
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}
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					}
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