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 "glstate.h"
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#include <SDL_rect.h>
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#include <sigc++/connection.h>
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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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	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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	Tone *tone;
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			@ -70,10 +78,13 @@ struct SpritePrivate
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	      bushOpacity(128),
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	      opacity(255),
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	      blendType(BlendNormal),
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	      isVisible(false),
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	      color(&tmp.color),
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	      tone(&tmp.tone)
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	{
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		sceneRect.x = sceneRect.y = 0;
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		updateSrcRectCon();
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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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	}
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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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	{
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		if (bitmap)
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			bitmap->flush();
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		updateVisibility();
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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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void Sprite::draw()
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{
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	if (!p->bitmap)
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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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	if (!p->isVisible)
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		return;
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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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	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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