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don't update render water surface framebuffer when off screen

more accurate check than previously; because the normal isOnScreen()
uses a bounding circle check... which gets pretty large for something
that spans the entire screen width.
This commit is contained in:
fgenesis 2024-04-28 04:04:30 +02:00
parent 56922a0b6e
commit 8d1a0a1a8a
6 changed files with 89 additions and 40 deletions

View file

@ -98,7 +98,7 @@ void WaterSurfaceRender::prepareRender()
if (dsq->useFrameBuffer && dsq->frameBuffer.isInited())
{
qSurface->alphaMod = 0.5f;
fbEffectVisible = this->isOnScreen();
fbEffectVisible = this->isRectPartiallyOnScreen();
}
}
else
@ -197,7 +197,7 @@ void WaterSurfaceRender::render(const RenderState& rs) const
void WaterSurfaceRender::onRender(const RenderState& rs) const
{
if (!fbEffectVisible || game->waterLevel == 0) return;
if (!fbEffectVisible || game->waterLevel.x == 0) return;
core->frameBuffer.bindTexture(core->frameBuffer.getCurrentPage() - 1);

View file

@ -645,6 +645,32 @@ Vector Core::getWindowPosition(const Vector &worldpos) const
return (worldpos - cameraPos) * globalScale.x;
}
bool Core::isRectInWindowCoordsPartiallyOnScreen(const Vector& center, const Vector& wh) const
{
const float xo = getVirtualOffX();
const float yo = getVirtualOffY();
const Vector topleft(-xo, -yo);
const Vector bottomright(800 + xo, 600 + yo);
const Vector half = wh * 0.5f;
const Vector a = topleft - half;
const Vector b = bottomright + half;
return center.x >= a.x && center.x <= b.x
&& center.y >= a.y && center.y <= b.y;
}
bool Core::isRectInWindowCoordsFullyOnScreen(const Vector& center, const Vector& wh) const
{
const float xo = getVirtualOffX();
const float yo = getVirtualOffY();
const Vector topleft(-xo, -yo);
const Vector bottomright(800 + xo, 600 + yo);
const Vector half = wh * 0.5f;
const Vector a = topleft + half;
const Vector b = bottomright - half;
return center.x >= a.x && center.x <= b.x
&& center.y >= a.y && center.y <= b.y;
}
bool Core::getMouseButtonState(int m)
{
int mcode=m;

View file

@ -279,6 +279,9 @@ public:
Vector getGamePosition(const Vector &winpos) const;
Vector getWindowPosition(const Vector& worldpos) const;
bool isRectInWindowCoordsPartiallyOnScreen(const Vector& center, const Vector& wh) const;
bool isRectInWindowCoordsFullyOnScreen(const Vector& center, const Vector& wh) const;
Vector screenCenter;

View file

@ -35,6 +35,13 @@ bool RenderObject::renderCollisionShape = false;
size_t RenderObject::lastTextureApplied = 0;
bool RenderObject::renderPaths = false;
MotionBlurData::MotionBlurData()
: transition(false), frameOffsetCounter(0), frameOffset(0), transitionTimer(0)
{
}
void RenderObject::toggleAlpha(float t)
{
if (alpha.x < 0.5f)
@ -897,7 +904,52 @@ bool RenderObject::isCoordinateInRadius(const Vector &pos, float r) const
return (d.getSquaredLength2D() < r*r);
}
MotionBlurData::MotionBlurData()
: transition(false), frameOffsetCounter(0), frameOffset(0), transitionTimer(0)
Vector RenderObject::getFollowCameraPosition(const Vector& v) const
{
assert(layer != LR_NONE);
assert(!parent); // this makes no sense when we're not a root object
if(neverFollowCamera)
return v;
const RenderObjectLayer &rl = core->renderObjectLayers[layer];
Vector M = rl.followCameraMult;
float F = followCamera;
if(!F)
F = rl.followCamera;
if (F <= 0)
return v;
/* Originally, not accounting for parallax lock on an axis, this was:
pos = v - core->screenCenter;
pos *= F;
pos = core->screenCenter + pos;
*/
// uppercase are effectively constants that are not per-object
// lowercase are per-object
// more concise math:
//const Vector pos = (v - core->screenCenter) * F + core->screenCenter;
//return v * (Vector(1,1) - M) + (pos * M); // lerp
// optimized and rearranged
const Vector C = core->screenCenter;
const Vector M1 = Vector(1,1) - M;
const Vector T = C * (1 - F);
const Vector pos = T + (F * v);
return v * M1 + (pos * M); // lerp, used to select whether to use original v or parallax-corrected v
}
bool RenderObject::isRectPartiallyOnScreen() const
{
Vector p = core->getWindowPosition(getFollowCameraPosition(position + offset));
Vector sz = Vector(width, height) * getRealScale();
return core->isRectInWindowCoordsPartiallyOnScreen(p, sz);
}
bool RenderObject::isRectFullyOnScreen() const
{
Vector p = core->getWindowPosition(getFollowCameraPosition(position + offset));
Vector sz = Vector(width, height) * getRealScale();
return core->isRectInWindowCoordsFullyOnScreen(p, sz);
}

View file

@ -177,6 +177,9 @@ public:
// HACK: This is defined in RenderObject_inline.h because it needs
// the class Core definition. --achurch
inline bool isOnScreen() const;
bool isRectPartiallyOnScreen() const;
bool isRectFullyOnScreen() const;
bool isCoordinateInRadius(const Vector &pos, float r) const;
@ -206,7 +209,7 @@ public:
// Defined in RenderObject_inline.h
inline Vector getFollowCameraPosition() const;
inline Vector getFollowCameraPosition(const Vector& pos) const;
Vector getFollowCameraPosition(const Vector& pos) const;
void lookAt(const Vector &pos, float t, float minAngle, float maxAngle, float offset=0);
inline RenderObject *getParent() const {return parent;}

View file

@ -37,40 +37,5 @@ Vector RenderObject::getFollowCameraPosition() const
return getFollowCameraPosition(position);
}
Vector RenderObject::getFollowCameraPosition(const Vector& v) const
{
assert(layer != LR_NONE);
assert(!parent); // this makes no sense when we're not a root object
if(neverFollowCamera)
return v;
const RenderObjectLayer &rl = core->renderObjectLayers[layer];
Vector M = rl.followCameraMult;
float F = followCamera;
if(!F)
F = rl.followCamera;
if (F <= 0)
return v;
/* Originally, not accounting for parallax lock on an axis, this was:
pos = v - core->screenCenter;
pos *= F;
pos = core->screenCenter + pos;
*/
// uppercase are effectively constants that are not per-object
// lowercase are per-object
// more concise math:
//const Vector pos = (v - core->screenCenter) * F + core->screenCenter;
//return v * (Vector(1,1) - M) + (pos * M); // lerp
// optimized and rearranged
const Vector C = core->screenCenter;
const Vector M1 = Vector(1,1) - M;
const Vector T = C * (1 - F);
const Vector pos = T + (F * v);
return v * M1 + (pos * M); // lerp, used to select whether to use original v or parallax-corrected v
}
#endif