Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds (#8540)

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Matt Kimber 2021-01-17 18:57:16 +00:00 committed by GitHub
parent 120c6fda61
commit 40d5fe1631
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 105 additions and 68 deletions

View File

@ -470,6 +470,7 @@ void AfterLoadVehicles(bool part_of_load)
v->UpdateDeltaXY();
v->coord.left = INVALID_COORD;
v->sprite_cache.old_coord.left = INVALID_COORD;
v->UpdatePosition();
v->UpdateViewport(false);
}

View File

@ -646,6 +646,8 @@ static void ShipController(Ship *v)
if ((v->tick_counter & 7) == 0) {
DirDiff diff = DirDifference(v->direction, v->rotation);
v->rotation = ChangeDir(v->rotation, diff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
/* Invalidate the sprite cache direction to force recalculation of viewport */
v->sprite_cache.last_direction = INVALID_DIR;
v->UpdateViewport(true, true);
}
return;

View File

@ -346,6 +346,7 @@ Vehicle::Vehicle(VehicleType type)
{
this->type = type;
this->coord.left = INVALID_COORD;
this->sprite_cache.old_coord.left = INVALID_COORD;
this->group_id = DEFAULT_GROUP;
this->fill_percent_te_id = INVALID_TE_ID;
this->first = this;
@ -643,11 +644,9 @@ static void UpdateVehicleTileHash(Vehicle *v, bool remove)
static Vehicle *_vehicle_viewport_hash[1 << (GEN_HASHX_BITS + GEN_HASHY_BITS)];
static void UpdateVehicleViewportHash(Vehicle *v, int x, int y)
static void UpdateVehicleViewportHash(Vehicle *v, int x, int y, int old_x, int old_y)
{
Vehicle **old_hash, **new_hash;
int old_x = v->coord.left;
int old_y = v->coord.top;
new_hash = (x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GEN_HASH(x, y)];
old_hash = (old_x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GEN_HASH(old_x, old_y)];
@ -881,7 +880,7 @@ Vehicle::~Vehicle()
delete v;
UpdateVehicleTileHash(this, true);
UpdateVehicleViewportHash(this, INVALID_COORD, 0);
UpdateVehicleViewportHash(this, INVALID_COORD, 0, this->sprite_cache.old_coord.left, this->sprite_cache.old_coord.top);
DeleteVehicleNews(this->index, INVALID_STRING_ID);
DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index);
}
@ -1091,17 +1090,6 @@ static void DoDrawVehicle(const Vehicle *v)
if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
}
/*
* If the vehicle sprite was not updated despite further viewport changes, we need
* to update it before drawing.
*/
if (v->sprite_cache.sprite_has_viewport_changes) {
VehicleSpriteSeq seq;
v->GetImage(v->direction, EIT_ON_MAP, &seq);
v->sprite_cache.sprite_seq = seq;
v->sprite_cache.sprite_has_viewport_changes = false;
}
StartSpriteCombine();
for (uint i = 0; i < v->sprite_cache.sprite_seq.count; ++i) {
PaletteID pal2 = v->sprite_cache.sprite_seq.seq[i].pal;
@ -1156,30 +1144,42 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
while (v != nullptr) {
if (!(v->vehstatus & VS_HIDDEN) &&
l <= v->coord.right &&
t <= v->coord.bottom &&
r >= v->coord.left &&
b >= v->coord.top) {
DoDrawVehicle(v);
}
else if (l <= v->coord.right + xb &&
l <= v->coord.right + xb &&
t <= v->coord.bottom + yb &&
r >= v->coord.left - xb &&
b >= v->coord.top - yb)
{
/*
* Indicate that this vehicle was considered for rendering in a viewport,
* is within the bounds where a sprite could be valid for rendering
* and we therefore need to update sprites more frequently in case a callback
* will change the bounding box to one which will cause the sprite to be
* displayed.
*
* This reduces the chances of flicker when sprites enter the screen, if they
* are part of a newgrf vehicle set which changes bounding boxes within a
* single vehicle direction.
* This vehicle can potentially be drawn as part of this viewport and
* needs to be revalidated, as the sprite may not be correct.
*/
v->sprite_cache.is_viewport_candidate = true;
}
if (v->sprite_cache.revalidate_before_draw) {
VehicleSpriteSeq seq;
v->GetImage(v->direction, EIT_ON_MAP, &seq);
if (seq.IsValid() && v->sprite_cache.sprite_seq != seq) {
v->sprite_cache.sprite_seq = seq;
/*
* A sprite change may also result in a bounding box change,
* so we need to update the bounding box again before we
* check to see if the vehicle should be drawn. Note that
* we can't interfere with the viewport hash at this point,
* so we keep the original hash on the assumption there will
* not be a significant change in the top and left coordinates
* of the vehicle.
*/
v->UpdateBoundingBoxCoordinates(false);
}
v->sprite_cache.revalidate_before_draw = false;
}
if (l <= v->coord.right &&
t <= v->coord.bottom &&
r >= v->coord.left &&
b >= v->coord.top) DoDrawVehicle(v);
}
v = v->hash_viewport_next;
}
@ -1598,11 +1598,10 @@ void Vehicle::UpdatePosition()
}
/**
* Update the vehicle on the viewport, updating the right hash and setting the
* new coordinates.
* @param dirty Mark the (new and old) coordinates of the vehicle as dirty.
*/
void Vehicle::UpdateViewport(bool dirty)
* Update the bounding box co-ordinates of the vehicle
* @param update_cache Update the cached values for previous co-ordinate values
*/
void Vehicle::UpdateBoundingBoxCoordinates(bool update_cache) const
{
Rect new_coord;
this->sprite_cache.sprite_seq.GetBounds(&new_coord);
@ -1613,20 +1612,44 @@ void Vehicle::UpdateViewport(bool dirty)
new_coord.right += pt.x + 2 * ZOOM_LVL_BASE;
new_coord.bottom += pt.y + 2 * ZOOM_LVL_BASE;
UpdateVehicleViewportHash(this, new_coord.left, new_coord.top);
if (update_cache) {
/*
* If the old coordinates are invalid, set the cache to the new coordinates for correct
* behaviour the next time the coordinate cache is checked.
*/
this->sprite_cache.old_coord = this->coord.left == INVALID_COORD ? new_coord : this->coord;
}
else {
/* Extend the bounds of the existing cached bounding box so the next dirty window is correct */
this->sprite_cache.old_coord.left = std::min(this->sprite_cache.old_coord.left, this->coord.left);
this->sprite_cache.old_coord.top = std::min(this->sprite_cache.old_coord.top, this->coord.top);
this->sprite_cache.old_coord.right = std::max(this->sprite_cache.old_coord.right, this->coord.right);
this->sprite_cache.old_coord.bottom = std::max(this->sprite_cache.old_coord.bottom, this->coord.bottom);
}
Rect old_coord = this->coord;
this->coord = new_coord;
}
/**
* Update the vehicle on the viewport, updating the right hash and setting the new coordinates.
* @param dirty Mark the (new and old) coordinates of the vehicle as dirty.
*/
void Vehicle::UpdateViewport(bool dirty)
{
Rect old_coord = this->sprite_cache.old_coord;
this->UpdateBoundingBoxCoordinates(true);
UpdateVehicleViewportHash(this, this->coord.left, this->coord.top, old_coord.left, old_coord.top);
if (dirty) {
if (old_coord.left == INVALID_COORD) {
this->MarkAllViewportsDirty();
this->sprite_cache.is_viewport_candidate = this->MarkAllViewportsDirty();
} else {
::MarkAllViewportsDirty(
std::min(old_coord.left, this->coord.left),
std::min(old_coord.top, this->coord.top),
std::max(old_coord.right, this->coord.right),
std::max(old_coord.bottom, this->coord.bottom));
this->sprite_cache.is_viewport_candidate = ::MarkAllViewportsDirty(
std::min(this->sprite_cache.old_coord.left, this->coord.left),
std::min(this->sprite_cache.old_coord.top, this->coord.top),
std::max(this->sprite_cache.old_coord.right, this->coord.right),
std::max(this->sprite_cache.old_coord.bottom, this->coord.bottom));
}
}
}
@ -1642,10 +1665,11 @@ void Vehicle::UpdatePositionAndViewport()
/**
* Marks viewports dirty where the vehicle's image is.
* @return true if at least one viewport has a dirty block
*/
void Vehicle::MarkAllViewportsDirty() const
bool Vehicle::MarkAllViewportsDirty() const
{
::MarkAllViewportsDirty(this->coord.left, this->coord.top, this->coord.right, this->coord.bottom);
return ::MarkAllViewportsDirty(this->coord.left, this->coord.top, this->coord.right, this->coord.bottom);
}
/**

View File

@ -186,10 +186,11 @@ struct VehicleSpriteSeq {
* or calculating the viewport.
*/
struct MutableSpriteCache {
Direction last_direction; ///< Last direction we obtained sprites for
bool is_viewport_candidate; ///< The vehicle has been in the hash for a shown viewport recently
bool sprite_has_viewport_changes; ///< There have been viewport changes since the sprite was last updated
VehicleSpriteSeq sprite_seq; ///< Vehicle appearance.
Direction last_direction; ///< Last direction we obtained sprites for
bool revalidate_before_draw; ///< We need to do a GetImage() and check bounds before drawing this sprite
Rect old_coord; ///< Co-ordinates from the last valid bounding box
bool is_viewport_candidate; ///< This vehicle can potentially be drawn on a viewport
VehicleSpriteSeq sprite_seq; ///< Vehicle appearance.
};
/** A vehicle pool for a little over 1 million vehicles. */
@ -251,7 +252,7 @@ public:
CargoPayment *cargo_payment; ///< The cargo payment we're currently in
Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
mutable Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
Vehicle *hash_viewport_next; ///< NOSAVE: Next vehicle in the visual location hash.
Vehicle **hash_viewport_prev; ///< NOSAVE: Previous vehicle in the visual location hash.
@ -768,8 +769,9 @@ public:
void UpdatePosition();
void UpdateViewport(bool dirty);
void UpdateBoundingBoxCoordinates(bool update_cache) const;
void UpdatePositionAndViewport();
void MarkAllViewportsDirty() const;
bool MarkAllViewportsDirty() const;
inline uint16 GetServiceInterval() const { return this->service_interval; }
@ -1206,14 +1208,14 @@ struct SpecializedVehicle : public Vehicle {
}
this->sprite_cache.last_direction = this->direction;
this->sprite_cache.is_viewport_candidate = false;
this->sprite_cache.sprite_has_viewport_changes = false;
this->sprite_cache.revalidate_before_draw = false;
} else {
/*
* Changes could still be relevant when we render the vehicle even if
* they don't alter the bounding box
* A change that could potentially invalidate the sprite has been
* made, signal that we should still resolve it before drawing on a
* viewport.
*/
this->sprite_cache.sprite_has_viewport_changes = true;
this->sprite_cache.revalidate_before_draw = true;
}
if (force_update || sprite_has_changed) {

View File

@ -179,7 +179,7 @@ struct ViewportDrawer {
Point foundation_offset[FOUNDATION_PART_END]; ///< Pixel offset for ground sprites on the foundations.
};
static void MarkViewportDirty(const Viewport *vp, int left, int top, int right, int bottom);
static bool MarkViewportDirty(const Viewport *vp, int left, int top, int right, int bottom);
static ViewportDrawer _vd;
@ -1903,27 +1903,28 @@ void UpdateViewportPosition(Window *w)
* @param top Top edge of area to repaint
* @param right Right edge of area to repaint
* @param bottom Bottom edge of area to repaint
* @return true if the viewport contains a dirty block
* @ingroup dirty
*/
static void MarkViewportDirty(const Viewport *vp, int left, int top, int right, int bottom)
static bool MarkViewportDirty(const Viewport *vp, int left, int top, int right, int bottom)
{
/* Rounding wrt. zoom-out level */
right += (1 << vp->zoom) - 1;
bottom += (1 << vp->zoom) - 1;
right -= vp->virtual_left;
if (right <= 0) return;
if (right <= 0) return false;
bottom -= vp->virtual_top;
if (bottom <= 0) return;
if (bottom <= 0) return false;
left = std::max(0, left - vp->virtual_left);
if (left >= vp->virtual_width) return;
if (left >= vp->virtual_width) return false;
top = std::max(0, top - vp->virtual_top);
if (top >= vp->virtual_height) return;
if (top >= vp->virtual_height) return false;
AddDirtyBlock(
UnScaleByZoomLower(left, vp->zoom) + vp->left,
@ -1931,6 +1932,8 @@ static void MarkViewportDirty(const Viewport *vp, int left, int top, int right,
UnScaleByZoom(right, vp->zoom) + vp->left + 1,
UnScaleByZoom(bottom, vp->zoom) + vp->top + 1
);
return true;
}
/**
@ -1939,18 +1942,23 @@ static void MarkViewportDirty(const Viewport *vp, int left, int top, int right,
* @param top Top edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
* @param right Right edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
* @param bottom Bottom edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
* @return true if at least one viewport has a dirty block
* @ingroup dirty
*/
void MarkAllViewportsDirty(int left, int top, int right, int bottom)
bool MarkAllViewportsDirty(int left, int top, int right, int bottom)
{
bool dirty = false;
Window *w;
FOR_ALL_WINDOWS_FROM_BACK(w) {
Viewport *vp = w->viewport;
if (vp != nullptr) {
assert(vp->width != 0);
MarkViewportDirty(vp, left, top, right, bottom);
if (MarkViewportDirty(vp, left, top, right, bottom)) dirty = true;
}
}
return dirty;
}
void ConstrainAllViewportsZoom()

View File

@ -27,7 +27,7 @@ Point TranslateXYToTileCoord(const Viewport *vp, int x, int y, bool clamp_to_map
Point GetTileBelowCursor();
void UpdateViewportPosition(Window *w);
void MarkAllViewportsDirty(int left, int top, int right, int bottom);
bool MarkAllViewportsDirty(int left, int top, int right, int bottom);
bool DoZoomInOutWindow(ZoomStateChange how, Window *w);
void ZoomInOrOutToCursorWindow(bool in, Window * w);