culled board rendering, much better performance with enormous boards

This commit is contained in:
Crispy 2024-10-07 00:01:02 +02:00
parent ae226026dd
commit b13d7aaf6d

View file

@ -214,17 +214,27 @@ impl Board {
pub fn draw(&self, d: &mut RaylibDrawHandle, textures: &Textures, offset: Vector2, zoom: i32) {
let tile_size = 16 << zoom;
for x in 0..self.width {
for y in 0..self.height {
let tile = self.rows[y][x];
let px =
(x as i32 - self.offset_x as i32) * tile_size + offset.x as i32 + tile_size / 2;
let py =
(y as i32 - self.offset_y as i32) * tile_size + offset.y as i32 + tile_size / 2;
let start_x = (-offset.x as i32) / tile_size + self.offset_x as i32 - 1;
let tile_width = d.get_screen_width() / tile_size + 2;
let start_y = (-offset.y as i32) / tile_size + self.offset_y as i32 - 1;
let tile_height = d.get_screen_height() / tile_size + 2;
for x in start_x..(start_x + tile_width) {
for y in start_y..(start_y + tile_height) {
if self.in_bounds(Pos {
x: x as isize,
y: y as isize,
}) {
let tx = x as usize;
let ty = y as usize;
let tile = self.rows[ty][tx];
let px = (x - self.offset_x as i32) * tile_size + offset.x as i32;
let py = (y - self.offset_y as i32) * tile_size + offset.y as i32;
let texture = textures.get(&tile.texture());
d.draw_texture_ex(
texture,
Vector2::new((px - tile_size / 2) as f32, (py - tile_size / 2) as f32),
Vector2::new(px as f32, py as f32),
0.0,
(1 << zoom) as f32,
Color::WHITE,
@ -232,4 +242,5 @@ impl Board {
}
}
}
}
}