Remove more dictionaries from the render loop

This commit is contained in:
Magnus Norddahl 2019-12-21 05:43:16 +01:00
parent 848ff8e771
commit 11aa31452b
5 changed files with 52 additions and 32 deletions

View file

@ -87,6 +87,7 @@ namespace CodeImp.DoomBuilder.Map
//mxd. Rendering //mxd. Rendering
private Color4 fogcolor; private Color4 fogcolor;
private SectorFogMode fogmode; private SectorFogMode fogmode;
private int lastProcessed;
//mxd. Slopes //mxd. Slopes
private Vector3D floorslope; private Vector3D floorslope;
@ -142,6 +143,7 @@ namespace CodeImp.DoomBuilder.Map
public float FloorSlopeOffset { get { return flooroffset; } set { BeforePropsChange(); flooroffset = value; updateneeded = true; } } public float FloorSlopeOffset { get { return flooroffset; } set { BeforePropsChange(); flooroffset = value; updateneeded = true; } }
public Vector3D CeilSlope { get { return ceilslope; } set { BeforePropsChange(); ceilslope = value; updateneeded = true; } } public Vector3D CeilSlope { get { return ceilslope; } set { BeforePropsChange(); ceilslope = value; updateneeded = true; } }
public float CeilSlopeOffset { get { return ceiloffset; } set { BeforePropsChange(); ceiloffset = value; updateneeded = true; } } public float CeilSlopeOffset { get { return ceiloffset; } set { BeforePropsChange(); ceiloffset = value; updateneeded = true; } }
internal int LastProcessed { get { return lastProcessed; } set { lastProcessed = value; } }
#endregion #endregion

View file

@ -58,6 +58,9 @@ namespace CodeImp.DoomBuilder.Map
// Clone // Clone
private int serializedindex; private int serializedindex;
// Rendering
private int lastProcessed;
#endregion #endregion
#region ================== Properties #region ================== Properties
@ -78,6 +81,7 @@ namespace CodeImp.DoomBuilder.Map
public long LongMiddleTexture { get { return longtexnamemid; } } public long LongMiddleTexture { get { return longtexnamemid; } }
public long LongLowTexture { get { return longtexnamelow; } } public long LongLowTexture { get { return longtexnamelow; } }
internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } } internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } }
internal int LastProcessed { get { return lastProcessed; } set { lastProcessed = value; } }
#endregion #endregion

View file

@ -86,6 +86,9 @@ namespace CodeImp.DoomBuilder.Map
private bool fixedsize; private bool fixedsize;
private bool directional; //mxd. If true, we need to render an arrow private bool directional; //mxd. If true, we need to render an arrow
// Rendering
private int lastProcessed;
#endregion #endregion
#region ================== Properties #region ================== Properties
@ -116,6 +119,7 @@ namespace CodeImp.DoomBuilder.Map
public ThingRenderMode RenderMode { get { return rendermode; } } //mxd public ThingRenderMode RenderMode { get { return rendermode; } } //mxd
public bool IsDirectional { get { return directional; } } //mxd public bool IsDirectional { get { return directional; } } //mxd
public bool Highlighted { get { return highlighted; } set { highlighted = value; } } //mxd public bool Highlighted { get { return highlighted; } set { highlighted = value; } } //mxd
internal int LastProcessed { get { return lastProcessed; } set { lastProcessed = value; } }
#endregion #endregion

View file

@ -73,8 +73,8 @@ namespace CodeImp.DoomBuilder.VisualModes
protected Dictionary<Thing, VisualThing> allthings; protected Dictionary<Thing, VisualThing> allthings;
protected Dictionary<Sector, VisualSector> allsectors; protected Dictionary<Sector, VisualSector> allsectors;
protected List<VisualBlockEntry> visibleblocks; protected List<VisualBlockEntry> visibleblocks;
protected Dictionary<Thing, VisualThing> visiblethings; protected List<VisualThing> visiblethings;
protected Dictionary<Sector, VisualSector> visiblesectors; protected List<VisualSector> visiblesectors;
protected List<VisualGeometry> visiblegeometry; protected List<VisualGeometry> visiblegeometry;
#endregion #endregion
@ -104,9 +104,9 @@ namespace CodeImp.DoomBuilder.VisualModes
this.allsectors = new Dictionary<Sector, VisualSector>(General.Map.Map.Sectors.Count); this.allsectors = new Dictionary<Sector, VisualSector>(General.Map.Map.Sectors.Count);
this.allthings = new Dictionary<Thing, VisualThing>(General.Map.Map.Things.Count); this.allthings = new Dictionary<Thing, VisualThing>(General.Map.Map.Things.Count);
this.visibleblocks = new List<VisualBlockEntry>(); this.visibleblocks = new List<VisualBlockEntry>();
this.visiblesectors = new Dictionary<Sector, VisualSector>(50); this.visiblesectors = new List<VisualSector>(50);
this.visiblegeometry = new List<VisualGeometry>(200); this.visiblegeometry = new List<VisualGeometry>(200);
this.visiblethings = new Dictionary<Thing, VisualThing>(100); this.visiblethings = new List<VisualThing>(100);
this.processgeometry = true; this.processgeometry = true;
this.processthings = true; this.processthings = true;
this.vertices = new Dictionary<Vertex, VisualVertexPair>(); //mxd this.vertices = new Dictionary<Vertex, VisualVertexPair>(); //mxd
@ -518,9 +518,9 @@ namespace CodeImp.DoomBuilder.VisualModes
Vector2D campos2d = General.Map.VisualCamera.Position; Vector2D campos2d = General.Map.VisualCamera.Position;
// Make collections // Make collections
visiblesectors = new Dictionary<Sector, VisualSector>(visiblesectors.Count); visiblesectors = new List<VisualSector>(visiblesectors.Count * 2);
visiblegeometry = new List<VisualGeometry>(visiblegeometry.Capacity); visiblegeometry = new List<VisualGeometry>(visiblegeometry.Count * 2);
visiblethings = new Dictionary<Thing, VisualThing>(visiblethings.Count); visiblethings = new List<VisualThing>(visiblethings.Count * 2);
// Get the blocks within view range // Get the blocks within view range
visibleblocks = blockmap.GetFrustumRange(renderer.Frustum2D); visibleblocks = blockmap.GetFrustumRange(renderer.Frustum2D);
@ -534,7 +534,7 @@ namespace CodeImp.DoomBuilder.VisualModes
foreach(Linedef ld in block.Lines) foreach(Linedef ld in block.Lines)
{ {
// Line not already processed? // Line not already processed?
if (ld.LastProcessed != lastProcessed)//if(!visiblelines.Contains(ld)) if (ld.LastProcessed != lastProcessed)
{ {
// Add line if not added yet // Add line if not added yet
ld.LastProcessed = lastProcessed; ld.LastProcessed = lastProcessed;
@ -560,6 +560,10 @@ namespace CodeImp.DoomBuilder.VisualModes
// Things // Things
foreach(Thing t in block.Things) foreach(Thing t in block.Things)
{ {
if (t.LastProcessed == lastProcessed) continue;
t.LastProcessed = lastProcessed;
// Not filtered out? // Not filtered out?
if(!General.Map.ThingsFilter.IsThingVisible(t)) continue; if(!General.Map.ThingsFilter.IsThingVisible(t)) continue;
@ -575,9 +579,9 @@ namespace CodeImp.DoomBuilder.VisualModes
allthings[t] = vt; allthings[t] = vt;
} }
if(vt != null && !visiblethings.ContainsKey(vt.Thing)) if(vt != null)
{ {
visiblethings[vt.Thing] = vt; visiblethings.Add(vt);
} }
} }
} }
@ -630,6 +634,12 @@ namespace CodeImp.DoomBuilder.VisualModes
// This finds and adds visible sectors // This finds and adds visible sectors
private void ProcessSidedefCulling(Sidedef sd) private void ProcessSidedefCulling(Sidedef sd)
{ {
// Do nothing if we already added it.
if (sd.LastProcessed == lastProcessed)
return;
sd.LastProcessed = lastProcessed;
VisualSector vs; VisualSector vs;
// Find the visualsector and make it if needed // Find the visualsector and make it if needed
@ -647,10 +657,10 @@ namespace CodeImp.DoomBuilder.VisualModes
if(vs != null) if(vs != null)
{ {
// Add to visible sectors if not added yet if (sd.Sector.LastProcessed != lastProcessed)
if(!visiblesectors.ContainsKey(sd.Sector))
{ {
visiblesectors.Add(sd.Sector, vs); sd.Sector.LastProcessed = lastProcessed;
visiblesectors.Add(vs);
visiblegeometry.AddRange(vs.FixedGeometry); visiblegeometry.AddRange(vs.FixedGeometry);
} }
@ -805,7 +815,7 @@ namespace CodeImp.DoomBuilder.VisualModes
} }
// Add all the visible things // Add all the visible things
foreach(VisualThing vt in visiblethings.Values) pickables.Add(vt); foreach(VisualThing vt in visiblethings) pickables.Add(vt);
//mxd. And all visual vertices //mxd. And all visual vertices
if(General.Map.UDMF && General.Settings.GZShowVisualVertices) if(General.Map.UDMF && General.Settings.GZShowVisualVertices)

View file

@ -1340,7 +1340,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
renderer.DrawThingCages = ((BuilderPlug.Me.ShowVisualThings & 2) != 0); renderer.DrawThingCages = ((BuilderPlug.Me.ShowVisualThings & 2) != 0);
// Render all visible things // Render all visible things
foreach(VisualThing t in visiblethings.Values) foreach(VisualThing t in visiblethings)
renderer.AddThingGeometry(t); renderer.AddThingGeometry(t);
} }
@ -1551,9 +1551,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(sectordata != null && sectordata.Count > 0) RebuildElementData(); if(sectordata != null && sectordata.Count > 0) RebuildElementData();
//mxd. As well as geometry... //mxd. As well as geometry...
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors) foreach(VisualSector sector in visiblesectors)
{ {
BaseVisualSector vs = (BaseVisualSector)group.Value; BaseVisualSector vs = (BaseVisualSector)sector;
if(vs != null) vs.Rebuild(); if(vs != null) vs.Rebuild();
} }
@ -1572,9 +1572,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(sectordata != null && sectordata.Count > 0) RebuildElementData(); if(sectordata != null && sectordata.Count > 0) RebuildElementData();
//mxd. As well as geometry... //mxd. As well as geometry...
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors) foreach(VisualSector sector in visiblesectors)
{ {
BaseVisualSector vs = (BaseVisualSector)group.Value; BaseVisualSector vs = (BaseVisualSector)sector;
if(vs != null) vs.Rebuild(); if(vs != null) vs.Rebuild();
} }
@ -3264,7 +3264,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
foreach (IVisualEventReceiver i in objs) foreach (IVisualEventReceiver i in objs)
{ {
if (i is BaseVisualThing) if (i is BaseVisualThing)
visiblethings.Remove(((BaseVisualThing)i).Thing); // [ZZ] if any visiblethings.Remove((BaseVisualThing)i); // [ZZ] if any
i.OnDelete(); i.OnDelete();
} }
PostAction(); PostAction();
@ -3305,7 +3305,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
foreach(IVisualEventReceiver i in objs) foreach(IVisualEventReceiver i in objs)
{ {
BaseVisualThing thing = (BaseVisualThing)i; BaseVisualThing thing = (BaseVisualThing)i;
visiblethings.Remove(thing.Thing); // [ZZ] if any visiblethings.Remove(thing); // [ZZ] if any
thing.Thing.Fields.BeforeFieldsChange(); thing.Thing.Fields.BeforeFieldsChange();
thing.Thing.Dispose(); thing.Thing.Dispose();
thing.Dispose(); thing.Dispose();