v0.6.3: moved opengl code out of fog of war class, into BufferTexture
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2017 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.gltextures;
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import android.opengl.GLES20;
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import com.watabou.glwrap.Texture;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.IntBuffer;
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//provides a native intbuffer implementation because android.graphics.bitmap is too slow
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public class BufferTexture extends SmartTexture {
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public IntBuffer pixels;
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public BufferTexture(int w, int h) {
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super();
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width = w;
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height = h;
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pixels = ByteBuffer.
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allocateDirect( w * h * 4 ).
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order( ByteOrder.nativeOrder() ).
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asIntBuffer();
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}
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@Override
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protected void generate() {
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int[] ids = new int[1];
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GLES20.glGenTextures( 1, ids, 0 );
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id = ids[0];
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}
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@Override
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public void reload() {
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super.reload();
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update();
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}
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public void update(){
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bind();
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filter( Texture.LINEAR, Texture.LINEAR );
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wrap( Texture.CLAMP, Texture.CLAMP);
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pixels.position(0);
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GLES20.glTexImage2D(
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GLES20.GL_TEXTURE_2D,
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0,
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GLES20.GL_RGBA,
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width,
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height,
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0,
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GLES20.GL_RGBA,
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GLES20.GL_UNSIGNED_BYTE,
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pixels );
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}
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//allows partially updating the texture
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public void update(int top, int bottom){
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bind();
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filter( Texture.LINEAR, Texture.LINEAR );
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wrap( Texture.CLAMP, Texture.CLAMP);
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pixels.position(top*width);
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GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D,
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0,
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0,
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top,
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width,
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bottom - top,
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GLES20.GL_RGBA,
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GLES20.GL_UNSIGNED_BYTE,
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pixels);
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}
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}
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@ -87,6 +87,26 @@ public class TextureCache {
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}
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//creates a smarttexture backed by a native intbuffer, not a bitmap.
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//This is much faster is the texture needs to be frequently edited.
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//texture is all black by default
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public static SmartTexture createBufferTex( String key, int w, int h ){
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key += "w" + w + "h" + h;
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if (all.containsKey( key )){
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return all.get( key );
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} else {
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BufferTexture tx = new BufferTexture(w, h);
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all.put( key, tx);
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return tx;
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}
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}
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public static void add( Object key, SmartTexture tx ) {
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all.put( key, tx );
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}
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@ -21,21 +21,15 @@
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package com.shatteredpixel.shatteredpixeldungeon.tiles;
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import android.opengl.GLES20;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.watabou.gltextures.SmartTexture;
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import com.watabou.gltextures.BufferTexture;
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import com.watabou.gltextures.TextureCache;
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import com.watabou.glwrap.Texture;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.NoosaScript;
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import com.watabou.noosa.NoosaScriptNoLighting;
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import com.watabou.utils.Rect;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.IntBuffer;
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import java.util.ArrayList;
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public class FogOfWar extends Image {
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@ -116,7 +110,7 @@ public class FogOfWar extends Image {
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width = width2 * size;
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height = height2 * size;
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texture( new FogTexture(width2, height2) );
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texture( TextureCache.createBufferTex("fog", width2, height2) );
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scale.set(
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DungeonTilemap.SIZE / PIX_PER_TILE,
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@ -186,7 +180,7 @@ public class FogOfWar extends Image {
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}
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}
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FogTexture fog = (FogTexture)texture;
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BufferTexture fog = (BufferTexture) texture;
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int cell;
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@ -202,7 +196,7 @@ public class FogOfWar extends Image {
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//we skip filling cells here if it isn't a full update
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// because they must already be dark
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if (fullUpdate)
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fillCell(j, i, FOG_COLORS[INVISIBLE][brightness]);
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fillCell(fog, j, i, FOG_COLORS[INVISIBLE][brightness]);
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cell++;
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continue;
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}
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@ -212,7 +206,7 @@ public class FogOfWar extends Image {
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//always dark if nothing is beneath them
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if (cell + mapWidth >= mapLength) {
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fillCell(j, i, FOG_COLORS[INVISIBLE][brightness]);
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fillCell(fog, j, i, FOG_COLORS[INVISIBLE][brightness]);
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//internal wall tiles, need to check both the left and right side,
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// to account for only one half of them being seen
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@ -226,17 +220,17 @@ public class FogOfWar extends Image {
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//if below-left is also a wall, then we should be dark no matter what.
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if (wall(cell + mapWidth - 1)) {
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fillLeft(j, i, FOG_COLORS[INVISIBLE][brightness]);
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fillLeft(fog, j, i, FOG_COLORS[INVISIBLE][brightness]);
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} else {
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fillLeft(j, i, FOG_COLORS[Math.max(getCellFog(cell), Math.max(getCellFog(cell + mapWidth - 1), getCellFog(cell - 1)))][brightness]);
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fillLeft(fog, j, i, FOG_COLORS[Math.max(getCellFog(cell), Math.max(getCellFog(cell + mapWidth - 1), getCellFog(cell - 1)))][brightness]);
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}
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} else {
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fillLeft(j, i, FOG_COLORS[Math.max(getCellFog(cell), getCellFog(cell - 1))][brightness]);
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fillLeft(fog, j, i, FOG_COLORS[Math.max(getCellFog(cell), getCellFog(cell - 1))][brightness]);
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}
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} else {
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fillLeft(j, i, FOG_COLORS[INVISIBLE][brightness]);
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fillLeft(fog, j, i, FOG_COLORS[INVISIBLE][brightness]);
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}
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//right side
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@ -247,28 +241,28 @@ public class FogOfWar extends Image {
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//if below-right is also a wall, then we should be dark no matter what.
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if (wall(cell + mapWidth + 1)) {
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fillRight(j, i, FOG_COLORS[INVISIBLE][brightness]);
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fillRight(fog, j, i, FOG_COLORS[INVISIBLE][brightness]);
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} else {
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fillRight(j, i, FOG_COLORS[Math.max(getCellFog(cell), Math.max(getCellFog(cell + mapWidth + 1), getCellFog(cell + 1)))][brightness]);
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fillRight(fog, j, i, FOG_COLORS[Math.max(getCellFog(cell), Math.max(getCellFog(cell + mapWidth + 1), getCellFog(cell + 1)))][brightness]);
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}
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} else {
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fillRight(j, i, FOG_COLORS[Math.max(getCellFog(cell), getCellFog(cell + 1))][brightness]);
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fillRight(fog, j, i, FOG_COLORS[Math.max(getCellFog(cell), getCellFog(cell + 1))][brightness]);
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}
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} else {
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fillRight(j, i, FOG_COLORS[INVISIBLE][brightness]);
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fillRight(fog, j, i, FOG_COLORS[INVISIBLE][brightness]);
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}
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//camera-facing wall tiles
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//darkest between themselves and the tile below them
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} else {
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fillCell(j, i, FOG_COLORS[Math.max(getCellFog(cell), getCellFog(cell + mapWidth))][brightness]);
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fillCell(fog, j, i, FOG_COLORS[Math.max(getCellFog(cell), getCellFog(cell + mapWidth))][brightness]);
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}
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//other tiles, just their direct value
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} else {
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fillCell(j, i, FOG_COLORS[getCellFog(cell)][brightness]);
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fillCell(fog, j, i, FOG_COLORS[getCellFog(cell)][brightness]);
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}
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cell++;
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@ -302,8 +296,7 @@ public class FogOfWar extends Image {
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}
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}
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private void fillLeft( int x, int y, int color){
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FogTexture fog = (FogTexture)texture;
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private void fillLeft( BufferTexture fog, int x, int y, int color){
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for (int i = 0; i < PIX_PER_TILE; i++){
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fog.pixels.position(((y * PIX_PER_TILE)+i)*width2 + x * PIX_PER_TILE);
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for (int j = 0; j < PIX_PER_TILE/2; j++) {
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@ -312,8 +305,7 @@ public class FogOfWar extends Image {
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}
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}
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private void fillRight( int x, int y, int color){
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FogTexture fog = (FogTexture)texture;
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private void fillRight( BufferTexture fog, int x, int y, int color){
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for (int i = 0; i < PIX_PER_TILE; i++){
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fog.pixels.position(((y * PIX_PER_TILE)+i)*width2 + x * PIX_PER_TILE + PIX_PER_TILE/2);
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for (int j = PIX_PER_TILE/2; j < PIX_PER_TILE; j++) {
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@ -322,8 +314,7 @@ public class FogOfWar extends Image {
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}
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}
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private void fillCell( int x, int y, int color){
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FogTexture fog = (FogTexture)texture;
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private void fillCell( BufferTexture fog, int x, int y, int color){
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for (int i = 0; i < PIX_PER_TILE; i++){
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fog.pixels.position(((y * PIX_PER_TILE)+i)*width2 + x * PIX_PER_TILE);
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for (int j = 0; j < PIX_PER_TILE; j++) {
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@ -332,77 +323,6 @@ public class FogOfWar extends Image {
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}
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}
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//provides a native intbuffer implementation because android.graphics.bitmap is too slow
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//TODO perhaps should spin this off into something like FastEditTexture in SPD-classes
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private class FogTexture extends SmartTexture {
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private IntBuffer pixels;
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public FogTexture(int w, int h) {
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super();
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width = w;
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height = h;
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pixels = ByteBuffer.
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allocateDirect( w * h * 4 ).
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order( ByteOrder.nativeOrder() ).
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asIntBuffer();
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TextureCache.add( FogOfWar.class, this );
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}
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@Override
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protected void generate() {
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int[] ids = new int[1];
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GLES20.glGenTextures( 1, ids, 0 );
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id = ids[0];
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}
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@Override
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public void reload() {
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generate();
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update();
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}
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public void update(){
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bind();
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filter( Texture.LINEAR, Texture.LINEAR );
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wrap( Texture.CLAMP, Texture.CLAMP);
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pixels.position(0);
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GLES20.glTexImage2D(
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GLES20.GL_TEXTURE_2D,
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0,
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GLES20.GL_RGBA,
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width,
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height,
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0,
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GLES20.GL_RGBA,
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GLES20.GL_UNSIGNED_BYTE,
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pixels );
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}
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//allows partially updating the texture
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public void update(int top, int bottom){
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bind();
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filter( Texture.LINEAR, Texture.LINEAR );
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wrap( Texture.CLAMP, Texture.CLAMP);
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pixels.position(top*width);
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GLES20.glTexSubImage2D(GLES20.GL_TEXTURE_2D,
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0,
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0,
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top,
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width,
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bottom - top,
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GLES20.GL_RGBA,
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GLES20.GL_UNSIGNED_BYTE,
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pixels);
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}
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@Override
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public void delete() {
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super.delete();
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}
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}
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@Override
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protected NoosaScript script() {
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return NoosaScriptNoLighting.get();
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@ -417,4 +337,12 @@ public class FogOfWar extends Image {
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super.draw();
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}
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@Override
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public void destroy() {
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super.destroy();
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if (texture != null){
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texture.delete();
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}
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}
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}
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