v0.4.3: improvements to flexibility of tilemap, at a tiny performance cost
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@ -22,6 +22,7 @@
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package com.watabou.noosa;
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import java.nio.FloatBuffer;
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import java.util.Arrays;
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import com.watabou.gltextures.SmartTexture;
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import com.watabou.gltextures.TextureCache;
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@ -35,54 +36,48 @@ public class Tilemap extends Visual {
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protected SmartTexture texture;
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protected TextureFilm tileset;
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protected int[] data;
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protected int mapWidth;
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protected int mapHeight;
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protected int size;
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private float cellW;
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private float cellH;
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protected float[] vertices;
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protected short[] bufferPositions;
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protected short bufferLength;
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protected FloatBuffer quads;
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protected Vertexbuffer buffer;
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private volatile Rect updated;
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private boolean fullUpdate;
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private Rect updating;
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private int topLeftUpdating;
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private int bottomRightUpdating;
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public Tilemap( Object tx, TextureFilm tileset ) {
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super( 0, 0, 0, 0 );
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this.texture = TextureCache.get( tx );
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this.tileset = tileset;
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RectF r = tileset.get( 0 );
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cellW = tileset.width( r );
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cellH = tileset.height( r );
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vertices = new float[16];
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updated = new Rect();
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}
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public void map( int[] data, int cols ) {
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this.data = data;
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mapWidth = cols;
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mapHeight = data.length / cols;
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size = mapWidth * mapHeight;
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bufferPositions = new short[size];
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for (int i = 0; i < bufferPositions.length; i++)
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bufferPositions[i] = -1;
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bufferLength = 0;
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width = cellW * mapWidth;
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height = cellH * mapHeight;
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@ -92,11 +87,10 @@ public class Tilemap extends Visual {
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updateMap();
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}
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//forces a full update, including new buffer and culling recalculation
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//forces a full update, including new buffer
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public synchronized void updateMap(){
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updated.set( 0, 0, mapWidth, mapHeight );
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fullUpdate = true;
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camX = null;
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}
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public synchronized void updateMapCell(int cell){
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@ -124,72 +118,66 @@ public class Tilemap extends Visual {
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for (int j=updating.left; j < updating.right; j++) {
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//Currently if a none-rendered tile becomes rendered it will mess with culling in draw()
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//However shifting the whole array is expensive, even with selective updating
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//So right now I'm accepting this as an engine limitation, but support could be added.
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if (topLeftUpdating == -1)
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topLeftUpdating = pos;
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//It's also worth noting that nothing is stopping the game from rendering tiles
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//which will need to be visible in future as transparent, and accepting the small
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//performance cost of rendering them before they become visible
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if (needsRender(pos) || bufferPositions[pos] != -1) {
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int bufferPos = bufferPositions[pos];
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if (bufferPos == -1){
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bufferPos = bufferPositions[pos] = bufferLength;
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bufferLength ++;
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}
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bottomRightUpdating = pos + 1;
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if (topLeftUpdating == 0)
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topLeftUpdating = bufferPos;
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quads.position(pos*16);
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bottomRightUpdating = bufferPos + 1;
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if (needsRender(pos)) {
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RectF uv = tileset.get(data[pos]);
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quads.position(bufferPos*16);
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RectF uv = tileset.get( data[pos] );
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vertices[0] = x1;
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vertices[1] = y1;
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vertices[0] = x1;
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vertices[1] = y1;
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vertices[2] = uv.left;
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vertices[3] = uv.top;
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vertices[2] = uv.left;
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vertices[3] = uv.top;
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vertices[4] = x2;
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vertices[5] = y1;
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vertices[4] = x2;
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vertices[5] = y1;
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vertices[6] = uv.right;
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vertices[7] = uv.top;
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vertices[6] = uv.right;
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vertices[7] = uv.top;
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vertices[8] = x2;
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vertices[9] = y2;
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vertices[8] = x2;
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vertices[9] = y2;
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vertices[10] = uv.right;
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vertices[11] = uv.bottom;
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vertices[10] = uv.right;
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vertices[11] = uv.bottom;
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vertices[12] = x1;
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vertices[13] = y2;
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vertices[12] = x1;
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vertices[13] = y2;
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vertices[14] = uv.left;
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vertices[15] = uv.bottom;
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vertices[14] = uv.left;
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vertices[15] = uv.bottom;
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} else {
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quads.put( vertices );
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//If we don't need to draw this tile simply set the quad to size 0 at 0, 0.
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// This does result in the quad being drawn, but we are skipping all
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// pixel-filling. This is better than fully skipping rendering as we
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// don't need to manage a buffer of drawable tiles with insertions/deletions.
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Arrays.fill(vertices, 0);
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}
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quads.put(vertices);
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pos++;
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x1 = x2;
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x2 += cellW;
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}
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y1 = y2;
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y2 += cellH;
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}
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}
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int topLeft, bottomRight, length;
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private int camX, camY, camW, camH;
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private int topLeft, bottomRight, length;
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//check these before updating, allows for cached values when the camera isn't moving.
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Integer camX, camY, camW, camH;
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@Override
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public void draw() {
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@ -197,7 +185,6 @@ public class Tilemap extends Visual {
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if (!updated.isEmpty()) {
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updateVertices();
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quads.limit(bufferLength*16);
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if (buffer == null)
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buffer = new Vertexbuffer(quads);
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else {
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@ -210,52 +197,36 @@ public class Tilemap extends Visual {
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bottomRightUpdating * 16);
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}
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}
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topLeftUpdating = 0;
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topLeftUpdating = -1;
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updating.setEmpty();
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}
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Camera c = Camera.main;
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//If one is null they all are
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if (camX == null
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|| camX != (int)c.scroll.x/16
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|| camY != (int)c.scroll.y/16
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|| camW != (int)Math.ceil(c.width/cellW)
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|| camH != (int)Math.ceil(c.height/cellH)){
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camX = (int)c.scroll.x/16;
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camY = (int)c.scroll.y/16;
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camW = (int)Math.ceil(c.width/cellW);
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camH = (int)Math.ceil(c.height/cellH);
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if (camX >= mapWidth
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|| camY >= mapHeight
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|| camW + camW <= 0
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|| camH + camH <= 0)
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return;
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//determines the top-left visible tile, the bottom-right one, and the buffer length
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//between them, this culls a good number of none-visible tiles while keeping to 1 draw
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topLeft = Math.max(camX, 0)
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+ Math.max(camY*mapWidth, 0);
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while(topLeft < bufferPositions.length && bufferPositions[topLeft] == -1)
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topLeft++;
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bottomRight = Math.min(camX+camW, mapWidth-1)
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+ Math.min((camY+camH)*mapWidth, (mapHeight-1)*mapWidth);
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while(bottomRight >= topLeft && bufferPositions[bottomRight] == -1)
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bottomRight--;
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if (topLeft >= bufferPositions.length || bottomRight <= 0)
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length = 0;
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else
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length = bufferPositions[bottomRight] - bufferPositions[topLeft] + 1;
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}
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camX = (int)c.scroll.x/16;
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camY = (int)c.scroll.y/16;
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camW = (int)Math.ceil(c.width/cellW);
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camH = (int)Math.ceil(c.height/cellH);
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if (camX >= mapWidth
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|| camY >= mapHeight
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|| camW + camW <= 0
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|| camH + camH <= 0
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|| length <= 0)
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|| camH + camH <= 0)
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return;
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//determines the top-left visible tile, the bottom-right one, and the buffer length
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//between them, this culls a good number of none-visible tiles while keeping to 1 draw
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topLeft = Math.max(camX, 0)
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+ Math.max(camY*mapWidth, 0);
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bottomRight = Math.min(camX+camW, mapWidth-1)
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+ Math.min((camY+camH)*mapWidth, (mapHeight-1)*mapWidth);
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if (topLeft >= size || bottomRight <= 0)
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length = 0;
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else
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length = bottomRight - topLeft + 1;
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if (length <= 0)
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return;
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NoosaScript script = NoosaScriptNoLighting.get();
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@ -266,7 +237,7 @@ public class Tilemap extends Visual {
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script.camera( camera );
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script.drawQuadSet( buffer, length, bufferPositions[topLeft] );
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script.drawQuadSet( buffer, length, topLeft );
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}
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