v0.4.3: improvements to flexibility of tilemap, at a tiny performance cost

This commit is contained in:
Evan Debenham 2016-10-06 04:31:59 -04:00
parent 9a31c441c1
commit 2b6de44780

View File

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