v0.4.2: implemented some visibility culling for tilemaps
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@ -101,7 +101,14 @@ public class Tilemap extends Visual {
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for (int j=updated.left; j < updated.right; j++) {
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if (needsRender(pos)) {
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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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//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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@ -150,6 +157,11 @@ public class Tilemap extends Visual {
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updated.setEmpty();
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}
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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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@ -165,6 +177,46 @@ public class Tilemap extends Visual {
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buffer.updateVertices(quads);
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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(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*(mapWidth-1));
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while(bufferPositions[bottomRight] == -1)
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bottomRight--;
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length = bufferPositions[bottomRight] - bufferPositions[topLeft] + 1;
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}
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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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NoosaScript script = NoosaScript.get();
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texture.bind();
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@ -175,7 +227,8 @@ public class Tilemap extends Visual {
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ra, ga, ba, aa );
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script.camera( camera );
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script.drawQuadSet( buffer, bufferLength, 0 );
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script.drawQuadSet( buffer, length, bufferPositions[topLeft] );
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}
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