Files
shattered-pixel-dungeon-web…/SPD-classes/src/main/java/com/watabou/noosa/Tilemap.java

280 lines
6.5 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.noosa;
import java.nio.FloatBuffer;
import com.watabou.gltextures.SmartTexture;
import com.watabou.gltextures.TextureCache;
import com.watabou.glwrap.Quad;
import com.watabou.glwrap.Vertexbuffer;
import com.watabou.utils.Rect;
import android.graphics.RectF;
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;
quads = Quad.createSet( size );
updateMap();
}
//forces a full update, including new buffer and culling recalculation
public synchronized void updateMap(){
updated.set( 0, 0, mapWidth, mapHeight );
fullUpdate = true;
camX = null;
}
public synchronized void updateMapCell(int cell){
updated.union( cell % mapWidth, cell / mapWidth );
}
private synchronized void moveToUpdating(){
updating = new Rect(updated);
updated.setEmpty();
}
protected void updateVertices() {
moveToUpdating();
float y1 = cellH * updating.top;
float y2 = y1 + cellH;
for (int i=updating.top; i < updating.bottom; i++) {
float x1 = cellW * updating.left;
float x2 = x1 + cellW;
int pos = i * mapWidth + updating.left;
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.
//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 ++;
}
if (topLeftUpdating == 0)
topLeftUpdating = bufferPos;
bottomRightUpdating = bufferPos + 1;
quads.position(bufferPos*16);
RectF uv = tileset.get( data[pos] );
vertices[0] = x1;
vertices[1] = y1;
vertices[2] = uv.left;
vertices[3] = uv.top;
vertices[4] = x2;
vertices[5] = y1;
vertices[6] = uv.right;
vertices[7] = uv.top;
vertices[8] = x2;
vertices[9] = y2;
vertices[10] = uv.right;
vertices[11] = uv.bottom;
vertices[12] = x1;
vertices[13] = y2;
vertices[14] = uv.left;
vertices[15] = uv.bottom;
quads.put( vertices );
}
pos++;
x1 = x2;
x2 += cellW;
}
y1 = y2;
y2 += cellH;
}
}
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() {
super.draw();
if (!updated.isEmpty()) {
updateVertices();
quads.limit(bufferLength*16);
if (buffer == null)
buffer = new Vertexbuffer(quads);
else {
if (fullUpdate) {
buffer.updateVertices(quads);
fullUpdate = false;
} else {
buffer.updateVertices(quads,
topLeftUpdating * 16,
bottomRightUpdating * 16);
}
}
topLeftUpdating = 0;
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(bufferPositions[topLeft] == -1)
topLeft++;
bottomRight = Math.min(camX+camW, mapWidth-1)
+ Math.min((camY+camH)*mapWidth, (mapHeight-1)*mapWidth);
while(bufferPositions[bottomRight] == -1)
bottomRight--;
length = bufferPositions[bottomRight] - bufferPositions[topLeft] + 1;
}
if (camX > mapWidth
|| camY > mapHeight
|| camW + camW < 0
|| camH + camH < 0)
return;
NoosaScript script = NoosaScriptNoLighting.get();
texture.bind();
script.uModel.valueM4( matrix );
script.camera( camera );
script.drawQuadSet( buffer, length, bufferPositions[topLeft] );
}
@Override
public void destroy() {
super.destroy();
if (buffer != null)
buffer.delete();
}
protected boolean needsRender(int pos){
return true;
}
}