Tilemap: Finally get rid of that terrible name 'ScanRow'
Replacement: ZLayer I'd really have loved to have used something alluding to physical roof tiles (as that's the closest image I have to them), but without reusing the word "tiles".. yeah, impossible.
This commit is contained in:
parent
9311aff017
commit
724d52f61e
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@ -65,7 +65,7 @@ protected:
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friend class SceneElement;
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friend class Window;
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friend class WindowVX;
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friend struct ScanRow;
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friend struct ZLayer;
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};
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class SceneElement
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192
src/tilemap.cpp
192
src/tilemap.cpp
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@ -66,7 +66,7 @@ static const int tsLaneW = tilesetW / 2;
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static const int viewpW = 21;
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static const int viewpH = 16;
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static const size_t scanrowsMax = viewpH + 5;
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static const size_t zlayersMax = viewpH + 5;
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/* Vocabulary:
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*
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@ -91,7 +91,7 @@ static const size_t scanrowsMax = viewpH + 5;
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* Tile atlas
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* *-----------------------*--------------*
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* | | | | | ¦ |
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* | AT1 | AT1 | AT1 | AT1 | ¦ |
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* | AT0 | AT0 | AT0 | AT0 | ¦ |
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* | FR0 | FR1 | FR2 | FR3 | | ¦ | |
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* |-----|-----|-----|-----| v ¦ v |
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* | | | | | ¦ |
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@ -101,7 +101,7 @@ static const size_t scanrowsMax = viewpH + 5;
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* |[...]| | | | ¦ |
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* |-----|-----|-----|-----| ¦ |
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* | | | | | | ¦ | |
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* | AT7 | | | | v ¦ v |
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* | AT6 | | | | v ¦ v |
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* | | | | | ¦ |
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* |-----|-----|-----|-----| ¦ |
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* | Empty space | | |
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@ -128,21 +128,21 @@ static const size_t scanrowsMax = viewpH + 5;
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* Elements:
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* Even though the Tilemap carries similarities with other
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* SceneElements, it is not one itself but composed of multiple
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* such elements (GroundLayer and ScanRows).
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* such elements (GroundLayer and ZLayers).
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*
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* GroundLayer:
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* Every tile with priority=0 is drawn at z=0, so we
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* collect all such tiles in one big quad array and
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* draw them at once.
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*
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* ScanRow:
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* ZLayer:
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* Each tile in row n with priority=m is drawn at the same
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* z as every tile in row n-1 with priority=m-1. This means
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* we can collect all tiles sharing the same z in one quad
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* array and draw them at once. I call these collections
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* 'scanrows', as they're drawn from the top part of the map
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* 'zlayers'. They're drawn from the top part of the map
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* (lowest z) to the bottom part (highest z).
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* Objects that would end up on the same scanrow are eg. trees.
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* Objects that would end up on the same zlayer are eg. trees.
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*
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* Map viewport:
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* This rectangle describes the subregion of the map that is
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@ -206,22 +206,22 @@ struct GroundLayer : public ViewportElement
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void onGeometryChange(const Scene::Geometry &geo);
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};
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struct ScanRow : public ViewportElement
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struct ZLayer : public ViewportElement
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{
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size_t index;
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GLintptr vboOffset;
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GLsizei vboCount;
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TilemapPrivate *p;
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/* If this row is part of a batch and not
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/* If this layer is part of a batch and not
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* the head, it is 'muted' via this flag */
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bool batchedFlag;
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/* If this row is a batch head, this variable
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/* If this layer is a batch head, this variable
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* holds the element count of the entire batch */
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GLsizei vboBatchCount;
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ScanRow(TilemapPrivate *p, Viewport *viewport);
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ZLayer(TilemapPrivate *p, Viewport *viewport);
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void setIndex(int value);
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@ -231,7 +231,7 @@ struct ScanRow : public ViewportElement
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static int calculateZ(TilemapPrivate *p, int index);
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void initUpdateZ();
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void finiUpdateZ(ScanRow *prev);
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void finiUpdateZ(ZLayer *prev);
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};
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struct TilemapPrivate
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@ -276,12 +276,12 @@ struct TilemapPrivate
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/* Ground layer vertices */
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SVVector groundVert;
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/* Scanrow vertices */
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SVVector scanrowVert[scanrowsMax];
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/* ZLayer vertices */
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SVVector zlayerVert[zlayersMax];
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/* Base quad indices of each scanrow
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/* Base quad indices of each zlayer
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* in the shared buffer */
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size_t scanrowBases[scanrowsMax+1];
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size_t zlayerBases[zlayersMax+1];
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/* Shared buffers for all tiles */
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struct
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@ -308,19 +308,19 @@ struct TilemapPrivate
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struct
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{
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GroundLayer *ground;
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ScanRow* scanrows[scanrowsMax];
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/* Used rows out of 'scanrows' (rest is hidden) */
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size_t activeRows;
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ZLayer* zlayers[zlayersMax];
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/* Used layers out of 'zlayers' (rest is hidden) */
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size_t activeLayers;
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Scene::Geometry sceneGeo;
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Vec2i sceneOffset;
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/* The ground and scanrow elements' creationStamp
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/* The ground and zlayer elements' creationStamp
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* should be aquired once (at Tilemap construction)
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* instead of regenerated everytime the elements are
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* (re)created. Scanrows can share one stamp because
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* (re)created. ZLayers can share one stamp because
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* their z always differs anway */
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unsigned int groundStamp;
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unsigned int scanrowStamp;
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unsigned int zlayerStamp;
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} elem;
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/* Affected by: autotiles, tileset */
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@ -399,12 +399,12 @@ struct TilemapPrivate
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flash.alphaIdx = 0;
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elem.groundStamp = shState->genTimeStamp();
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elem.scanrowStamp = shState->genTimeStamp();
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elem.zlayerStamp = shState->genTimeStamp();
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elem.ground = new GroundLayer(this, viewport);
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for (size_t i = 0; i < scanrowsMax; ++i)
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elem.scanrows[i] = new ScanRow(this, viewport);
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for (size_t i = 0; i < zlayersMax; ++i)
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elem.zlayers[i] = new ZLayer(this, viewport);
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prepareCon = shState->prepareDraw.connect
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(sigc::mem_fun(this, &TilemapPrivate::prepare));
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@ -414,8 +414,8 @@ struct TilemapPrivate
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{
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/* Destroy elements */
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delete elem.ground;
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for (size_t i = 0; i < scanrowsMax; ++i)
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delete elem.scanrows[i];
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for (size_t i = 0; i < zlayersMax; ++i)
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delete elem.zlayers[i];
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shState->releaseAtlasTex(atlas.gl);
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@ -716,8 +716,8 @@ struct TilemapPrivate
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}
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else
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{
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int scanInd = y + prio;
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targetArray = &scanrowVert[scanInd];
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int layerInd = y + prio;
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targetArray = &zlayerVert[layerInd];
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}
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/* Check for autotile */
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@ -746,8 +746,8 @@ struct TilemapPrivate
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{
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groundVert.clear();
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for (size_t i = 0; i < scanrowsMax; ++i)
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scanrowVert[i].clear();
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for (size_t i = 0; i < zlayersMax; ++i)
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zlayerVert[i].clear();
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}
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void buildQuadArray()
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@ -765,9 +765,9 @@ struct TilemapPrivate
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return quadCount * sizeof(SVertex) * 4;
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}
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size_t scanrowSize(size_t index)
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size_t zlayerSize(size_t index)
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{
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return scanrowBases[index+1] - scanrowBases[index];
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return zlayerBases[index+1] - zlayerBases[index];
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}
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void uploadBuffers()
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@ -776,26 +776,26 @@ struct TilemapPrivate
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size_t groundQuadCount = groundVert.size() / 4;
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size_t quadCount = groundQuadCount;
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for (size_t i = 0; i < scanrowsMax; ++i)
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for (size_t i = 0; i < zlayersMax; ++i)
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{
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scanrowBases[i] = quadCount;
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quadCount += scanrowVert[i].size() / 4;
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zlayerBases[i] = quadCount;
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quadCount += zlayerVert[i].size() / 4;
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}
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scanrowBases[scanrowsMax] = quadCount;
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zlayerBases[zlayersMax] = quadCount;
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VBO::bind(tiles.vbo);
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VBO::allocEmpty(quadDataSize(quadCount));
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VBO::uploadSubData(0, quadDataSize(groundQuadCount), &groundVert[0]);
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for (size_t i = 0; i < scanrowsMax; ++i)
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for (size_t i = 0; i < zlayersMax; ++i)
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{
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if (scanrowVert[i].empty())
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if (zlayerVert[i].empty())
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continue;
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VBO::uploadSubData(quadDataSize(scanrowBases[i]),
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quadDataSize(scanrowSize(i)), &scanrowVert[i][0]);
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VBO::uploadSubData(quadDataSize(zlayerBases[i]),
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quadDataSize(zlayerSize(i)), &zlayerVert[i][0]);
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}
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VBO::unbind();
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@ -883,37 +883,37 @@ struct TilemapPrivate
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shState->ensureQuadIBO(flash.quadCount);
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}
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void updateActiveElements(std::vector<int> &scanrowInd)
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void updateActiveElements(std::vector<int> &zlayerInd)
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{
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elem.ground->updateVboCount();
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for (size_t i = 0; i < scanrowsMax; ++i)
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for (size_t i = 0; i < zlayersMax; ++i)
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{
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if (i < scanrowInd.size())
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if (i < zlayerInd.size())
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{
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int index = scanrowInd[i];
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elem.scanrows[i]->setVisible(visible);
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elem.scanrows[i]->setIndex(index);
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int index = zlayerInd[i];
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elem.zlayers[i]->setVisible(visible);
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elem.zlayers[i]->setIndex(index);
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}
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else
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{
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/* Hide unused rows */
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elem.scanrows[i]->setVisible(false);
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/* Hide unused layers */
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elem.zlayers[i]->setVisible(false);
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}
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}
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}
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void updateSceneElements()
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{
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/* Only allocate elements for non-emtpy scanrows */
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std::vector<int> scanrowInd;
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/* Only allocate elements for non-emtpy zlayers */
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std::vector<int> zlayerInd;
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for (size_t i = 0; i < scanrowsMax; ++i)
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if (scanrowVert[i].size() > 0)
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scanrowInd.push_back(i);
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for (size_t i = 0; i < zlayersMax; ++i)
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if (zlayerVert[i].size() > 0)
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zlayerInd.push_back(i);
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updateActiveElements(scanrowInd);
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elem.activeRows = scanrowInd.size();
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updateActiveElements(zlayerInd);
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elem.activeLayers = zlayerInd.size();
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zOrderDirty = false;
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}
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@ -921,63 +921,63 @@ struct TilemapPrivate
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{
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elem.ground->setVisible(false);
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for (size_t i = 0; i < scanrowsMax; ++i)
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elem.scanrows[i]->setVisible(false);
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for (size_t i = 0; i < zlayersMax; ++i)
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elem.zlayers[i]->setVisible(false);
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}
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void updateZOrder()
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{
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if (elem.activeRows == 0)
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if (elem.activeLayers == 0)
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return;
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for (size_t i = 0; i < elem.activeRows; ++i)
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elem.scanrows[i]->initUpdateZ();
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for (size_t i = 0; i < elem.activeLayers; ++i)
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elem.zlayers[i]->initUpdateZ();
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ScanRow *prev = elem.scanrows[0];
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ZLayer *prev = elem.zlayers[0];
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prev->finiUpdateZ(0);
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for (size_t i = 1; i < elem.activeRows; ++i)
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for (size_t i = 1; i < elem.activeLayers; ++i)
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{
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ScanRow *row = elem.scanrows[i];
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row->finiUpdateZ(prev);
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prev = row;
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ZLayer *layer = elem.zlayers[i];
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layer->finiUpdateZ(prev);
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prev = layer;
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}
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}
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/* When there are two or more scanrows with no other
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/* When there are two or more zlayers with no other
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* elements between them in the scene list, we can
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* render them in a batch (as the scanrow data itself
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* render them in a batch (as the zlayer data itself
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* is ordered sequentially in VRAM). Every frame, we
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* scan the scene list for such sequential rows and
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* batch them up for drawing. The first row of the batch
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* scan the scene list for such sequential layers and
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* batch them up for drawing. The first layer of the batch
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* (the "batch head") executes the draw call, all others
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* are muted via the 'batchedFlag'. For simplicity,
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* single sized batches are possible. */
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void prepareScanrowBatches()
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void prepareZLayerBatches()
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{
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ScanRow *const *scanrows = elem.scanrows;
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ZLayer *const *zlayers = elem.zlayers;
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for (size_t i = 0; i < elem.activeRows; ++i)
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for (size_t i = 0; i < elem.activeLayers; ++i)
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{
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ScanRow *batchHead = scanrows[i];
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ZLayer *batchHead = zlayers[i];
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batchHead->batchedFlag = false;
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GLsizei vboBatchCount = batchHead->vboCount;
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IntruListLink<SceneElement> *iter = &batchHead->link;
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for (i = i+1; i < elem.activeRows; ++i)
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for (i = i+1; i < elem.activeLayers; ++i)
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{
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iter = iter->next;
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ScanRow *row = scanrows[i];
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ZLayer *layer = zlayers[i];
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/* Check if the next SceneElement is also
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* the next scanrow in our list. If not,
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* the next zlayer in our list. If not,
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* the current batch is complete */
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if (iter != &row->link)
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if (iter != &layer->link)
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break;
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vboBatchCount += row->vboCount;
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row->batchedFlag = true;
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vboBatchCount += layer->vboCount;
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layer->batchedFlag = true;
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}
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batchHead->vboBatchCount = vboBatchCount;
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zOrderDirty = false;
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}
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prepareScanrowBatches();
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prepareZLayerBatches();
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tilemapReady = true;
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}
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@ -1086,7 +1086,7 @@ GroundLayer::GroundLayer(TilemapPrivate *p, Viewport *viewport)
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void GroundLayer::updateVboCount()
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{
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vboCount = p->scanrowBases[0] * 6;
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vboCount = p->zlayerBases[0] * 6;
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}
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void GroundLayer::draw()
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p->updatePosition();
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}
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ScanRow::ScanRow(TilemapPrivate *p, Viewport *viewport)
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: ViewportElement(viewport, 0, p->elem.scanrowStamp),
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ZLayer::ZLayer(TilemapPrivate *p, Viewport *viewport)
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: ViewportElement(viewport, 0, p->elem.zlayerStamp),
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index(0),
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vboOffset(0),
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vboCount(0),
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vboBatchCount(0)
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{}
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void ScanRow::setIndex(int value)
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void ZLayer::setIndex(int value)
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{
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index = value;
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z = calculateZ(p, index);
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scene->reinsert(*this);
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vboOffset = p->scanrowBases[index] * sizeof(index_t) * 6;
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vboCount = p->scanrowSize(index) * 6;
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vboOffset = p->zlayerBases[index] * sizeof(index_t) * 6;
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vboCount = p->zlayerSize(index) * 6;
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}
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void ScanRow::draw()
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void ZLayer::draw()
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{
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if (batchedFlag)
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return;
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@ -1176,22 +1176,22 @@ void ScanRow::draw()
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GLMeta::vaoUnbind(p->tiles.vao);
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}
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void ScanRow::drawInt()
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void ZLayer::drawInt()
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{
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gl.DrawElements(GL_TRIANGLES, vboBatchCount, _GL_INDEX_TYPE, (GLvoid*) vboOffset);
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}
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int ScanRow::calculateZ(TilemapPrivate *p, int index)
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int ZLayer::calculateZ(TilemapPrivate *p, int index)
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{
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return 32 * (index + p->viewpPos.y + 1) - p->offset.y;
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}
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void ScanRow::initUpdateZ()
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void ZLayer::initUpdateZ()
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{
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unlink();
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}
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void ScanRow::finiUpdateZ(ScanRow *prev)
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void ZLayer::finiUpdateZ(ZLayer *prev)
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{
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z = calculateZ(p, index);
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@ -1290,8 +1290,8 @@ void Tilemap::setViewport(Viewport *value)
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p->elem.ground->setViewport(value);
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for (size_t i = 0; i < scanrowsMax; ++i)
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p->elem.scanrows[i]->setViewport(value);
|
||||
for (size_t i = 0; i < zlayersMax; ++i)
|
||||
p->elem.zlayers[i]->setViewport(value);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -1374,8 +1374,8 @@ void Tilemap::setVisible(bool value)
|
|||
return;
|
||||
|
||||
p->elem.ground->setVisible(value);
|
||||
for (size_t i = 0; i < p->elem.activeRows; ++i)
|
||||
p->elem.scanrows[i]->setVisible(value);
|
||||
for (size_t i = 0; i < p->elem.activeLayers; ++i)
|
||||
p->elem.zlayers[i]->setVisible(value);
|
||||
}
|
||||
|
||||
void Tilemap::setOX(int value)
|
||||
|
|
Loading…
Reference in New Issue