TilemapVX: Use SimpleShader for unanimated ground layers
Also remove some useless member variables.
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					 1 changed files with 24 additions and 13 deletions
				
			
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					@ -69,8 +69,6 @@ struct TilemapVXPrivate : public ViewportElement, TileAtlasVX::Reader
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	size_t aboveQuads;
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						size_t aboveQuads;
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	uint16_t frameIdx;
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						uint16_t frameIdx;
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	uint8_t aniIdxA;
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	uint8_t aniIdxC;
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	Vec2 aniOffset;
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						Vec2 aniOffset;
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	bool atlasDirty;
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						bool atlasDirty;
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					@ -110,8 +108,6 @@ struct TilemapVXPrivate : public ViewportElement, TileAtlasVX::Reader
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	      groundQuads(0),
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						      groundQuads(0),
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	      aboveQuads(0),
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						      aboveQuads(0),
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	      frameIdx(0),
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						      frameIdx(0),
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	      aniIdxA(0),
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	      aniIdxC(0),
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	      atlasDirty(true),
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						      atlasDirty(true),
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	      buffersDirty(false),
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						      buffersDirty(false),
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	      mapViewportDirty(false),
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						      mapViewportDirty(false),
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					@ -292,12 +288,27 @@ struct TilemapVXPrivate : public ViewportElement, TileAtlasVX::Reader
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	/* SceneElement */
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						/* SceneElement */
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	void draw()
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						void draw()
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	{
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						{
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		TilemapVXShader &shader = shState->shaders().tilemapVX;
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							ShaderBase *shader;
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		shader.bind();
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		shader.setTexSize(Vec2i(atlas.width, atlas.height));
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							if (bitmaps[BM_A1] != 0)
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		shader.applyViewportProj();
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							{
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		shader.setTranslation(dispPos);
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								/* Animated tileset */
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		shader.setAniOffset(aniOffset);
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								TilemapVXShader &tmShader = shState->shaders().tilemapVX;
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								tmShader.bind();
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								tmShader.setAniOffset(aniOffset);
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								shader = &tmShader;
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							}
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							else
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							{
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								/* Static tileset */
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								shader = &shState->shaders().simple;
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								shader->bind();
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							}
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							shader->setTexSize(Vec2i(atlas.width, atlas.height));
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							shader->applyViewportProj();
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							shader->setTranslation(dispPos);
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		TEX::bind(atlas.tex);
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							TEX::bind(atlas.tex);
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		GLMeta::vaoBind(vao);
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							GLMeta::vaoBind(vao);
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					@ -400,10 +411,10 @@ void TilemapVX::update()
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	const uint8_t aniIndicesC[3*4] =
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						const uint8_t aniIndicesC[3*4] =
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		{ 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2 };
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							{ 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2 };
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	p->aniIdxA = aniIndicesA[p->frameIdx / 30];
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						uint8_t aniIdxA = aniIndicesA[p->frameIdx / 30];
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	p->aniIdxC = aniIndicesC[p->frameIdx / 30];
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						uint8_t aniIdxC = aniIndicesC[p->frameIdx / 30];
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	p->aniOffset = Vec2(p->aniIdxA * 2 * 32, p->aniIdxC * 32);
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						p->aniOffset = Vec2(aniIdxA * 2 * 32, aniIdxC * 32);
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}
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					}
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TilemapVX::BitmapArray &TilemapVX::getBitmapArray() const
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					TilemapVX::BitmapArray &TilemapVX::getBitmapArray() const
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