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StrafeOverdead/core/src/com/strafergame/graphics/OrthogonalTiledMapRendererBleeding.java
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package com.strafergame.graphics; | ||
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import com.badlogic.gdx.graphics.Color; | ||
import com.badlogic.gdx.graphics.g2d.TextureRegion; | ||
import com.badlogic.gdx.maps.tiled.TiledMap; | ||
import com.badlogic.gdx.maps.tiled.TiledMapTile; | ||
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer; | ||
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer; | ||
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import static com.badlogic.gdx.graphics.g2d.Batch.*; | ||
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// https://www.badlogicgames.com/forum/viewtopic.php?t=16368#p74103 | ||
// better solution: render to framebuffer and scale that one? | ||
public class OrthogonalTiledMapRendererBleeding extends OrthogonalTiledMapRenderer { | ||
public OrthogonalTiledMapRendererBleeding(TiledMap map, float unitScale) { | ||
super(map, unitScale); | ||
} | ||
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@Override | ||
public void renderTileLayer(TiledMapTileLayer layer) { | ||
final Color batchColor = batch.getColor(); | ||
final float color = Color.toFloatBits(batchColor.r, batchColor.g, batchColor.b, | ||
batchColor.a * layer.getOpacity()); | ||
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final int layerWidth = layer.getWidth(); | ||
final int layerHeight = layer.getHeight(); | ||
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final float layerTileWidth = layer.getTileWidth() * unitScale; | ||
final float layerTileHeight = layer.getTileHeight() * unitScale; | ||
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final float layerOffsetX = layer.getRenderOffsetX() * unitScale; | ||
// offset in tiled is y down, so we flip it | ||
final float layerOffsetY = -layer.getRenderOffsetY() * unitScale; | ||
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final int col1 = Math.max(0, (int) ((viewBounds.x - layerOffsetX) / layerTileWidth)); | ||
final int col2 = Math.min(layerWidth, | ||
(int) ((viewBounds.x + viewBounds.width + layerTileWidth - layerOffsetX) / layerTileWidth)); | ||
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final int row1 = Math.max(0, (int) ((viewBounds.y - layerOffsetY) / layerTileHeight)); | ||
final int row2 = Math.min(layerHeight, | ||
(int) ((viewBounds.y + viewBounds.height + layerTileHeight - layerOffsetY) / layerTileHeight)); | ||
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float y = row2 * layerTileHeight + layerOffsetY; | ||
float xStart = col1 * layerTileWidth + layerOffsetX; | ||
final float[] vertices = this.vertices; | ||
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for (int row = row2; row >= row1; row--) { | ||
float x = xStart; | ||
for (int col = col1; col < col2; col++) { | ||
final TiledMapTileLayer.Cell cell = layer.getCell(col, row); | ||
if (cell == null) { | ||
x += layerTileWidth; | ||
continue; | ||
} | ||
final TiledMapTile tile = cell.getTile(); | ||
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if (tile != null) { | ||
final boolean flipX = cell.getFlipHorizontally(); | ||
final boolean flipY = cell.getFlipVertically(); | ||
final int rotations = cell.getRotation(); | ||
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TextureRegion region = tile.getTextureRegion(); | ||
fixBleeding(region); | ||
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float x1 = x + tile.getOffsetX() * unitScale; | ||
float y1 = y + tile.getOffsetY() * unitScale; | ||
float x2 = x1 + region.getRegionWidth() * unitScale; | ||
float y2 = y1 + region.getRegionHeight() * unitScale; | ||
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float u1 = region.getU(); | ||
float v1 = region.getV2(); | ||
float u2 = region.getU2(); | ||
float v2 = region.getV(); | ||
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vertices[X1] = x1; | ||
vertices[Y1] = y1; | ||
vertices[C1] = color; | ||
vertices[U1] = u1; | ||
vertices[V1] = v1; | ||
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vertices[X2] = x1; | ||
vertices[Y2] = y2; | ||
vertices[C2] = color; | ||
vertices[U2] = u1; | ||
vertices[V2] = v2; | ||
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vertices[X3] = x2; | ||
vertices[Y3] = y2; | ||
vertices[C3] = color; | ||
vertices[U3] = u2; | ||
vertices[V3] = v2; | ||
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vertices[X4] = x2; | ||
vertices[Y4] = y1; | ||
vertices[C4] = color; | ||
vertices[U4] = u2; | ||
vertices[V4] = v1; | ||
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if (flipX) { | ||
float temp = vertices[U1]; | ||
vertices[U1] = vertices[U3]; | ||
vertices[U3] = temp; | ||
temp = vertices[U2]; | ||
vertices[U2] = vertices[U4]; | ||
vertices[U4] = temp; | ||
} | ||
if (flipY) { | ||
float temp = vertices[V1]; | ||
vertices[V1] = vertices[V3]; | ||
vertices[V3] = temp; | ||
temp = vertices[V2]; | ||
vertices[V2] = vertices[V4]; | ||
vertices[V4] = temp; | ||
} | ||
if (rotations != 0) { | ||
switch (rotations) { | ||
case TiledMapTileLayer.Cell.ROTATE_90: { | ||
float tempV = vertices[V1]; | ||
vertices[V1] = vertices[V2]; | ||
vertices[V2] = vertices[V3]; | ||
vertices[V3] = vertices[V4]; | ||
vertices[V4] = tempV; | ||
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float tempU = vertices[U1]; | ||
vertices[U1] = vertices[U2]; | ||
vertices[U2] = vertices[U3]; | ||
vertices[U3] = vertices[U4]; | ||
vertices[U4] = tempU; | ||
break; | ||
} | ||
case TiledMapTileLayer.Cell.ROTATE_180: { | ||
float tempU = vertices[U1]; | ||
vertices[U1] = vertices[U3]; | ||
vertices[U3] = tempU; | ||
tempU = vertices[U2]; | ||
vertices[U2] = vertices[U4]; | ||
vertices[U4] = tempU; | ||
float tempV = vertices[V1]; | ||
vertices[V1] = vertices[V3]; | ||
vertices[V3] = tempV; | ||
tempV = vertices[V2]; | ||
vertices[V2] = vertices[V4]; | ||
vertices[V4] = tempV; | ||
break; | ||
} | ||
case TiledMapTileLayer.Cell.ROTATE_270: { | ||
float tempV = vertices[V1]; | ||
vertices[V1] = vertices[V4]; | ||
vertices[V4] = vertices[V3]; | ||
vertices[V3] = vertices[V2]; | ||
vertices[V2] = tempV; | ||
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float tempU = vertices[U1]; | ||
vertices[U1] = vertices[U4]; | ||
vertices[U4] = vertices[U3]; | ||
vertices[U3] = vertices[U2]; | ||
vertices[U2] = tempU; | ||
break; | ||
} | ||
} | ||
} | ||
batch.draw(region.getTexture(), vertices, 0, NUM_VERTICES); | ||
} | ||
x += layerTileWidth; | ||
} | ||
y -= layerTileHeight; | ||
} | ||
} | ||
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public static void fixBleeding(TextureRegion region) { | ||
float fix = 0.01f; | ||
float x = region.getRegionX(); | ||
float y = region.getRegionY(); | ||
float width = region.getRegionWidth(); | ||
float height = region.getRegionHeight(); | ||
float invTexWidth = 1f / region.getTexture().getWidth(); | ||
float invTexHeight = 1f / region.getTexture().getHeight(); | ||
region.setRegion((x + fix) * invTexWidth, (y + fix) * invTexHeight, (x + width - fix) * invTexWidth, | ||
(y + height - fix) * invTexHeight); // Trims Region | ||
} | ||
} |
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