Draw only things within the game rectangle
Testing it out on sandbox for nowscene_man
parent
963ba34164
commit
e6683dfec1
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@ -81,15 +81,37 @@ static void level_scene_render_func(Scene_t* scene)
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_ent;
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Vector2 min = GetScreenToWorld2D((Vector2){data->game_rec.x, data->game_rec.y}, data->cam);
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Vector2 max = GetScreenToWorld2D(
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(Vector2){
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data->game_rec.x + data->game_rec.width,
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data->game_rec.y + data->game_rec.height
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},
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data->cam
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);
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min = Vector2Scale(min, 1.0f/tilemap.tile_size);
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max = Vector2Scale(max, 1.0f/tilemap.tile_size);
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min.x = (int)fmax(0, min.x - 1);
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min.y = (int)fmax(0, min.y - 1);
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max.x = (int)fmin(tilemap.width-1, max.x + 1);
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max.y = (int)fmin(tilemap.height-1, max.y + 1);
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printf("(%d,%d %d,%d\n", (int)min.x, (int)min.y, (int)max.x, (int)max.y);
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BeginTextureMode(data->game_viewport);
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ClearBackground(WHITE);
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BeginMode2D(data->cam);
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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//for (size_t i = 0; i < tilemap.n_tiles; ++i)
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//{
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for (int tile_y = min.y; tile_y <= max.y; tile_y++)
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{
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//for (unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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for (int tile_x = min.x; tile_x <= max.x; tile_x++)
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{
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//int i = get_tile_idx(x, y, &tilemap);
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int i = tile_x + tile_y * tilemap.width;
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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int x = tile_x * TILE_SIZE;
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int y = tile_y * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
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if (!tilemap.tiles[i].moveable)
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@ -169,12 +191,21 @@ static void level_scene_render_func(Scene_t* scene)
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DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
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}
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}
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}
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char buffer[64] = {0};
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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if (
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p_ct->position.x < min.x * tilemap.tile_size
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|| p_ct->position.x + p_bbox->size.x > max.x * tilemap.tile_size
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|| p_ct->position.y < min.y * tilemap.tile_size
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|| p_ct->position.y + p_bbox->size.y > max.y * tilemap.tile_size
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) continue;
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Color colour;
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switch(p_ent->m_tag)
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{
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