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https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
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dynamic water
This commit is contained in:
parent
7763b998a6
commit
bdac3bb955
7 changed files with 175 additions and 2 deletions
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@ -192,6 +192,7 @@ set(EMBEDDED_INPUT
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shader/sprite.frag
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shader/worldMachine.frag
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shader/water.frag
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shader/tilemapWater.frag
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shader/plane.frag
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shader/gray.frag
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shader/bitmapBlit.frag
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@ -3,6 +3,7 @@ uniform mat4 projMat;
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uniform vec2 texSizeInv;
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uniform vec2 translation;
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uniform vec2 offset;
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uniform float aniIndex;
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@ -10,6 +11,7 @@ attribute vec2 position;
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attribute vec2 texCoord;
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varying vec2 v_texCoord;
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varying vec2 worldCoord;
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const float atAreaW = 96.0;
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const float atAreaH = 128.0*7.0;
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@ -24,4 +26,5 @@ void main(){
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gl_Position = projMat * vec4(position + translation, 0, 1);
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v_texCoord = tex * texSizeInv;
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worldCoord = position + offset * 32.0;
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}
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117
shader/tilemapWater.frag
Normal file
117
shader/tilemapWater.frag
Normal file
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@ -0,0 +1,117 @@
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uniform sampler2D texture;
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uniform float uTime;
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uniform float aniIndex;
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varying vec2 v_texCoord;
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varying vec2 worldCoord;
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uniform vec2 texSizeInv;
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const float WATER_DISTORTION = 0.75;
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const float atAreaW = 96.0;
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const float atAreaH = 128.0*7.0;
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const float SpriteAreaH = 128.0;
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const float atAniOffset = 32.0*3.0;
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const vec2 AtlasSize = vec2(96.0, 128.0);
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vec4 mod289(vec4 x)
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x)
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{
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec2 fade(vec2 t) {
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return t*t*t*(t*(t*6.0-15.0)+10.0);
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}
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float pnoise(vec2 P)
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{
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
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Pi = mod289(Pi); // To avoid truncation effects in permutation
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vec4 ix = Pi.xzxz;
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vec4 iy = Pi.yyww;
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vec4 fx = Pf.xzxz;
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vec4 fy = Pf.yyww;
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vec4 i = permute(permute(ix) + iy);
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vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
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vec4 gy = abs(gx) - 0.5 ;
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vec4 tx = floor(gx + 0.5);
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gx = gx - tx;
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vec2 g00 = vec2(gx.x,gy.x);
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vec2 g10 = vec2(gx.y,gy.y);
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vec2 g01 = vec2(gx.z,gy.z);
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vec2 g11 = vec2(gx.w,gy.w);
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vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
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g00 *= norm.x;
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g01 *= norm.y;
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g10 *= norm.z;
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g11 *= norm.w;
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float n00 = dot(g00, vec2(fx.x, fy.x));
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float n10 = dot(g10, vec2(fx.y, fy.y));
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float n01 = dot(g01, vec2(fx.z, fy.z));
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float n11 = dot(g11, vec2(fx.w, fy.w));
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vec2 fade_xy = fade(Pf.xy);
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
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float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
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return 2.3 * n_xy;
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}
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void main(){
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vec4 textureColor = texture2D(texture, v_texCoord);
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vec2 paletteUv = floor(v_texCoord / texSizeInv / AtlasSize) * AtlasSize;
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vec4 waterColor1 = texture2D(texture, (vec2(33.0, 1.0) + paletteUv) * texSizeInv) / 2.0;
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vec4 waterColor2 = texture2D(texture, (vec2(35.0, 1.0) + paletteUv) * texSizeInv) / 2.0;
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vec4 waterColor3 = texture2D(texture, (vec2(37.0, 1.0) + paletteUv) * texSizeInv) / 2.0;
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vec4 waterColorCheck = texture2D(texture, (vec2(33.0, 31.0) + paletteUv) * texSizeInv);
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vec2 uv = worldCoord / 16.0 * vec2(1.0, 4.0);
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uv = floor(uv * vec2(8.0, 2.0)) / vec2(8.0, 2.0);
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float noise = (pnoise(uv) + 1.0) / 2.0;
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float offsetTime = uTime + 100.0;
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vec2 uv1 = uv - vec2(offsetTime, offsetTime * 0.5 + 0.5) * 0.56;
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float noise1 = (pnoise(uv1 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise) + 1.0) / 2.0;
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float p = pow(noise1 + 0.2, 10.0);
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vec2 uv2 = uv - vec2(offsetTime - 1.5, -offsetTime * 0.5) * 0.24;
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float noise2 = (pnoise(uv2 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise) + 1.0) / 2.0;
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float p2 = pow(noise2 + 0.2, 10.0);
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vec4 frag = mix(vec4(waterColor1.rgb, 1.0), vec4(waterColor2.rgb, 1.0), noise1) + vec4(vec3(mix(p, 1.0, textureColor.r)) * waterColor3.rgb, 1.0);
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frag += mix(vec4(waterColor1.rgb, 1.0), vec4(waterColor2.rgb, 1.0), noise2) + vec4(vec3(mix(p2, 1.0, textureColor.r)) * waterColor3.rgb, 1.0);
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float isWater = float(
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waterColorCheck == vec4(1, 0, 0, 1)
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&& abs(textureColor.r - textureColor.g) < 0.02
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&& abs(textureColor.g - textureColor.b) < 0.02
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&& textureColor.a > 0.05
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&& waterColor2.a > 0.05
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);
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gl_FragColor = mix(textureColor, frag, isWater);
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}
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@ -32,6 +32,7 @@
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#include "sprite.frag.xxd"
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#include "worldMachine.frag.xxd"
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#include "water.frag.xxd"
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#include "tilemapWater.frag.xxd"
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#include "hue.frag.xxd"
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#include "trans.frag.xxd"
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#include "transSimple.frag.xxd"
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@ -491,6 +492,24 @@ void TilemapShader::setAniIndex(int value){
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}
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TilemapWaterShader::TilemapWaterShader(){
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INIT_SHADER(tilemap, tilemapWater, TilemapWaterShader);
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ShaderBase::init();
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GET_U(aniIndex);
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GET_U(offset);
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}
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void TilemapWaterShader::setAniIndex(int value){
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gl.Uniform1f(u_aniIndex, value);
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}
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void TilemapWaterShader::setOffset(const Vec2i &value){
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gl.Uniform2f(u_offset, value.x, value.y);
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}
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FlashMapShader::FlashMapShader(){
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INIT_SHADER(simpleColor, flashMap, FlashMapShader);
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12
src/shader.h
12
src/shader.h
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@ -191,6 +191,17 @@ public:
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WaterShader();
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};
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class TilemapWaterShader : public ShaderBase{
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public:
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TilemapWaterShader();
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void setAniIndex(int value);
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void setOffset(const Vec2i &value);
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private:
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GLint u_aniIndex, u_offset;
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};
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class PlaneShader : public ShaderBase{
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public:
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PlaneShader();
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@ -319,6 +330,7 @@ private:
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X(sprite, SpriteShader, Sprite) \
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X(worldMachine, WMShader, WorldMachine) \
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X(water, WaterShader, Water) \
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X(tilemapWater, TilemapWaterShader, TilemapWater) \
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X(plane, PlaneShader, Plane) \
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X(gray, GrayShader, Gray) \
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X(tilemap, TilemapShader, TileMap) \
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@ -40,6 +40,7 @@
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#include "tilemap-common.h"
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#include <sigc++/connection.h>
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#include <boost/chrono.hpp>
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#include <string.h>
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#include <stdint.h>
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@ -222,6 +223,8 @@ struct ZLayer : public ViewportElement {
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};
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struct TilemapPrivate {
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boost::chrono::high_resolution_clock::time_point startTime = boost::chrono::high_resolution_clock::now();
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Viewport *viewport;
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Bitmap *autotiles[autotileCount];
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@ -726,12 +729,28 @@ struct TilemapPrivate {
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}
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void bindShader(ShaderBase *&shaderVar){
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if (tiles.animated){
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if (tiles.animated){ // it is advisable to check for water in some way ッ
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TilemapWaterShader &tilemapShader = shState->shaders().tilemapWater;
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tilemapShader.bind();
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if (tiles.animated)
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tilemapShader.setAniIndex(tiles.frameIdx);
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tilemapShader.setOffset(viewpPos);
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boost::chrono::high_resolution_clock::time_point currentTime = boost::chrono::high_resolution_clock::now();
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boost::chrono::duration<float> elapsed = currentTime - startTime;
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tilemapShader.setTime(elapsed.count());
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shaderVar = &tilemapShader;
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}/*
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else if(tiles.animated){
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TilemapShader &tilemapShader = shState->shaders().tilemap;
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tilemapShader.bind();
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tilemapShader.setAniIndex(tiles.frameIdx);
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shaderVar = &tilemapShader;
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}
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}*/
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else{
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shaderVar = &shState->shaders().simple;
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shaderVar->bind();
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@ -25,6 +25,7 @@
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#include "disposable.h"
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#include "util.h"
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#include <boost/chrono.hpp>
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class Viewport;
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class Bitmap;
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@ -34,6 +35,7 @@ struct TilemapPrivate;
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class Tilemap : public Disposable{
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public:
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class Autotiles{
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public:
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void set(int i, Bitmap *bitmap);
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