rust/lib-hedgewars-engine/src/render/map.rs
author Wuzzy <Wuzzy2@mail.ru>
Fri, 11 Oct 2019 18:59:48 +0200
changeset 15493 b56c04fac6f9
parent 15307 16bd389fc735
child 15782 ff1432e873bd
permissions -rw-r--r--
Fix closing bracket
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use integral_geometry::{GridIndex, Point, Rect, Size};
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use land2d::Land2D;
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use vec2d::Vec2D;
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use super::{
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    camera::Camera,
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    gl::{
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        Buffer, InputElement, InputFormat, InputLayout, PipelineState, Shader, Texture2D,
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        VariableBinding,
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    },
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};
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// TODO: temp
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const VERTEX_SHADER: &'static str = r#"
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#version 150
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in vec2 Position;
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in vec3 Uv;
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out vec3 a_Uv;
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//uniform Common {
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uniform mat4 Projection;
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//};
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void main()
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{
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	a_Uv = Uv;
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	gl_Position = Projection * vec4(Position, 0.0, 1.0);
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}
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"#;
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const PIXEL_SHADER: &'static str = r#"
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#version 150
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in vec3 a_Uv;
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uniform sampler2D Texture;
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out vec4 Target;
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void main()
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{
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	 Target = texture2D(Texture, a_Uv.xy);
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}
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"#;
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pub struct MapTile {
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    // either index into GL texture array or emulated [Texture; N]
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    texture_index: u32,
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    width: u32,
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    height: u32,
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}
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#[repr(C)]
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#[derive(Copy, Clone)]
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pub struct TileVertex {
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    pos: [f32; 2],
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    // doesn't hurt to include another float, just in case..
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    uv: [f32; 3],
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}
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pub struct DrawTile {
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    texture_index: u32,
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    index_len: u32,
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}
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pub struct MapRenderer {
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    tiles: Vec<MapTile>,
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    textures: Vec<Texture2D>,
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    tile_vertex_buffer: Buffer,
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    tile_index_buffer: Buffer,
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    tile_vertices: Vec<TileVertex>,
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    tile_indices: Vec<u16>,
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    tile_draw_calls: Vec<DrawTile>,
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    index_offset: u16,
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    tile_shader: Shader,
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    tile_layout: InputLayout,
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    tile_size: Size,
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    num_tile_x: usize,
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}
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impl MapRenderer {
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    pub fn new(tile_size: Size) -> Self {
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        debug_assert!(tile_size.is_power_of_two());
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        let tile_shader = Shader::new(
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            VERTEX_SHADER,
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            Some(PIXEL_SHADER),
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            &[
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                VariableBinding::Attribute("Position", 0),
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                VariableBinding::Attribute("Uv", 1),
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                VariableBinding::Sampler("Texture", 0),
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            ],
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        )
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        .unwrap();
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        let vertex_size = std::mem::size_of::<TileVertex>() as u32;
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        let tile_layout = InputLayout::new(vec![
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            // position
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            InputElement {
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                shader_slot: 0,
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                buffer_slot: 0,
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                format: InputFormat::Float(gl::FLOAT, false),
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                components: 2,
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                stride: vertex_size,
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                offset: 0,
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            },
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            // uv
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            InputElement {
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                shader_slot: 1,
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                buffer_slot: 0,
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                format: InputFormat::Float(gl::FLOAT, false),
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                components: 3,
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                stride: vertex_size,
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                offset: 8,
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            },
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        ]);
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        MapRenderer {
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            tiles: Vec::new(),
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            textures: Vec::new(),
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            tile_vertex_buffer: Buffer::empty(gl::ARRAY_BUFFER, gl::DYNAMIC_DRAW),
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            tile_index_buffer: Buffer::empty(gl::ELEMENT_ARRAY_BUFFER, gl::DYNAMIC_DRAW),
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            tile_vertices: Vec::new(),
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            tile_indices: Vec::new(),
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            index_offset: 0,
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            tile_draw_calls: Vec::new(),
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            tile_shader,
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            tile_layout,
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            tile_size,
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            num_tile_x: 0,
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        }
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    }
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    pub fn init(&mut self, land: &Vec2D<u32>) {
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        // clear tiles, but keep our textures for potential re-use
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        self.tiles.clear();
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        let tw = self.tile_size.width;
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        let th = self.tile_size.height;
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        let lw = land.width();
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        let lh = land.height();
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        let num_tile_x = lw / tw;
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        let num_tile_y = lh / th;
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        self.num_tile_x = num_tile_x;
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        for y in 0..num_tile_y {
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            for x in 0..num_tile_x {
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                let idx = x + y * num_tile_x;
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                let (data, stride) = {
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                    let bpp = 4;
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                    let offset = x * tw * bpp + y * th * lw * bpp;
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                    let data = unsafe { &land.as_bytes()[offset..] };
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                    let stride = land.width();
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                    (data, stride as u32)
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                };
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                let texture_index = if idx >= self.textures.len() {
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                    let texture = Texture2D::with_data(
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                        data,
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                        stride,
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                        self.tile_size,
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                        gl::RGBA8,
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                        gl::RGBA,
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                        gl::UNSIGNED_BYTE,
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                        gl::NEAREST,
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                    );
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                    let texture_index = self.textures.len();
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                    self.textures.push(texture);
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                    texture_index
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                } else {
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                    let texture_region = Rect::at_origin(self.tile_size);
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                    self.textures[idx].update(
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                        texture_region,
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                        data,
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                        stride,
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                        gl::RGBA,
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                        gl::UNSIGNED_BYTE,
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                    );
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                    idx
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                };
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                let tile = MapTile {
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                    texture_index: texture_index as u32,
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                    // TODO: are there ever non-power of two textures?
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                    width: self.tile_size.width as u32,
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                    height: self.tile_size.height as u32,
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                };
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                self.tiles.push(tile);
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            }
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        }
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    }
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    pub fn update(&mut self, land: &Land2D<u32>, region: Rect) {}
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    pub fn render(&mut self, camera: &Camera) {
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        let viewport = camera.viewport();
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        self.tile_vertices.clear();
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        self.tile_indices.clear();
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        self.tile_draw_calls.clear();
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        self.index_offset = 0;
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        for (idx, tile) in self.tiles.iter().enumerate() {
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            let tile_x = idx % self.num_tile_x;
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            let tile_y = idx / self.num_tile_x;
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            let tile_w = self.tile_size.width;
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            let tile_h = self.tile_size.width;
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            let origin = Point::new((tile_x * tile_w) as i32, (tile_y * tile_h) as i32);
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            let tile_rect = Rect::from_size(origin, self.tile_size);
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            if viewport.intersects(&tile_rect) {
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                // lazy
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                //dbg!(origin);
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                let tile_x = origin.x as f32;
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                let tile_y = origin.y as f32;
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                let tile_w = tile_x + tile_w as f32;
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                let tile_h = tile_y + tile_h as f32;
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                let uv_depth = tile.texture_index as f32;
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                //dbg!(tile_x);
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                let tl = TileVertex {
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                    pos: [tile_x, tile_y],
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                    uv: [0f32, 0f32, uv_depth],
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                };
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                let bl = TileVertex {
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                    pos: [tile_x, tile_h],
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                    uv: [0f32, 1f32, uv_depth],
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                };
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                let br = TileVertex {
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                    pos: [tile_w, tile_h],
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                    uv: [1f32, 1f32, uv_depth],
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                };
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                let tr = TileVertex {
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                    pos: [tile_w, tile_y],
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                    uv: [1f32, 0f32, uv_depth],
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                };
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                self.tile_vertices.extend(&[tl, bl, br, tr]);
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                let i = self.index_offset;
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                self.tile_indices
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                    .extend(&[i + 0, i + 1, i + 2, i + 2, i + 3, i + 0]);
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                self.index_offset += 4;
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                self.tile_draw_calls.push(DrawTile {
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                    texture_index: tile.texture_index,
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                    index_len: 6,
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                });
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            }
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        }
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        self.tile_vertex_buffer.write_typed(&self.tile_vertices);
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        self.tile_index_buffer.write_typed(&self.tile_indices);
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        let _g = self.tile_layout.bind(
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            &[(0, &self.tile_vertex_buffer)],
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            Some(&self.tile_index_buffer),
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        );
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        let projection = camera.projection();
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        self.tile_shader.bind();
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        self.tile_shader
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            .set_matrix("Projection", projection.as_ptr());
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        let _state = PipelineState::new().with_blend();
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        let mut draw_offset = 0;
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        for draw_call in &self.tile_draw_calls {
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            unsafe {
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                self.tile_shader
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                    .bind_texture_2d(0, &self.textures[draw_call.texture_index as usize]);
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                gl::DrawElements(
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                    gl::TRIANGLES,
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                    draw_call.index_len as i32,
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                    gl::UNSIGNED_SHORT,
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                    draw_offset as *const _,
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                );
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            }
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            draw_offset += draw_call.index_len * 2;
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        }
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    }
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}