Optimize wall/fog rendering
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@@ -5,39 +5,35 @@ extends Node2D
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## that is not part of any room. Future: drive visibility from map state.
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const TILE_SIZE := 100.0
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## Fog tile region in aux_terrain.BMP
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const FOG_RECT := Rect2(53, 53, 100, 100)
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@export var atlas_texture: Texture2D
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var _fog_tiles: PackedVector2Array = []
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func draw_fog_for_layout(map_layout: MapLayout) -> void:
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_clear()
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_fog_tiles.clear()
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if not map_layout or not atlas_texture:
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queue_redraw()
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return
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for y in map_layout.size.y:
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for x in map_layout.size.x:
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var tile := Vector2i(x, y)
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if map_layout.is_tile_valid(tile):
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continue
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_create_fog_sprite(Vector2(tile) * TILE_SIZE)
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_fog_tiles.append(Vector2(tile) * TILE_SIZE)
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queue_redraw()
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func _clear() -> void:
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for child in get_children():
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child.queue_free()
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func _create_fog_sprite(pos: Vector2) -> void:
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var atlas := AtlasTexture.new()
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atlas.atlas = atlas_texture
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atlas.region = FOG_RECT
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var sprite := Sprite2D.new()
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sprite.texture = atlas
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sprite.centered = false
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sprite.position = pos
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sprite.scale = Vector2(
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TILE_SIZE / FOG_RECT.size.x,
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TILE_SIZE / FOG_RECT.size.y,
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)
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add_child(sprite)
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func _draw() -> void:
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if not atlas_texture:
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return
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var dest_size := Vector2(TILE_SIZE, TILE_SIZE)
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for pos in _fog_tiles:
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draw_texture_rect_region(
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atlas_texture,
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Rect2(pos, dest_size),
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FOG_RECT,
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)
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