diff options
-rw-r--r-- | tiled.c | 58 | ||||
-rw-r--r-- | tiled.glsl | 5 | ||||
-rw-r--r-- | tiled.png (renamed from tiles.png) | bin | 875 -> 875 bytes |
3 files changed, 42 insertions, 21 deletions
@@ -1,4 +1,6 @@ #include <raylib.h> +#include <stdlib.h> +#include <stdio.h> #include <wctype.h> #define SCREEN_W 1280 @@ -7,40 +9,61 @@ #define MAP_W 16 #define MAP_H 4 -const int tilemap[MAP_H][MAP_W] = { - {0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0,}, - {0, 3, 3, 0, 0, 3, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0,}, - {3, 1, 1, 3, 3, 1, 2, 2, 2, 1, 3, 3, 3, 0, 0, 3,}, - {1, 2, 2, 1, 1, 2, 4, 4, 4, 2, 1, 1, 1, 3, 3, 1,} +const int tilemap[MAP_H * MAP_W] = { + 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, + 0, 3, 3, 0, 0, 3, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0, + 3, 1, 1, 3, 3, 1, 2, 2, 2, 1, 3, 3, 3, 0, 0, 3, + 1, 2, 2, 1, 1, 2, 4, 4, 4, 2, 1, 1, 1, 3, 3, 1 }; const int atlasSize[2] = {2, 2}; +Texture2D processTilemapTexture(const int * tilemap, int width, int height) { + Color *pixels = (Color*) malloc(width * height * sizeof(Color)); + + for (int y = 0; y < height; y++) { + for (int x = 0; x < width; x++) { + int tile = tilemap[y*width + x]; + pixels[y*width + x] = (Color){ + (int) tile, 0, 0, 0 + }; + } + } + + Image checkedIm = { + .data = pixels, + .width = width, + .height = height, + .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, + .mipmaps = 1 + }; + + Texture2D checked = LoadTextureFromImage(checkedIm); + UnloadImage(checkedIm); + + return checked; +} + int main() { InitWindow(SCREEN_W, SCREEN_H, "tiled"); Shader shader = LoadShader(0, "tiled.glsl"); + Texture2D processedTilemap = processTilemapTexture(tilemap, MAP_W, MAP_H); + Texture atlas = LoadTexture("tiled.png"); RenderTexture2D target = LoadRenderTexture(SCREEN_W, SCREEN_H); float resolution[2] = {SCREEN_W, SCREEN_H}; float offset[2] = {0, 0}; float zoom = 16.0f; - Texture atlas = LoadTexture("tiles.png"); + int resolutionLoc = GetShaderLocation(shader, "resolution"); int locationLoc = GetShaderLocation(shader, "offset"); int zoomLoc = GetShaderLocation(shader, "zoom"); int atlasSizeLoc = GetShaderLocation(shader, "atlasSize"); - int tilemapLoc[MAP_H][MAP_W] = {}; - for (int x = 0; x < MAP_W; x++) { - for (int y = 0; y < MAP_H; y++) { - tilemapLoc[y][x] = - GetShaderLocation(shader, TextFormat("tilemap[%d][%d]", y, x)); - } - } - int textureLoc = GetShaderLocation(shader, "texture1"); + int tilemapLoc = GetShaderLocation(shader, "texture2"); while (!WindowShouldClose()) { if (IsKeyDown(KEY_UP)) offset[1] += zoom * 0.01f; @@ -55,11 +78,6 @@ int main() { SetShaderValue(shader, locationLoc, &offset, SHADER_UNIFORM_VEC2); SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, atlasSizeLoc, &atlasSize, SHADER_UNIFORM_IVEC2); - for (int x = 0; x < MAP_W; x++) { - for (int y = 0; y < MAP_H; y++) { - SetShaderValue(shader, tilemapLoc[y][x], &tilemap[y][x], SHADER_UNIFORM_INT); - } - } BeginDrawing(); @@ -71,10 +89,12 @@ int main() { BeginShaderMode(shader); SetShaderValueTexture(shader, textureLoc, atlas); + SetShaderValueTexture(shader, tilemapLoc, processedTilemap); // draw the base image to texture0 DrawTexture(target.texture, 0, 0, WHITE); EndShaderMode(); + DrawTexture(processedTilemap, 0, 0, WHITE); DrawText(TextFormat("FPS: %d", GetFPS()), 12, 12, 24, DARKGRAY); @@ -10,12 +10,12 @@ in vec4 fragColor; uniform sampler2D texture0; uniform sampler2D texture1; +uniform sampler2D texture2; uniform vec2 resolution; uniform vec2 offset; uniform float zoom; uniform ivec2 atlasSize; -uniform int tilemap[MAP_H][MAP_W]; out vec4 finalColor; @@ -65,6 +65,7 @@ void main() { finalColor = none; } else { vec2 position = mod(uv, 1); - finalColor = tile(position, tilemap[tilemapPos.y][tilemapPos.x]); + int tileIndex = int(256*texelFetch(texture2, tilemapPos, 0).r); + finalColor = tile(position, tileIndex); } } Binary files differ |