#include #include #include "tiledfile.h" #define SCREEN_W 1280 #define SCREEN_H 720 int main() { InitWindow(SCREEN_W, SCREEN_H, "tiled"); Shader shader = LoadShader(0, "tiled.glsl"); int atlasSize[2] = {0, 0}; Texture2D tilemap, atlas; loadTileMap("map.tiles", &tilemap, &atlas, atlasSize); RenderTexture2D target = LoadRenderTexture(SCREEN_W, SCREEN_H); float resolution[2] = {SCREEN_W, SCREEN_H}; float offset[2] = {0, 0}; float zoom = 16.0f; int mapSize[2] = {tilemap.width, tilemap.height}; int resolutionLoc = GetShaderLocation(shader, "resolution"); int locationLoc = GetShaderLocation(shader, "offset"); int zoomLoc = GetShaderLocation(shader, "zoom"); int atlasSizeLoc = GetShaderLocation(shader, "atlasSize"); int mapSizeLoc = GetShaderLocation(shader, "mapSize"); int textureLoc = GetShaderLocation(shader, "texture1"); int tilemapLoc = GetShaderLocation(shader, "texture2"); while (!WindowShouldClose()) { if (IsKeyDown(KEY_UP)) offset[1] += zoom * 0.01f; if (IsKeyDown(KEY_DOWN)) offset[1] -= zoom * 0.01f; if (IsKeyDown(KEY_RIGHT)) offset[0] -= zoom * 0.01f; if (IsKeyDown(KEY_LEFT)) offset[0] += zoom * 0.01f; if (IsKeyDown(KEY_W)) zoom -= zoom * 0.01f; if (IsKeyDown(KEY_S)) zoom += zoom * 0.01f; SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); SetShaderValue(shader, locationLoc, &offset, SHADER_UNIFORM_VEC2); SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT); SetShaderValue(shader, atlasSizeLoc, &atlasSize, SHADER_UNIFORM_IVEC2); SetShaderValue(shader, mapSizeLoc, &tilemap.width, SHADER_UNIFORM_IVEC2); BeginDrawing(); ClearBackground(LIGHTGRAY); BeginTextureMode(target); DrawRectangle(0, 0, SCREEN_W, SCREEN_H, BLACK); EndTextureMode(); BeginShaderMode(shader); SetShaderValueTexture(shader, textureLoc, atlas); SetShaderValueTexture(shader, tilemapLoc, tilemap); // draw the base image to texture0 DrawTexture(target.texture, 0, 0, WHITE); EndShaderMode(); DrawText(TextFormat("FPS: %d", GetFPS()), 12, 12, 24, DARKGRAY); EndDrawing(); } UnloadShader(shader); UnloadRenderTexture(target); UnloadTexture(atlas); CloseWindow(); return 0; }