#include #define SCREEN_W 1280 #define SCREEN_H 720 #define MAP_W 4 #define MAP_H 4 const int tilemap[MAP_H][MAP_W] = { {0, 0, 0, 0}, {0, 0, 3, 3}, {3, 3, 1, 1}, {1, 1, 2, 2} }; int main() { InitWindow(SCREEN_W, SCREEN_H, "tiled"); Shader shader = LoadShader(0, "tiled.glsl"); RenderTexture2D target = LoadRenderTexture(SCREEN_W, SCREEN_H); float resolution[2] = {SCREEN_W, SCREEN_H}; float offset[2] = {0, 0}; float zoom = 1.0f; Texture atlas = LoadTexture("tiles.png"); // size of the tile atlas grid in tiles int atlasSize[2] = {2, 2}; int resolutionLoc = GetShaderLocation(shader, "resolution"); int locationLoc = GetShaderLocation(shader, "offset"); int zoomLoc = GetShaderLocation(shader, "zoom"); int atlasSizeLoc = GetShaderLocation(shader, "atlasSize"); int tilemapLoc[MAP_W][MAP_H]= {}; 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"); 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); 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(); ClearBackground(LIGHTGRAY); BeginTextureMode(target); DrawRectangle(0, 0, SCREEN_W, SCREEN_H, BLACK); EndTextureMode(); BeginShaderMode(shader); SetShaderValueTexture(shader, textureLoc, atlas); // draw the base image to texture0 DrawTexture(target.texture, 0, 0, WHITE); EndShaderMode(); EndDrawing(); } UnloadShader(shader); UnloadRenderTexture(target); UnloadTexture(atlas); CloseWindow(); return 0; }