summaryrefslogtreecommitdiff
path: root/src/tiled.c
blob: 43afa7bd21a109b5d684835544715b4050a35ff9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
#include <raylib.h>
#include <stdio.h>

#include "tiled.h"

void updateCamera(Vector2 *offset, float *zoom) {
    if (IsKeyDown(KEY_UP)) offset->y += 16.0f / *zoom;
    if (IsKeyDown(KEY_DOWN)) offset->y -=  16.0f/ *zoom;
    if (IsKeyDown(KEY_RIGHT)) offset->x -= 16.0f / *zoom;
    if (IsKeyDown(KEY_LEFT)) offset->x += 16.0f / *zoom;

    if (IsKeyDown(KEY_W)) *zoom += *zoom * 0.01f;
    if (IsKeyDown(KEY_S)) *zoom -= *zoom * 0.01f;
}

void updateTiledCamera(Tiled *tiled) {
    updateCamera(&tiled->offset, &tiled->zoom);
}


void initTiledShader(Tiled *tiled) {
    tiled->shader = LoadShader(0, "tiled.glsl");

    tiled->offsetLoc = GetShaderLocation(tiled->shader, "offset");
    tiled->zoomLoc = GetShaderLocation(tiled->shader, "zoom");

    tiled->atlasSizeLoc = GetShaderLocation(tiled->shader, "atlasSize");
    tiled->mapSizeLoc = GetShaderLocation(tiled->shader, "mapSize");

    tiled->atlasTextureLoc = GetShaderLocation(tiled->shader, "atlasTexture");
    tiled->tilemapTextureLoc = GetShaderLocation(tiled->shader, "tilemapTexture");
}

Vector2 translateTiledPosition(Tiled tiled, Vector2 screenPos) {
    return (Vector2) {
        screenPos.x / tiled.zoom - tiled.offset.x,
        screenPos.y / tiled.zoom - tiled.offset.y
    };
}

Vector2 translateTiledScreenPosition(Tiled tiled, Vector2 tiledPos) {
    return (Vector2) {
        (tiledPos.x + tiled.offset.x) * tiled.zoom,
        (tiledPos.y + tiled.offset.y) * tiled.zoom
    };
}

void redrawTiledMap(Tiled tiled) {
    BeginTextureMode(tiled.tilemapTexture);
    for (int y = 0; y < tiled.tiledMap.height; y++) {
        for (int x = 0; x < tiled.tiledMap.width; x++) {
            int i = (tiled.tiledMap.height - y - 1)*tiled.tiledMap.width + x;
            Color c = (Color){ 
                tiled.tiledMap.tilelayout[i], 
                0, 0, 255 
            };
            DrawPixel(x, y, c);
        }
    }
    EndTextureMode();

}


Tiled initTiled(TiledMap tiledMap) {
    Tiled tiled;
    tiled.tiledMap = tiledMap;

    tiled.offset = (Vector2) {0, 0};
    tiled.zoom = 64;

    tiled.mapSize[0] = tiledMap.width;
    tiled.mapSize[1] = tiledMap.height;
    tiled.targetTexture = LoadRenderTexture(1, 1);
    tiled.tilemapTexture = LoadRenderTexture(tiledMap.width, tiledMap.width);

    tiled.atlasSize[0] = tiledMap.atlasSize[0];
    tiled.atlasSize[1] = tiledMap.atlasSize[1];

    textureFromPixels(&tiled.atlasTexture,
            tiledMap.atlasData,
            tiledMap.atlasSize[0] * tiledMap.tileSize,
            tiledMap.atlasSize[1] * tiledMap.tileSize);


    redrawTiledMap(tiled);
    initTiledShader(&tiled);
    return tiled;
}

void setTiledShaderUniforms(Tiled tiled) {
    SetShaderValue(tiled.shader, tiled.offsetLoc, &tiled.offset, SHADER_UNIFORM_VEC2);
    SetShaderValue(tiled.shader, tiled.zoomLoc, &tiled.zoom, SHADER_UNIFORM_FLOAT);

    SetShaderValue(tiled.shader, tiled.atlasSizeLoc, &tiled.atlasSize, SHADER_UNIFORM_IVEC2);
    SetShaderValue(tiled.shader, tiled.mapSizeLoc, &tiled.mapSize, SHADER_UNIFORM_IVEC2);

    SetShaderValueTexture(tiled.shader, tiled.atlasTextureLoc, tiled.atlasTexture);
    SetShaderValueTexture(tiled.shader, tiled.tilemapTextureLoc, tiled.tilemapTexture.texture);
}

void unloadTiled(Tiled *tiled) {
    UnloadShader(tiled->shader);
    UnloadTexture(tiled->atlasTexture);
    UnloadRenderTexture(tiled->tilemapTexture);
    UnloadRenderTexture(tiled->targetTexture);
}
void drawTiled(Tiled *tiled) {
    //renderTiledMapTexture(tiled->tiledMap, tiled->tilemapTexture);
    BeginShaderMode(tiled->shader);
    setTiledShaderUniforms(*tiled);

    DrawTextureRec(tiled->targetTexture.texture,
            (Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()},
            (Vector2){0, 0},
            WHITE);
    EndShaderMode();
    //DrawTextureRec(tiled->tilemapTexture.texture,
            //(Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()},
            //(Vector2){0, 0},
            //WHITE);
}

int launchTiledView() {
    SetConfigFlags(FLAG_WINDOW_RESIZABLE);
    InitWindow(SCREEN_W, SCREEN_H, "tiled");

    TiledMap tiledMap = loadTiledMap("map.tiles");
    Tiled tiled = initTiled(tiledMap);

    while (!WindowShouldClose()) {
        updateTiledCamera(&tiled);

        BeginDrawing();

        ClearBackground(LIGHTGRAY);

        drawTiled(&tiled);
        DrawFPS(16, 16);

        EndDrawing();
    }

    unloadTiled(&tiled);

    CloseWindow();
    return 0;
}