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
149
150
151
152
153
154
155
|
#include <raylib.h>
#include <stdio.h>
#include "tiled.h"
int alpha =0;
void updateCamera(Tiled * tiled) {
if (IsKeyDown(KEY_UP)) tiled->offset.y += 16.0f / tiled->zoom;
if (IsKeyDown(KEY_DOWN)) tiled->offset.y -= 16.0f / tiled->zoom;
if (IsKeyDown(KEY_RIGHT)) tiled->offset.x -= 16.0f / tiled->zoom;
if (IsKeyDown(KEY_LEFT)) tiled->offset.x += 16.0f / tiled->zoom;
if (IsKeyDown(KEY_W)) tiled->zoom += tiled->zoom * 0.01f;
if (IsKeyDown(KEY_S)) tiled->zoom -= tiled->zoom * 0.01f;
tiled->chunkOffset[2] = tiled->chunkOffset[0];
tiled->chunkOffset[3] = tiled->chunkOffset[1];
tiled->chunkOffset[0] = tiled->offset.x / tiled->tiledMap.chunkWidth;
tiled->chunkOffset[1] = tiled->offset.y / tiled->tiledMap.chunkHeight;
tiled->renderOffset.x = tiled->offset.x - tiled->chunkOffset[0]*tiled->tiledMap.chunkWidth;
tiled->renderOffset.y = tiled->offset.y - tiled->chunkOffset[1]*tiled->tiledMap.chunkHeight;
// TODO unload chunks when they are no longer visible
if (tiled->chunkOffset[0] != tiled->chunkOffset[2]
|| tiled->chunkOffset[1] != tiled->chunkOffset[3])
redrawTiledMap(*tiled);
}
void updateTiledCamera(Tiled *tiled) {
updateCamera(tiled);
alpha++;
}
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->renderAreaLoc = GetShaderLocation(tiled->shader, "renderArea");
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 redrawTile(Tiled tiled, int x, int y) {
int areaX = x + tiled.chunkOffset[0]*tiled.tiledMap.chunkWidth;
int areaY = tiled.renderArea[1] - y - tiled.chunkOffset[1]*tiled.tiledMap.chunkHeight - 1;
Tile v = getChunkedTile(&tiled.tiledMap, x, y);
BeginTextureMode(tiled.tilemapTexture);
DrawPixel(areaX, areaY, (Color){ v, 0, 0, 255 });
EndTextureMode();
}
void redrawTiledMap(Tiled tiled) {
// TODO since we have to do this every time a chunk is loaded, maybe there is a better way
int realX, realY;
Tile v;
BeginTextureMode(tiled.tilemapTexture);
for (int y = 0; y < tiled.renderArea[1]; y++) {
for (int x = 0; x < tiled.renderArea[0]; x++) {
realX = x - tiled.chunkOffset[0]*tiled.tiledMap.chunkWidth;
realY = y - tiled.chunkOffset[1]*tiled.tiledMap.chunkHeight;
v = getChunkedTile(&tiled.tiledMap, realX, realY);
DrawPixel(x, tiled.renderArea[1] - y - 1, (Color){ v, 0, 0, 255 });
}
}
EndTextureMode();
}
Tiled initTiled(TiledMap tiledMap) {
Tiled tiled;
tiled.tiledMap = tiledMap;
tiled.offset = (Vector2) {0, 0};
tiled.zoom = 64;
tiled.renderArea[0] = tiledMap.chunkWidth * RENDER_DISTANCE;
tiled.renderArea[1] = tiledMap.chunkHeight * RENDER_DISTANCE;
printf("Render area %dx%d\n", tiled.renderArea[0], tiled.renderArea[1]);
tiled.targetTexture = LoadRenderTexture(1, 1);
tiled.tilemapTexture = LoadRenderTexture(tiled.renderArea[0], tiled.renderArea[1]);
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.renderOffset, 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.renderAreaLoc, &tiled.renderArea, 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);
}
|