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#include <raylib.h>
#include <stdio.h>
#include "tiled.h"
int alpha =0;
void updateCamera(Tiled * tiled) {
if (IsKeyDown(KEY_UP)) tiled->offset.y += 4.0f / tiled->zoom;
if (IsKeyDown(KEY_DOWN)) tiled->offset.y -= 4.0f / tiled->zoom;
if (IsKeyDown(KEY_RIGHT)) tiled->offset.x -= 4.0f / tiled->zoom;
if (IsKeyDown(KEY_LEFT)) tiled->offset.x += 4.0f / tiled->zoom;
if (IsKeyDown(KEY_W)) tiled->zoom += tiled->zoom * 0.01f;
if (IsKeyDown(KEY_S)) tiled->zoom -= tiled->zoom * 0.01f;
tiled->chunkOffset[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;
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.renderOffset.x + tiled.chunkOffset[0]*tiled.tiledMap.chunkWidth) * tiled.zoom,
(tiledPos.y + tiled.renderOffset.y + tiled.chunkOffset[1]*tiled.tiledMap.chunkHeight) * tiled.zoom
};
}
Tile getOffsetTile(TiledMap * tiledMap, int chunkOffset[2], int x, int y) {
return getChunkedTile(tiledMap,
x - chunkOffset[0]*tiledMap->chunkWidth,
y - chunkOffset[1]*tiledMap->chunkHeight);
}
void redrawTile(Tiled tiled, int x, int y) {
BeginTextureMode(tiled.tilemapTexture);
Tile v = getOffsetTile(&tiled.tiledMap, tiled.chunkOffset, x, y);
DrawPixel(x, tiled.renderArea[1] - y - 1, (Color){ v, 0, 0, 255 });
EndTextureMode();
}
void redrawTiledMap(Tiled tiled) {
BeginTextureMode(tiled.tilemapTexture);
for (int y = 0; y < tiled.renderArea[1]; y++) {
for (int x = 0; x < tiled.renderArea[0]; x++) {
Tile v = getOffsetTile(&tiled.tiledMap, tiled.chunkOffset, x, y);
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;
// TODO renderArea is obsolete, should be visible map size
tiled.renderArea[0] = tiledMap.chunkWidth * RENDER_DISTANCE;
tiled.renderArea[1] = tiledMap.chunkHeight * RENDER_DISTANCE;
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);
}
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