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#include <raylib.h>
#include <stdio.h>
#include "tiled.h"
#define SCREEN_W 1280
#define SCREEN_H 720
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 drawOverlay() {
DrawText(TextFormat("FPS: %d", GetFPS()), 12, 12, 24, DARKGRAY);
}
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");
}
void initTiled(Tiled *tiled, TiledMap tiledMap) {
tiled->offset = (Vector2) {0, 0};
tiled->zoom = 64;
tiled->mapSize[0] = tiled->tilemapTexture.width;
tiled->mapSize[1] = tiled->tilemapTexture.height;
tiled->targetTexture = LoadRenderTexture(1, 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);
renderTilemapTexture(&tiled->tilemapTexture, tiledMap);
initTiledShader(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.tilemapTexture.width, SHADER_UNIFORM_IVEC2);
SetShaderValueTexture(tiled.shader, tiled.atlasTextureLoc, tiled.atlasTexture);
SetShaderValueTexture(tiled.shader, tiled.tilemapTextureLoc, tiled.tilemapTexture);
}
void unloadTiled(Tiled *tiled) {
UnloadShader(tiled->shader);
UnloadTexture(tiled->atlasTexture);
UnloadTexture(tiled->tilemapTexture);
UnloadRenderTexture(tiled->targetTexture);
}
void drawTiled(Tiled *tiled) {
updateCamera(&tiled->offset, &tiled->zoom);
BeginShaderMode(tiled->shader);
setTiledShaderUniforms(*tiled);
DrawTextureRec(tiled->targetTexture.texture,
(Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()},
(Vector2){0, 0},
WHITE);
EndShaderMode();
}
int main() {
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(SCREEN_W, SCREEN_H, "tiled");
Tiled tiled;
TiledMap tiledMap = loadTiledMap("map.tiles");
initTiled(&tiled, tiledMap);
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(LIGHTGRAY);
drawTiled(&tiled);
drawOverlay();
EndDrawing();
}
unloadTiled(&tiled);
CloseWindow();
return 0;
}
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