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#include <raylib.h>
#include <wctype.h>
#define SCREEN_W 1280
#define SCREEN_H 720
#define MAP_W 8
#define MAP_H 4
const int tilemap[MAP_H][MAP_W] = {
{0, 0, 0, 0, 0, 0, 3, 3},
{0, 3, 3, 0, 0, 3, 1, 1},
{3, 1, 1, 3, 3, 1, 2, 2},
{1, 2, 2, 1, 1, 2, 4, 4}
};
const int atlasSize[2] = {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 resolutionLoc = GetShaderLocation(shader, "resolution");
int locationLoc = GetShaderLocation(shader, "offset");
int zoomLoc = GetShaderLocation(shader, "zoom");
int atlasSizeLoc = GetShaderLocation(shader, "atlasSize");
int tilemapLoc[MAP_H][MAP_W]= {};
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;
}
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