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#include <raylib.h>
#include <stdlib.h>
#include <stdio.h>
#include <wctype.h>
#define SCREEN_W 1280
#define SCREEN_H 720
#define MAP_W 16
#define MAP_H 4
const int tilemap[MAP_H * MAP_W] = {
0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0,
0, 3, 3, 0, 0, 3, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0,
3, 1, 1, 3, 3, 1, 2, 2, 2, 1, 3, 3, 3, 0, 0, 3,
1, 2, 2, 1, 1, 2, 4, 4, 4, 2, 1, 1, 1, 3, 3, 1
};
const int atlasSize[2] = {2, 2};
Texture2D processTilemapTexture(const int * tilemap, int width, int height) {
Color *pixels = (Color*) malloc(width * height * sizeof(Color));
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
int tile = tilemap[y*width + x];
pixels[y*width + x] = (Color){
(int) tile, 0, 0, 0
};
}
}
Image checkedIm = {
.data = pixels,
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
};
Texture2D checked = LoadTextureFromImage(checkedIm);
UnloadImage(checkedIm);
return checked;
}
int main() {
InitWindow(SCREEN_W, SCREEN_H, "tiled");
Shader shader = LoadShader(0, "tiled.glsl");
Texture2D processedTilemap = processTilemapTexture(tilemap, MAP_W, MAP_H);
Texture atlas = LoadTexture("tiled.png");
RenderTexture2D target = LoadRenderTexture(SCREEN_W, SCREEN_H);
float resolution[2] = {SCREEN_W, SCREEN_H};
float offset[2] = {0, 0};
float zoom = 16.0f;
int resolutionLoc = GetShaderLocation(shader, "resolution");
int locationLoc = GetShaderLocation(shader, "offset");
int zoomLoc = GetShaderLocation(shader, "zoom");
int atlasSizeLoc = GetShaderLocation(shader, "atlasSize");
int textureLoc = GetShaderLocation(shader, "texture1");
int tilemapLoc = GetShaderLocation(shader, "texture2");
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);
BeginDrawing();
ClearBackground(LIGHTGRAY);
BeginTextureMode(target);
DrawRectangle(0, 0, SCREEN_W, SCREEN_H, BLACK);
EndTextureMode();
BeginShaderMode(shader);
SetShaderValueTexture(shader, textureLoc, atlas);
SetShaderValueTexture(shader, tilemapLoc, processedTilemap);
// draw the base image to texture0
DrawTexture(target.texture, 0, 0, WHITE);
EndShaderMode();
DrawTexture(processedTilemap, 0, 0, WHITE);
DrawText(TextFormat("FPS: %d", GetFPS()), 12, 12, 24, DARKGRAY);
EndDrawing();
}
UnloadShader(shader);
UnloadRenderTexture(target);
UnloadTexture(atlas);
CloseWindow();
return 0;
}
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