rcpp_framework/rendering/opengl/tile_map.cpp

139 lines
2.7 KiB
C++

#include "tile_map.h"
#include "./glm/gtc/matrix_transform.hpp"
#include "./glm/matrix.hpp"
#include "./glm/vec3.hpp"
#include "camera.h"
void TileMap::build_mesh() {
if (!mesh) {
mesh = new Mesh(2);
} else {
mesh->clear();
}
if (!data) {
//mesh->upload();
return;
}
float asx = 1.0 / atlas_size_x;
float asy = 1.0 / atlas_size_y;
for (int x = 0; x < size_x; ++x) {
int x_offset = x * size_x;
for (int y = 0; y < size_y; ++y) {
uint8_t d = data[x_offset + y];
if (d == 0)
continue;
float px;
float py;
switch (d) {
case 1:
px = 1;
py = 0;
break;
case 2:
px = 0;
py = 1;
break;
}
px /= atlas_size_x;
py /= atlas_size_y;
add_rect(x, y, px, py, asx, asy);
}
}
mesh->upload();
}
void TileMap::allocate_data() {
if (size_x <= 0 || size_y <= 0)
return;
if (data) {
delete[] data;
}
int size = size_x * size_y;
data = new uint8_t[size];
for (int i = 0; i < size; ++i) {
data[i] = 0;
}
}
void TileMap::add_rect(const int x, const int y, const float uv_x, const float uv_y, const float uv_size_x, const float uv_size_y) {
int vc = static_cast<int>(mesh->vertices.size() / mesh->vertex_dimensions);
mesh->add_uv(uv_x, uv_y);
mesh->add_vertex2(x, y + 1);
mesh->add_uv(uv_x + uv_size_x, uv_y + uv_size_y);
mesh->add_vertex2(x + 1, y);
mesh->add_uv(uv_x, uv_y + uv_size_y);
mesh->add_vertex2(x, y);
mesh->add_uv(uv_x + uv_size_x, uv_y);
mesh->add_vertex2(x + 1, y + 1);
mesh->add_triangle(vc + 1, vc + 0, vc + 2);
mesh->add_triangle(vc + 0, vc + 1, vc + 3);
}
uint8_t TileMap::get_data(const int x, const int y) const {
//3d-ben: data[(x * size_x * size_x) + (y * size_y) + size_z] etc
return data[x * size_x + y];
}
void TileMap::set_data(const int x, const int y, const uint8_t value) {
data[x * size_x + y] = value;
}
void TileMap::render() {
if (!mesh)
return;
glm::mat4 mat_orig = Camera::current_camera->model_view_matrix;
Camera::current_camera->model_view_matrix = glm::translate(Camera::current_camera->model_view_matrix, glm::vec3(position.x, position.y, 0));
Camera::current_camera->model_view_matrix = glm::rotate(Camera::current_camera->model_view_matrix, rotation, glm::vec3(0, 0, 1));
Camera::current_camera->model_view_matrix = glm::scale(Camera::current_camera->model_view_matrix, glm::vec3(scale.x, scale.y, 0));
if (material)
material->bind();
mesh->render();
Camera::current_camera->model_view_matrix = mat_orig;
}
TileMap::TileMap() : Object2D() {
data = nullptr;
size_x = 16;
size_y = 16;
atlas_size_x = 1;
atlas_size_y = 1;
mesh = nullptr;
material = nullptr;
}
TileMap::~TileMap() {
if (data)
delete[] data;
}