mirror of
https://github.com/Relintai/sfw.git
synced 2024-11-08 07:52:09 +01:00
Added more classes form other projects.
This commit is contained in:
parent
c33dda3715
commit
e5561e888d
68
color_material.h
Normal file
68
color_material.h
Normal file
@ -0,0 +1,68 @@
|
||||
#ifndef COLOR_MATERIAL_H
|
||||
#define COLOR_MATERIAL_H
|
||||
|
||||
#include "material.h"
|
||||
#include "glm/vec4.hpp"
|
||||
|
||||
#include "camera.h"
|
||||
|
||||
#include "./glm/gtc/type_ptr.hpp"
|
||||
|
||||
class ColorMaterial : public Material {
|
||||
|
||||
public:
|
||||
int get_material_id() {
|
||||
return 2;
|
||||
}
|
||||
|
||||
void bind_uniforms() {
|
||||
glUniformMatrix4fv(projection_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->projection_matrix));
|
||||
glUniformMatrix4fv(model_view_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->model_view_matrix));
|
||||
}
|
||||
|
||||
void setup_uniforms() {
|
||||
projection_matrix_location = get_uniform("u_proj_matrix");
|
||||
model_view_matrix_location = get_uniform("u_model_view_matrix");
|
||||
}
|
||||
|
||||
const GLchar** get_vertex_shader_source() {
|
||||
static const GLchar *vertex_shader_source[] = {
|
||||
"uniform mat4 u_proj_matrix;\n"
|
||||
"uniform mat4 u_model_view_matrix;\n"
|
||||
"\n"
|
||||
"attribute vec4 a_position;\n"
|
||||
"attribute vec4 a_color;\n"
|
||||
"\n"
|
||||
"varying vec4 v_color;\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" v_color = a_color;\n"
|
||||
" gl_Position = u_proj_matrix * u_model_view_matrix * a_position;\n"
|
||||
"}\n"
|
||||
};
|
||||
|
||||
return vertex_shader_source;
|
||||
}
|
||||
|
||||
const GLchar** get_fragment_shader_source() {
|
||||
static const GLchar *fragment_shader_source[] = {
|
||||
"precision mediump float;"
|
||||
"varying vec4 v_color;\n"
|
||||
"\n"
|
||||
"void main() { gl_FragColor = v_color; }\n"
|
||||
};
|
||||
|
||||
return fragment_shader_source;
|
||||
}
|
||||
|
||||
ColorMaterial() {
|
||||
color = glm::vec4(1, 1, 1, 1);
|
||||
}
|
||||
|
||||
GLint projection_matrix_location;
|
||||
GLint model_view_matrix_location;
|
||||
|
||||
glm::vec4 color;
|
||||
};
|
||||
|
||||
#endif
|
36
compile_android.sh
Executable file
36
compile_android.sh
Executable file
@ -0,0 +1,36 @@
|
||||
#ANDROID_HOME be kell legyen állítva
|
||||
#export ANDROID_HOME=<path>
|
||||
|
||||
cd libs/SDL2-2.0.12-src
|
||||
|
||||
rm -Rf build
|
||||
mkdir build
|
||||
|
||||
cd ..
|
||||
cd ..
|
||||
|
||||
./libs/SDL2-2.0.12-src/build-scripts/androidbuild.sh net.tapp.sdl ./main.cpp ./shader.cpp ./material.cpp ./mesh.cpp ./mesh_instance.cpp ./mesh_utils.cpp \
|
||||
./texture.cpp ./camera.cpp ./application.cpp ./scene.cpp ./game_scene.cpp ./object_2d.cpp ./tile_map.cpp ./sprite.cpp
|
||||
|
||||
cp *.h libs/SDL2-2.0.12-src/build/net.tapp.sdl/app/jni/src
|
||||
cp -R glm libs/SDL2-2.0.12-src/build/net.tapp.sdl/app/jni/src
|
||||
|
||||
mkdir libs/SDL2-2.0.12-src/build/net.tapp.sdl/app/src/main/assets
|
||||
cp *.bmp libs/SDL2-2.0.12-src/build/net.tapp.sdl/app/src/main/assets/
|
||||
|
||||
cd libs/SDL2-2.0.12-src/build/net.tapp.sdl
|
||||
|
||||
echo NDK_TOOLCHAIN_VERSION := 4.8 >> app/jni/Application.mk
|
||||
echo APP_STL := c++_shared >> app/jni/Application.mk
|
||||
|
||||
#vagy
|
||||
#./gradlew installDebug
|
||||
|
||||
#vagy
|
||||
./gradlew assembleDebug
|
||||
cd ../../../..
|
||||
cp ./libs/SDL2-2.0.12-src/build/net.tapp.sdl/app/build/outputs/apk/debug/app-debug.apk ./bin/.
|
||||
|
||||
# manual install
|
||||
#cd bin
|
||||
#adb install app-debug.apk
|
7
compile_js.bat
Normal file
7
compile_js.bat
Normal file
@ -0,0 +1,7 @@
|
||||
|
||||
rem source ~/SDKs/emsdk/emsdk_env.sh
|
||||
|
||||
|
||||
em++ main.cpp shader.cpp material.cpp mesh.cpp mesh_instance.cpp mesh_utils.cpp texture.cpp camera.cpp application.cpp scene.cpp game_scene.cpp object_2d.cpp tile_map.cpp sprite.cpp ^
|
||||
--embed-file download.bmp -o bin/game_js.html -s USE_SDL=2
|
||||
|
11
compile_js.sh
Executable file
11
compile_js.sh
Executable file
@ -0,0 +1,11 @@
|
||||
|
||||
#source ~/SDKs/emsdk/emsdk_env.sh
|
||||
|
||||
#saját fodítás
|
||||
#em++ main.cpp libs/SDL2-js/lib/libSDL2.a -o game.html \
|
||||
# -Ilibs/SDL2-js/include \
|
||||
# -Ilibs/SDL2-js/lib
|
||||
|
||||
em++ main.cpp shader.cpp material.cpp mesh.cpp mesh_instance.cpp mesh_utils.cpp texture.cpp camera.cpp application.cpp scene.cpp game_scene.cpp object_2d.cpp tile_map.cpp sprite.cpp \
|
||||
--embed-file download.bmp -o bin/game_js.html -s USE_SDL=2
|
||||
|
@ -4,4 +4,5 @@
|
||||
|
||||
#g++ main.cpp -Wall -o3 -o ./bin/game -Ilibs/SDL2-linux/include -Llibs/SDL2-linux/lib -lSDL2 -lSDL2main
|
||||
|
||||
g++ main.cpp -Wall -o3 -o ./game $(pkg-config --cflags --libs sdl2 glew)
|
||||
g++ main.cpp shader.cpp material.cpp mesh.cpp mesh_instance.cpp mesh_utils.cpp texture.cpp camera.cpp application.cpp scene.cpp game_scene.cpp object_2d.cpp tile_map.cpp sprite.cpp \
|
||||
-g -Wall -o3 -o ./bin/game $(pkg-config --cflags --libs sdl2 glew)
|
6
compile_mingw.bat
Normal file
6
compile_mingw.bat
Normal file
@ -0,0 +1,6 @@
|
||||
rem -g -> debug symbols
|
||||
rem -o[0-3] -> optimization
|
||||
rem -Wall -> all warning
|
||||
|
||||
g++ main.cpp shader.cpp material.cpp mesh.cpp mesh_instance.cpp mesh_utils.cpp texture.cpp camera.cpp application.cpp scene.cpp game_scene.cpp object_2d.cpp tile_map.cpp sprite.cpp ^
|
||||
./libs/glad/src/glad.c -Wall -o3 -o ./bin/game.exe -Ilibs/SDL2-mingw/include -Llibs/SDL2-mingw/lib/x64 -Ilibs/glad/include -lSDL2 -lSDL2main -lOpengl32
|
15
compile_vs.bat
Normal file
15
compile_vs.bat
Normal file
@ -0,0 +1,15 @@
|
||||
@echo off
|
||||
|
||||
if not defined DevEnvDir (
|
||||
call "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" amd64
|
||||
)
|
||||
|
||||
rem debug: /Zi (== -g)
|
||||
|
||||
cl main.cpp shader.cpp material.cpp mesh.cpp mesh_instance.cpp mesh_utils.cpp texture.cpp camera.cpp application.cpp scene.cpp game_scene.cpp object_2d.cpp tile_map.cpp sprite.cpp ^
|
||||
libs\glad\src\glad.c /Febin/game-vc.exe ^
|
||||
/EHsc ^
|
||||
/Ilibs\SDL2-VC\include ^
|
||||
/Ilibs\glad\include ^
|
||||
/link /LIBPATH:libs\SDL2-VC\lib SDL2.lib SDL2main.lib opengl32.lib ^
|
||||
/SUBSYSTEM:CONSOLE
|
214
game_scene.cpp
214
game_scene.cpp
@ -3,139 +3,163 @@
|
||||
#include "application.h"
|
||||
|
||||
void GameScene::event(const SDL_Event &ev) {
|
||||
switch (ev.type) {
|
||||
case SDL_WINDOWEVENT: {
|
||||
switch (ev.window.event) {
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED: {
|
||||
int width = ev.window.data1;
|
||||
int height = ev.window.data2;
|
||||
switch (ev.type) {
|
||||
case SDL_WINDOWEVENT: {
|
||||
switch (ev.window.event) {
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED: {
|
||||
int width = ev.window.data1;
|
||||
int height = ev.window.data2;
|
||||
|
||||
float ar = static_cast<float>(width) / static_cast<float>(height);
|
||||
float ar = static_cast<float>(width) / static_cast<float>(height);
|
||||
|
||||
camera->width = camera->height * ar;
|
||||
camera->width = camera->height * ar;
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
} break;
|
||||
}
|
||||
} break;
|
||||
case SDL_KEYDOWN: {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (ev.key.keysym.scancode == SDL_SCANCODE_A) {
|
||||
left = true;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_W) {
|
||||
up = true;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_S) {
|
||||
down = true;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_D) {
|
||||
right = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SDL_KEYDOWN: {
|
||||
|
||||
if (ev.key.keysym.scancode == SDL_SCANCODE_A) {
|
||||
left = true;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_W) {
|
||||
up = true;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_S) {
|
||||
down = true;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_D) {
|
||||
right = true;
|
||||
}
|
||||
|
||||
} break;
|
||||
case SDL_KEYUP: {
|
||||
break;
|
||||
}
|
||||
case SDL_KEYUP: {
|
||||
|
||||
if (ev.key.keysym.scancode == SDL_SCANCODE_A) {
|
||||
left = false;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_W) {
|
||||
up = false;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_S) {
|
||||
down = false;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_D) {
|
||||
right = false;
|
||||
}
|
||||
if (ev.key.keysym.scancode == SDL_SCANCODE_A) {
|
||||
left = false;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_W) {
|
||||
up = false;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_S) {
|
||||
down = false;
|
||||
} else if (ev.key.keysym.scancode == SDL_SCANCODE_D) {
|
||||
right = false;
|
||||
}
|
||||
|
||||
} break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameScene::update(float delta) {
|
||||
if (up) {
|
||||
sprite->position.y += delta * 3.0;
|
||||
}
|
||||
if (up) {
|
||||
sprite->position.y += delta * 3.0;
|
||||
}
|
||||
|
||||
if (down) {
|
||||
sprite->position.y -= delta * 3.0;
|
||||
}
|
||||
if (down) {
|
||||
sprite->position.y -= delta * 3.0;
|
||||
}
|
||||
|
||||
if (left) {
|
||||
sprite->position.x -= delta * 3.0;
|
||||
}
|
||||
if (left) {
|
||||
sprite->position.x -= delta * 3.0;
|
||||
}
|
||||
|
||||
if (right) {
|
||||
sprite->position.x += delta * 3.0;
|
||||
}
|
||||
if (right) {
|
||||
sprite->position.x += delta * 3.0;
|
||||
}
|
||||
|
||||
if (sprite->position.x < 1.5) {
|
||||
sprite->position.x = 1.5;
|
||||
}
|
||||
if (sprite->position.x < 1.5) {
|
||||
sprite->position.x = 1.5;
|
||||
}
|
||||
|
||||
if (sprite->position.x > 14.5) {
|
||||
sprite->position.x = 14.5;
|
||||
}
|
||||
if (sprite->position.x > 14.5) {
|
||||
sprite->position.x = 14.5;
|
||||
}
|
||||
|
||||
if (sprite->position.y < 1.5) {
|
||||
sprite->position.y = 1.5;
|
||||
}
|
||||
if (sprite->position.y < 1.5) {
|
||||
sprite->position.y = 1.5;
|
||||
}
|
||||
|
||||
if (sprite->position.y > 14.5) {
|
||||
sprite->position.y = 14.5;
|
||||
}
|
||||
if (sprite->position.y > 14.5) {
|
||||
sprite->position.y = 14.5;
|
||||
}
|
||||
}
|
||||
|
||||
void GameScene::render() {
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
camera->bind();
|
||||
camera->bind();
|
||||
|
||||
sprite->render();
|
||||
tile_map->render();
|
||||
|
||||
sprite->render();
|
||||
}
|
||||
|
||||
GameScene::GameScene() {
|
||||
left = false;
|
||||
left = false;
|
||||
right = false;
|
||||
up = false;
|
||||
down = false;
|
||||
|
||||
camera = new OrthographicCamera();
|
||||
camera->width = 16;
|
||||
camera->height = 16;
|
||||
camera->position.x = 8;
|
||||
camera->position.y = 8;
|
||||
//camera->position.z = -2;
|
||||
camera = new OrthographicCamera();
|
||||
camera->width = 16;
|
||||
camera->height = 16;
|
||||
camera->position.x = 8;
|
||||
camera->position.y = 8;
|
||||
//camera->position.z = -2;
|
||||
|
||||
int w;
|
||||
int h;
|
||||
SDL_GetWindowSize(Application::get_singleton()->window, &w, &h);
|
||||
int w;
|
||||
int h;
|
||||
SDL_GetWindowSize(Application::get_singleton()->window, &w, &h);
|
||||
|
||||
float ar = static_cast<float>(w) / static_cast<float>(h);
|
||||
camera->width = camera->height * ar;
|
||||
float ar = static_cast<float>(w) / static_cast<float>(h);
|
||||
camera->width = camera->height * ar;
|
||||
|
||||
texture = new Texture();
|
||||
texture->load_image("download.bmp");
|
||||
texture = new Texture();
|
||||
texture->load_image("download.bmp");
|
||||
//ha a textúrának van alpha csatornája:
|
||||
//texture->load_image("download.bmp", GL_RGBA, GL_RGBA);
|
||||
|
||||
material = new TextureMaterial();
|
||||
material->texture = texture;
|
||||
material = new TextureMaterial();
|
||||
material->texture = texture;
|
||||
|
||||
sprite = new Sprite();
|
||||
sprite->mesh_instance->material = material;
|
||||
sprite->height = 1;
|
||||
sprite->width = 1;
|
||||
sprite->position.x = 8;
|
||||
sprite->position.y = 8;
|
||||
sprite = new Sprite();
|
||||
sprite->mesh_instance->material = material;
|
||||
sprite->position.x = 8;
|
||||
sprite->position.y = 8;
|
||||
sprite->region_x = 7.0 * (1.0 / 16.0);
|
||||
sprite->region_y = 7.0 * (1.0 / 16.0);
|
||||
sprite->region_width = 1.0 / 16.0;
|
||||
sprite->region_height = 1.0 / 16.0;
|
||||
sprite->update_mesh();
|
||||
|
||||
float region_x = 7;
|
||||
float region_y = 7;
|
||||
tile_map = new TileMap();
|
||||
tile_map->material = material;
|
||||
tile_map->atlas_size_x = 16;
|
||||
tile_map->atlas_size_y = 16;
|
||||
|
||||
sprite->region_x = region_x * (1.0 / 16.0);
|
||||
sprite->region_y = region_y * (1.0 / 16.0);
|
||||
sprite->region_width = 1.0 / 16.0;
|
||||
sprite->region_height = 1.0 / 16.0;
|
||||
tile_map->allocate_data();
|
||||
|
||||
sprite->update_mesh();
|
||||
for (int x = 0; x < tile_map->size_x; ++x) {
|
||||
for (int y = 0; y < tile_map->size_y; ++y) {
|
||||
if (x == 0 || y == 0 || x == tile_map->size_x - 1 || y == tile_map->size_y - 1) {
|
||||
tile_map->set_data(x, y, 2);
|
||||
} else {
|
||||
tile_map->set_data(x, y, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tile_map->build_mesh();
|
||||
}
|
||||
|
||||
GameScene::~GameScene() {
|
||||
delete camera;
|
||||
delete sprite;
|
||||
delete material;
|
||||
delete camera;
|
||||
delete texture;
|
||||
delete material;
|
||||
delete tile_map;
|
||||
delete sprite;
|
||||
}
|
||||
|
15
game_scene.h
15
game_scene.h
@ -3,13 +3,12 @@
|
||||
|
||||
#include "scene.h"
|
||||
|
||||
#include "colored_material.h"
|
||||
#include "camera.h"
|
||||
#include "mesh.h"
|
||||
#include "mesh_instance.h"
|
||||
#include "sprite.h"
|
||||
#include "texture_material.h"
|
||||
#include "texture.h"
|
||||
#include "texture_material.h"
|
||||
#include "tile_map.h"
|
||||
#include "sprite.h"
|
||||
|
||||
class GameScene : public Scene {
|
||||
public:
|
||||
@ -25,11 +24,11 @@ public:
|
||||
bool up;
|
||||
bool down;
|
||||
|
||||
OrthographicCamera *camera;
|
||||
Sprite *sprite;
|
||||
Camera *camera;
|
||||
Texture *texture;
|
||||
TextureMaterial *material;
|
||||
TileMap *tile_map;
|
||||
Sprite *sprite;
|
||||
};
|
||||
|
||||
|
||||
#endif // GAME_SCENE_H
|
||||
#endif
|
73
mesh_utils.cpp
Normal file
73
mesh_utils.cpp
Normal file
@ -0,0 +1,73 @@
|
||||
#include "mesh_utils.h"
|
||||
|
||||
void MeshUtils::create_cone(Mesh *mesh) {
|
||||
if (!mesh)
|
||||
return;
|
||||
|
||||
uint32_t vc = mesh->vertices.size();
|
||||
|
||||
//eleje
|
||||
mesh->add_color(1, 0, 0);
|
||||
mesh->add_vertex3(0, 0.5, 0);
|
||||
|
||||
mesh->add_color(1,0,0);
|
||||
mesh->add_vertex3(-0.5, -0.5, 0.5);
|
||||
|
||||
mesh->add_color(1, 0, 0);
|
||||
mesh->add_vertex3(0.5, -0.5, 0.5);
|
||||
|
||||
mesh->add_triangle(0 + vc, 1 + vc, 2 + vc);
|
||||
|
||||
//bal
|
||||
mesh->add_color(0, 1, 0);
|
||||
mesh->add_vertex3(0, 0.5, 0);
|
||||
|
||||
mesh->add_color(0, 1, 0);
|
||||
mesh->add_vertex3(-0.5, -0.5, -0.5);
|
||||
|
||||
mesh->add_color(0, 1, 0);
|
||||
mesh->add_vertex3(-0.5, -0.5, 0.5);
|
||||
|
||||
mesh->add_triangle(3 + vc, 4 + vc, 5 + vc);
|
||||
|
||||
//jobb
|
||||
mesh->add_color(0, 0, 1);
|
||||
mesh->add_vertex3(0, 0.5, 0);
|
||||
|
||||
mesh->add_color(0, 0, 1);
|
||||
mesh->add_vertex3(0.5, -0.5, 0.5);
|
||||
|
||||
mesh->add_color(0, 0, 1);
|
||||
mesh->add_vertex3(0.5, -0.5, -0.5);
|
||||
|
||||
mesh->add_triangle(6 + vc, 7 + vc, 8 + vc);
|
||||
|
||||
//hátulja
|
||||
mesh->add_color(1, 1, 0);
|
||||
mesh->add_vertex3(0, 0.5, 0);
|
||||
|
||||
mesh->add_color(1, 1, 0);
|
||||
mesh->add_vertex3(0.5, -0.5, -0.5);
|
||||
|
||||
mesh->add_color(1, 1, 0);
|
||||
mesh->add_vertex3(-0.5, -0.5, -0.5);
|
||||
|
||||
mesh->add_triangle(9 + vc, 10 + vc, 11 + vc);
|
||||
|
||||
//alja
|
||||
|
||||
mesh->add_color(1, 0, 1);
|
||||
mesh->add_vertex3(-0.5, -0.5, -0.5);
|
||||
|
||||
mesh->add_color(1, 0, 1);
|
||||
mesh->add_vertex3(0.5, -0.5, 0.5);
|
||||
|
||||
mesh->add_color(1, 0, 1);
|
||||
mesh->add_vertex3(-0.5, -0.5, 0.5);
|
||||
|
||||
mesh->add_color(1, 0, 1);
|
||||
mesh->add_vertex3(0.5, -0.5, -0.5);
|
||||
|
||||
mesh->add_triangle(12 + vc, 13 + vc, 14 + vc);
|
||||
mesh->add_triangle(13 + vc, 12 + vc, 15 + vc);
|
||||
}
|
11
mesh_utils.h
Normal file
11
mesh_utils.h
Normal file
@ -0,0 +1,11 @@
|
||||
#ifndef MESH_UTILS_H
|
||||
#define MESH_UTILS_H
|
||||
|
||||
#include "mesh.h"
|
||||
|
||||
class MeshUtils {
|
||||
public:
|
||||
static void create_cone(Mesh *mesh);
|
||||
};
|
||||
|
||||
#endif
|
138
tile_map.cpp
Normal file
138
tile_map.cpp
Normal file
@ -0,0 +1,138 @@
|
||||
#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;
|
||||
}
|
36
tile_map.h
Normal file
36
tile_map.h
Normal file
@ -0,0 +1,36 @@
|
||||
#ifndef TILE_MAP_H
|
||||
#define TILE_MAP_H
|
||||
|
||||
#include "object_2d.h"
|
||||
|
||||
#include "mesh.h"
|
||||
|
||||
#include "material.h"
|
||||
|
||||
class TileMap : public Object2D {
|
||||
public:
|
||||
|
||||
void build_mesh();
|
||||
void allocate_data();
|
||||
void 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);
|
||||
|
||||
uint8_t get_data(const int x, const int y) const;
|
||||
void set_data(const int x, const int y, const uint8_t value);
|
||||
|
||||
void render();
|
||||
|
||||
TileMap();
|
||||
~TileMap();
|
||||
|
||||
uint8_t *data;
|
||||
int size_x;
|
||||
int size_y;
|
||||
|
||||
int atlas_size_x;
|
||||
int atlas_size_y;
|
||||
|
||||
Mesh *mesh;
|
||||
Material *material;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user