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https://github.com/Relintai/sfw.git
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Added more classes form other projects.
This commit is contained in:
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c33dda3715
commit
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68
color_material.h
Normal file
68
color_material.h
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@ -0,0 +1,68 @@
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#ifndef COLOR_MATERIAL_H
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#define COLOR_MATERIAL_H
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#include "material.h"
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#include "glm/vec4.hpp"
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#include "camera.h"
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#include "./glm/gtc/type_ptr.hpp"
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class ColorMaterial : public Material {
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public:
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int get_material_id() {
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return 2;
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}
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void bind_uniforms() {
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glUniformMatrix4fv(projection_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->projection_matrix));
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glUniformMatrix4fv(model_view_matrix_location, 1, GL_FALSE, glm::value_ptr(Camera::current_camera->model_view_matrix));
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}
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void setup_uniforms() {
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projection_matrix_location = get_uniform("u_proj_matrix");
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model_view_matrix_location = get_uniform("u_model_view_matrix");
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}
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const GLchar** get_vertex_shader_source() {
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static const GLchar *vertex_shader_source[] = {
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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"attribute vec4 a_position;\n"
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"attribute vec4 a_color;\n"
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"\n"
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"varying vec4 v_color;\n"
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"\n"
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"void main() {\n"
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" v_color = a_color;\n"
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" gl_Position = u_proj_matrix * u_model_view_matrix * a_position;\n"
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"}\n"
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};
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return vertex_shader_source;
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}
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const GLchar** get_fragment_shader_source() {
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static const GLchar *fragment_shader_source[] = {
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"precision mediump float;"
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"varying vec4 v_color;\n"
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"\n"
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"void main() { gl_FragColor = v_color; }\n"
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};
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return fragment_shader_source;
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}
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ColorMaterial() {
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color = glm::vec4(1, 1, 1, 1);
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}
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GLint projection_matrix_location;
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GLint model_view_matrix_location;
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glm::vec4 color;
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};
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#endif
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36
compile_android.sh
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36
compile_android.sh
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@ -0,0 +1,36 @@
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#ANDROID_HOME be kell legyen állítva
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#export ANDROID_HOME=<path>
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cd libs/SDL2-2.0.12-src
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rm -Rf build
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mkdir build
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cd ..
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cd ..
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./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 \
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./texture.cpp ./camera.cpp ./application.cpp ./scene.cpp ./game_scene.cpp ./object_2d.cpp ./tile_map.cpp ./sprite.cpp
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cp *.h libs/SDL2-2.0.12-src/build/net.tapp.sdl/app/jni/src
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cp -R glm libs/SDL2-2.0.12-src/build/net.tapp.sdl/app/jni/src
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mkdir libs/SDL2-2.0.12-src/build/net.tapp.sdl/app/src/main/assets
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cp *.bmp libs/SDL2-2.0.12-src/build/net.tapp.sdl/app/src/main/assets/
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cd libs/SDL2-2.0.12-src/build/net.tapp.sdl
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echo NDK_TOOLCHAIN_VERSION := 4.8 >> app/jni/Application.mk
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echo APP_STL := c++_shared >> app/jni/Application.mk
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#vagy
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#./gradlew installDebug
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#vagy
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./gradlew assembleDebug
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cd ../../../..
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cp ./libs/SDL2-2.0.12-src/build/net.tapp.sdl/app/build/outputs/apk/debug/app-debug.apk ./bin/.
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# manual install
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#cd bin
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#adb install app-debug.apk
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7
compile_js.bat
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7
compile_js.bat
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rem source ~/SDKs/emsdk/emsdk_env.sh
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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 ^
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--embed-file download.bmp -o bin/game_js.html -s USE_SDL=2
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11
compile_js.sh
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11
compile_js.sh
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#source ~/SDKs/emsdk/emsdk_env.sh
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#saját fodítás
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#em++ main.cpp libs/SDL2-js/lib/libSDL2.a -o game.html \
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# -Ilibs/SDL2-js/include \
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# -Ilibs/SDL2-js/lib
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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 \
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--embed-file download.bmp -o bin/game_js.html -s USE_SDL=2
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@ -4,4 +4,5 @@
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#g++ main.cpp -Wall -o3 -o ./bin/game -Ilibs/SDL2-linux/include -Llibs/SDL2-linux/lib -lSDL2 -lSDL2main
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g++ main.cpp -Wall -o3 -o ./game $(pkg-config --cflags --libs sdl2 glew)
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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 \
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-g -Wall -o3 -o ./bin/game $(pkg-config --cflags --libs sdl2 glew)
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6
compile_mingw.bat
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6
compile_mingw.bat
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rem -g -> debug symbols
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rem -o[0-3] -> optimization
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rem -Wall -> all warning
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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 ^
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./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
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15
compile_vs.bat
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15
compile_vs.bat
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@echo off
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if not defined DevEnvDir (
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call "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" amd64
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)
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rem debug: /Zi (== -g)
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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 ^
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libs\glad\src\glad.c /Febin/game-vc.exe ^
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/EHsc ^
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/Ilibs\SDL2-VC\include ^
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/Ilibs\glad\include ^
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/link /LIBPATH:libs\SDL2-VC\lib SDL2.lib SDL2main.lib opengl32.lib ^
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/SUBSYSTEM:CONSOLE
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@ -16,9 +16,12 @@ void GameScene::event(const SDL_Event &ev) {
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glViewport(0, 0, width, height);
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} break;
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break;
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}
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}
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break;
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}
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} break;
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case SDL_KEYDOWN: {
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if (ev.key.keysym.scancode == SDL_SCANCODE_A) {
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@ -31,8 +34,8 @@ void GameScene::event(const SDL_Event &ev) {
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right = true;
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}
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} break;
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break;
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}
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case SDL_KEYUP: {
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if (ev.key.keysym.scancode == SDL_SCANCODE_A) {
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@ -45,9 +48,11 @@ void GameScene::event(const SDL_Event &ev) {
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right = false;
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}
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} break;
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break;
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}
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}
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}
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void GameScene::update(float delta) {
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if (up) {
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sprite->position.y += delta * 3.0;
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@ -81,12 +86,15 @@ void GameScene::update(float delta) {
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sprite->position.y = 14.5;
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}
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}
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void GameScene::render() {
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glClearColor(0, 0, 0, 1);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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camera->bind();
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tile_map->render();
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sprite->render();
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}
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@ -112,30 +120,46 @@ GameScene::GameScene() {
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texture = new Texture();
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texture->load_image("download.bmp");
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//ha a textúrának van alpha csatornája:
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//texture->load_image("download.bmp", GL_RGBA, GL_RGBA);
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material = new TextureMaterial();
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material->texture = texture;
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sprite = new Sprite();
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sprite->mesh_instance->material = material;
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sprite->height = 1;
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sprite->width = 1;
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sprite->position.x = 8;
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sprite->position.y = 8;
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float region_x = 7;
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float region_y = 7;
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sprite->region_x = region_x * (1.0 / 16.0);
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sprite->region_y = region_y * (1.0 / 16.0);
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sprite->region_x = 7.0 * (1.0 / 16.0);
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sprite->region_y = 7.0 * (1.0 / 16.0);
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sprite->region_width = 1.0 / 16.0;
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sprite->region_height = 1.0 / 16.0;
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sprite->update_mesh();
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tile_map = new TileMap();
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tile_map->material = material;
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tile_map->atlas_size_x = 16;
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tile_map->atlas_size_y = 16;
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tile_map->allocate_data();
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for (int x = 0; x < tile_map->size_x; ++x) {
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for (int y = 0; y < tile_map->size_y; ++y) {
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if (x == 0 || y == 0 || x == tile_map->size_x - 1 || y == tile_map->size_y - 1) {
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tile_map->set_data(x, y, 2);
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} else {
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tile_map->set_data(x, y, 1);
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}
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}
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}
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tile_map->build_mesh();
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}
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GameScene::~GameScene() {
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delete camera;
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delete sprite;
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delete texture;
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delete material;
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delete tile_map;
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delete sprite;
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}
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15
game_scene.h
15
game_scene.h
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#include "scene.h"
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#include "colored_material.h"
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#include "camera.h"
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#include "mesh.h"
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#include "mesh_instance.h"
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#include "sprite.h"
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#include "texture_material.h"
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#include "texture.h"
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#include "texture_material.h"
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#include "tile_map.h"
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#include "sprite.h"
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class GameScene : public Scene {
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public:
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@ -25,11 +24,11 @@ public:
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bool up;
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bool down;
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OrthographicCamera *camera;
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Sprite *sprite;
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Camera *camera;
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Texture *texture;
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TextureMaterial *material;
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TileMap *tile_map;
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Sprite *sprite;
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};
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#endif // GAME_SCENE_H
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#endif
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73
mesh_utils.cpp
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73
mesh_utils.cpp
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#include "mesh_utils.h"
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void MeshUtils::create_cone(Mesh *mesh) {
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if (!mesh)
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return;
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uint32_t vc = mesh->vertices.size();
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//eleje
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mesh->add_color(1, 0, 0);
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mesh->add_vertex3(0, 0.5, 0);
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mesh->add_color(1,0,0);
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mesh->add_vertex3(-0.5, -0.5, 0.5);
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mesh->add_color(1, 0, 0);
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mesh->add_vertex3(0.5, -0.5, 0.5);
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mesh->add_triangle(0 + vc, 1 + vc, 2 + vc);
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//bal
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mesh->add_color(0, 1, 0);
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mesh->add_vertex3(0, 0.5, 0);
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mesh->add_color(0, 1, 0);
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mesh->add_vertex3(-0.5, -0.5, -0.5);
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mesh->add_color(0, 1, 0);
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mesh->add_vertex3(-0.5, -0.5, 0.5);
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mesh->add_triangle(3 + vc, 4 + vc, 5 + vc);
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//jobb
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mesh->add_color(0, 0, 1);
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mesh->add_vertex3(0, 0.5, 0);
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mesh->add_color(0, 0, 1);
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mesh->add_vertex3(0.5, -0.5, 0.5);
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mesh->add_color(0, 0, 1);
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mesh->add_vertex3(0.5, -0.5, -0.5);
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mesh->add_triangle(6 + vc, 7 + vc, 8 + vc);
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//hátulja
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mesh->add_color(1, 1, 0);
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mesh->add_vertex3(0, 0.5, 0);
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mesh->add_color(1, 1, 0);
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mesh->add_vertex3(0.5, -0.5, -0.5);
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mesh->add_color(1, 1, 0);
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mesh->add_vertex3(-0.5, -0.5, -0.5);
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mesh->add_triangle(9 + vc, 10 + vc, 11 + vc);
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//alja
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mesh->add_color(1, 0, 1);
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mesh->add_vertex3(-0.5, -0.5, -0.5);
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mesh->add_color(1, 0, 1);
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mesh->add_vertex3(0.5, -0.5, 0.5);
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mesh->add_color(1, 0, 1);
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mesh->add_vertex3(-0.5, -0.5, 0.5);
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mesh->add_color(1, 0, 1);
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mesh->add_vertex3(0.5, -0.5, -0.5);
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mesh->add_triangle(12 + vc, 13 + vc, 14 + vc);
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mesh->add_triangle(13 + vc, 12 + vc, 15 + vc);
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}
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11
mesh_utils.h
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11
mesh_utils.h
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#ifndef MESH_UTILS_H
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#define MESH_UTILS_H
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#include "mesh.h"
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class MeshUtils {
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public:
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static void create_cone(Mesh *mesh);
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};
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#endif
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138
tile_map.cpp
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138
tile_map.cpp
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#include "tile_map.h"
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#include "./glm/gtc/matrix_transform.hpp"
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#include "./glm/matrix.hpp"
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#include "./glm/vec3.hpp"
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#include "camera.h"
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void TileMap::build_mesh() {
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if (!mesh) {
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mesh = new Mesh(2);
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} else {
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mesh->clear();
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}
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if (!data) {
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//mesh->upload();
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return;
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}
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float asx = 1.0 / atlas_size_x;
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float asy = 1.0 / atlas_size_y;
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for (int x = 0; x < size_x; ++x) {
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int x_offset = x * size_x;
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for (int y = 0; y < size_y; ++y) {
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uint8_t d = data[x_offset + y];
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if (d == 0)
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continue;
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float px;
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float py;
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switch (d) {
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case 1:
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px = 1;
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py = 0;
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break;
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case 2:
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px = 0;
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py = 1;
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break;
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}
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px /= atlas_size_x;
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py /= atlas_size_y;
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add_rect(x, y, px, py, asx, asy);
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}
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}
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mesh->upload();
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}
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void TileMap::allocate_data() {
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if (size_x <= 0 || size_y <= 0)
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return;
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if (data) {
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delete[] data;
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}
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int size = size_x * size_y;
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data = new uint8_t[size];
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for (int i = 0; i < size; ++i) {
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data[i] = 0;
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}
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}
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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) {
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int vc = static_cast<int>(mesh->vertices.size() / mesh->vertex_dimensions);
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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