Fast tilemap example.
This commit is contained in:
103
examples/fast_tilemap/main.lua
Normal file
103
examples/fast_tilemap/main.lua
Normal file
@@ -0,0 +1,103 @@
|
||||
--[[
|
||||
We can use mesh to draw tilemap in one draw call.
|
||||
On large maps you could devide the tilemap in sections to cull tiles that are not
|
||||
in view.
|
||||
--]]
|
||||
|
||||
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
|
||||
|
||||
Util = require( "utillib" )
|
||||
Vector2 = require( "vector2" )
|
||||
Vector3 = require( "vector3" )
|
||||
|
||||
QUAD = {
|
||||
VERTICES = {
|
||||
Vector3:new( 0, 0, 0 ), Vector3:new( 0, 1, 0 ), Vector3:new( 1, 1, 0 ),
|
||||
Vector3:new( 0, 0, 0 ), Vector3:new( 1, 1, 0 ), Vector3:new( 1, 0, 0 )
|
||||
},
|
||||
TEXCOORDS = {
|
||||
Vector2:new( 0, 0 ), Vector2:new( 0, 1 ), Vector2:new( 1, 1 ),
|
||||
Vector2:new( 0, 0 ), Vector2:new( 1, 1 ), Vector2:new( 1, 0 )
|
||||
},
|
||||
}
|
||||
|
||||
local res = Vector2:new( 1024, 720 )
|
||||
local winScale = 1
|
||||
local winSize = res:scale( winScale )
|
||||
local monitor = 0
|
||||
|
||||
local tilemap = {
|
||||
texture = nil,
|
||||
texSize = Vector2:new(),
|
||||
mesh = nil,
|
||||
material = nil,
|
||||
tileSize = 32,
|
||||
tilecount = 0,
|
||||
}
|
||||
|
||||
local function setTile( meshData, pos, texcoord )
|
||||
local texelSize = Vector2:new( 1 / tilemap.texSize.x, 1 / tilemap.texSize.y )
|
||||
|
||||
for i, v in ipairs( QUAD.VERTICES ) do
|
||||
table.insert( meshData.vertices, ( pos + v ):scale( tilemap.tileSize ) )
|
||||
table.insert( meshData.texcoords, ( QUAD.TEXCOORDS[i] + texcoord ) * texelSize:scale( tilemap.tileSize ) )
|
||||
table.insert( meshData.colors, RL.WHITE )
|
||||
end
|
||||
|
||||
tilemap.tilecount = tilemap.tilecount + 1
|
||||
end
|
||||
|
||||
local function genTilemap()
|
||||
local meshData = { vertices = {}, texcoords = {}, colors = {} }
|
||||
-- Ground.
|
||||
for x = 0, winSize.x / tilemap.tileSize do
|
||||
for y = 0, winSize.y / tilemap.tileSize do
|
||||
setTile( meshData, Vector2:new( x, y ), Vector2:new( 4, 0 ) )
|
||||
end
|
||||
end
|
||||
-- House. Will be overdrawn to ground but we don't care we are so efficient! (You should though.)
|
||||
for x = 0, 6 do
|
||||
for y = 0, 10 do
|
||||
local tilePos = Vector2:new( x, y ) + Vector2:new( 8, 6 )
|
||||
|
||||
if ( x == 0 or x == 6 or y == 0 or y == 10 ) and y ~= 4 then
|
||||
setTile( meshData, tilePos, Vector2:new( 0, 0 ) )
|
||||
else
|
||||
setTile( meshData, tilePos, Vector2:new( 1, 0 ) )
|
||||
end
|
||||
end
|
||||
end
|
||||
-- Characters. You probably would not do this, but we do it here to get some variation.
|
||||
setTile( meshData, Vector2:new( 4, 3 ), Vector2:new( 3, 0 ) )
|
||||
setTile( meshData, Vector2:new( 8, 4 ), Vector2:new( 3, 1 ) )
|
||||
setTile( meshData, Vector2:new( 10, 8 ), Vector2:new( 1, 1 ) )
|
||||
|
||||
tilemap.mesh = RL.GenMeshCustom( meshData, false )
|
||||
end
|
||||
|
||||
function RL.init()
|
||||
local monitorPos = Vector2:newT( RL.GetMonitorPosition( monitor ) )
|
||||
local monitorSize = Vector2:newT( RL.GetMonitorSize( monitor ) )
|
||||
|
||||
RL.SetWindowTitle( "Fast tilemap" )
|
||||
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
|
||||
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
|
||||
RL.SetWindowSize( winSize )
|
||||
RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
|
||||
|
||||
local path = RL.GetBasePath().."../resources/images/tiles.png"
|
||||
|
||||
tilemap.texture = RL.LoadTexture( path )
|
||||
tilemap.texSize:setT( RL.GetTextureSize( tilemap.texture ) )
|
||||
|
||||
tilemap.material = RL.LoadMaterialDefault()
|
||||
RL.SetMaterialTexture( tilemap.material, RL.MATERIAL_MAP_ALBEDO, tilemap.texture )
|
||||
|
||||
genTilemap()
|
||||
end
|
||||
|
||||
function RL.draw()
|
||||
RL.ClearBackground( RL.BLACK )
|
||||
RL.DrawMesh( tilemap.mesh, tilemap.material, RL.MatrixIdentity() )
|
||||
RL.DrawText( "Tile count: "..tostring( tilemap.tilecount ), { 3, 3 }, 20, RL.GREEN )
|
||||
end
|
||||
Reference in New Issue
Block a user