Fast tilemap example.

This commit is contained in:
jussi
2025-03-17 21:51:49 +02:00
parent 7d59796907
commit d0bfd1f71d
4 changed files with 185 additions and 82 deletions

View File

@@ -43,6 +43,7 @@ DETAILED CHANGES:
- FIXED: Added rlDisableShader for SetShaderValue* functions to prevent bugs. - FIXED: Added rlDisableShader for SetShaderValue* functions to prevent bugs.
Should be removed if added back in raylib. Should be removed if added back in raylib.
- ADDED: SDL3 Events. - ADDED: SDL3 Events.
- ADDED: Fast tilemap example.
------------------------------------------------------------------------ ------------------------------------------------------------------------
Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0 Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0

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@@ -8,9 +8,6 @@ function RL.init()
RL.SetWindowState( RL.FLAG_VSYNC_HINT ) RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetTextLineSpacing( 24 ) RL.SetTextLineSpacing( 24 )
-- RL.EnableEventWaiting()
-- RL.DisableEventWaiting()
end end
local function getEventType( event ) local function getEventType( event )
@@ -70,54 +67,54 @@ end
local mousePos = { 0, 0 } local mousePos = { 0, 0 }
local cursorMode = 1 local cursorMode = 1
local pen = { -- local pen = {
state = RL.SDL_EVENT_PEN_UP, -- state = RL.SDL_EVENT_PEN_UP,
pos = { 0, 0 }, -- pos = { 0, 0 },
pressure = 0, -- pressure = 0,
down = false, -- down = false,
eraser = false, -- eraser = false,
} -- }
function RL.event( event ) function RL.event( event )
-- text = "Event: "..getEventType( event ).."\n" text = "Event: "..getEventType( event ).."\n"
-- if event.type == RL.GLFW_WINDOW_SIZE_EVENT then if event.type == RL.GLFW_WINDOW_SIZE_EVENT then
-- text = text.."width: "..event.width.." height: "..event.height text = text.."width: "..event.width.." height: "..event.height
-- elseif event.type == RL.GLFW_WINDOW_MAXIMIZE_EVENT then elseif event.type == RL.GLFW_WINDOW_MAXIMIZE_EVENT then
-- text = text.."maximized: "..event.maximized text = text.."maximized: "..event.maximized
-- elseif event.type == RL.GLFW_WINDOW_ICONYFY_EVENT then elseif event.type == RL.GLFW_WINDOW_ICONYFY_EVENT then
-- text = text.."iconified: "..event.iconified text = text.."iconified: "..event.iconified
-- elseif event.type == RL.GLFW_WINDOW_FOCUS_EVENT then elseif event.type == RL.GLFW_WINDOW_FOCUS_EVENT then
-- text = text.."focused: "..event.focused text = text.."focused: "..event.focused
-- elseif event.type == RL.GLFW_WINDOW_DROP_EVENT then elseif event.type == RL.GLFW_WINDOW_DROP_EVENT then
-- text = text.."count: "..event.count.."\n" text = text.."count: "..event.count.."\n"
-- for _, path in ipairs( event.paths ) do for _, path in ipairs( event.paths ) do
-- text = text..path.."\n" text = text..path.."\n"
-- end end
-- elseif event.type == RL.GLFW_KEY_EVENT then elseif event.type == RL.GLFW_KEY_EVENT then
-- text = text.."key: "..event.key.." scancode: "..event.scancode.." action: "..getAction( event.action ).." mods: "..event.mods text = text.."key: "..event.key.." scancode: "..event.scancode.." action: "..getAction( event.action ).." mods: "..event.mods
-- text = text .."\nkeyName: "..keyName( event.key ) text = text .."\nkeyName: "..keyName( event.key )
-- elseif event.type == RL.GLFW_CHAR_EVENT then elseif event.type == RL.GLFW_CHAR_EVENT then
-- text = text.."key: "..event.key text = text.."key: "..event.key
-- -- text = text .."\nchar: "..string.char( event.key ) -- text = text .."\nchar: "..string.char( event.key )
-- text = text .."\nchar: "..utf8.char( event.key ) text = text .."\nchar: "..utf8.char( event.key )
-- elseif event.type == RL.GLFW_MOUSE_BUTTON_EVENT then elseif event.type == RL.GLFW_MOUSE_BUTTON_EVENT then
-- text = text.."button: "..event.button.." action: "..getAction( event.action ).." mods: "..event.mods text = text.."button: "..event.button.." action: "..getAction( event.action ).." mods: "..event.mods
-- elseif event.type == RL.GLFW_MOUSE_CURSOR_POS_EVENT then elseif event.type == RL.GLFW_MOUSE_CURSOR_POS_EVENT then
-- text = text.."x: "..event.x.." y: "..event.y text = text.."x: "..event.x.." y: "..event.y
-- elseif event.type == RL.GLFW_MOUSE_SCROLL_EVENT then elseif event.type == RL.GLFW_MOUSE_SCROLL_EVENT then
-- text = text.."xoffset: "..event.xoffset.." yoffset: "..event.yoffset text = text.."xoffset: "..event.xoffset.." yoffset: "..event.yoffset
-- elseif event.type == RL.GLFW_CURSOR_ENTER_EVENT then elseif event.type == RL.GLFW_CURSOR_ENTER_EVENT then
-- text = text.."enter: "..event.enter text = text.."enter: "..event.enter
-- cursorIn = event.enter cursorIn = event.enter
-- elseif event.type == RL.EVENT_JOYSTICK then elseif event.type == RL.EVENT_JOYSTICK then
-- text = text.."jid: "..event.jid.." event: "..event.event text = text.."jid: "..event.jid.." event: "..event.event
-- if event.event == RL.GLFW_CONNECTED then if event.event == RL.GLFW_CONNECTED then
-- text = text.."\nConnected" text = text.."\nConnected"
-- elseif event.event == RL.GLFW_DISCONNECTED then elseif event.event == RL.GLFW_DISCONNECTED then
-- text = text.."\nDisconnected" text = text.."\nDisconnected"
-- end end
-- end end
-- Some SDL events. -- Some SDL events.
@@ -162,43 +159,43 @@ function RL.event( event )
-- Some SDL3 events. -- Some SDL3 events.
text = event.type.."\n\n" -- text = event.type.."\n\n"
if event.type == RL.SDL_EVENT_KEY_DOWN or event.type == RL.SDL_EVENT_KEY_UP then -- if event.type == RL.SDL_EVENT_KEY_DOWN or event.type == RL.SDL_EVENT_KEY_UP then
text = text.."key: "..event.key.." repeat: "..tostring( event.repeating ) -- text = text.."key: "..event.key.." repeat: "..tostring( event.repeating )
elseif event.type == RL.SDL_EVENT_PEN_AXIS then -- elseif event.type == RL.SDL_EVENT_PEN_AXIS then
text = text.."pen_state: "..event.pen_state.." axis: "..event.axis.." value: "..event.value -- text = text.."pen_state: "..event.pen_state.." axis: "..event.axis.." value: "..event.value
pen.pressure = event.value -- pen.pressure = event.value
pen.state = event.pen_state -- pen.state = event.pen_state
pen.pos[1] = event.x -- pen.pos[1] = event.x
pen.pos[2] = event.y -- pen.pos[2] = event.y
elseif event.type == RL.SDL_EVENT_PEN_MOTION then -- elseif event.type == RL.SDL_EVENT_PEN_MOTION then
text = text.."pen_state: "..event.pen_state.." pos: "..event.x..", "..event.y -- text = text.."pen_state: "..event.pen_state.." pos: "..event.x..", "..event.y
pen.pos[1] = event.x -- pen.pos[1] = event.x
pen.pos[2] = event.y -- pen.pos[2] = event.y
elseif event.type == RL.SDL_EVENT_PEN_DOWN or event.type == RL.SDL_EVENT_PEN_UP then -- elseif event.type == RL.SDL_EVENT_PEN_DOWN or event.type == RL.SDL_EVENT_PEN_UP then
pen.down = event.down -- pen.down = event.down
pen.eraser = event.eraser -- pen.eraser = event.eraser
elseif event.type == RL.SDL_EVENT_CLIPBOARD_UPDATE then -- elseif event.type == RL.SDL_EVENT_CLIPBOARD_UPDATE then
print( "SDL_EVENT_CLIPBOARD_UPDATE:" ) -- print( "SDL_EVENT_CLIPBOARD_UPDATE:" )
for i, t in ipairs( event.mime_types ) do -- for i, t in ipairs( event.mime_types ) do
print( i, t ) -- print( i, t )
end -- end
elseif event.type == RL.SDL_EVENT_GAMEPAD_AXIS_MOTION then -- elseif event.type == RL.SDL_EVENT_GAMEPAD_AXIS_MOTION then
text = text.."axis: "..event.axis.."value: "..event.value -- text = text.."axis: "..event.axis.."value: "..event.value
print( "axis: "..event.axis.." value: "..event.value ) -- print( "axis: "..event.axis.." value: "..event.value )
elseif event.type == RL.SDL_EVENT_GAMEPAD_ADDED then -- elseif event.type == RL.SDL_EVENT_GAMEPAD_ADDED then
print( "SDL_EVENT_GAMEPAD_ADDED" ) -- print( "SDL_EVENT_GAMEPAD_ADDED" )
end -- end
end end
local function drawSDL3PenCircle() -- local function drawSDL3PenCircle()
RL.DrawCircleLines( pen.pos, 32, RL.GREEN ) -- RL.DrawCircleLines( pen.pos, 32, RL.GREEN )
if pen.down then -- if pen.down then
RL.DrawCircle( pen.pos, pen.pressure * 32, pen.eraser and RL.YELLOW or RL.BLUE ) -- RL.DrawCircle( pen.pos, pen.pressure * 32, pen.eraser and RL.YELLOW or RL.BLUE )
end -- end
end -- end
function RL.draw() function RL.draw()
if 0 < cursorIn then if 0 < cursorIn then
@@ -207,7 +204,7 @@ function RL.draw()
RL.ClearBackground( RL.RED ) RL.ClearBackground( RL.RED )
end end
drawSDL3PenCircle() -- drawSDL3PenCircle()
RL.DrawText( text, textPos, 20, RL.BLACK ) RL.DrawText( text, textPos, 20, RL.BLACK )
end end

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@@ -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

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@@ -166,6 +166,8 @@ static void platformSendEvents() {
return; return;
} }
lua_pop( L, -1 );
for ( int i = 0; i < state->SDL_eventQueueLen; i++ ) { for ( int i = 0; i < state->SDL_eventQueueLen; i++ ) {
bool call = false; bool call = false;
lua_getglobal( L, "RL" ); lua_getglobal( L, "RL" );