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