local TILE_SIZE = 32 local monitor = 0 local camera = -1 local groundTexture = -1 local tilesetTex = -1 local heigthImage = -1 local mesh = -1 local material = -1 local grassRec = { 6 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE } local dirtRec = { 4 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE } local dirtRightRec = { 5 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE } local dirtLeftRec = { 5 * TILE_SIZE, 2 * TILE_SIZE, TILE_SIZE, TILE_SIZE } local dirtTopRec = { 6 * TILE_SIZE, 1 * TILE_SIZE, TILE_SIZE, TILE_SIZE } local dirtBottomRec = { 7 * TILE_SIZE, 0 * TILE_SIZE, TILE_SIZE, TILE_SIZE } local matrix = {} function init() local mPos = RL_GetMonitorPosition( monitor ) local mSize = RL_GetMonitorSize( monitor ) local winSize = RL_GetWindowSize() RL_SetWindowState( FLAG_WINDOW_RESIZABLE ) RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } ) camera = RL_CreateCamera3D() RL_SetCamera3DPosition( camera, { 0, 2, 4 } ) RL_SetCamera3DTarget( camera, { 0, 0, 0 } ) RL_SetCamera3DUp( camera, { 0, 2, 0 } ) RL_SetCamera3DMode( camera, CAMERA_FREE ) heigthImage = RL_LoadImage( RL_GetBasePath().."../resources/images/heightmap.png" ) mesh = RL_GenMeshHeightmap( heigthImage, { 16, 4, 16 } ) tilesetTex = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" ) groundTexture = RL_LoadRenderTexture( { TILE_SIZE * 16, TILE_SIZE * 16 } ) -- Draw to ground texture. RL_BeginTextureMode( groundTexture ) for x = 1, 16 do for y = 1, 16 do local pos = { x - 1, y - 1 } if 4 < x and x < 14 and 4 < y and y < 8 then RL_DrawTextureRec( tilesetTex, dirtRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE ) elseif 4 == x and 4 < y and y < 8 then RL_DrawTextureRec( tilesetTex, dirtRightRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE ) elseif 14 == x and 4 < y and y < 8 then RL_DrawTextureRec( tilesetTex, dirtLeftRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE ) elseif 4 < x and x < 14 and 4 == y then RL_DrawTextureRec( tilesetTex, dirtTopRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE ) elseif 4 < x and x < 14 and 8 == y then RL_DrawTextureRec( tilesetTex, dirtBottomRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE ) else RL_DrawTextureRec( tilesetTex, grassRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, WHITE ) end end end RL_EndTextureMode() material = RL_LoadMaterialDefault() RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE ) RL_SetMaterialTexture( material, MATERIAL_MAP_ALBEDO, groundTexture ) RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE ) matrix = RL_MatrixMultiply( RL_MatrixIdentity(), RL_MatrixTranslate( { -4, 0, -4 } ) ) end function draw() RL_ClearBackground( { 100, 150, 100 } ) RL_UpdateCamera3D( camera ) RL_BeginMode3D( camera ) RL_DrawMesh( mesh, material, matrix ) RL_EndMode3D() end