package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua" Util = require( "utillib" ) Vec2 = require( "vector2" ) Vec3 = require( "vector3" ) Cam3D = require( "camera3d" ) local TILE_SIZE = 32 local monitor = 0 local camera = {} local groundRenderTexture = nil local groundTexture = nil local tilesetTex = nil local heigthImage = nil local mesh = nil local material = nil 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 RL.init() local mPos = RL.GetMonitorPosition( monitor ) local mSize = RL.GetMonitorSize( monitor ) local winSize = RL.GetScreenSize() RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE ) RL.SetWindowState( RL.FLAG_VSYNC_HINT ) RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } ) camera = Cam3D:new() camera:setPosition( { 0, 8, 16 } ) camera:setTarget( { 0, 0, 0 } ) camera:setUp( { 0, 1, 0 } ) camera.mode = camera.MODES.ORBITAL -- camera.mode = camera.MODES.FREE -- camera.mode = camera.MODES.FIRST_PERSON 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" ) groundRenderTexture = RL.LoadRenderTexture( { TILE_SIZE * 16, TILE_SIZE * 16 } ) groundTexture = RL.GetRenderTextureTexture( groundRenderTexture ) -- Draw to ground texture. RL.BeginTextureMode( groundRenderTexture ) 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 }, RL.WHITE ) elseif 4 == x and 4 < y and y < 8 then RL.DrawTextureRec( tilesetTex, dirtRightRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE ) elseif 14 == x and 4 < y and y < 8 then RL.DrawTextureRec( tilesetTex, dirtLeftRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE ) elseif 4 < x and x < 14 and 4 == y then RL.DrawTextureRec( tilesetTex, dirtTopRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE ) elseif 4 < x and x < 14 and 8 == y then RL.DrawTextureRec( tilesetTex, dirtBottomRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE ) else RL.DrawTextureRec( tilesetTex, grassRec, { pos[1] * TILE_SIZE, pos[2] * TILE_SIZE }, RL.WHITE ) end end end RL.EndTextureMode() material = RL.LoadMaterialDefault() RL.SetMaterialTexture( material, RL.MATERIAL_MAP_ALBEDO, groundTexture ) matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) ) end function RL.update( delta ) camera:update( delta ) if RL.IsKeyPressed( RL.KEY_SPACE ) then if camera.mode == camera.MODES.FREE then camera.mode = camera.MODES.FIRST_PERSON else camera.mode = camera.MODES.FREE end end end function RL.draw() RL.ClearBackground( { 100, 150, 100 } ) camera:beginMode3D() RL.DrawMesh( mesh, material, matrix ) camera:endMode3D() end