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 lightmap = -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 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 = RL.CreateCamera3D() RL.SetCamera3DPosition( camera, { 0, 8, 16 } ) RL.SetCamera3DTarget( camera, { 0, 0, 0 } ) RL.SetCamera3DUp( camera, { 0, 1, 0 } ) -- RL.SetCameraMode( camera, RL.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 }, 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.SetTextureSource( RL.TEXTURE_SOURCE_RENDER_TEXTURE ) -- RL.GenTextureMipmaps( groundTexture ) -- RL.SetTextureFilter( groundTexture, RL.TEXTURE_FILTER_TRILINEAR ) RL.SetMaterialTexture( material, RL.MATERIAL_MAP_ALBEDO, groundTexture ) RL.SetTextureSource( RL.TEXTURE_SOURCE_TEXTURE ) matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) ) end function RL.draw() RL.ClearBackground( { 100, 150, 100 } ) RL.UpdateCamera3D( camera, RL.CAMERA_FIRST_PERSON ) RL.BeginMode3D( camera ) RL.DrawMesh( mesh, material, matrix ) RL.EndMode3D() end