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--[[
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, ( Vector3:temp( pos.x + v.x, pos.y + v.y, 0 ) ):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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