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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 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 = 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" )
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.GenTextureMipmaps( groundTexture )
-- RL.SetTextureFilter( groundTexture, RL.TEXTURE_FILTER_TRILINEAR )
RL.SetMaterialTexture( material, RL.MATERIAL_MAP_ALBEDO, groundTexture )
matrix = RL.MatrixMultiply( RL.MatrixIdentity(), RL.MatrixTranslate( { -4, 0, -4 } ) )
end
function RL.process( delta )
camera:process( 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:draw()
camera:endMode3D()
end
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