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Add mediocre support for .tmx tiled maps.

legacy
Sam Hocevar sam 14年前
コミット
7264038537
2個のファイルの変更72行の追加40行の削除
  1. +1
    -1
      src/Makefile
  2. +71
    -39
      src/test-map.cpp

+ 1
- 1
src/Makefile ファイルの表示

@@ -10,5 +10,5 @@ test-map: $(SRC:%.cpp=%.o)
g++ -Wall -O3 -c $^ -o $@ `pkg-config --cflags sdl gl SDL_image`

clean:
rm -f test-map
rm -f *.o test-map


+ 71
- 39
src/test-map.cpp ファイルの表示

@@ -15,6 +15,7 @@
#include <SDL.h>
#include <SDL_image.h>

#include <stdio.h>
#include <math.h>

#include "video.h"
@@ -25,6 +26,11 @@ GLuint texture[1];
/* Storage for 3 vertex buffers */
GLuint buflist[3];

/* Storage for map layers */
int *layers[128];
int width = 32, height = 32;
int nlayers = 0;

// Load Bitmaps And Convert To Textures
void LoadGLTextures(void)
{
@@ -51,53 +57,77 @@ void MakeVBOs(void)
glGenBuffers(3, buflist);
}

void PutMap(int const *themap)
void LoadMap(void)
{
FILE *fp = popen("grep '^ ' maps/testmap.tmx | while read i; do echo -n \"$i\" | perl -MMIME::Base64 -ne 'print decode_base64($_)' | gunzip; done", "r");
while (fp && !feof(fp))
{
layers[nlayers] = (int *)malloc(width * height * sizeof(int));
fread(layers[nlayers], sizeof(int), width * height, fp);
if (feof(fp))
{
free(layers[nlayers]);
layers[nlayers] = 0;
fclose(fp);
break;
}
for (int n = 0; n < width * height; n++)
{
unsigned int i = layers[nlayers][n];
//i = (i >> 24) | ((i >> 8) & 0xff00) | ((i << 8) & 0xff0000) | (i << 24);
layers[nlayers][n] = i ? i - 1 : 0;
}
nlayers++;
}
}

void PutMap(int const *themap, int width, int height)
{
// Put map
float uvs[8 * 20 * 15];
float uvs[8 * width * height];

for (int y = 0; y < 15; y++)
for (int x = 0; x < 20; x++)
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
{
int tile = themap[20 * y + x];
int tile = themap[width * y + x];
float ty = .0625f * (tile / 16);
float tx = .0625f * (tile % 16);
uvs[8 * (20 * y + x) + 0] = tx;
uvs[8 * (20 * y + x) + 1] = ty;
uvs[8 * (20 * y + x) + 2] = tx + .0625f;
uvs[8 * (20 * y + x) + 3] = ty;
uvs[8 * (20 * y + x) + 4] = tx + .0625f;
uvs[8 * (20 * y + x) + 5] = ty + .0625f;
uvs[8 * (20 * y + x) + 6] = tx;
uvs[8 * (20 * y + x) + 7] = ty + .0625f;
uvs[8 * (width * y + x) + 0] = tx;
uvs[8 * (width * y + x) + 1] = ty;
uvs[8 * (width * y + x) + 2] = tx + .0625f;
uvs[8 * (width * y + x) + 3] = ty;
uvs[8 * (width * y + x) + 4] = tx + .0625f;
uvs[8 * (width * y + x) + 5] = ty + .0625f;
uvs[8 * (width * y + x) + 6] = tx;
uvs[8 * (width * y + x) + 7] = ty + .0625f;
}
glBindBuffer(GL_ARRAY_BUFFER, buflist[1]);
glBufferData(GL_ARRAY_BUFFER,
8 * 20 * 15 * sizeof(float), uvs, GL_STATIC_DRAW);
8 * width * height * sizeof(float), uvs, GL_STATIC_DRAW);

float vertices[8 * 20 * 15];
for (int y = 0; y < 15; y++)
for (int x = 0; x < 20; x++)
float vertices[8 * width * height];
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
{
vertices[8 * (20 * y + x) + 0] = x * 32;
vertices[8 * (20 * y + x) + 1] = y * 32;
vertices[8 * (20 * y + x) + 2] = x * 32 + 32;
vertices[8 * (20 * y + x) + 3] = y * 32;
vertices[8 * (20 * y + x) + 4] = x * 32 + 32;
vertices[8 * (20 * y + x) + 5] = y * 32 + 32;
vertices[8 * (20 * y + x) + 6] = x * 32;
vertices[8 * (20 * y + x) + 7] = y * 32 + 32;
vertices[8 * (width * y + x) + 0] = x * 32;
vertices[8 * (width * y + x) + 1] = y * 32;
vertices[8 * (width * y + x) + 2] = x * 32 + 32;
vertices[8 * (width * y + x) + 3] = y * 32;
vertices[8 * (width * y + x) + 4] = x * 32 + 32;
vertices[8 * (width * y + x) + 5] = y * 32 + 32;
vertices[8 * (width * y + x) + 6] = x * 32;
vertices[8 * (width * y + x) + 7] = y * 32 + 32;
}
glBindBuffer(GL_ARRAY_BUFFER, buflist[0]);
glBufferData(GL_ARRAY_BUFFER,
8 * 20 * 15 * sizeof(float), vertices, GL_STATIC_DRAW);
8 * width * height * sizeof(float), vertices, GL_STATIC_DRAW);

int indices[4 * 20 * 15];
for (int n = 0; n < 4 * 20 * 15; n++)
int indices[4 * width * height];
for (int n = 0; n < 4 * width * height; n++)
indices[n] = n;
glBindBuffer(GL_ARRAY_BUFFER, buflist[2]);
glBufferData(GL_ARRAY_BUFFER,
4 * 20 * 15 * sizeof(int), indices, GL_STATIC_DRAW);
4 * width * height * sizeof(int), indices, GL_STATIC_DRAW);

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -112,7 +142,7 @@ void PutMap(int const *themap)
glBindBuffer(GL_ARRAY_BUFFER, buflist[2]);
glIndexPointer(GL_INT, 0, NULL);

glDrawArrays(GL_QUADS, 0, 4 * 20 * 15);
glDrawArrays(GL_QUADS, 0, 4 * width * height);

glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -122,6 +152,7 @@ void PutMap(int const *themap)
/* The main drawing function. */
void DrawScene()
{
/*
int ground[20 * 15] =
{
18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18,
@@ -151,21 +182,21 @@ void DrawScene()
0, 0, 0, 0, 49, 49, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 49, 49, 49, 49, 49, 49, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 49, 49, 49, 49, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 48, 0, 32, 49, 0, 0, 0,
0, 0, 0, 49, 49, 32, 0, 50, 0, 0, 0, 48, 0, 64, 0, 49, 49, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 0, 64, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 49, 49, 49, 49, 0, 0, 0, 0, 25, 9, 9, 9, 8, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 40, 39, 39, 41, 0, 0,
0, 0, 0, 49, 49, 32, 0, 50, 0, 0, 0, 48, 0, 24, 23, 54, 40, 55, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 0, 64, 0, 24, 23, 24, 23, 7, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 38, 24, 23, 7, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 38, 22, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
*/

glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();

PutMap(ground);
//glTranslatef(10.0f * sinf(0.16f * frames), 10.0f * cosf(0.16f * frames), 0.0f);
PutMap(l1objects);
for (int i = 0; i < nlayers; i++)
PutMap(layers[i], width, height);
}

int main(int argc, char **argv)
@@ -177,6 +208,7 @@ int main(int argc, char **argv)
/* Loop, drawing and checking events */
LoadGLTextures();
MakeVBOs();
LoadMap();

done = 0;
while (!done)


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