瀏覽代碼

Add mediocre support for .tmx tiled maps.

legacy
Sam Hocevar sam 14 年之前
父節點
當前提交
7264038537
共有 2 個檔案被更改,包括 72 行新增40 行删除
  1. +1
    -1
      src/Makefile
  2. +71
    -39
      src/test-map.cpp

+ 1
- 1
src/Makefile 查看文件

@@ -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 查看文件

@@ -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)


Loading…
取消
儲存