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authorLoek Le Blansch <loek@pipeframe.xyz>2024-10-23 21:54:28 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-10-23 21:54:28 +0200
commit9b7be419c9dcc6ebd1e504713c7b2676ca3d2fdf (patch)
tree97a2fc5ce1ec1345bd6f44889682ea9a2ffafd76 /mwe/resource-manager/map_layer.cpp
parent080ad535e6fc6666b919b1a21b6986aaf9b678eb (diff)
`clang-format`
Diffstat (limited to 'mwe/resource-manager/map_layer.cpp')
-rw-r--r--mwe/resource-manager/map_layer.cpp199
1 files changed, 100 insertions, 99 deletions
diff --git a/mwe/resource-manager/map_layer.cpp b/mwe/resource-manager/map_layer.cpp
index 791972d..6339707 100644
--- a/mwe/resource-manager/map_layer.cpp
+++ b/mwe/resource-manager/map_layer.cpp
@@ -5,105 +5,106 @@
#include <tmxlite/Layer.hpp>
#include <tmxlite/TileLayer.hpp>
-
-
-MapLayer::MapLayer(){}
-
-MapLayer::~MapLayer(){
- m_subsets.clear();
-}
-
-bool MapLayer::create(const tmx::Map& map, std::uint32_t layerIndex, const std::vector<TextureMap*>& textures)
-{
- const auto& layers = map.getLayers();
- assert(layers[layerIndex]->getType() == tmx::Layer::Type::Tile);
-
- const auto& layer = layers[layerIndex]->getLayerAs<tmx::TileLayer>();
- const auto mapSize = map.getTileCount();
- const auto mapTileSize = map.getTileSize();
- const auto& tileSets = map.getTilesets();
-
- const auto tintColour = layer.getTintColour();
- const SDL_Colour vertColour =
- {
- tintColour.r,
- tintColour.g,
- tintColour.b,
- tintColour.a
- };
-
- for (auto i = 0u; i < tileSets.size(); ++i)
- {
- //check tile ID to see if it falls within the current tile set
- const auto& ts = tileSets[i];
- const auto& tileIDs = layer.getTiles();
-
- const auto texSize = textures[i]->getSize();
- const auto tileCountX = texSize.x / mapTileSize.x;
- const auto tileCountY = texSize.y / mapTileSize.y;
-
- const float uNorm = static_cast<float>(mapTileSize.x) / texSize.x;
- const float vNorm = static_cast<float>(mapTileSize.y) / texSize.y;
-
- std::vector<SDL_Vertex> verts;
- for (auto y = 0u; y < mapSize.y; ++y)
- {
- for (auto x = 0u; x < mapSize.x; ++x)
- {
- const auto idx = y * mapSize.x + x;
- if (idx < tileIDs.size() && tileIDs[idx].ID >= ts.getFirstGID()
- && tileIDs[idx].ID < (ts.getFirstGID() + ts.getTileCount()))
- {
- //tex coords
- auto idIndex = (tileIDs[idx].ID - ts.getFirstGID());
- float u = static_cast<float>(idIndex % tileCountX);
- float v = static_cast<float>(idIndex / tileCountY);
- u *= mapTileSize.x; //TODO we should be using the tile set size, as this may be different from the map's grid size
- v *= mapTileSize.y;
-
- //normalise the UV
- u /= textures[i]->getSize().x;
- v /= textures[i]->getSize().y;
-
- //vert pos
- const float tilePosX = static_cast<float>(x) * mapTileSize.x;
- const float tilePosY = (static_cast<float>(y) * mapTileSize.y);
-
-
- //push back to vert array
- SDL_Vertex vert = { { tilePosX, tilePosY }, vertColour, {u, v} };
- verts.emplace_back(vert);
- vert = { { tilePosX + mapTileSize.x, tilePosY }, vertColour, {u + uNorm, v} };
- verts.emplace_back(vert);
- vert = { { tilePosX, tilePosY + mapTileSize.y}, vertColour, {u, v + vNorm} };
- verts.emplace_back(vert);
-
- vert = { { tilePosX, tilePosY +mapTileSize.y}, vertColour, {u, v + vNorm} };
- verts.emplace_back(vert);
- vert = { { tilePosX + mapTileSize.x, tilePosY }, vertColour, {u + uNorm, v} };
- verts.emplace_back(vert);
- vert = { { tilePosX + mapTileSize.x, tilePosY + mapTileSize.y }, vertColour, {u + uNorm, v + vNorm} };
- verts.emplace_back(vert);
- }
- }
- }
-
- if (!verts.empty())
- {
- m_subsets.emplace_back();
- m_subsets.back().texture = *textures[i];
- m_subsets.back().vertexData.swap(verts);
- }
- }
-
- return true;
+MapLayer::MapLayer() {}
+
+MapLayer::~MapLayer() { m_subsets.clear(); }
+
+bool MapLayer::create(const tmx::Map & map, std::uint32_t layerIndex,
+ const std::vector<TextureMap *> & textures) {
+ const auto & layers = map.getLayers();
+ assert(layers[layerIndex]->getType() == tmx::Layer::Type::Tile);
+
+ const auto & layer = layers[layerIndex]->getLayerAs<tmx::TileLayer>();
+ const auto mapSize = map.getTileCount();
+ const auto mapTileSize = map.getTileSize();
+ const auto & tileSets = map.getTilesets();
+
+ const auto tintColour = layer.getTintColour();
+ const SDL_Colour vertColour
+ = {tintColour.r, tintColour.g, tintColour.b, tintColour.a};
+
+ for (auto i = 0u; i < tileSets.size(); ++i) {
+ //check tile ID to see if it falls within the current tile set
+ const auto & ts = tileSets[i];
+ const auto & tileIDs = layer.getTiles();
+
+ const auto texSize = textures[i]->getSize();
+ const auto tileCountX = texSize.x / mapTileSize.x;
+ const auto tileCountY = texSize.y / mapTileSize.y;
+
+ const float uNorm = static_cast<float>(mapTileSize.x) / texSize.x;
+ const float vNorm = static_cast<float>(mapTileSize.y) / texSize.y;
+
+ std::vector<SDL_Vertex> verts;
+ for (auto y = 0u; y < mapSize.y; ++y) {
+ for (auto x = 0u; x < mapSize.x; ++x) {
+ const auto idx = y * mapSize.x + x;
+ if (idx < tileIDs.size() && tileIDs[idx].ID >= ts.getFirstGID()
+ && tileIDs[idx].ID
+ < (ts.getFirstGID() + ts.getTileCount())) {
+ //tex coords
+ auto idIndex = (tileIDs[idx].ID - ts.getFirstGID());
+ float u = static_cast<float>(idIndex % tileCountX);
+ float v = static_cast<float>(idIndex / tileCountY);
+ u *= mapTileSize
+ .x; //TODO we should be using the tile set size, as this may be different from the map's grid size
+ v *= mapTileSize.y;
+
+ //normalise the UV
+ u /= textures[i]->getSize().x;
+ v /= textures[i]->getSize().y;
+
+ //vert pos
+ const float tilePosX
+ = static_cast<float>(x) * mapTileSize.x;
+ const float tilePosY
+ = (static_cast<float>(y) * mapTileSize.y);
+
+ //push back to vert array
+ SDL_Vertex vert
+ = {{tilePosX, tilePosY}, vertColour, {u, v}};
+ verts.emplace_back(vert);
+ vert = {{tilePosX + mapTileSize.x, tilePosY},
+ vertColour,
+ {u + uNorm, v}};
+ verts.emplace_back(vert);
+ vert = {{tilePosX, tilePosY + mapTileSize.y},
+ vertColour,
+ {u, v + vNorm}};
+ verts.emplace_back(vert);
+
+ vert = {{tilePosX, tilePosY + mapTileSize.y},
+ vertColour,
+ {u, v + vNorm}};
+ verts.emplace_back(vert);
+ vert = {{tilePosX + mapTileSize.x, tilePosY},
+ vertColour,
+ {u + uNorm, v}};
+ verts.emplace_back(vert);
+ vert
+ = {{tilePosX + mapTileSize.x, tilePosY + mapTileSize.y},
+ vertColour,
+ {u + uNorm, v + vNorm}};
+ verts.emplace_back(vert);
+ }
+ }
+ }
+
+ if (!verts.empty()) {
+ m_subsets.emplace_back();
+ m_subsets.back().texture = *textures[i];
+ m_subsets.back().vertexData.swap(verts);
+ }
+ }
+
+ return true;
}
-void MapLayer::draw(SDL_Renderer* renderer) const
-{
- assert(renderer);
- for (const auto& s : m_subsets)
- {
- SDL_RenderGeometry(renderer, s.texture, s.vertexData.data(), static_cast<std::int32_t>(s.vertexData.size()), nullptr, 0);
- }
+void MapLayer::draw(SDL_Renderer * renderer) const {
+ assert(renderer);
+ for (const auto & s : m_subsets) {
+ SDL_RenderGeometry(renderer, s.texture, s.vertexData.data(),
+ static_cast<std::int32_t>(s.vertexData.size()),
+ nullptr, 0);
+ }
}