diff options
Diffstat (limited to 'resource-manager/map_layer.cpp')
-rw-r--r-- | resource-manager/map_layer.cpp | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/resource-manager/map_layer.cpp b/resource-manager/map_layer.cpp new file mode 100644 index 0000000..791972d --- /dev/null +++ b/resource-manager/map_layer.cpp @@ -0,0 +1,109 @@ + + +#include "map_layer.h" +#include "TextureMap.h" +#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; +} + +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); + } +} |