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-rw-r--r--resource-manager/map_layer.cpp109
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);
+ }
+}