1 | |
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2 | #ifdef WIN32 |
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3 | # define WIN32_LEAN_AND_MEAN |
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4 | # include <windows.h> |
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5 | #endif |
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6 | #if defined __APPLE__ && defined __MACH__ |
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7 | # include <OpenGL/gl.h> |
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8 | #else |
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9 | # define GL_GLEXT_PROTOTYPES |
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10 | # include <GL/gl.h> |
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11 | # include <GL/glext.h> |
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12 | #endif |
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13 | |
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14 | #include <SDL.h> |
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15 | #include <SDL_image.h> |
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16 | |
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17 | #include <malloc.h> |
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18 | |
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19 | #include "tiler.h" |
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20 | |
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21 | /* |
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22 | * Tiler implementation class |
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23 | */ |
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24 | |
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25 | class TilerData |
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26 | { |
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27 | friend class Tiler; |
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28 | |
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29 | private: |
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30 | static int Compare(void const *p1, void const *p2) |
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31 | { |
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32 | int const *n1 = (int const *)p1; |
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33 | int const *n2 = (int const *)p2; |
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34 | |
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35 | return n1[2] + 32 * n1[3] - (n2[2] + 32 * n2[3]); |
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36 | } |
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37 | |
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38 | int *tiles; |
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39 | int ntiles; |
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40 | |
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41 | GLuint texture[1]; |
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42 | GLuint buflist[3]; |
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43 | }; |
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44 | |
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45 | /* |
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46 | * Public Tiler class |
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47 | */ |
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48 | |
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49 | Tiler::Tiler() |
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50 | { |
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51 | data = new TilerData(); |
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52 | data->tiles = NULL; |
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53 | data->ntiles = 0; |
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54 | |
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55 | /* One tile texture */ |
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56 | SDL_Surface *img = IMG_Load("art/test/groundtest.png"); |
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57 | |
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58 | if (!img) |
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59 | { |
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60 | SDL_Quit(); |
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61 | exit(1); |
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62 | } |
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63 | |
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64 | glGenTextures(1, &data->texture[0]); |
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65 | glBindTexture(GL_TEXTURE_2D, data->texture[0]); |
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66 | |
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67 | glTexImage2D(GL_TEXTURE_2D, 0, 4, img->w, img->h, 0, |
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68 | GL_RGBA, GL_UNSIGNED_BYTE, img->pixels); |
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69 | |
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70 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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71 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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72 | |
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73 | /* Three GPU buffers */ |
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74 | glGenBuffers(3, data->buflist); |
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75 | } |
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76 | |
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77 | Tiler::~Tiler() |
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78 | { |
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79 | free(data->tiles); |
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80 | delete data; |
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81 | } |
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82 | |
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83 | void Tiler::AddTile(int n, int x, int y, int z) |
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84 | { |
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85 | if ((data->ntiles % 1024) == 0) |
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86 | { |
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87 | data->tiles = (int *)realloc(data->tiles, |
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88 | (data->ntiles + 1024) * 4 * sizeof(int)); |
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89 | } |
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90 | |
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91 | data->tiles[4 * data->ntiles] = n; |
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92 | data->tiles[4 * data->ntiles + 1] = x; |
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93 | data->tiles[4 * data->ntiles + 2] = y; |
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94 | data->tiles[4 * data->ntiles + 3] = z; |
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95 | |
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96 | data->ntiles++; |
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97 | } |
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98 | |
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99 | void Tiler::Render() |
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100 | { |
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101 | /* Sort tiles */ |
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102 | qsort(data->tiles, data->ntiles, 4 * sizeof(int), TilerData::Compare); |
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103 | |
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104 | /* Texture coord buffer */ |
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105 | float uvs[8 * data->ntiles]; |
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106 | for (int n = 0; n < data->ntiles; n++) |
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107 | { |
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108 | int tile = data->tiles[4 * n]; |
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109 | float ty = .03125f * (tile / 16); |
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110 | float tx = .0625f * (tile % 16); |
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111 | uvs[8 * n + 0] = tx; |
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112 | uvs[8 * n + 1] = ty; |
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113 | uvs[8 * n + 2] = tx + .0625f; |
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114 | uvs[8 * n + 3] = ty; |
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115 | uvs[8 * n + 4] = tx + .0625f; |
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116 | uvs[8 * n + 5] = ty + .03125f; |
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117 | uvs[8 * n + 6] = tx; |
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118 | uvs[8 * n + 7] = ty + .03125f; |
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119 | } |
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120 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]); |
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121 | glBufferData(GL_ARRAY_BUFFER, |
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122 | 8 * data->ntiles * sizeof(float), uvs, GL_STATIC_DRAW); |
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123 | |
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124 | /* Vertex buffer */ |
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125 | float vertices[8 * data->ntiles]; |
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126 | for (int n = 0; n < data->ntiles; n++) |
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127 | { |
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128 | int x = data->tiles[4 * n + 1]; |
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129 | int y = data->tiles[4 * n + 2]; |
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130 | vertices[8 * n + 0] = x; |
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131 | vertices[8 * n + 1] = y; |
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132 | vertices[8 * n + 2] = x + 32; |
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133 | vertices[8 * n + 3] = y; |
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134 | vertices[8 * n + 4] = x + 32; |
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135 | vertices[8 * n + 5] = y + 32; |
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136 | vertices[8 * n + 6] = x; |
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137 | vertices[8 * n + 7] = y + 32; |
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138 | } |
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139 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); |
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140 | glBufferData(GL_ARRAY_BUFFER, 8 * data->ntiles * sizeof(float), |
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141 | vertices, GL_STATIC_DRAW); |
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142 | |
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143 | /* Index buffer */ |
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144 | int indices[4 * data->ntiles]; |
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145 | for (int n = 0; n < 4 * data->ntiles; n++) |
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146 | indices[n] = n; |
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147 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); |
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148 | glBufferData(GL_ARRAY_BUFFER, 4 * data->ntiles * sizeof(int), |
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149 | indices, GL_STATIC_DRAW); |
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150 | |
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151 | /* Draw everything */ |
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152 | glEnableClientState(GL_VERTEX_ARRAY); |
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153 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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154 | glEnableClientState(GL_INDEX_ARRAY); |
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155 | |
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156 | glBindTexture(GL_TEXTURE_2D, data->texture[0]); |
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157 | |
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158 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); |
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159 | glVertexPointer(2, GL_FLOAT, 0, NULL); |
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160 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]); |
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161 | glTexCoordPointer(2, GL_FLOAT, 0, NULL); |
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162 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); |
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163 | glIndexPointer(GL_INT, 0, NULL); |
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164 | |
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165 | glDrawArrays(GL_QUADS, 0, 4 * data->ntiles); |
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166 | |
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167 | glDisableClientState(GL_VERTEX_ARRAY); |
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168 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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169 | glDisableClientState(GL_INDEX_ARRAY); |
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170 | |
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171 | /* Empty our shit */ |
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172 | free(data->tiles); |
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173 | data->tiles = NULL; |
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174 | data->ntiles = 0; |
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175 | } |
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176 | |
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