added TileMaps to TSE

This commit is contained in:
2026-02-08 18:09:46 +01:00
parent ea2dc4f6b5
commit 330d4b26dc
12 changed files with 643 additions and 9 deletions

View File

@@ -5,7 +5,7 @@ namespace TSE
{ {
#define TSE_VERSION_MAJOR 0 #define TSE_VERSION_MAJOR 0
#define TSE_VERSION_MINOR 1 #define TSE_VERSION_MINOR 1
#define TSE_VERSION_BUILD 3 #define TSE_VERSION_BUILD 4
#define TSE_VERSION_STRING std::to_string(TSE_VERSION_MAJOR) + "." + std::to_string(TSE_VERSION_MINOR) + "." + std::to_string(TSE_VERSION_BUILD) #define TSE_VERSION_STRING std::to_string(TSE_VERSION_MAJOR) + "." + std::to_string(TSE_VERSION_MINOR) + "." + std::to_string(TSE_VERSION_BUILD)

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@@ -9,9 +9,7 @@ TSE::TileMapChunk::TileMapChunk(int _chunksize, const Vector2 &_pos, SortingOrde
void TSE::TileMapChunk::SetTile(const Vector2& p, const Vector2& Spriteindex, TileSet* set) void TSE::TileMapChunk::SetTile(const Vector2& p, const Vector2& Spriteindex, TileSet* set)
{ {
Sprite s; sprites[p] = set->GetSpriteIdAt(Spriteindex.x, Spriteindex.y);
set->GetSpriteAt(Spriteindex, s);
sprites[p] = s;
} }
void TSE::TileMapChunk::RemoveTile(Vector2 p) void TSE::TileMapChunk::RemoveTile(Vector2 p)
@@ -24,6 +22,130 @@ void TSE::TileMapChunk::SetOrdering(SortingOrder _order)
order = _order; order = _order;
} }
void TSE::TileMapChunk::GetOrderedPositions(Vector2 *array)
{
switch (order)
{
case TopLeft:
for (int y = 0; y < chunksize; y++)
{
Vector2 offset = nextLine * y;
for (int x = 0; x < chunksize; x++)
{
Vector2 p(x,y);
auto v = sprites.find(p);
if(v != sprites.end())
*array++ = v->first - offset;
}
}
break;
case TopRight:
for (int y = 0; y < chunksize; y++)
{
Vector2 offset = nextLine * y;
for (int x = chunksize - 1; x >= 0; x--)
{
Vector2 p(x,y);
auto v = sprites.find(p);
if(v != sprites.end())
*array++ = v->first - offset;
}
}
break;
case BottomLeft:
for (int y = chunksize - 1; y >= 0; y--)
{
Vector2 offset = nextLine * y;
for (int x = 0; x < chunksize; x++)
{
Vector2 p(x,y);
auto v = sprites.find(p);
if(v != sprites.end())
*array++ = v->first - offset;
}
}
break;
case BottomRight:
for (int y = chunksize - 1; y >= 0; y--)
{
Vector2 offset = nextLine * y;
for (int x = chunksize - 1; x >= 0; x--)
{
Vector2 p(x,y);
auto v = sprites.find(p);
if(v != sprites.end())
*array++ = v->first - offset;
}
}
break;
}
}
void TSE::TileMapChunk::GetOrderedSpriteIds(int *array)
{
switch (order)
{
case TopLeft:
for (int y = 0; y < chunksize; y++)
{
for (int x = 0; x < chunksize; x++)
{
Vector2 p(x,y);
auto v = sprites.find(p);
if(v != sprites.end())
*array++ = v->second;
}
}
break;
case TopRight:
for (int y = 0; y < chunksize; y++)
{
for (int x = chunksize - 1; x >= 0; x--)
{
Vector2 p(x,y);
auto v = sprites.find(p);
if(v != sprites.end())
*array++ = v->second;
}
}
break;
case BottomLeft:
for (int y = chunksize - 1; y >= 0; y--)
{
for (int x = 0; x < chunksize; x++)
{
Vector2 p(x,y);
auto v = sprites.find(p);
if(v != sprites.end())
*array++ = v->second;
}
}
break;
case BottomRight:
for (int y = chunksize - 1; y >= 0; y--)
{
for (int x = chunksize - 1; x >= 0; x--)
{
Vector2 p(x,y);
auto v = sprites.find(p);
if(v != sprites.end())
*array++ = v->second;
}
}
break;
}
}
int TSE::TileMapChunk::GetChunksize()
{
return chunksize;
}
int TSE::TileMapChunk::GetSpriteCount()
{
return sprites.size();
}
void TSE::TileMap::RemoveTile(Vector2 p) void TSE::TileMap::RemoveTile(Vector2 p)
{ {
Vector2 chunkInnerPos = LocalToChunkPos(p); Vector2 chunkInnerPos = LocalToChunkPos(p);
@@ -39,13 +161,118 @@ void TSE::TileMap::SetTile(Vector2 p, Vector2 Spriteindex)
if(!chunks.contains(chunkIndex)) if(!chunks.contains(chunkIndex))
{ {
chunks[chunkIndex] = TileMapChunk(chunkSize, chunkIndex, order); chunks[chunkIndex] = TileMapChunk(chunkSize, chunkIndex, order);
chunks[chunkIndex].nextLine = nextLine;
CheckBounds(chunkIndex);
} }
chunks[chunkIndex].SetTile(chunkInnerPos, Spriteindex, set); chunks[chunkIndex].SetTile(chunkInnerPos, Spriteindex, set);
} }
TSE::TileMapChunk* TSE::TileMap::GetChunk(const Vector2 &pos)
{
auto chunk = chunks.find(pos);
if(chunk == chunks.end())
return nullptr;
return &chunks[pos];
}
void TSE::TileMap::GetChunkPositionsInOrder(Vector2 *arr)
{
switch (order)
{
case TopLeft:
for (int y = bounds.p1.y; y < bounds.p2.y + 1; y++)
{
for (int x = bounds.p1.x; x < bounds.p2.x + 1; x++)
{
Vector2 p(x,y);
auto v = chunks.find(p);
if(v != chunks.end())
*arr++ = v->first;
}
}
break;
case TopRight:
for (int y = bounds.p1.y; y < bounds.p2.y + 1; y++)
{
for (int x = bounds.p2.x; x > bounds.p1.x - 1; x--)
{
Vector2 p(x,y);
auto v = chunks.find(p);
if(v != chunks.end())
*arr++ = v->first;
}
}
break;
case BottomLeft:
for (int y = bounds.p2.y; y > bounds.p1.y - 1; y--)
{
for (int x = bounds.p1.x; x < bounds.p2.x + 1; x++)
{
Vector2 p(x,y);
auto v = chunks.find(p);
if(v != chunks.end())
*arr++ = v->first;
}
}
break;
case BottomRight:
for (int y = bounds.p2.y; y > bounds.p1.y - 1; y--)
{
for (int x = bounds.p2.x; x > bounds.p1.x - 1; x--)
{
Vector2 p(x,y);
auto v = chunks.find(p);
if(v != chunks.end())
*arr++ = v->first;
}
}
break;
}
}
int TSE::TileMap::GetChunkCount()
{
return chunks.size();
}
TSE::TileSet *TSE::TileMap::GetTileSet()
{
return set;
}
void TSE::TileMap::SetNextLineOffset(const Vector2 &offset)
{
nextLine = offset;
for(auto& [_, chunk] : chunks)
{
chunk.nextLine = offset;
}
}
TSE::Vector2 TSE::TileMap::GetNextLineOffset()
{
return nextLine;
}
void TSE::TileMap::CheckBounds(Vector2 pos)
{
if(pos.x > bounds.p2.x)
bounds.p2.x = pos.x;
if(pos.y > bounds.p2.y)
bounds.p2.y = pos.y;
if(pos.x < bounds.p1.x)
bounds.p1.x = pos.x;
if(pos.y < bounds.p1.y)
bounds.p1.y = pos.y;
}
TSE::Vector2 TSE::TileMap::LocalToChunkPos(const Vector2 &v) TSE::Vector2 TSE::TileMap::LocalToChunkPos(const Vector2 &v)
{ {
return Vector2((int)v.x % chunkSize, (int)v.y % chunkSize); Vector2 p = Vector2((int)v.x % chunkSize, (int)v.y % chunkSize);
if(p.x < 0) p.x += chunkSize;
if(p.y < 0) p.y += chunkSize;
return p;
} }
TSE::Vector2 TSE::TileMap::ChunkToLocalPos(const Vector2 &v, const TileMapChunk &chunk) TSE::Vector2 TSE::TileMap::ChunkToLocalPos(const Vector2 &v, const TileMapChunk &chunk)

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@@ -23,33 +23,50 @@ namespace TSE
private: private:
SortingOrder order; SortingOrder order;
int chunksize; int chunksize;
std::unordered_map<Vector2, Sprite> sprites; std::unordered_map<Vector2, int> sprites;
public: public:
Vector2 nextLine;
Vector2 pos; Vector2 pos;
TileMapChunk(int _chunksize, const Vector2& _pos, SortingOrder _order); TileMapChunk(int _chunksize = 16, const Vector2& _pos = {0,0}, SortingOrder _order = TopRight);
void SetTile(const Vector2& p, const Vector2& Spriteindex, TileSet* set); void SetTile(const Vector2& p, const Vector2& Spriteindex, TileSet* set);
void RemoveTile(Vector2 p); void RemoveTile(Vector2 p);
void SetOrdering(SortingOrder _order); void SetOrdering(SortingOrder _order);
void GetOrderedPositions(Vector2* array);
void GetOrderedSpriteIds(int* array);
int GetChunksize();
int GetSpriteCount();
}; };
class TileMap : public BehaviourScript class TileMap : public BehaviourScript
{ {
private:
Rect bounds = Rect(0,0,0,0);
Vector2 nextLine = Vector2(-0.5f, 1.25f);
public: public:
int chunkSize = 16; int chunkSize = 16;
SortingOrder order = TopRight; SortingOrder order = TopRight;
Vector2 SpriteScale = Vector2(1,1);
TileSet* set; TileSet* set;
std::unordered_map<Vector2, TileMapChunk> chunks; std::unordered_map<Vector2, TileMapChunk> chunks;
void RemoveTile(Vector2 p); void RemoveTile(Vector2 p);
void SetTile(Vector2 p, Vector2 Spriteindex); void SetTile(Vector2 p, Vector2 Spriteindex);
TileMapChunk* GetChunk(const Vector2& pos);
void GetChunkPositionsInOrder(Vector2* arr);
int GetChunkCount();
TileSet* GetTileSet();
const Rect& GetBounds() const { return bounds; }
void SetNextLineOffset(const Vector2& offset);
Vector2 GetNextLineOffset();
inline const char* GetName() override inline const char* GetName() override
{ {
return "Tile Map"; return "Tile Map";
} }
private: private:
void CheckBounds(Vector2 pos);
Vector2 LocalToChunkPos(const Vector2& v); Vector2 LocalToChunkPos(const Vector2& v);
Vector2 ChunkToLocalPos(const Vector2& v, const TileMapChunk& chunk); Vector2 ChunkToLocalPos(const Vector2& v, const TileMapChunk& chunk);
}; };

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@@ -33,3 +33,24 @@ void TSE::TileSet::GetSpriteAt(int x, int y, Sprite &s)
s = Sprite(tex, Rect(startpos, endpos)); s = Sprite(tex, Rect(startpos, endpos));
} }
int TSE::TileSet::GetSpriteIdAt(int x, int y)
{
if(x < 0 || x >= resx || y < 0 || y >= resy)
{
TSE_ERROR("The sprite you are trying to access is out of range");
return -1;
}
return y * resx + x;
}
uint TSE::TileSet::GetTextueID()
{
return tex->GetTextureId();
}
TSE::Vector2 TSE::TileSet::GetCount()
{
return Vector2(resx, resy);
}

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@@ -18,6 +18,9 @@ namespace TSE
void SetTexture(Texture* tex); void SetTexture(Texture* tex);
void GetSpriteAt(int x, int y, Sprite& s); void GetSpriteAt(int x, int y, Sprite& s);
int GetSpriteIdAt(int x, int y);
uint GetTextueID();
Vector2 GetCount();
inline void SetCount(Vector2& v) inline void SetCount(Vector2& v)
{ {
@@ -27,5 +30,6 @@ namespace TSE
{ {
GetSpriteAt(v.x, v.y, s); GetSpriteAt(v.x, v.y, s);
}; };
}; };
} // namespace TSE } // namespace TSE

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@@ -110,7 +110,7 @@ namespace TSE
Matrix4x4 Transformable::GetLocalMatrix() const Matrix4x4 Transformable::GetLocalMatrix() const
{ {
return Matrix4x4::ToTranslationMatrix(position) * Matrix4x4::ToRotationMatrix(rotation) * Matrix4x4::ToScaleMatrix(scale);; return Matrix4x4::ToTranslationMatrix(position) * Matrix4x4::ToRotationMatrix(rotation) * Matrix4x4::ToScaleMatrix(scale);
} }
Matrix4x4 Transformable::GetGlobalMatrix() const Matrix4x4 Transformable::GetGlobalMatrix() const

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@@ -64,7 +64,7 @@ namespace TSE::EDITOR
// Suchfeld mit X Button // Suchfeld mit X Button
ImGui::PushItemWidth(-style.FramePadding.x * 4 - 24); // Platz für Clear Button ImGui::PushItemWidth(-style.FramePadding.x * 4 - 24); // Platz für Clear Button
ImGui::InputTextWithHint("##SearchField", "Suchfeld", searchBuffer, IM_ARRAYSIZE(searchBuffer)); ImGui::InputTextWithHint("##SearchField", "Search", searchBuffer, IM_ARRAYSIZE(searchBuffer));
ImGui::PopItemWidth(); ImGui::PopItemWidth();
ImGui::SameLine(); ImGui::SameLine();
@@ -203,6 +203,10 @@ namespace TSE::EDITOR
{ {
Draw((ParticleSystem*)element, debug); Draw((ParticleSystem*)element, debug);
} }
else if (name == "Tile Map")
{
Draw((TileMap*)element, debug);
}
else else
{ {
element->CustomDraw(debug); element->CustomDraw(debug);
@@ -813,6 +817,44 @@ namespace TSE::EDITOR
ImGui::Unindent(20.0f); ImGui::Unindent(20.0f);
} }
} }
void ElementDrawer::Draw(TileMap *element, const bool &debug)
{
int orderIndex = static_cast<int>(element->order);
const char* orderItems[] = { "TopRight", "TopLeft", "BottomRight", "BottomLeft" };
if (ImGui::Combo("Order", &orderIndex, orderItems, IM_ARRAYSIZE(orderItems)))
{
element->order = static_cast<SortingOrder>(orderIndex);
for (auto& [_, chunk] : element->chunks)
{
chunk.SetOrdering(element->order);
}
}
ImGui::BeginDisabled();
ImGui::DragInt("Chunk Size", &element->chunkSize, 1.0f);
ImGui::EndDisabled();
Vector2 nextLine = element->GetNextLineOffset();
if (ImGui::DragFloat2("Next Line Offset", &nextLine.x, 0.01f))
{
element->SetNextLineOffset(nextLine);
}
ImGui::DragFloat2("Sprite Scale", &element->SpriteScale.x, 0.01f);
if (debug)
{
Rect bounds = element->GetBounds();
ImGui::Separator();
ImGui::TextDisabled("Bounds");
ImGui::BeginDisabled();
ImGui::InputFloat2("Min", &bounds.p1.x);
ImGui::InputFloat2("Max", &bounds.p2.x);
ImGui::EndDisabled();
ImGui::TextDisabled(("Chunk Count: " + std::to_string(element->GetChunkCount())).c_str());
}
}
void ElementDrawer::DrawAudioClipCompact(AudioClip *element, const bool &debug, const std::string &label) void ElementDrawer::DrawAudioClipCompact(AudioClip *element, const bool &debug, const std::string &label)
{ {
float item_spacing = ImGui::GetStyle().ItemSpacing.x; float item_spacing = ImGui::GetStyle().ItemSpacing.x;

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@@ -13,6 +13,7 @@
#include "BehaviourScripts/ParticleSystem.hpp" #include "BehaviourScripts/ParticleSystem.hpp"
#include "BehaviourScripts/AudioListener.hpp" #include "BehaviourScripts/AudioListener.hpp"
#include "BehaviourScripts/AudioSource.hpp" #include "BehaviourScripts/AudioSource.hpp"
#include "BehaviourScripts/TileMap.hpp"
namespace TSE::EDITOR namespace TSE::EDITOR
{ {
@@ -79,6 +80,7 @@ namespace TSE::EDITOR
static void Draw(AudioClip* element, const bool& debug, const std::string& label = "", const bool small = false); static void Draw(AudioClip* element, const bool& debug, const std::string& label = "", const bool small = false);
static void Draw(Camera* element, const bool& debug); static void Draw(Camera* element, const bool& debug);
static void Draw(ParticleSystem* element, const bool& debug); static void Draw(ParticleSystem* element, const bool& debug);
static void Draw(TileMap* element, const bool& debug);
static void DrawAudioClipCompact(AudioClip* element, const bool& debug, const std::string& label); static void DrawAudioClipCompact(AudioClip* element, const bool& debug, const std::string& label);
static void DrawAudioClipNormal(AudioClip* element, const bool& debug, const std::string& label); static void DrawAudioClipNormal(AudioClip* element, const bool& debug, const std::string& label);

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@@ -0,0 +1,212 @@
#include "basicTileMapShader.hpp"
#include "BehaviourScripts/Renderable.hpp"
#include "BehaviourScripts/TileMap.hpp"
#include "Color.hpp"
#include "basicTileMapShaderGLSL.hpp"
#define SHADER_MESH_INDEX 0
#define SHADER_POS_INDEX 1
#define SHADER_SPRITE_INDEX 2
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1)
TSE::GLFW::BasicTileMapShader* TSE::GLFW::BasicTileMapShader::instance = nullptr;
TSE::GLFW::BasicTileMapShader *TSE::GLFW::BasicTileMapShader::Instance()
{
return instance;
}
void TSE::GLFW::BasicTileMapShader::Destroy()
{
if(instance != nullptr)
delete instance;
instance = nullptr;
}
void TSE::GLFW::BasicTileMapShader::Init(float width, float height)
{
std::vector<std::unique_ptr<ShaderPart>> parts;
parts.push_back(ShaderPart::LoadFromString(vertTile, GL_VERTEX_SHADER));
parts.push_back(ShaderPart::LoadFromString(fragTile, GL_FRAGMENT_SHADER));
instance = new BasicTileMapShader(std::move(parts));
instance->Enable();
int texIDs[] = { 0 };
instance->SetUniform("atlas", 0);
instance->Disable();
}
TSE::GLFW::BasicTileMapShader::BasicTileMapShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
{
PackageSize = SHADER_PACKAGE_SIZE;
}
TSE::GLFW::BasicTileMapShader::~BasicTileMapShader()
{
if (meshVBO) glDeleteBuffers(1, &meshVBO);
if (meshIBO) glDeleteBuffers(1, &meshIBO);
}
void TSE::GLFW::BasicTileMapShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
{
GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
if (!meshVBO) glGenBuffers(1, &meshVBO);
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
glBufferData(GL_ARRAY_BUFFER, vertCount * stride, verts, GL_STATIC_DRAW);
if (indices && indexCount > 0)
{
if (!meshIBO) glGenBuffers(1, &meshIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
GLsizeiptr idxSize =
(indexType == GL_UNSIGNED_INT ? 4 :
indexType == GL_UNSIGNED_SHORT? 2 : 1) * indexCount;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idxSize, indices, GL_STATIC_DRAW);
meshIndexCount = indexCount;
meshIndexType = indexType;
}
else
{
// Kein Index-Buffer
if (meshIBO) { glDeleteBuffers(1, &meshIBO); meshIBO = 0; }
meshIndexCount = 0;
}
meshVertexCount = vertCount;
meshStride = stride;
meshPosOffset = posOffsetBytes;
meshPosSize = floatCountPerVertex;
meshPrimitive = primitive;
meshReady = true;
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prevElementBuffer);
glBindVertexArray(prevVAO);
}
void TSE::GLFW::BasicTileMapShader::OnEnable() const
{
if (!meshReady)
{
// Fallback: unit-Quad als TRIANGLE_FAN (4 Vertices, 2D Positionen)
const float quad[8] = { -0.5f,-0.5f, 0.5f,-0.5f, 0.5f,0.5f, -0.5f,0.5f };
const_cast<BasicTileMapShader*>(this)->SetMesh(
quad, 4, sizeof(float)*2, 2, 0, GL_TRIANGLE_FAN
);
}
GLint prevArrayBuffer = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
glEnableVertexAttribArray(SHADER_MESH_INDEX); // LOC_QUAD/pos
glVertexAttribPointer(SHADER_MESH_INDEX, meshPosSize, GL_FLOAT, GL_FALSE, meshStride, (void*)meshPosOffset);
glVertexAttribDivisor(SHADER_MESH_INDEX, 0); // per-vertex (Mesh)
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
// layout 1: position (vec3)
glEnableVertexAttribArray(SHADER_POS_INDEX);
glVertexAttribPointer(SHADER_POS_INDEX, 3, GL_FLOAT, GL_FALSE, PackageSize, (void*)0);
glVertexAttribDivisor(SHADER_POS_INDEX, 1);
// layout 2: spriteindex (float)
glEnableVertexAttribArray(SHADER_SPRITE_INDEX);
glVertexAttribPointer(SHADER_SPRITE_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*3));
glVertexAttribDivisor(SHADER_SPRITE_INDEX, 1);
}
void TSE::GLFW::BasicTileMapShader::OnDisable() const
{
glDisableVertexAttribArray(SHADER_MESH_INDEX);
glDisableVertexAttribArray(SHADER_POS_INDEX);
glDisableVertexAttribArray(SHADER_SPRITE_INDEX);
}
void TSE::GLFW::BasicTileMapShader::OnFlush()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, TextureID);
}
void TSE::GLFW::BasicTileMapShader::OnDrawCall(int indexCount)
{
if (instanceCount <= 0) return;
SetUniform("spriteCount", &SpriteCount);
SetUniform("spriteScale", &SpriteScale);
GLint prevElementBuffer = 0;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
if (meshIBO && meshIndexCount > 0)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
glDrawElementsInstanced(meshPrimitive, meshIndexCount, meshIndexType, (void*)0, instanceCount);
}
else
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDrawArraysInstanced(meshPrimitive, 0, meshVertexCount, instanceCount);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)prevElementBuffer);
instanceCount = 0;
}
void TSE::GLFW::BasicTileMapShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
{
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
if (!r) return;
auto* tm = dynamic_cast<TileMap*>(t.GetBehaviourScript(TILE_MAP));
if (!tm) return;
auto tileSet = tm->GetTileSet();
TextureID = tileSet->GetTextueID();
SpriteCount = tileSet->GetCount();
SpriteScale = tm->SpriteScale;
int chunkcount = tm->GetChunkCount();
Vector2 orderedChunks[chunkcount];
tm->GetChunkPositionsInOrder(orderedChunks);
Matrix4x4 matr = t.GetLocalMatrix();
stack.Push(matr);
for(auto chunkPos : orderedChunks)
{
auto chunk = tm->GetChunk(chunkPos);
int spriteCount = chunk->GetSpriteCount();
Vector2 spritePositions[spriteCount];
int spriteIds[spriteCount];
chunk->GetOrderedPositions(spritePositions);
chunk->GetOrderedSpriteIds(spriteIds);
int chunkSize = chunk->GetChunksize();
for (int i = 0; i < spriteCount; i++)
{
Matrix4x4 mat = Matrix4x4::ToTranslationMatrix((chunkPos - chunk->nextLine * chunkPos.y) + spritePositions[i]) * Matrix4x4::ToRotationMatrix(Quaternion()) * Matrix4x4::ToScaleMatrix({1,1,1});
stack.Push(mat);
Vector3 pos = stack.Top() * Vector3(0,0,0);
*target++ = pos.x;
*target++ = pos.y;
*target++ = pos.z;
*target++ = spriteIds[i];
++instanceCount;
stack.Pop();
if(instanceCount >= 20000)
restartDrawcall(rnd);
}
}
restartDrawcall(rnd);
}

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@@ -0,0 +1,44 @@
#pragma once
#include "GL/gl3w.h"
#include "GL/gl.h"
#include "Shader.hpp"
#include "Types.hpp"
namespace TSE::GLFW
{
class BasicTileMapShader : public Shader
{
private:
static BasicTileMapShader* instance;
mutable bool meshReady = false;
GLuint meshVBO = 0;
GLuint meshIBO = 0;
GLsizei meshVertexCount = 0; // für DrawArraysInstanced
GLsizei meshIndexCount = 0; // für DrawElementsInstanced
GLenum meshPrimitive = GL_TRIANGLES;
GLenum meshIndexType = GL_UNSIGNED_SHORT;
int instanceCount = 0; // eigener Instanzzähler
GLint meshPosSize = 2; // 2D (Billboard-Formen), für 3D Meshes: 3
GLsizei meshStride = sizeof(float) * 2;
size_t meshPosOffset = 0;
GLuint TextureID;
Vector2 SpriteCount;
Vector2 SpriteScale;
public:
static BasicTileMapShader* Instance();
static void Destroy();
static void Init(float width, float height);
BasicTileMapShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
~BasicTileMapShader();
void SetMesh(const void* verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void* indices = nullptr, int indexCount = 0, GLenum indexType = GL_UNSIGNED_SHORT);
protected:
void OnEnable() const override;
void OnDisable() const override;
void OnFlush() override;
void OnDrawCall(int indexCount) override;
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
};
} // namespace TSE::GLFW

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@@ -0,0 +1,60 @@
#pragma once
inline const char* vertTile = R"(
#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec3 iTilePos;
layout(location = 2) in float iSpriteId;
uniform mat4 prMatrix;
uniform mat4 camMatrix;
uniform vec2 spriteCount;
uniform vec2 spriteScale;
out vec2 vUV;
flat out int vSpriteId;
void main()
{
vec3 local = vec3(aPos.x, aPos.y, 0);
vec2 baseUV = aPos + vec2(0.5);
vec3 tileSize = vec3(spriteScale.x, spriteScale.y, 1);
vec3 worldPos = (iTilePos * tileSize) + (local * tileSize);
gl_Position = prMatrix * camMatrix * vec4(worldPos.x, worldPos.y, worldPos.z, 1.0);
vUV = baseUV;
vSpriteId = int(iSpriteId + 0.5);
}
)";
inline const char* fragTile = R"(
#version 330 core
in vec2 vUV;
flat in int vSpriteId;
uniform sampler2D atlas;
uniform vec2 spriteCount;
out vec4 FragColor;
void main()
{
vec2 tileUVSize = 1.0 / spriteCount;
int cols = int(spriteCount.x);
int sx = vSpriteId % cols;
int sy = vSpriteId / cols;
vec2 atlasOffset = vec2(float(sx), float(sy)) * tileUVSize;
vec2 atlasUV = atlasOffset + (vUV * tileUVSize);
vec4 c = texture(atlas, atlasUV);
if (c.a < 0.01) discard;
FragColor = c;
}
)";

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@@ -3,6 +3,7 @@
#include "basicTextureShader.hpp" #include "basicTextureShader.hpp"
#include "ditheringShader.hpp" #include "ditheringShader.hpp"
#include "basicParticleShader.hpp" #include "basicParticleShader.hpp"
#include "basicTileMapShader.hpp"
#include "elements/ShaderRegistry.hpp" #include "elements/ShaderRegistry.hpp"
void TSE::GLFW::LoadBasicShaders(float width, float height) void TSE::GLFW::LoadBasicShaders(float width, float height)
@@ -11,10 +12,12 @@ void TSE::GLFW::LoadBasicShaders(float width, float height)
BasicTextureShader::Init(width, height); BasicTextureShader::Init(width, height);
DitheringShader::Init(width, height); DitheringShader::Init(width, height);
BasicParticleShader::Init(width, height); BasicParticleShader::Init(width, height);
BasicTileMapShader::Init(width, height);
ShaderRegistry::SetShader("Basic Unlit Shader", BasicShader::Instance()); ShaderRegistry::SetShader("Basic Unlit Shader", BasicShader::Instance());
ShaderRegistry::SetShader("Basic Unlit Texture Shader", BasicTextureShader::Instance()); ShaderRegistry::SetShader("Basic Unlit Texture Shader", BasicTextureShader::Instance());
ShaderRegistry::SetShader("Basic Unlit Dithering Shader", DitheringShader::Instance()); ShaderRegistry::SetShader("Basic Unlit Dithering Shader", DitheringShader::Instance());
ShaderRegistry::SetShader("Basic Unlit Particle Shader", BasicParticleShader::Instance()); ShaderRegistry::SetShader("Basic Unlit Particle Shader", BasicParticleShader::Instance());
ShaderRegistry::SetShader("Basic Unlit TileMap Shader", BasicTileMapShader::Instance());
} }
void TSE::GLFW::UnLoadBasicShaders() void TSE::GLFW::UnLoadBasicShaders()
@@ -23,8 +26,10 @@ void TSE::GLFW::UnLoadBasicShaders()
ShaderRegistry::RemoveShader("Basic Unlit Texture Shader"); ShaderRegistry::RemoveShader("Basic Unlit Texture Shader");
ShaderRegistry::RemoveShader("Basic Unlit Dithering Shader"); ShaderRegistry::RemoveShader("Basic Unlit Dithering Shader");
ShaderRegistry::RemoveShader("Basic Unlit Particle Shader"); ShaderRegistry::RemoveShader("Basic Unlit Particle Shader");
ShaderRegistry::RemoveShader("Basic Unlit TileMap Shader");
BasicShader::Destroy(); BasicShader::Destroy();
BasicTextureShader::Destroy(); BasicTextureShader::Destroy();
DitheringShader::Destroy(); DitheringShader::Destroy();
BasicParticleShader::Destroy(); BasicParticleShader::Destroy();
BasicTileMapShader::Destroy();
} }