TileMap Component
This commit is contained in:
@ -22,6 +22,7 @@ set(SRC_FILES
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"Src/Imp/CPP/Nodes/CameraNode.cpp"
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"Src/Imp/CPP/Nodes/SpriteNode.cpp"
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"Src/Imp/CPP/Nodes/TextureNode.cpp"
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"Src/Imp/CPP/Nodes/TileMapNode.cpp"
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"Src/Imp/CPP/Components/CameraComponent.cpp"
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"Src/Imp/CPP/Components/PhysicsComponent.cpp"
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@ -15,6 +15,7 @@
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Components/CameraComponent.hpp>
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#include <IAEngine/Nodes/Node2D.hpp>
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#include <Renderer/Renderer.hpp>
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@ -45,6 +46,8 @@ namespace ia::iae
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VOID CameraComponent::Update()
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{
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const auto pos = m_node->GetPosition();
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m_viewMatrix = glm::lookAtLH(glm::vec3{pos, -2.0f}, {pos, 0.0f}, {0.0f, 1.0f, 0.0f});
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}
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VOID CameraComponent::FixedUpdate()
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@ -0,0 +1,74 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Components/TileMapComponent.hpp>
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#include <IAEngine/Engine.hpp>
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namespace ia::iae
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{
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STATIC Vector<Handle> TileTextures;
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TileMapComponent::TileMapComponent(IN Node2D *node) : TextureComponent(node)
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{
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}
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VOID TileMapComponent::Draw()
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{
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TextureComponent::Draw();
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}
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VOID TileMapComponent::DebugDraw()
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{
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TextureComponent::DebugDraw();
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}
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VOID TileMapComponent::Update()
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{
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TextureComponent::Update();
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}
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VOID TileMapComponent::FixedUpdate()
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{
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TextureComponent::FixedUpdate();
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}
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VOID TileMapComponent::BeginGridSetup(IN INT32 tileWidth, IN INT32 tileHeight, IN INT32 tileCountX,
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IN INT32 tileCountY)
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{
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m_tileWidth = tileWidth;
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m_tileHeight = tileHeight;
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m_tileCountX = tileCountX;
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m_tileCountY = tileCountY;
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TileTextures.resize(m_tileCountX * m_tileCountY);
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}
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VOID TileMapComponent::SetupGridTile(IN INT32 index, IN Handle texture)
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{
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TileTextures[index] = texture;
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}
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VOID TileMapComponent::SetupGridTile(IN INT32 x, IN INT32 y, IN Handle texture)
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{
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TileTextures[x + y * m_tileCountX] = texture;
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}
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VOID TileMapComponent::EndGridSetup()
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{
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m_mapTexture = Engine::CombineImages(TileTextures, m_tileWidth, m_tileHeight, m_tileCountX, m_tileCountY);
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SetTexture(m_mapTexture);
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TileTextures.reset();
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}
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} // namespace ia::iae
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@ -63,8 +63,8 @@ namespace ia::iae
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Vec2 InputManager::GetAxis()
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{
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return Vec2{
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IsKeyDown(s_axisInputs[1]) + IsKeyDown(s_axisInputs[0]) * -1,
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IsKeyDown(s_axisInputs[3]) + IsKeyDown(s_axisInputs[2]) * -1
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IsKeyDown(s_axisInputs[3]) + IsKeyDown(s_axisInputs[2]) * -1,
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IsKeyDown(s_axisInputs[1]) + IsKeyDown(s_axisInputs[0]) * -1
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};
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}
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25
Engine/Src/Imp/CPP/Nodes/TileMapNode.cpp
Normal file
25
Engine/Src/Imp/CPP/Nodes/TileMapNode.cpp
Normal file
@ -0,0 +1,25 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <IAEngine/Engine.hpp>
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#include <IAEngine/Nodes/TileMapNode.hpp>
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namespace ia::iae
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{
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TileMapNode::TileMapNode(IN CONST String &name) : Node2D(name), m_tilemapComponent(AddComponent<TileMapComponent>())
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{
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}
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} // namespace ia::iae
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@ -154,7 +154,7 @@ namespace ia::iae
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s_state.ActiveCamera ? s_state.ActiveCamera->GetProjectionMatrix() : &IdentityMatrix, sizeof(Mat4));
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 1,
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(s_state.ActiveCamera && !s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix,
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(s_state.ActiveCamera && s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix,
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sizeof(Mat4));
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}
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@ -18,8 +18,8 @@
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#include <ResourceManager.hpp>
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#include <AudioManager.hpp>
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#include <Renderer/Renderer.hpp>
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#include <Renderer/GPUResourceManager.hpp>
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#include <Renderer/Renderer.hpp>
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_RESIZE_IMPLEMENTATION
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@ -63,8 +63,8 @@ namespace ia::iae
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Handle ResourceManager::CreateImage(IN CONST String &name, IN PCUINT8 rgbaData, IN INT32 width, IN INT32 height)
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{
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const auto texture = GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER, width, height,
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rgbaData, SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM);
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const auto texture = GPUResourceManager::CreateTexture(SDL_GPU_TEXTUREUSAGE_SAMPLER, width, height, rgbaData,
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SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM);
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s_imageHandles.pushBack(texture);
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Handle handle = s_imageHandles.size() - 1;
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s_images[name] = handle;
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@ -149,11 +149,19 @@ namespace ia::iae
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Handle ResourceManager::CombineImages(IN CONST Vector<Handle> &images, IN INT32 unitWidth, IN INT32 unitHeight,
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IN INT32 unitCountX, IN INT32 unitCountY)
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{
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const auto w = unitWidth * unitCountX;
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const auto h = unitHeight * unitCountY;
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Vector<SDL_GPUTexture *> textures;
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for (const auto &t : images)
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textures.pushBack(s_imageHandles[t]);
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return (Handle) GPUResourceManager::CombineTextures(textures.data(), unitWidth, unitHeight,
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unitCountX, unitCountY);
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const auto texture =
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GPUResourceManager::CombineTextures(textures.data(), unitWidth, unitHeight, unitCountX, unitCountY);
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s_imageHandles.pushBack(texture);
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Handle handle = s_imageHandles.size() - 1;
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s_images[Engine::GetUniqueResourceName()] = handle;
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s_imageExtents[handle] = (((UINT64) w) << 32) | h;
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s_nonScaledImageExtents[handle] = s_imageExtents[handle];
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return handle;
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}
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VOID ResourceManager::RescaleAllImages(IN FLOAT32 factorX, IN FLOAT32 factorY)
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@ -0,0 +1,48 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#pragma once
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#include <IAEngine/Components/TextureComponent.hpp>
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namespace ia::iae
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{
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class TileMapComponent : public TextureComponent
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{
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public:
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TileMapComponent(IN Node2D *node);
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public:
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VIRTUAL VOID Draw();
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VIRTUAL VOID DebugDraw();
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VIRTUAL VOID Update();
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VIRTUAL VOID FixedUpdate();
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public:
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VOID BeginGridSetup(IN INT32 tileWidth, IN INT32 tileHeight, IN INT32 tileCountX, IN INT32 tileCountY);
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VOID SetupGridTile(IN INT32 index, IN Handle texture);
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VOID SetupGridTile(IN INT32 x, IN INT32 y, IN Handle texture);
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VOID EndGridSetup();
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private:
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INT32 m_tileWidth{};
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INT32 m_tileHeight{};
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INT32 m_tileCountX{};
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INT32 m_tileCountY{};
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Handle m_mapTexture{INVALID_HANDLE};
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};
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} // namespace ia::iae
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@ -26,6 +26,7 @@
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#include <IAEngine/UI.hpp>
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#include <IAEngine/Scene.hpp>
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#include <IAEngine/Utils.hpp>
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namespace ia::iae
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{
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@ -58,6 +58,11 @@ namespace ia::iae
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return result;
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}
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VOID AddChild(IN RefPtr<Node2D> node)
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{
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m_children.pushBack(node);
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}
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public:
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VOID Translate(IN Vec2 v)
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{
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@ -0,0 +1,38 @@
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// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#pragma once
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#include <IAEngine/Components/TileMapComponent.hpp>
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#include <IAEngine/Nodes/Node2D.hpp>
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namespace ia::iae
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{
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class TileMapNode : public Node2D
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{
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public:
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TileMapNode(IN CONST String &name);
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public:
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TileMapComponent *GetTileMapComponent()
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{
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return m_tilemapComponent;
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}
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protected:
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TileMapComponent *CONST m_tilemapComponent{};
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};
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} // namespace ia::iae
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Block a user