ddnet/src/game/client/mapres_tilemap.cpp

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#include "../../engine/interface.h"
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#include "mapres_tilemap.h"
#include "mapres_image.h"
#include "../mapres.h"
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#include <baselib/opengl.h>
bool must_init = true;
void *batches[32] = {0};
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int tilemap_init()
{
must_init = true;
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return 0;
}
void tilemap_render(float scale, int fg)
{
if(!map_is_loaded())
return;
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float screen_x0, screen_y0, screen_x1, screen_y1;
gfx_getscreen(&screen_x0, &screen_y0, &screen_x1, &screen_y1);
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// fetch indecies
int start, num;
map_get_type(MAPRES_TILEMAP, &start, &num);
// render tilemaps
int passed_main = 0;
for(int t = 0; t < num; t++)
{
mapres_tilemap *tmap = (mapres_tilemap *)map_get_item(start+t,0,0);
unsigned char *data = (unsigned char *)map_get_data(tmap->data);
if(tmap->main)
passed_main = 1;
if((fg && passed_main) || (!fg && !passed_main))
{
gfx_texture_set(img_get(tmap->image));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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if(!batches[t])
{
gfx_quads_begin();
float frac = (1.0f/1024.0f);//2.0f; //2.0f;
float texsize = 1024.0f;
float nudge = 0.5f/texsize;
float s = 1.0f;
for(int y = 0; y < tmap->height; y++)
for(int x = 0; x < tmap->width; x++)
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{
int mx = x;
int my = y;
if(mx<0) mx = 0;
if(mx>=tmap->width) mx = tmap->width-1;
if(my<0) my = 0;
if(my>=tmap->height) my = tmap->height-1;
int c = mx + my*tmap->width;
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unsigned char d = data[c*2];
if(d)
{
/*
gfx_quads_setsubset(
(d%16)/16.0f*s+frac,
(d/16)/16.0f*s+frac,
((d%16)/16.0f+1.0f/16.0f)*s-frac,
((d/16)/16.0f+1.0f/16.0f)*s-frac);
*/
int tx = d%16;
int ty = d/16;
int px0 = tx*(1024/16);
int py0 = ty*(1024/16);
int px1 = (tx+1)*(1024/16)-1;
int py1 = (ty+1)*(1024/16)-1;
float z = -5.0f;
gfx_quads_setsubset(
nudge + px0/texsize+frac,
nudge + py0/texsize+frac,
nudge + px1/texsize-frac,
nudge + py1/texsize-frac);
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gfx_quads_drawTL(x*scale, y*scale, scale, scale);
}
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}
//gfx_quads_end();
batches[t] = gfx_quads_create_batch();
}
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gfx_quads_draw_batch(batches[t]);
//glCallList(lists_start+t);
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}
}
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}