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tiles.c
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tiles.c
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#include <glib.h>
#include <shoveler/camera/perspective.h>
#include <shoveler/constants.h>
#include <shoveler/controller.h>
#include <shoveler/drawable/quad.h>
#include <shoveler/framebuffer.h>
#include <shoveler/game.h>
#include <shoveler/global.h>
#include <shoveler/image.h>
#include <shoveler/input.h>
#include <shoveler/material.h>
#include <shoveler/material/tilemap.h>
#include <shoveler/model.h>
#include <shoveler/opengl.h>
#include <shoveler/scene.h>
#include <shoveler/shader_program.h>
#include <shoveler/texture.h>
#include <shoveler/tilemap.h>
#include <shoveler/tileset.h>
#include <stdlib.h> // EXIT_FAILURE, EXIT_SUCCESS
static void shovelerSampleUpdate(ShovelerGame* game, double dt);
int main(int argc, char* argv[]) {
ShovelerGameWindowSettings windowSettings;
windowSettings.windowTitle = "shoveler";
windowSettings.fullscreen = false;
windowSettings.vsync = true;
windowSettings.samples = 4;
windowSettings.windowedWidth = 640;
windowSettings.windowedHeight = 480;
ShovelerGameCameraSettings cameraSettings;
cameraSettings.frame.position = shovelerVector3(0, 0, 1);
cameraSettings.frame.direction = shovelerVector3(0, 0, -1);
cameraSettings.frame.up = shovelerVector3(0, 1, 0);
cameraSettings.projection.fieldOfViewY = 2.0f * SHOVELER_PI * 50.0f / 360.0f;
cameraSettings.projection.aspectRatio =
(float) windowSettings.windowedWidth / windowSettings.windowedHeight;
cameraSettings.projection.nearClippingPlane = 0.01;
cameraSettings.projection.farClippingPlane = 1000;
ShovelerGameControllerSettings controllerSettings;
controllerSettings.frame = cameraSettings.frame;
controllerSettings.moveFactor = 0.5f;
controllerSettings.tiltFactor = 0.0005f;
controllerSettings.boundingBoxSize2 = 0.0f;
controllerSettings.boundingBoxSize3 = 0.0f;
shovelerLogInit("shoveler/", SHOVELER_LOG_LEVEL_INFO_UP, stdout);
shovelerGlobalInit();
ShovelerGame* game = shovelerGameCreate(
shovelerSampleUpdate, &windowSettings, &cameraSettings, &controllerSettings);
if (game == NULL) {
return EXIT_FAILURE;
}
game->controller->lockTiltX = true;
game->controller->lockTiltY = true;
ShovelerImage* tilesetImage = shovelerImageCreate(2, 2, 3);
shovelerImageClear(tilesetImage);
shovelerImageGet(tilesetImage, 0, 0, 0) = 255; // red
shovelerImageGet(tilesetImage, 0, 1, 1) = 255; // green
shovelerImageGet(tilesetImage, 1, 0, 2) = 255; // blue
shovelerImageGet(tilesetImage, 1, 1, 0) = 255;
shovelerImageGet(tilesetImage, 1, 1, 1) = 255;
shovelerImageGet(tilesetImage, 1, 1, 2) = 255; // white
ShovelerImage* tilesImage = shovelerImageCreate(2, 2, 3);
shovelerImageClear(tilesImage);
shovelerImageGet(tilesImage, 0, 0, 0) = 0;
shovelerImageGet(tilesImage, 0, 0, 1) = 0;
shovelerImageGet(tilesImage, 0, 0, 2) = 1; // red
shovelerImageGet(tilesImage, 0, 1, 0) = 0;
shovelerImageGet(tilesImage, 0, 1, 1) = 0;
shovelerImageGet(tilesImage, 0, 1, 2) = 1; // red
shovelerImageGet(tilesImage, 1, 0, 0) = 0;
shovelerImageGet(tilesImage, 1, 0, 1) = 1;
shovelerImageGet(tilesImage, 1, 0, 2) = 1; // green
shovelerImageGet(tilesImage, 1, 1, 0) = 0;
shovelerImageGet(tilesImage, 1, 1, 1) = 0;
shovelerImageGet(tilesImage, 1, 1, 2) = 2; // full tileset
ShovelerTexture* tiles = shovelerTextureCreate2d(tilesImage, true);
shovelerTextureUpdate(tiles);
ShovelerTilemap* tilemap = shovelerTilemapCreate(tiles, NULL);
ShovelerTileset* tileset = shovelerTilesetCreate(tilesetImage, 2, 2, 1);
shovelerTilemapAddTileset(tilemap, tileset);
ShovelerTileset* tileset2 = shovelerTilesetCreate(tilesetImage, 1, 1, 1);
shovelerTilemapAddTileset(tilemap, tileset2);
shovelerImageFree(tilesetImage);
ShovelerMaterial* tilemapMaterial =
shovelerMaterialTilemapCreate(game->shaderCache, /* screenspace */ false);
shovelerMaterialTilemapSetActiveRegion(
tilemapMaterial,
/* regionPosition */ shovelerVector2(0.0f, 0.0f),
/* regionSize */ shovelerVector2(1.0f, 1.0f));
shovelerMaterialTilemapSetActive(tilemapMaterial, tilemap);
ShovelerDrawable* quad = shovelerDrawableQuadCreate();
ShovelerModel* tilesModel = shovelerModelCreate(quad, tilemapMaterial);
tilesModel->scale = shovelerVector3(0.5, 0.5, 1.0);
tilesModel->emitter = true;
shovelerModelUpdateTransformation(tilesModel);
shovelerSceneAddModel(game->scene, tilesModel);
shovelerOpenGLCheckSuccess();
while (shovelerGameIsRunning(game)) {
shovelerGameRenderFrame(game);
}
shovelerLogInfo("Exiting main loop, goodbye.");
shovelerTilemapFree(tilemap);
shovelerTilesetFree(tileset);
shovelerTilesetFree(tileset2);
shovelerTextureFree(tiles);
shovelerDrawableFree(quad);
shovelerMaterialFree(tilemapMaterial);
shovelerGameFree(game);
shovelerGlobalUninit();
shovelerLogTerminate();
return EXIT_SUCCESS;
}
static void shovelerSampleUpdate(ShovelerGame* game, double dt) {
shovelerCameraUpdateView(game->camera);
}