/******************************************************************************* Copyright (c) 2009, Charles McGarvey All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *******************************************************************************/ #ifndef _TILEMAP_HH_ #define _TILEMAP_HH_ /** * @file tilemap.hh * Small subclass to give some basic tile-mapping functionality to textures. */ #include #include #include "opengl.hh" #include "texture.hh" namespace dc { namespace tile { /** * Possible orientations for texture coordinates. */ typedef enum { normal = 0, ///< Normal orientation. flip = 1, ///< Flip over a horizontal axis. reverse = 2, ///< Flip over a vertical axis. flip_and_reverse = 3 ///< Flip over both. } orientation; } // namespace tile /** * A tilemap is a texture which is meant to be divided into smaller sprites. * This class provides all the functionality of a texture and adds some methods * to get texture coordinates to individual tiles within the tilemap. For * simplicity, this class assumes square tiles. */ class tilemap : public texture { public: tilemap(const std::string& filePath, bool keepInMemory = false, unsigned tilesU = 1, unsigned tilesV = 1) : texture(filePath, keepInMemory), tilesU_(tilesU), tilesV_(tilesV) {} /** * Set the number of rows and columns of square tiles. * @param tilesU Columns of tiles. * @param tilesV Rows of tiles. */ void setTileDimensions(unsigned tilesU, unsigned tilesV) { assert(tilesU != 0 && tilesV != 0); tilesU_ = tilesU; tilesV_ = tilesV; } /** * Calculate texture coordinates for a tile at a certain index. Tiles are * indexed start with zero as the to-left tile and moving across, then down. * @param index The tile index. * @param coords An array of floats where the texture coordinates will be * stored after this call. The first coordinate (u,v) will be in the first * two places and so on until all four coordinates are stored, therefore * requiring enough room for an array of eight floats. The winding of the * coordinates is always counter-clockwise (the GL default). */ void getTileCoords(unsigned index, float coords[8]) { assert(index < tilesU_ * tilesV_); float w = 1.0 / float(tilesU_); float h = 1.0 / float(tilesV_); coords[0] = float(index % tilesU_) * w; coords[1] = (float(tilesV_ - 1) - float(index / tilesU_)) * h; coords[2] = coords[0] + w; coords[3] = coords[1]; coords[4] = coords[2]; coords[5] = coords[1] + h; coords[6] = coords[0]; coords[7] = coords[5]; } /** * This version let's you specify an orientation that will be reflected in * the texture coordinates. This allows you to easily map a texture * backwards or upside-down. * @param what The orientation; can be flip, reverse, or flip_and_reverse. */ void getTileCoords(unsigned index, float coords[8], tile::orientation what) { getTileCoords(index, coords); if (what & tile::flip) { coords[1] = coords[5]; coords[5] = coords[3]; coords[3] = coords[7]; coords[7] = coords[5]; } if (what & tile::reverse) { coords[0] = coords[2]; coords[2] = coords[6]; coords[4] = coords[6]; coords[6] = coords[0]; } } private: unsigned tilesU_; unsigned tilesV_; }; } // namespace dc #endif // _TILEMAP_HH_