sf::VertexArray GenerateVertexArray(TileSet &tileSet, TileMap &tileMap) { sf::VertexArray vertexArray(sf::Quads); int tileWidth = tileSet.tileSize.x; int tileHeight = tileSet.tileSize.y; if(tileSet.IsDirty()) return vertexArray; for(int layer = 0; layer < 3; layer++) { for(int col = 0; col < tileMap.GetColumnsCount(); col++) { for(int row = 0; row < tileMap.GetRowsCount(); row++) { TileTextureCoords coords; if(tileMap.GetTile(layer, col, row) != -1) { coords = tileSet.GetTileTextureCoords(tileMap.GetTile(layer, col, row)); } else { coords = tileSet.GetTileTextureCoords(0); } { sf::Vertex vertex(sf::Vector2f(col * tileWidth, row * tileHeight), coords.topLeft); if(tileMap.GetTile(layer, col, row) == -1) vertex.color.a = 0; vertexArray.append(vertex); } { sf::Vertex vertex(sf::Vector2f(col * tileWidth, (row + 1) * tileHeight), coords.bottomLeft); if(tileMap.GetTile(layer, col, row) == -1) vertex.color.a = 0; vertexArray.append(vertex); } { sf::Vertex vertex(sf::Vector2f((col + 1) * tileWidth, (row + 1) * tileHeight), coords.bottomRight); if(tileMap.GetTile(layer, col, row) == -1) vertex.color.a = 0; vertexArray.append(vertex); } { sf::Vertex vertex(sf::Vector2f((col + 1) * tileWidth, row * tileHeight), coords.topRight); if(tileMap.GetTile(layer, col, row) == -1) vertex.color.a = 0; vertexArray.append(vertex); } } } } return vertexArray; }
void UpdateVertexArray(sf::VertexArray &vertexArray, int layer, int col, int row, TileSet &tileSet, TileMap &tileMap) { if(tileSet.IsDirty()) return; const int vertexPos = 4 * (layer * tileMap.GetColumnsCount() * tileMap.GetRowsCount() + col * tileMap.GetRowsCount() + row); TileTextureCoords newCoords = tileMap.GetTile(layer, col, row) != -1 ? tileSet.GetTileTextureCoords(tileMap.GetTile(layer, col, row)) : tileSet.GetTileTextureCoords(0); vertexArray[vertexPos].texCoords = newCoords.topLeft; vertexArray[vertexPos + 1].texCoords = newCoords.bottomLeft; vertexArray[vertexPos + 2].texCoords = newCoords.bottomRight; vertexArray[vertexPos + 3].texCoords = newCoords.topRight; for(int i = 0; i < 4; i++) { if(tileMap.GetTile(layer, col, row) == -1) { vertexArray[vertexPos + i].color.a = 0; } else { vertexArray[vertexPos + i].color.a = 255; } } }