2 releases
0.1.1 | Sep 26, 2023 |
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0.1.0 | Sep 21, 2023 |
#175 in Rendering
37KB
769 lines
wgpu-tilemap
wgpu-tilemap
is wgpu middleware for GPU-accelerated tilemap rendering, primarily targeted at 2d games.
It draws each tilemap as a single quad, so the vertex count is independent of the size of the tilemap. It uses texture arrays for the tilesets, so the fragment shader is essentially 2 texture loads: one from the tilemap and one from the tileset. It discards fully transparent fragments, so drawing multiple layers can be accelerated with a depth buffer.
Example
// Create a tilemap pipeline
let mut tilemap_pipeline = TilemapPipeline::new(device, surface_config.format, None);
// Specify a camera matrix
tilemap_pipeline.set_camera(queue, FULLSCREEN_QUAD_CAMERA);
// Create/load a tileset
use image::io::Reader as ImageReader;
let tileset_image = ImageReader::open("tileset.png").unwrap().decode().unwrap();
let tileset = TilesetRef::from_image(&tileset_image, Vec2::new(32, 32));
// Upload a tileset to the GPU
tilemap_pipeline.upload_tilesets(device, queue, &[tileset]);
// Create/load a tilemap
let some_tilemap = TilemapRef::zeroed(Vec2::broadcast(size));
// Upload a tilemap to the GPU
self.tilemap_pipeline.upload_tilemaps(
device,
queue,
&[TilemapDrawData {
transform: Mat4::identity(),
tilemap: Cow::Borrowed(&some_tilemap),
tileset: 0,
noise: TilemapNoise::default(),
}],
);
// Render the uploaded tilemaps
tilemap_pipeline.render(&device, &mut rpass);
License
wgpu-tilemap
is licensed under the Apache License, Version 2.0, (LICENSE.apache2 or https://www.apache.org/licenses/LICENSE-2.0)
Dependencies
~3–38MB
~530K SLoC