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-rw-r--r--client/drawing2.lua19
1 files changed, 14 insertions, 5 deletions
diff --git a/client/drawing2.lua b/client/drawing2.lua
index c894e4c..800df78 100644
--- a/client/drawing2.lua
+++ b/client/drawing2.lua
@@ -21,8 +21,12 @@ do
local function ve(n,f) return {cos(th(n)),sin(th(n)), f} end
local function vi(n,f) return {ri*cos(th(n)),ri*sin(th(n)), f} end
local function vo(n,f) return {ro*cos(th(n)),ro*sin(th(n)), f} end
- local function apv(...) for _,x in ipairs({...}) do table.insert(vertices,x) end end
- local function apm(...) for _,x in ipairs({...}) do table.insert(map,x) end end
+ local function apv(...)
+ for _,x in ipairs({...}) do table.insert(vertices,x) end
+ end
+ local function apm(...)
+ for _,x in ipairs({...}) do table.insert(map,x) end
+ end
vertices[1] = {0,0, 1}
for n=0,5 do apv(ve(n,1)) end
@@ -88,7 +92,9 @@ vec4 position(mat4 transform_projection, vec4 vertex_position)
{
- vec2 instance_pos = vec2( floor(love_InstanceID/CHUNK_SIZE), mod(love_InstanceID, CHUNK_SIZE) );
+ vec2 instance_pos = vec2(
+ floor(love_InstanceID/CHUNK_SIZE),
+ mod(love_InstanceID, CHUNK_SIZE) );
vertex_position.xy += hex_to_pos * instance_pos;
float a = clamp( (zoom-zthr0)/zthrd, 0, 1);
@@ -104,7 +110,8 @@ vec4 position(mat4 transform_projection, vec4 vertex_position)
#pragma language glsl3
varying vec4 tcol;
-vec4 effect(vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords)
+vec4 effect(vec4 color, Image tex,
+ vec2 texture_coords, vec2 screen_coords)
{
// return vec4(tcol.xyz,0.5);
return tcol;
@@ -133,7 +140,9 @@ local function draw_map(camera,map)
local tl = htl:to_pos()
local br = hbr:to_pos()
- if br.x < cam_tl.x or cam_br.x < tl.x or br.y < cam_tl.y or cam_br.y < tl.y then
+ if br.x < cam_tl.x or cam_br.x < tl.x
+ or br.y < cam_tl.y or cam_br.y < tl.y
+ then
-- definitely not visible on screen
-- this does not catch every single nonvisible chunk
goto next