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path: root/client/drawing2.lua
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local CHUNK_SIZE = require"common.constants".CHUNK_SIZE
local coords = require"common.coords"

local tau = 2*math.pi

-- funny hexagon
local vertices = {}
-- v[1] {0,0}, fill
-- v[2-7] edge, fill
-- v[8-13] inner, outline
-- v[14-19] outer, outline
local map = {}

do
	local function ix(n) return n%6 end
	local function th(n) return tau*(ix(n)+0.5)/6 end
	local cos,sin = math.cos,math.sin
	local OLWIDTH = 0.11
	local hw = OLWIDTH/2
	local ri,ro = 1-hw,1+hw
	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
	
	vertices[1] = {0,0, 1}
	for n=0,5 do apv(ve(n,1)) end
	for n=0,5 do apv(vi(n,0)) end
	for n=0,5 do apv(vo(n,0)) end

	-- fill area
	for n=0,5 do apm(1, 2+n, 2+ix(1+n) ) end

	local function ii(n) return 8+ix(n) end
	local function oi(n) return 14+ix(n) end

	-- outline area
	for n=0,5 do
		apm( ii(n), oi(n), oi(n+1) )
		apm( ii(n), oi(n+1), ii(n+1) )
	end
end

local shape_mesh = love.graphics.newMesh({
	{"VertexPosition","float",2},
	{"fillness","float",1},
},vertices,"triangles","static")
shape_mesh:setVertexMap(map)

local function c(...) return {love.math.colorFromBytes(...)} end
-- taken from breadquest
local colors = {
	{0,0,0},
	c(255,64,64),	-- red
	c(255,128,0),	-- orange
	c(192,192,64),	-- yellow
	c(0,192,0),		-- green
	c(0,192,192),	-- teal
	c(64,64,255),	-- blue
	c(192,0,192),	-- purple
	c(128,128,128),	-- grey

	c(0xe7,0x9e,0), -- ubqorange
}

local shader = love.graphics.newShader([[
#pragma language glsl3

const mat2 hex_to_pos = mat2( sqrt(3), 0, sqrt(3)/2, 1.5);
#define CHUNK_SIZE ]]..tostring(CHUNK_SIZE)..[[.0


uniform vec3 colors[10];

uniform float zoom;

attribute float tile_type;
attribute float fillness;

varying vec4 tcol;

const float zthr0 = 2.7;
const float zthr1 = 6;
const float zthrd = zthr1-zthr0;

vec4 position(mat4 transform_projection, vec4 vertex_position)
{


	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);
	a = max(fillness, a);
	
	int tidx = int(tile_type);
	tcol = (tidx == 0) ? vec4(0.0) : vec4(fillness*colors[tidx], a);
	
	
	return transform_projection * vertex_position;
}
]],[[
#pragma language glsl3

varying vec4 tcol;
vec4 effect(vec4 color, Image tex,
	vec2 texture_coords, vec2 screen_coords)
{
	// return vec4(tcol.xyz,0.5);
	return tcol;
}
]])

shader:send("colors",unpack(colors))


local function set_imesh(im)
	shape_mesh:detachAttribute("tile_type")
	shape_mesh:attachAttribute("tile_type",im,"perinstance")
end

local function draw_map(camera,map) -- luacheck: no redefined
	shader:send("zoom",camera.zoom)
	love.graphics.setShader(shader)

	local cam_tl,cam_br = camera:extents()

	local count = CHUNK_SIZE*CHUNK_SIZE
	for _,ch in map:iter_chunks() do
		if ch then
			-- todo: skip chunks that aren't on screen, maybe
			local htl,hbr = ch.cp:extents()
			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
					-- definitely not visible on screen
					-- this does not catch every single nonvisible chunk
					goto next
			end
			

			set_imesh(ch.imesh)
			love.graphics.drawInstanced(shape_mesh, count, tl.x, tl.y)
		end
		::next::
	end

	love.graphics.setShader()
end




return {draw_map=draw_map}