use std::cell::RefCell; use crate::common::{Color, Rect}; use crate::entity::GameEntity; use crate::frame::Frame; use crate::framework::backend::{BackendShader, SpriteBatchCommand, VertexData}; use crate::framework::context::Context; use crate::framework::error::GameResult; use crate::framework::graphics; use crate::graphics::BlendMode; use crate::map::{WaterParamEntry, WaterParams, WaterRegionType}; use crate::npc::list::NPCList; use crate::physics::PhysicalEntity; use crate::player::Player; use crate::shared_game_state::SharedGameState; const TENSION: f32 = 0.03; const DAMPENING: f32 = 0.01; const SPREAD: f32 = 0.02; struct DynamicWaterColumn { target_height: f32, height: f32, speed: f32, } impl DynamicWaterColumn { pub fn new() -> DynamicWaterColumn { DynamicWaterColumn { target_height: 8.0, height: 8.0, speed: 0.0 } } pub fn tick(&mut self, dampening: f32, tension: f32) { self.speed += tension * (self.target_height - self.height) - self.speed * dampening; self.height += self.speed; } } pub struct DynamicWater { x: u16, y: u16, end_x: u16, columns: Vec, color: WaterParamEntry, } impl DynamicWater { pub fn new(x: u16, y: u16, length: u16, color: WaterParamEntry) -> DynamicWater { let mut columns = Vec::new(); let count = length as usize * 8 + 1; for _ in 0..count { columns.push(DynamicWaterColumn::new()); } DynamicWater { x, y, end_x: x + length, columns, color } } pub fn tick(&mut self) { for col in &mut self.columns { col.tick(DAMPENING, TENSION); } static mut L_DELTAS: Vec = Vec::new(); static mut R_DELTAS: Vec = Vec::new(); // we assume tick() is never called from other threads. unsafe { L_DELTAS.resize(self.columns.len(), 0.0); R_DELTAS.resize(self.columns.len(), 0.0); for _ in 0..2 { for i in 0..self.columns.len() { if i > 0 { L_DELTAS[i] = SPREAD * (self.columns[i].height - self.columns[i - 1].height); self.columns[i - 1].speed += L_DELTAS[i]; } if i < self.columns.len() - 1 { R_DELTAS[i] = SPREAD * (self.columns[i].height - self.columns[i + 1].height); self.columns[i + 1].speed += R_DELTAS[i]; } } for i in 0..self.columns.len() { if i > 0 { self.columns[i - 1].height += L_DELTAS[i]; } if i < self.columns.len() - 1 { self.columns[i + 1].height += R_DELTAS[i]; } } } } } } pub struct WaterRenderer { depth_regions: Vec<(Rect, WaterParamEntry)>, water_surfaces: Vec, t: RefCell, } impl WaterRenderer { pub fn new() -> WaterRenderer { WaterRenderer { depth_regions: Vec::new(), water_surfaces: Vec::new(), t: RefCell::new(0.0) } } pub fn initialize(&mut self, regions: Vec<(WaterRegionType, Rect, u8)>, water_params: &WaterParams) { for (reg_type, bounds, color_idx) in regions { let color = water_params.get_entry(color_idx); match reg_type { WaterRegionType::WaterLine => { self.water_surfaces.push(DynamicWater::new(bounds.left, bounds.top, bounds.width() + 1, *color)); } WaterRegionType::WaterDepth => { self.depth_regions.push((bounds, *color)); } } } } } impl GameEntity<(&[&Player], &NPCList)> for WaterRenderer { fn tick(&mut self, state: &mut SharedGameState, (players, npc_list): (&[&Player], &NPCList)) -> GameResult<()> { for surf in &mut self.water_surfaces { let line_x = surf.x as f32 * 16.0; let line_y = surf.y as f32 * 16.0; let mut tick_object = |obj: &dyn PhysicalEntity| { let obj_x = obj.x() as f32 / 512.0 + 8.0; let obj_y = obj.y() as f32 / 512.0 + 8.0; if (obj.vel_y() > 0x80 || obj.vel_y() < -0x80) && obj_x > line_x && obj_x < surf.end_x as f32 * 16.0 && obj_y > line_y - 5.0 && obj_y < line_y + 4.0 { let col_idx_center = (((obj_x - line_x) / 2.0) as i32).clamp(0, surf.columns.len() as i32); let col_idx_left = (col_idx_center - (obj.hit_bounds().left as i32 / (8 * 0x200))) .clamp(0, surf.columns.len() as i32) as usize; let col_idx_right = (col_idx_center + (obj.hit_bounds().left as i32 / (8 * 0x200))) .clamp(0, surf.columns.len() as i32) as usize; for col in &mut surf.columns[col_idx_left..=col_idx_right] { col.speed = (obj.vel_y() as f32 / 512.0) * (obj.hit_rect_size() as f32 * 0.25).clamp(0.1, 1.0); } } }; for player in players { tick_object(*player); } for npc in npc_list.iter_alive() { static NO_COLL_NPCS: [u16; 3] = [0, 3, 4]; if NO_COLL_NPCS.contains(&npc.npc_type) { continue; } tick_object(npc); } surf.tick(); } Ok(()) } fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult<()> { if !graphics::supports_vertex_draw(ctx)? { return Ok(()); } graphics::set_render_target(ctx, state.lightmap_canvas.as_ref())?; graphics::clear(ctx, Color::from_rgba(0, 0, 0, 0)); graphics::set_blend_mode(ctx, BlendMode::None)?; let (o_x, o_y) = frame.xy_interpolated(state.frame_time); let uv = (0.5, 0.5); let mut t_ref = self.t.borrow_mut(); let t = *t_ref; *t_ref += state.frame_time as f32; let shader = BackendShader::WaterFill(state.scale, t, (o_x, o_y)); for (region, color) in &self.depth_regions { let color_mid_rgba = color.color_middle.to_rgba(); let color_btm_rgba = color.color_bottom.to_rgba(); let mut vertices = vec![]; vertices.reserve(6); let left = (region.left as f32 * 16.0 - o_x - 8.0) * state.scale; let top = (region.top as f32 * 16.0 - o_y - 8.0) * state.scale; let right = (region.right as f32 * 16.0 - o_x + 8.0) * state.scale; let bottom = (region.bottom as f32 * 16.0 - o_y + 8.0) * state.scale; vertices.push(VertexData { position: (left, bottom), uv, color: color_btm_rgba }); vertices.push(VertexData { position: (left, top), uv, color: color_mid_rgba }); vertices.push(VertexData { position: (right, top), uv, color: color_mid_rgba }); vertices.push(VertexData { position: (left, bottom), uv, color: color_btm_rgba }); vertices.push(VertexData { position: (right, top), uv, color: color_mid_rgba }); vertices.push(VertexData { position: (right, bottom), uv, color: color_btm_rgba }); graphics::draw_triangle_list(ctx, vertices, None, shader)?; } for surf in &self.water_surfaces { let pos_x = surf.x as f32 * 16.0; let pos_y = surf.y as f32 * 16.0; let color_top_rgba = surf.color.color_top.to_rgba(); let color_mid_rgba = surf.color.color_middle.to_rgba(); let color_btm_rgba = surf.color.color_bottom.to_rgba(); if (pos_x - o_x - 16.0) > state.canvas_size.0 || (pos_x - o_x + 16.0 + surf.end_x as f32 * 16.0) < 0.0 || (pos_y - o_y - 16.0) > state.canvas_size.1 || (pos_y - o_y + 16.0) < 0.0 { continue; } let mut vertices = vec![]; vertices.reserve(12 * surf.columns.len()); let bottom = (pos_y - o_y + 8.0) * state.scale; for i in 1..surf.columns.len() { let x_right = (pos_x - 8.0 - o_x + i as f32 * 2.0) * state.scale; let x_left = x_right - 2.0 * state.scale; let top_left = (pos_y - o_y - 13.0 + surf.columns[i - 1].height) * state.scale; let top_right = (pos_y - o_y - 13.0 + surf.columns[i].height) * state.scale; let middle_left = top_left + 6.0 * state.scale; let middle_right = top_left + 6.0 * state.scale; vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba }); vertices.push(VertexData { position: (x_left, top_left), uv, color: color_top_rgba }); vertices.push(VertexData { position: (x_right, top_right), uv, color: color_top_rgba }); vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba }); vertices.push(VertexData { position: (x_right, top_right), uv, color: color_top_rgba }); vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba }); vertices.push(VertexData { position: (x_left, bottom), uv, color: color_btm_rgba }); vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba }); vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba }); vertices.push(VertexData { position: (x_left, bottom), uv, color: color_btm_rgba }); vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba }); vertices.push(VertexData { position: (x_right, bottom), uv, color: color_btm_rgba }); } graphics::draw_triangle_list(ctx, vertices, None, shader)?; } graphics::set_blend_mode(ctx, BlendMode::Alpha)?; graphics::set_render_target(ctx, None)?; { let canvas = state.lightmap_canvas.as_mut().unwrap(); let rect = Rect { left: 0.0, top: 0.0, right: state.screen_size.0, bottom: state.screen_size.1 }; canvas.clear(); canvas.add(SpriteBatchCommand::DrawRect(rect, rect)); canvas.draw()?; } Ok(()) } }