mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-16 10:52:44 +00:00
360 lines
13 KiB
Rust
360 lines
13 KiB
Rust
use std::cell::RefCell;
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use crate::common::{Color, Rect};
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use crate::framework::backend::{BackendShader, SpriteBatchCommand, VertexData};
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use crate::framework::context::Context;
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use crate::framework::error::GameResult;
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use crate::framework::graphics;
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use crate::framework::graphics::BlendMode;
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use crate::game::frame::Frame;
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use crate::game::map::{WaterParamEntry, WaterParams, WaterRegionType};
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use crate::game::physics::PhysicalEntity;
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use crate::game::shared_game_state::SharedGameState;
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use crate::game::stage::{BackgroundType, Stage};
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use crate::game::npc::list::NPCList;
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use crate::game::player::Player;
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const TENSION: f32 = 0.03;
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const DAMPENING: f32 = 0.01;
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const SPREAD: f32 = 0.02;
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#[derive(Copy, Clone, Eq, PartialEq)]
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pub enum WaterLayer {
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Front,
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Back,
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}
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struct DynamicWaterColumn {
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target_height: f32,
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height: f32,
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speed: f32,
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}
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impl DynamicWaterColumn {
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pub fn new() -> DynamicWaterColumn {
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DynamicWaterColumn { target_height: 8.0, height: 8.0, speed: 0.0 }
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}
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pub fn tick(&mut self, dampening: f32, tension: f32) {
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self.speed += tension * (self.target_height - self.height) - self.speed * dampening;
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self.height += self.speed;
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}
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}
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pub struct DynamicWater {
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x: f32,
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y: f32,
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end_x: f32,
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columns: Vec<DynamicWaterColumn>,
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color: WaterParamEntry,
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}
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impl DynamicWater {
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pub fn new(x: u16, y: u16, length: u16, color: WaterParamEntry) -> DynamicWater {
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let mut columns = Vec::new();
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let count = length as usize * 8 + 1;
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for _ in 0..count {
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columns.push(DynamicWaterColumn::new());
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}
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DynamicWater { x: x as f32 * 16.0, y: y as f32 * 16.0, end_x: (x + length) as f32 * 16.0, columns, color }
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}
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pub fn tick(&mut self) {
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for col in &mut self.columns {
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col.tick(DAMPENING, TENSION);
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}
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static mut L_DELTAS: Vec<f32> = Vec::new();
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static mut R_DELTAS: Vec<f32> = Vec::new();
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// we assume tick() is never called from other threads.
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unsafe {
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L_DELTAS.resize(self.columns.len(), 0.0);
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R_DELTAS.resize(self.columns.len(), 0.0);
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for _ in 0..2 {
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for i in 0..self.columns.len() {
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if i > 0 {
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L_DELTAS[i] = SPREAD * (self.columns[i].height - self.columns[i - 1].height);
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self.columns[i - 1].speed += L_DELTAS[i];
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}
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if i < self.columns.len() - 1 {
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R_DELTAS[i] = SPREAD * (self.columns[i].height - self.columns[i + 1].height);
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self.columns[i + 1].speed += R_DELTAS[i];
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}
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}
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for i in 0..self.columns.len() {
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if i > 0 {
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self.columns[i - 1].height += L_DELTAS[i];
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}
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if i < self.columns.len() - 1 {
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self.columns[i + 1].height += R_DELTAS[i];
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}
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}
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}
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}
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}
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pub fn interact(&mut self, players: &[&Player], npc_list: &NPCList) {
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let cols_i32 = self.columns.len() as i32;
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let mut tick_object = |obj: &dyn PhysicalEntity| {
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let obj_x = obj.x() as f32 / 512.0 + 8.0;
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let obj_y = obj.y() as f32 / 512.0 + 8.0;
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if (obj.vel_y() > 0x80 || obj.vel_y() < -0x80)
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&& obj_x > self.x
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&& obj_x < self.end_x as f32
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&& obj_y > self.y - 5.0
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&& obj_y < self.y + 4.0
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{
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let col_idx_center = (((obj_x - self.x) / 2.0) as i32).clamp(0, cols_i32);
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let col_idx_left =
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(col_idx_center - (obj.hit_bounds().left as i32 / (8 * 0x200))).clamp(0, cols_i32) as usize;
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let col_idx_right =
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(col_idx_center + (obj.hit_bounds().left as i32 / (8 * 0x200))).clamp(0, cols_i32) as usize;
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for col in &mut self.columns[col_idx_left..=col_idx_right] {
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col.speed = (obj.vel_y() as f32 / 512.0) * (obj.hit_rect_size() as f32 * 0.25).clamp(0.1, 1.0);
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}
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}
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};
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for player in players {
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tick_object(*player);
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}
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for npc in npc_list.iter_alive() {
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static NO_COLL_NPCS: [u16; 6] = [0, 3, 4, 18, 191, 195];
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if NO_COLL_NPCS.contains(&npc.npc_type) {
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continue;
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}
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tick_object(npc);
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}
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}
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}
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pub struct DepthRegion {
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rect: Rect<f32>,
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color: WaterParamEntry,
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}
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impl DepthRegion {
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pub fn new_tile(rect: Rect<u16>, color: WaterParamEntry) -> DepthRegion {
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DepthRegion {
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rect: Rect {
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left: rect.left as f32 * 16.0,
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top: rect.top as f32 * 16.0,
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right: rect.right as f32 * 16.0,
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bottom: rect.bottom as f32 * 16.0,
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},
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color,
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}
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}
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pub fn new(rect: Rect<f32>, color: WaterParamEntry) -> DepthRegion {
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DepthRegion { rect, color }
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}
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}
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pub struct WaterRenderer {
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depth_regions: Vec<DepthRegion>,
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water_surfaces: Vec<DynamicWater>,
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core_water: Option<(DynamicWater, DepthRegion)>,
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t: RefCell<u32>,
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}
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impl WaterRenderer {
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pub fn new() -> WaterRenderer {
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WaterRenderer { depth_regions: Vec::new(), water_surfaces: Vec::new(), core_water: None, t: RefCell::new(0) }
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}
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pub fn initialize(
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&mut self,
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regions: Vec<(WaterRegionType, Rect<u16>, u8)>,
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water_params: &WaterParams,
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stage: &Stage,
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) {
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for (reg_type, bounds, color_idx) in regions {
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let color = water_params.get_entry(color_idx);
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match reg_type {
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WaterRegionType::WaterLine => {
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self.water_surfaces.push(DynamicWater::new(bounds.left, bounds.top, bounds.width() + 1, *color));
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}
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WaterRegionType::WaterDepth => {
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self.depth_regions.push(DepthRegion::new_tile(bounds, *color));
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}
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}
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}
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if stage.data.background_type == BackgroundType::Water {
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let core_water_color = water_params.get_entry(0);
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self.core_water = Some((
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DynamicWater::new(0, 32768, stage.map.width, *core_water_color),
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DepthRegion::new(
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Rect {
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left: 0.0,
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top: stage.map.height as f32 * 16.0,
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right: stage.map.width as f32 * 16.0,
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bottom: stage.map.height as f32 * 16.0 + 1.0,
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},
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*core_water_color,
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),
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));
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}
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}
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pub fn tick(&mut self, state: &mut SharedGameState, (players, npc_list): (&[&Player], &NPCList)) -> GameResult<()> {
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for surf in &mut self.water_surfaces {
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surf.interact(players, npc_list);
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surf.tick();
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}
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if let Some((ref mut core_water, ref mut core_depth)) = &mut self.core_water {
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let level = state.water_level as f32 / 512.0 + 8.0;
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core_water.y = level;
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core_depth.rect.top = (level + 16.0).min(core_depth.rect.bottom);
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core_water.interact(players, npc_list);
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core_water.tick();
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}
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let mut t_ref = self.t.borrow_mut();
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*t_ref = t_ref.wrapping_add(1);
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Ok(())
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}
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pub fn draw(
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&self,
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state: &mut SharedGameState,
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ctx: &mut Context,
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frame: &Frame,
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layer: WaterLayer,
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) -> GameResult<()> {
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if !graphics::supports_vertex_draw(ctx)? {
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return Ok(());
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}
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graphics::set_render_target(ctx, state.lightmap_canvas.as_ref())?;
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graphics::clear(ctx, Color::from_rgba(0, 0, 0, 0));
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graphics::set_blend_mode(ctx, BlendMode::None)?;
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let (o_x, o_y) = frame.xy_interpolated(state.frame_time);
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let uv = (0.0, 0.0);
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let t = *self.t.borrow_mut() as f32 + state.frame_time as f32;
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let shader = BackendShader::WaterFill(state.scale, t, (o_x, o_y));
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let mut vertices = Vec::new();
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{
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let mut draw_region = |region: &DepthRegion| -> GameResult {
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let color_mid_rgba = region.color.color_middle.to_rgba();
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let color_btm_rgba = region.color.color_bottom.to_rgba();
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vertices.clear();
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vertices.reserve(6);
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let left = (region.rect.left - o_x - 8.0) * state.scale;
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let top = (region.rect.top - o_y - 8.0) * state.scale;
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let right = (region.rect.right - o_x + 8.0) * state.scale;
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let bottom = (region.rect.bottom - o_y + 8.0) * state.scale;
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vertices.push(VertexData { position: (left, bottom), uv, color: color_btm_rgba });
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vertices.push(VertexData { position: (left, top), uv, color: color_mid_rgba });
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vertices.push(VertexData { position: (right, top), uv, color: color_mid_rgba });
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vertices.push(VertexData { position: (left, bottom), uv, color: color_btm_rgba });
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vertices.push(VertexData { position: (right, top), uv, color: color_mid_rgba });
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vertices.push(VertexData { position: (right, bottom), uv, color: color_btm_rgba });
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graphics::draw_triangle_list(ctx, &vertices, None, shader)?;
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Ok(())
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};
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if layer == WaterLayer::Back {
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for region in &self.depth_regions {
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draw_region(region)?;
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}
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} else if let Some((_, ref core_depth)) = &self.core_water {
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draw_region(core_depth)?;
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}
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}
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{
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let mut draw_region = |surf: &DynamicWater| -> GameResult {
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let pos_x = surf.x;
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let pos_y = surf.y;
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let color_top_rgba = surf.color.color_top.to_rgba();
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let color_mid_rgba = surf.color.color_middle.to_rgba();
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let color_btm_rgba = surf.color.color_bottom.to_rgba();
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if (pos_x - o_x - 16.0) > state.canvas_size.0
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|| (pos_x - o_x + 16.0 + surf.end_x) < 0.0
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|| (pos_y - o_y - 16.0) > state.canvas_size.1
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|| (pos_y - o_y + 16.0) < 0.0
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{
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return Ok(());
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}
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vertices.clear();
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vertices.reserve(12 * surf.columns.len());
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let bottom = (pos_y - o_y + 8.0) * state.scale;
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for i in 1..surf.columns.len() {
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let x_right = (pos_x - 8.0 - o_x + i as f32 * 2.0) * state.scale;
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let x_left = x_right - 2.0 * state.scale;
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let top_left = (pos_y - o_y - 13.0 + surf.columns[i - 1].height) * state.scale;
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let top_right = (pos_y - o_y - 13.0 + surf.columns[i].height) * state.scale;
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let middle_left = top_left + 6.0 * state.scale;
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let middle_right = top_left + 6.0 * state.scale;
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vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba });
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vertices.push(VertexData { position: (x_left, top_left), uv, color: color_top_rgba });
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vertices.push(VertexData { position: (x_right, top_right), uv, color: color_top_rgba });
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vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba });
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vertices.push(VertexData { position: (x_right, top_right), uv, color: color_top_rgba });
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vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba });
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vertices.push(VertexData { position: (x_left, bottom), uv, color: color_btm_rgba });
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vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba });
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vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba });
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vertices.push(VertexData { position: (x_left, bottom), uv, color: color_btm_rgba });
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vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba });
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vertices.push(VertexData { position: (x_right, bottom), uv, color: color_btm_rgba });
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}
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graphics::draw_triangle_list(ctx, &vertices, None, shader)?;
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Ok(())
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};
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if layer == WaterLayer::Back {
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for surf in &self.water_surfaces {
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draw_region(surf)?;
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}
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} else if let Some((ref surf, _)) = &self.core_water {
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draw_region(surf)?;
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}
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}
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graphics::set_blend_mode(ctx, BlendMode::Alpha)?;
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graphics::set_render_target(ctx, None)?;
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{
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let canvas = state.lightmap_canvas.as_mut().unwrap();
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let rect = Rect { left: 0.0, top: 0.0, right: state.screen_size.0, bottom: state.screen_size.1 };
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canvas.clear();
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canvas.add(SpriteBatchCommand::DrawRect(rect, rect));
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canvas.draw()?;
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}
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Ok(())
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}
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}
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