doukutsu-rs/src/components/water_renderer.rs

360 lines
13 KiB
Rust

use std::cell::RefCell;
use crate::common::{Color, Rect};
use crate::framework::backend::{BackendShader, SpriteBatchCommand, VertexData};
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::framework::graphics;
use crate::framework::graphics::BlendMode;
use crate::game::frame::Frame;
use crate::game::map::{WaterParamEntry, WaterParams, WaterRegionType};
use crate::game::physics::PhysicalEntity;
use crate::game::shared_game_state::SharedGameState;
use crate::game::stage::{BackgroundType, Stage};
use crate::game::npc::list::NPCList;
use crate::game::player::Player;
const TENSION: f32 = 0.03;
const DAMPENING: f32 = 0.01;
const SPREAD: f32 = 0.02;
#[derive(Copy, Clone, Eq, PartialEq)]
pub enum WaterLayer {
Front,
Back,
}
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: f32,
y: f32,
end_x: f32,
columns: Vec<DynamicWaterColumn>,
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: x as f32 * 16.0, y: y as f32 * 16.0, end_x: (x + length) as f32 * 16.0, columns, color }
}
pub fn tick(&mut self) {
for col in &mut self.columns {
col.tick(DAMPENING, TENSION);
}
static mut L_DELTAS: Vec<f32> = Vec::new();
static mut R_DELTAS: Vec<f32> = 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 fn interact(&mut self, players: &[&Player], npc_list: &NPCList) {
let cols_i32 = self.columns.len() as i32;
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 > self.x
&& obj_x < self.end_x as f32
&& obj_y > self.y - 5.0
&& obj_y < self.y + 4.0
{
let col_idx_center = (((obj_x - self.x) / 2.0) as i32).clamp(0, cols_i32);
let col_idx_left =
(col_idx_center - (obj.hit_bounds().left as i32 / (8 * 0x200))).clamp(0, cols_i32) as usize;
let col_idx_right =
(col_idx_center + (obj.hit_bounds().left as i32 / (8 * 0x200))).clamp(0, cols_i32) as usize;
for col in &mut self.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; 6] = [0, 3, 4, 18, 191, 195];
if NO_COLL_NPCS.contains(&npc.npc_type) {
continue;
}
tick_object(npc);
}
}
}
pub struct DepthRegion {
rect: Rect<f32>,
color: WaterParamEntry,
}
impl DepthRegion {
pub fn new_tile(rect: Rect<u16>, color: WaterParamEntry) -> DepthRegion {
DepthRegion {
rect: Rect {
left: rect.left as f32 * 16.0,
top: rect.top as f32 * 16.0,
right: rect.right as f32 * 16.0,
bottom: rect.bottom as f32 * 16.0,
},
color,
}
}
pub fn new(rect: Rect<f32>, color: WaterParamEntry) -> DepthRegion {
DepthRegion { rect, color }
}
}
pub struct WaterRenderer {
depth_regions: Vec<DepthRegion>,
water_surfaces: Vec<DynamicWater>,
core_water: Option<(DynamicWater, DepthRegion)>,
t: RefCell<u32>,
}
impl WaterRenderer {
pub fn new() -> WaterRenderer {
WaterRenderer { depth_regions: Vec::new(), water_surfaces: Vec::new(), core_water: None, t: RefCell::new(0) }
}
pub fn initialize(
&mut self,
regions: Vec<(WaterRegionType, Rect<u16>, u8)>,
water_params: &WaterParams,
stage: &Stage,
) {
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(DepthRegion::new_tile(bounds, *color));
}
}
}
if stage.data.background_type == BackgroundType::Water {
let core_water_color = water_params.get_entry(0);
self.core_water = Some((
DynamicWater::new(0, 32768, stage.map.width, *core_water_color),
DepthRegion::new(
Rect {
left: 0.0,
top: stage.map.height as f32 * 16.0,
right: stage.map.width as f32 * 16.0,
bottom: stage.map.height as f32 * 16.0 + 1.0,
},
*core_water_color,
),
));
}
}
pub fn tick(&mut self, state: &mut SharedGameState, (players, npc_list): (&[&Player], &NPCList)) -> GameResult<()> {
for surf in &mut self.water_surfaces {
surf.interact(players, npc_list);
surf.tick();
}
if let Some((ref mut core_water, ref mut core_depth)) = &mut self.core_water {
let level = state.water_level as f32 / 512.0 + 8.0;
core_water.y = level;
core_depth.rect.top = (level + 16.0).min(core_depth.rect.bottom);
core_water.interact(players, npc_list);
core_water.tick();
}
let mut t_ref = self.t.borrow_mut();
*t_ref = t_ref.wrapping_add(1);
Ok(())
}
pub fn draw(
&self,
state: &mut SharedGameState,
ctx: &mut Context,
frame: &Frame,
layer: WaterLayer,
) -> GameResult<()> {
if !graphics::supports_vertex_draw(ctx)? {
return Ok(());
}
graphics::set_render_target(ctx, state.water_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 = (0.0, 0.0);
let t = *self.t.borrow_mut() as f32 + state.frame_time as f32;
let shader = BackendShader::WaterFill(state.scale, t, (o_x, o_y));
let mut vertices = Vec::new();
{
let mut draw_region = |region: &DepthRegion| -> GameResult {
let color_mid_rgba = region.color.color_middle.to_rgba();
let color_btm_rgba = region.color.color_bottom.to_rgba();
vertices.clear();
vertices.reserve(6);
let left = (region.rect.left - o_x - 8.0) * state.scale;
let top = (region.rect.top - o_y - 8.0) * state.scale;
let right = (region.rect.right - o_x + 8.0) * state.scale;
let bottom = (region.rect.bottom - 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)?;
Ok(())
};
if layer == WaterLayer::Back {
for region in &self.depth_regions {
draw_region(region)?;
}
} else if let Some((_, ref core_depth)) = &self.core_water {
draw_region(core_depth)?;
}
}
{
let mut draw_region = |surf: &DynamicWater| -> GameResult {
let pos_x = surf.x;
let pos_y = surf.y;
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) < 0.0
|| (pos_y - o_y - 16.0) > state.canvas_size.1
|| (pos_y - o_y + 16.0) < 0.0
{
return Ok(());
}
vertices.clear();
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)?;
Ok(())
};
if layer == WaterLayer::Back {
for surf in &self.water_surfaces {
draw_region(surf)?;
}
} else if let Some((ref surf, _)) = &self.core_water {
draw_region(surf)?;
}
}
graphics::set_blend_mode(ctx, BlendMode::Alpha)?;
graphics::set_render_target(ctx, None)?;
{
let canvas = state.water_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(())
}
}