diff --git a/DESIGN.md b/DESIGN.md index 908bd8e..894940a 100644 --- a/DESIGN.md +++ b/DESIGN.md @@ -19,6 +19,7 @@ An original dungeon management game (genre: dungeon building & defence) that run - Units: **pixel sprites as billboards** (always facing the camera) - Lighting: **dark + torches** – dark base level; claimed areas and light sources (torches, core, portal, gate) are bright, flickering light - **Dig marking**: a marked block glows as a translucent yellow box with a yellow outline around all edges +- **Hover**: the wall block under the mouse gets a faint version of that box (in the colour of the active tool); while dragging a dig rectangle, every block inside is tinted faintly; floor tiles get an outline - **Tile outlines**: subtle dark lines around every tile (floors, wall tops, vertical wall edges), following the irregular surface; toggle with G (later in the graphics settings) - The UI is a 2D layer on top, including a minimap diff --git a/src/render3d.rs b/src/render3d.rs index 911ba57..3410363 100644 --- a/src/render3d.rs +++ b/src/render3d.rs @@ -416,13 +416,19 @@ const MARK_LINE: [u8; 4] = [255, 220, 70, 235]; // Glowing yellow box around a block that is marked for digging fn mark_block(mk: &mut MB, map: &Map, x: i32, z: i32) { - let (x0, z0) = (x as f32 - 0.06, z as f32 - 0.06); - let (x1, z1) = (x as f32 + 1.06, z as f32 + 1.06); - let top = WALL_H + 0.16; + block_box(mk, map, x, z, MARK_FILL, MARK_LINE, 0.06, 1.0); +} + +// Translucent box around a wall block: fill on top and open sides, outline on all edges. +// pad = how far the box sticks out, lw = line width factor +fn block_box(mk: &mut MB, map: &Map, x: i32, z: i32, fill: [u8; 4], line: [u8; 4], pad: f32, lw: f32) { + let (x0, z0) = (x as f32 - pad, z as f32 - pad); + let (x1, z1) = (x as f32 + 1.0 + pad, z as f32 + 1.0 + pad); + let top = WALL_H + 0.1 + pad; let c = [x0, z0, x1, z1]; let p = |xx: f32, y: f32, zz: f32| vec3(xx, y, zz); // top face - mk.quad([p(c[0], top, c[1]), p(c[2], top, c[1]), p(c[2], top, c[3]), p(c[0], top, c[3])], [Vec2::ZERO; 4], [MARK_FILL; 4], [Vec3::Y; 4]); + mk.quad([p(c[0], top, c[1]), p(c[2], top, c[1]), p(c[2], top, c[3]), p(c[0], top, c[3])], [Vec2::ZERO; 4], [fill; 4], [Vec3::Y; 4]); let corners = [p(c[0], 0.0, c[1]), p(c[2], 0.0, c[1]), p(c[2], 0.0, c[3]), p(c[0], 0.0, c[3])]; // side faces towards open neighbours, outline on all edges for k in 0..4 { @@ -432,16 +438,16 @@ fn mark_block(mk: &mut MB, map: &Map, x: i32, z: i32) { let up = vec3(0.0, top, 0.0); let out = vec3(dx as f32, 0.0, dz as f32); if !solid_at(map, x + dx, z + dz) { - mk.quad([a, b, b + up, a + up], [Vec2::ZERO; 4], [MARK_FILL; 4], [out; 4]); - mk.strip(a + vec3(0.0, 0.02, 0.0), b + vec3(0.0, 0.02, 0.0), out, 0.05, MARK_LINE); + mk.quad([a, b, b + up, a + up], [Vec2::ZERO; 4], [fill; 4], [out; 4]); + mk.strip(a + vec3(0.0, 0.02, 0.0), b + vec3(0.0, 0.02, 0.0), out, 0.05 * lw, line); } - mk.strip(a + up, b + up, Vec3::Y, 0.06, MARK_LINE); + mk.strip(a + up, b + up, Vec3::Y, 0.06 * lw, line); // vertical edge at this corner: down to the floor only where a side is open, // otherwise just the part that sticks out above the neighbouring walls let (pdx, pdz) = DIR4[(k + 3) % 4]; let open_here = !solid_at(map, x + dx, z + dz) || !solid_at(map, x + pdx, z + pdz); let bottom = if open_here { 0.0 } else { WALL_H - 0.05 }; - mk.strip(a + vec3(0.0, bottom, 0.0), a + up, out, 0.05, MARK_LINE); + mk.strip(a + vec3(0.0, bottom, 0.0), a + up, out, 0.05 * lw, line); } } @@ -1190,15 +1196,43 @@ fn outline(x0: f32, z0: f32, x1: f32, z1: f32, y: f32, c: Color) { } } +// Hover feedback: wall blocks get a faint version of the dig-mark box (in the tool colour), +// floor tiles an outline. While dragging a dig rectangle, every block inside is tinted. fn draw_overlay(map: &Map, ov: &Overlay) { - let y_of = |x: i32, z: i32| if ov.high && map.get(x, z).map_or(false, |t| t.solid()) { WALL_H + 0.14 } else { 0.04 }; + const MAX_BOXES: usize = 400; // keeps the per-frame mesh within one draw call + let c = ov.color; + let fill = [(c.r * 255.0) as u8, (c.g * 255.0) as u8, (c.b * 255.0) as u8, 28]; + let line = [(c.r * 255.0) as u8, (c.g * 255.0) as u8, (c.b * 255.0) as u8, 110]; + let solid = |x: i32, z: i32| map.get(x, z).map_or(false, |t| t.solid()); + let mut mb = MB::new(); if let Some((x0, z0, x1, z1)) = ov.rect { let (ax, bx) = (x0.min(x1), x0.max(x1)); let (az, bz) = (z0.min(z1), z0.max(z1)); - let y = if ov.high { WALL_H + 0.14 } else { 0.04 }; + let mut boxes = 0; + if ov.high { + 'outer: for z in az..=bz { + for x in ax..=bx { + if map.get(x, z).map_or(false, |t| t.diggable()) { + if boxes >= MAX_BOXES { + break 'outer; + } + block_box(&mut mb, map, x, z, fill, line, 0.08, 0.6); + boxes += 1; + } + } + } + } + let y = if ov.high { WALL_H + 0.18 } else { 0.04 }; outline(ax as f32, az as f32, bx as f32 + 1.0, bz as f32 + 1.0, y, ov.color); } else if let Some((x, z)) = ov.hover { - outline(x as f32, z as f32, x as f32 + 1.0, z as f32 + 1.0, y_of(x, z), ov.color); + if solid(x, z) { + block_box(&mut mb, map, x, z, fill, line, 0.08, 0.6); + } else { + outline(x as f32, z as f32, x as f32 + 1.0, z as f32 + 1.0, 0.04, ov.color); + } + } + if let Some(m) = mb.into_plain_mesh() { + draw_mesh(&m); } if let Some((x, z, r)) = ov.radius { ring(vec3(x, 0.05, z), r, ov.color);