// 3D world renderer: isometric (orthographic) camera with free rotation and tilt, // chunked tile meshes with irregular (noise-displaced) walls, a lit material with // flickering point lights (torches, core, portal, gate), billboard sprites and 3D effects. use crate::game::*; use crate::gfx::*; use crate::map::*; use macroquad::miniquad::{BlendFactor, BlendState, BlendValue, Comparison, Equation, PipelineParams, UniformDesc, UniformType}; use macroquad::models::{Mesh, Vertex}; use macroquad::prelude::*; pub const WALL_H: f32 = 0.95; const CHUNK: i32 = 16; const NCH: i32 = MW as i32 / CHUNK; pub const MAX_LIGHTS: usize = 24; const ATLAS_W: f32 = 256.0; const ATLAS_H: f32 = 80.0; const WALL_SUB: usize = 3; // subdivisions per wall face edge const DISP_AMP: f32 = 0.11; // wall surface irregularity // ------------------------------------------------------------------ camera pub struct Cam { pub tx: f32, // look-at target on the ground (world x) pub tz: f32, // look-at target on the ground (world z = map y) pub yaw: f32, pub pitch: f32, pub zoom: f32, // visible world height in tiles (orthographic) } impl Cam { pub fn new(tx: f32, tz: f32) -> Cam { Cam { tx, tz, yaw: 0.785, pitch: 0.6155, zoom: 18.0 } } pub fn eye_dir(&self) -> Vec3 { vec3(self.pitch.cos() * self.yaw.sin(), self.pitch.sin(), self.pitch.cos() * self.yaw.cos()) } fn target(&self) -> Vec3 { vec3(self.tx, 0.0, self.tz) } pub fn camera(&self) -> Camera3D { Camera3D { position: self.target() + self.eye_dir() * 60.0, target: self.target(), up: Vec3::Y, fovy: self.zoom, projection: Projection::Orthographics, z_near: 1.0, z_far: 200.0, ..Default::default() } } // forward (into the screen), right, up fn basis(&self) -> (Vec3, Vec3, Vec3) { let f = -self.eye_dir(); let r = f.cross(Vec3::Y).normalize(); let u = r.cross(f); (f, r, u) } // Ground-plane directions for panning: screen-right and screen-up pub fn ground_axes(&self) -> (Vec2, Vec2) { let (f, r, _) = self.basis(); (vec2(r.x, r.z).normalize(), vec2(f.x, f.z).normalize()) } pub fn ray(&self, sx: f32, sy: f32) -> (Vec3, Vec3) { let (f, r, u) = self.basis(); let half_h = self.zoom * 0.5; let half_w = half_h * screen_width() / screen_height(); let nx = sx / screen_width() * 2.0 - 1.0; let ny = 1.0 - sy / screen_height() * 2.0; let pos = self.target() + self.eye_dir() * 60.0; (pos + r * (nx * half_w) + u * (ny * half_h), f) } pub fn ground_point(&self, sx: f32, sy: f32) -> Vec2 { let (o, d) = self.ray(sx, sy); let t = -o.y / d.y.min(-0.001); let p = o + d * t; vec2(p.x, p.z) } pub fn matrix(&self) -> Mat4 { self.camera().matrix() } pub fn project(m: &Mat4, p: Vec3) -> Vec2 { let c = *m * p.extend(1.0); let n = c.truncate() / c.w; vec2((n.x + 1.0) * 0.5 * screen_width(), (1.0 - n.y) * 0.5 * screen_height()) } // Tile under the mouse: wall tops/sides first, otherwise the floor pub fn pick_tile(&self, map: &Map, sx: f32, sy: f32) -> Option<(i32, i32, Vec3)> { let (o, d) = self.ray(sx, sy); if d.y >= -0.001 { return None; } let top = WALL_H + 0.3; let t0 = (o.y - top) / -d.y; let t1 = o.y / -d.y; let mut t = t0; while t <= t1 { let p = o + d * t; let (x, z) = (p.x.floor() as i32, p.z.floor() as i32); if inb(x, z) && map.t[idx(x, z)].solid() && p.y <= WALL_H { return Some((x, z, p)); } t += 0.03; } let p = o + d * t1; let (x, z) = (p.x.floor() as i32, p.z.floor() as i32); if inb(x, z) { Some((x, z, p)) } else { None } } } // ------------------------------------------------------------------ noise fn h3(x: i32, y: i32, z: i32, s: u32) -> f32 { let mut h = (x as u32).wrapping_mul(374761393) ^ (y as u32).wrapping_mul(668265263) ^ (z as u32).wrapping_mul(2147483647) ^ s.wrapping_mul(2246822519); h = (h ^ (h >> 13)).wrapping_mul(1274126177); h ^= h >> 16; (h & 0xffff) as f32 / 32767.5 - 1.0 } fn vnoise(p: Vec3, s: u32) -> f32 { let (x0, y0, z0) = (p.x.floor(), p.y.floor(), p.z.floor()); let (fx, fy, fz) = (p.x - x0, p.y - y0, p.z - z0); let sm = |t: f32| t * t * (3.0 - 2.0 * t); let (ux, uy, uz) = (sm(fx), sm(fy), sm(fz)); let (xi, yi, zi) = (x0 as i32, y0 as i32, z0 as i32); let mut acc = 0.0; for dz in 0..2 { for dy in 0..2 { for dx in 0..2 { let w = (if dx == 1 { ux } else { 1.0 - ux }) * (if dy == 1 { uy } else { 1.0 - uy }) * (if dz == 1 { uz } else { 1.0 - uz }); acc += w * h3(xi + dx, yi + dy, zi + dz, s); } } } acc } // Displacement depends only on the world position -> seamless between neighbours fn displace(p: Vec3) -> Vec3 { let q = p * 2.3; let r = p * 5.1; let n = |s: u32| vnoise(q, s) + 0.35 * vnoise(r, s + 10); let dy = if p.y < 0.01 { 0.0 } else { n(2) * 0.6 }; vec3(n(1), dy, n(3)) * DISP_AMP } // ------------------------------------------------------------------ lit material const VERTEX: &str = r#"#version 100 attribute vec3 position; attribute vec2 texcoord; attribute vec4 color0; attribute vec4 normal; varying lowp vec2 uv; varying lowp vec4 color; varying highp vec3 wpos; varying mediump vec3 wnorm; uniform mat4 Model; uniform mat4 Projection; void main() { vec4 w = Model * vec4(position, 1.0); wpos = w.xyz; wnorm = normal.xyz; color = color0 / 255.0; uv = texcoord; gl_Position = Projection * w; } "#; const FRAGMENT: &str = r#"#version 100 precision mediump float; varying lowp vec2 uv; varying lowp vec4 color; varying highp vec3 wpos; varying mediump vec3 wnorm; uniform sampler2D Texture; uniform vec4 LightPos[24]; uniform vec4 LightCol[24]; uniform float LightCount; void main() { vec4 tex = texture2D(Texture, uv); if (tex.a < 0.5) discard; vec3 n = normalize(wnorm); vec3 light = color.rgb; for (int i = 0; i < 24; i++) { if (float(i) >= LightCount) break; vec3 d = LightPos[i].xyz - wpos; float dist = length(d); float att = clamp(1.0 - dist / LightPos[i].w, 0.0, 1.0); att *= att; float ndl = max(dot(n, d / max(dist, 0.001)), 0.0) * 0.8 + 0.2; light += LightCol[i].rgb * LightCol[i].a * att * ndl; } gl_FragColor = vec4(tex.rgb * min(light, vec3(1.7)), 1.0); } "#; fn lit_material() -> Material { load_material( ShaderSource::Glsl { vertex: VERTEX, fragment: FRAGMENT }, MaterialParams { pipeline_params: PipelineParams { depth_test: Comparison::LessOrEqual, depth_write: true, ..Default::default() }, uniforms: vec![ UniformDesc::new("LightPos", UniformType::Float4).array(MAX_LIGHTS), UniformDesc::new("LightCol", UniformType::Float4).array(MAX_LIGHTS), UniformDesc::new("LightCount", UniformType::Float1), ], textures: vec![], }, ) .expect("lit material") } // Unlit, alpha-blended material for glows, shadows and effects fn glow_material() -> Material { const V: &str = r#"#version 100 attribute vec3 position; attribute vec2 texcoord; attribute vec4 color0; attribute vec4 normal; varying lowp vec2 uv; varying lowp vec4 color; uniform mat4 Model; uniform mat4 Projection; void main() { gl_Position = Projection * Model * vec4(position, 1.0); color = color0 / 255.0; uv = texcoord; } "#; const F: &str = r#"#version 100 precision mediump float; varying lowp vec4 color; varying lowp vec2 uv; uniform sampler2D Texture; void main() { gl_FragColor = color * texture2D(Texture, uv); } "#; load_material( ShaderSource::Glsl { vertex: V, fragment: F }, MaterialParams { pipeline_params: PipelineParams { depth_test: Comparison::LessOrEqual, depth_write: false, color_blend: Some(BlendState::new(Equation::Add, BlendFactor::Value(BlendValue::SourceAlpha), BlendFactor::OneMinusValue(BlendValue::SourceAlpha))), ..Default::default() }, uniforms: vec![], textures: vec![], }, ) .expect("glow material") } // ------------------------------------------------------------------ mesh building struct MB { v: Vec, i: Vec, } fn col(c: Vec3, a: f32) -> [u8; 4] { [(c.x.clamp(0.0, 1.0) * 255.0) as u8, (c.y.clamp(0.0, 1.0) * 255.0) as u8, (c.z.clamp(0.0, 1.0) * 255.0) as u8, (a.clamp(0.0, 1.0) * 255.0) as u8] } fn cell_uv(id: u32) -> (Vec2, Vec2) { let r = Gfx::cell(id); let inset = 0.3; (vec2((r.x + inset) / ATLAS_W, (r.y + inset) / ATLAS_H), vec2((r.x + r.w - inset) / ATLAS_W, (r.y + r.h - inset) / ATLAS_H)) } impl MB { fn new() -> MB { MB { v: Vec::new(), i: Vec::new() } } fn vert(&mut self, p: Vec3, uv: Vec2, c: [u8; 4], n: Vec3) -> u16 { self.v.push(Vertex { position: p, uv, color: c, normal: n.extend(0.0) }); (self.v.len() - 1) as u16 } fn quad(&mut self, p: [Vec3; 4], uv: [Vec2; 4], c: [[u8; 4]; 4], n: [Vec3; 4]) { let b = self.v.len() as u16; for k in 0..4 { self.vert(p[k], uv[k], c[k], n[k]); } self.i.extend_from_slice(&[b, b + 1, b + 2, b, b + 2, b + 3]); } // Two crossed vertical quads (decor, billboards in the mesh) fn cross(&mut self, cx: f32, cz: f32, w: f32, h: f32, cell: u32, c: [u8; 4]) { let (a, b) = cell_uv(cell); let n = Vec3::Y; for k in 0..2 { let (dx, dz) = if k == 0 { (w * 0.5, 0.0) } else { (0.0, w * 0.5) }; self.quad( [vec3(cx - dx, h, cz - dz), vec3(cx + dx, h, cz + dz), vec3(cx + dx, 0.0, cz + dz), vec3(cx - dx, 0.0, cz - dz)], [vec2(a.x, a.y), vec2(b.x, a.y), vec2(b.x, b.y), vec2(a.x, b.y)], [c; 4], [n; 4], ); } } fn into_mesh(self, tex: &Texture2D) -> Option { if self.v.is_empty() { None } else { Some(Mesh { vertices: self.v, indices: self.i, texture: Some(tex.clone()) }) } } } // Ambient light field: own territory is lit, foreign areas are dim fn ambient_field(map: &Map) -> Vec { let mut f = vec![0.0f32; N]; for (i, t) in map.t.iter().enumerate() { f[i] = match (t.solid(), t.owner) { (false, Owner::Player) => 1.0, (false, Owner::Hero) => 0.6, _ => 0.0, }; if t.kind == Kind::Core { f[i] = 1.0; } } for _ in 0..2 { let src = f.clone(); for y in 0..MH as i32 { for x in 0..MW as i32 { let mut s = 0.0; let mut n = 0.0; for dy in -1..=1 { for dx in -1..=1 { if inb(x + dx, y + dy) { s += src[idx(x + dx, y + dy)]; n += 1.0; } } } f[idx(x, y)] = (s / n).max(src[idx(x, y)] * 0.85); } } } f } fn amb_at(f: &[f32], x: f32, z: f32) -> f32 { let gx = (x - 0.5).clamp(0.0, MW as f32 - 1.001); let gz = (z - 0.5).clamp(0.0, MH as f32 - 1.001); let (x0, z0) = (gx.floor() as i32, gz.floor() as i32); let (fx, fz) = (gx - x0 as f32, gz - z0 as f32); let g = |x: i32, z: i32| f[idx(x.min(MW as i32 - 1), z.min(MH as i32 - 1))]; let a = g(x0, z0) * (1.0 - fx) + g(x0 + 1, z0) * fx; let b = g(x0, z0 + 1) * (1.0 - fx) + g(x0 + 1, z0 + 1) * fx; 0.15 + 0.45 * (a * (1.0 - fz) + b * fz) } const LIGHT_DIR: Vec3 = Vec3::new(0.45, 0.8, 0.35); fn solid_at(map: &Map, x: i32, z: i32) -> bool { map.get(x, z).map_or(true, |t| t.solid()) } fn build_chunk(map: &Map, amb: &[f32], cx: i32, cz: i32, gold_fill: f32, atlas: &Texture2D) -> (Option, Option) { let mut mb = MB::new(); let mut ov = MB::new(); let ld = LIGHT_DIR.normalize(); for z in cz * CHUNK..(cz + 1) * CHUNK { for x in cx * CHUNK..(cx + 1) * CHUNK { let t = map.t[idx(x, z)]; let tex = Gfx::tile_tex(t.kind, t.owner == Owner::Player, t.owner == Owner::Hero, t.var); let (ua, ub) = cell_uv(tex); let (xf, zf) = (x as f32, z as f32); if !t.solid() { // floor with corner ambient occlusion let corners = [(0, 0), (1, 0), (1, 1), (0, 1)]; let mut c = [[0u8; 4]; 4]; for (k, &(ox, oz)) in corners.iter().enumerate() { let (vx, vz) = (x + ox, z + oz); let solid_n = [(vx - 1, vz - 1), (vx, vz - 1), (vx - 1, vz), (vx, vz)].iter().filter(|&&(a, b)| solid_at(map, a, b)).count(); let ao = 1.0 - 0.17 * solid_n as f32; let a = amb_at(amb, vx as f32, vz as f32) * ao; c[k] = col(Vec3::splat(a), 1.0); } mb.quad( [vec3(xf, 0.0, zf), vec3(xf + 1.0, 0.0, zf), vec3(xf + 1.0, 0.0, zf + 1.0), vec3(xf, 0.0, zf + 1.0)], [vec2(ua.x, ua.y), vec2(ub.x, ua.y), vec2(ub.x, ub.y), vec2(ua.x, ub.y)], c, [Vec3::Y; 4], ); // room decor let dc = col(Vec3::splat(amb_at(amb, xf + 0.5, zf + 0.5)), 1.0); match t.kind { Kind::Lair => { let (a, b) = cell_uv(D_BED); mb.quad( [vec3(xf + 0.05, 0.02, zf + 0.05), vec3(xf + 0.95, 0.02, zf + 0.05), vec3(xf + 0.95, 0.02, zf + 0.95), vec3(xf + 0.05, 0.02, zf + 0.95)], [vec2(a.x, a.y), vec2(b.x, a.y), vec2(b.x, b.y), vec2(a.x, b.y)], [dc; 4], [Vec3::Y; 4], ); } Kind::Farm => { let pos = [(0.3, 0.3), (0.7, 0.4), (0.45, 0.72)]; for (k, &(ox, oz)) in pos.iter().enumerate() { if t.food >= k as f32 + 1.0 { mb.cross(xf + ox, zf + oz, 0.45, 0.45, D_MUSHROOM, dc); } } } Kind::Training if (x + z) % 2 == 0 => mb.cross(xf + 0.5, zf + 0.5, 0.7, 0.75, D_DUMMY, dc), Kind::Library if z % 2 == 0 => mb.cross(xf + 0.5, zf + 0.5, 0.9, 0.85, D_SHELF, dc), Kind::Treasury if gold_fill > 0.02 => { let s = 0.35 + 0.55 * gold_fill; mb.cross(xf + 0.5, zf + 0.5, s, s * 0.8, D_COINS, dc); } _ => {} } continue; } // ---- wall: dark floor below (fills gaps), bumpy top, irregular open sides let dark = col(Vec3::splat(0.04), 1.0); mb.quad( [vec3(xf, -0.01, zf), vec3(xf + 1.0, -0.01, zf), vec3(xf + 1.0, -0.01, zf + 1.0), vec3(xf, -0.01, zf + 1.0)], [ua, ua, ua, ua], [dark; 4], [Vec3::Y; 4], ); let n = WALL_SUB; let top_amb = amb_at(amb, xf + 0.5, zf + 0.5) * 0.95 + 0.1; build_grid( &mut mb, |u, v| vec3(xf + u, WALL_H, zf + v), Vec3::Y, n, (ua, ub), |_p, nrm| Vec3::splat(top_amb * (0.75 + 0.25 * nrm.dot(ld).max(0.0))), ); if t.marked { let (a, b) = cell_uv(T_MARK); let y = WALL_H + 0.12; ov.quad( [vec3(xf, y, zf), vec3(xf + 1.0, y, zf), vec3(xf + 1.0, y, zf + 1.0), vec3(xf, y, zf + 1.0)], [vec2(a.x, a.y), vec2(b.x, a.y), vec2(b.x, b.y), vec2(a.x, b.y)], [[255, 255, 255, 230]; 4], [Vec3::Y; 4], ); } for (d, &(dx, dz)) in DIR4.iter().enumerate() { if solid_at(map, x + dx, z + dz) { continue; } let side_amb = amb_at(amb, xf + 0.5 + dx as f32 * 0.9, zf + 0.5 + dz as f32 * 0.9); // edge from a to b as seen from outside, u along the edge, v = height let (a, b) = match d { 0 => (vec3(xf + 1.0, 0.0, zf), vec3(xf, 0.0, zf)), // north 1 => (vec3(xf + 1.0, 0.0, zf + 1.0), vec3(xf + 1.0, 0.0, zf)), // east 2 => (vec3(xf, 0.0, zf + 1.0), vec3(xf + 1.0, 0.0, zf + 1.0)), // south _ => (vec3(xf, 0.0, zf), vec3(xf, 0.0, zf + 1.0)), // west }; let out = vec3(dx as f32, 0.0, dz as f32); build_grid( &mut mb, |u, v| a + (b - a) * u + vec3(0.0, WALL_H * (1.0 - v), 0.0), out, n, (ua, ub), |p, nrm| { let h = (p.y / WALL_H).clamp(0.0, 1.0); Vec3::splat(side_amb * (0.5 + 0.5 * nrm.dot(ld).max(0.0)) * (0.55 + 0.45 * h)) }, ); } } } (mb.into_mesh(atlas), ov.into_mesh(atlas)) } // Subdivided, displaced face. pos(u, v) gives the undisplaced point (u, v in 0..1). fn build_grid(mb: &mut MB, pos: impl Fn(f32, f32) -> Vec3, face_n: Vec3, n: usize, uv: (Vec2, Vec2), shade: impl Fn(Vec3, Vec3) -> Vec3) { let m = n + 1; let mut p = Vec::with_capacity(m * m); for j in 0..m { for i in 0..m { let base = pos(i as f32 / n as f32, j as f32 / n as f32); p.push(base + displace(base)); } } let at = |i: usize, j: usize| p[j * m + i]; let base_idx = mb.v.len() as u16; for j in 0..m { for i in 0..m { let du = at((i + 1).min(n), j) - at(i.saturating_sub(1), j); let dv = at(i, (j + 1).min(n)) - at(i, j.saturating_sub(1)); let mut nrm = du.cross(dv).normalize_or_zero(); if nrm.dot(face_n) < 0.0 { nrm = -nrm; } if nrm == Vec3::ZERO { nrm = face_n; } let u = i as f32 / n as f32; let v = j as f32 / n as f32; let tuv = vec2(uv.0.x + (uv.1.x - uv.0.x) * u, uv.0.y + (uv.1.y - uv.0.y) * v); let c = shade(at(i, j), nrm); mb.vert(at(i, j), tuv, col(c, 1.0), nrm); } } for j in 0..n { for i in 0..n { let a = base_idx + (j * m + i) as u16; let b = a + 1; let c = a + m as u16 + 1; let d = a + m as u16; mb.i.extend_from_slice(&[a, b, c, a, c, d]); } } } // ------------------------------------------------------------------ renderer struct Chunk { sig: u64, mesh: Option, overlay: Option, } pub struct Overlay { pub hover: Option<(i32, i32)>, pub rect: Option<(i32, i32, i32, i32)>, pub color: Color, pub radius: Option<(f32, f32, f32)>, pub high: bool, // outline on wall tops (digging) } pub struct R3d { lit: Material, glow: Material, chunks: Vec, } fn rgba(u: u32) -> Color { Color::from_rgba(u as u8, (u >> 8) as u8, (u >> 16) as u8, (u >> 24) as u8) } fn chunk_sig(map: &Map, cx: i32, cz: i32, fill_bucket: u8) -> u64 { let mut h: u64 = 1469598103934665603; for z in cz * CHUNK - 3..(cz + 1) * CHUNK + 3 { for x in cx * CHUNK - 3..(cx + 1) * CHUNK + 3 { let v = match map.get(x, z) { Some(t) => { let extra = match t.kind { Kind::Farm => t.food as u64, Kind::Treasury => fill_bucket as u64, _ => 0, }; (t.kind as u64) | (t.owner as u64) << 4 | (t.marked as u64) << 6 | extra << 8 } None => 0xff, }; h = (h ^ v).wrapping_mul(1099511628211); } } h } impl R3d { pub fn new() -> R3d { let chunks = (0..NCH * NCH).map(|_| Chunk { sig: 0, mesh: None, overlay: None }).collect(); R3d { lit: lit_material(), glow: glow_material(), chunks } } fn update_chunks(&mut self, g: &Game, gfx: &Gfx) { let fill = (g.gold / g.gold_cap()).clamp(0.0, 1.0); let bucket = (fill * 6.0) as u8; let mut amb: Option> = None; for cz in 0..NCH { for cx in 0..NCH { let sig = chunk_sig(&g.map, cx, cz, bucket); let ch = &mut self.chunks[(cz * NCH + cx) as usize]; if ch.sig != sig { let a = amb.get_or_insert_with(|| ambient_field(&g.map)); let (m, o) = build_chunk(&g.map, a, cx, cz, bucket as f32 / 6.0, &gfx.atlas); ch.mesh = m; ch.overlay = o; ch.sig = sig; } } } } fn chunk_visible(m: &Mat4, cx: i32, cz: i32) -> bool { let (x0, z0) = ((cx * CHUNK) as f32, (cz * CHUNK) as f32); let (x1, z1) = (x0 + CHUNK as f32, z0 + CHUNK as f32); let (mut minx, mut miny, mut maxx, mut maxy) = (f32::MAX, f32::MAX, f32::MIN, f32::MIN); for &x in &[x0, x1] { for &z in &[z0, z1] { for &y in &[0.0, WALL_H + 0.5] { let s = Cam::project(m, vec3(x, y, z)); minx = minx.min(s.x); maxx = maxx.max(s.x); miny = miny.min(s.y); maxy = maxy.max(s.y); } } } maxx >= 0.0 && minx <= screen_width() && maxy >= 0.0 && miny <= screen_height() } fn lights(&self, g: &Game, cam: &Cam, t: f32) -> (Vec, Vec) { let mut l: Vec<(f32, Vec4, Vec4)> = Vec::new(); let center = vec2(cam.tx, cam.tz); let mut push = |p: Vec3, radius: f32, c: Vec3, intensity: f32, prio: f32| { let d = vec2(p.x, p.z).distance(center) - prio; l.push((d, p.extend(radius), c.extend(intensity))); }; for (k, tr) in g.torches.iter().enumerate() { let (x, z) = tr.pos(); let fl = 0.85 + 0.1 * (t * 9.0 + k as f32 * 1.7).sin() + 0.05 * (t * 23.0 + k as f32).sin(); push(vec3(x, 0.75, z), 4.5, vec3(1.0, 0.62, 0.28), 0.9 * fl, 0.0); } let (cx, cy) = g.map.core; let hp = (g.core_hp / CORE_HP).clamp(0.0, 1.0); push(vec3(cx as f32 + 1.5, 1.2, cy as f32 + 1.5), 7.0, vec3(1.0, 0.25, 0.2), 1.1 + 0.2 * (t * 3.0).sin() * (1.5 - hp), 100.0); let (px, py) = g.map.portal; let owned = g.portal_owned(); push(vec3(px as f32 + 1.5, 0.8, py as f32 + 1.5), 6.0, vec3(0.7, 0.3, 1.0), if owned { 1.0 } else { 0.35 }, 50.0); if g.gate_hp > 0.0 { let (gx, gz) = g.gate_center(); push(vec3(gx, 1.2, gz), 7.0, vec3(0.75, 0.85, 1.0), 1.0, 50.0); } for f in &g.fx { if f.kind == 1 { push(vec3(f.x, 2.0, f.y), 8.0, vec3(1.0, 1.0, 0.85), 3.0 * (1.0 - f.t / f.max), 200.0); } } l.sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap_or(std::cmp::Ordering::Equal)); l.truncate(MAX_LIGHTS); let mut pos = vec![Vec4::ZERO; MAX_LIGHTS]; let mut colr = vec![Vec4::ZERO; MAX_LIGHTS]; for (k, (_, p, c)) in l.iter().enumerate() { pos[k] = *p; colr[k] = *c; } let n = l.len() as f32; pos.push(Vec4::new(n, 0.0, 0.0, 0.0)); (pos, colr) } // Entity under the mouse (screen-space test against the projected sprite) pub fn pick_ent(&self, g: &Game, cam: &Cam, sx: f32, sy: f32, player_only: bool) -> Option { let m = cam.matrix(); let px_per_tile = screen_height() / cam.zoom; let mut best = None; let mut bd = (px_per_tile * 0.4).max(10.0); for (j, e) in g.ents.iter().enumerate() { if !e.alive || e.held || (player_only && e.hero) { continue; } let s = Cam::project(&m, vec3(e.x, 0.3, e.y)); let d = s.distance(vec2(sx, sy)); if d < bd { bd = d; best = Some(j); } } best } pub fn draw(&mut self, g: &Game, gfx: &Gfx, cam: &Cam, time: f64, ov: &Overlay) { let t = time as f32; self.update_chunks(g, gfx); let m = cam.matrix(); EYE.with(|e| e.set(cam.eye_dir())); set_camera(&cam.camera()); // ---- lit geometry let (lp, lc) = self.lights(g, cam, t); let count = lp[MAX_LIGHTS].x; self.lit.set_uniform_array("LightPos", &lp[..MAX_LIGHTS]); self.lit.set_uniform_array("LightCol", &lc[..]); self.lit.set_uniform("LightCount", count); gl_use_material(&self.lit); for cz in 0..NCH { for cx in 0..NCH { if !Self::chunk_visible(&m, cx, cz) { continue; } if let Some(mesh) = &self.chunks[(cz * NCH + cx) as usize].mesh { draw_mesh(mesh); } } } // sprites as billboards if let Some(mesh) = self.billboards(g, gfx, cam, t) { draw_mesh(&mesh); } // solid unlit objects (default material, depth tested) gl_use_default_material(); for tr in &g.torches { let (x, z) = tr.pos(); draw_cube(vec3(x, 0.55, z), vec3(0.07, 0.3, 0.07), None, Color::from_rgba(70, 45, 28, 255)); } draw_landmarks_solid(g, t); // ---- unlit glow / overlays gl_use_material(&self.glow); for c in &self.chunks { if let Some(o) = &c.overlay { draw_mesh(o); } } for (k, tr) in g.torches.iter().enumerate() { let (x, z) = tr.pos(); let fl = 1.0 + 0.15 * (t * 11.0 + k as f32 * 2.3).sin(); draw_sphere(vec3(x, 0.78, z), 0.09 * fl, None, Color::new(1.0, 0.55, 0.15, 0.9)); draw_sphere(vec3(x, 0.8, z), 0.05 * fl, None, Color::new(1.0, 0.95, 0.6, 1.0)); } draw_shadows(g); draw_landmarks_glow(g, t); if let Some(f) = g.flag { draw_flag(f, t); } for f in &g.fx { draw_fx(f, t); } draw_overlay(&g.map, ov); gl_use_default_material(); set_default_camera(); // ---- 2D overlay: health bars, sleep marks, levels, gate HP self.draw_2d(g, gfx, cam, &m, t); } fn billboards(&self, g: &Game, gfx: &Gfx, cam: &Cam, t: f32) -> Option { let (_, r, _) = cam.basis(); let toward = cam.eye_dir(); let amb = |x: f32, z: f32| { let (ix, iz) = (x as i32, z as i32); let own = g.map.get(ix, iz).map_or(false, |t| t.owner == Owner::Player); if own { 0.75 } else { 0.5 } }; let mut mb = MB::new(); let sw = 120.0; let sh = 24.0; for e in &g.ents { if !e.alive || e.held { continue; } let big = matches!(e.kind, EK::Ogre | EK::Paladin); let w = if big { 0.8 } else { 0.62 }; let h = w; let sleeping = matches!(e.job, Job::Sleep(_)) && !e.moving; let bob = if e.moving { (e.anim * 12.0).sin().abs() * 0.06 } else { 0.0 }; let rot = if e.working && !sleeping { (t * 14.0 + e.anim).sin() * 0.15 } else { 0.0 }; let white = e.flash > 0.07; let src = Gfx::sprite_rect(e.kind, white); let (mut u0, v0) = (src.x / sw, src.y / sh); let (mut u1, v1) = ((src.x + src.w) / sw, (src.y + src.h) / sh); if e.face < 0.0 { std::mem::swap(&mut u0, &mut u1); } let a = amb(e.x, e.y) * if sleeping { 0.6 } else { 1.0 }; let c = if white { [255, 255, 255, 255] } else { col(Vec3::splat(a), 1.0) }; let base = vec3(e.x, bob, e.y); let (sr, cr) = rot.sin_cos(); let corner = |dx: f32, dy: f32| { let x = dx * cr - dy * sr; let y = dx * sr + dy * cr; base + r * x + Vec3::Y * y }; mb.quad( [corner(-w * 0.5, h), corner(w * 0.5, h), corner(w * 0.5, 0.0), corner(-w * 0.5, 0.0)], [vec2(u0, v0), vec2(u1, v0), vec2(u1, v1), vec2(u0, v1)], [c; 4], [toward; 4], ); } if mb.v.is_empty() { None } else { Some(Mesh { vertices: mb.v, indices: mb.i, texture: Some(gfx.sprites.clone()) }) } } fn draw_2d(&self, g: &Game, gfx: &Gfx, cam: &Cam, m: &Mat4, t: f32) { let px_per_tile = screen_height() / cam.zoom; for e in &g.ents { if !e.alive || e.held { continue; } let big = matches!(e.kind, EK::Ogre | EK::Paladin); let head = Cam::project(m, vec3(e.x, if big { 0.9 } else { 0.72 }, e.y)); let w = (px_per_tile * 0.6).clamp(12.0, 40.0); if e.hp < e.max_hp || e.hero { let f = (e.hp / e.max_hp).clamp(0.0, 1.0); let c = if e.hero { Color::from_rgba(120, 180, 255, 255) } else if f > 0.5 { Color::from_rgba(90, 220, 90, 255) } else if f > 0.25 { Color::from_rgba(240, 200, 60, 255) } else { Color::from_rgba(230, 60, 50, 255) }; draw_rectangle(head.x - w * 0.5 - 1.0, head.y - 1.0, w + 2.0, 4.0, Color::new(0.0, 0.0, 0.0, 0.8)); draw_rectangle(head.x - w * 0.5, head.y, w * f, 2.0, c); } if e.guard { gfx.glyph(0x0F, head.x - 3.0, head.y - 11.0, 1.0, Color::from_rgba(255, 220, 90, 255)); } if e.level > 1 && px_per_tile >= 24.0 { gfx.text_sh(&e.level.to_string(), head.x - w * 0.5 - 8.0, head.y - 3.0, 1.0, Color::from_rgba(255, 220, 90, 255)); } if matches!(e.job, Job::Sleep(_)) && !e.moving { let k = (t * 1.5 + e.anim) % 1.0; gfx.glyph(b'z', head.x + w * 0.3, head.y - 6.0 - k * 14.0, 2.0, Color::new(0.8, 0.85, 1.0, 1.0 - k)); } if e.carry > 0 { let p = Cam::project(m, vec3(e.x, 0.35, e.y)); draw_circle(p.x + w * 0.35, p.y, 3.0, Color::from_rgba(250, 210, 60, 255)); } } if g.gate_hp > 0.0 && g.gate_hp < GATE_HP { let (gx, gz) = g.gate_center(); let p = Cam::project(m, vec3(gx, 2.4, gz)); let w = 100.0; draw_rectangle(p.x - w * 0.5 - 1.0, p.y - 1.0, w + 2.0, 8.0, BLACK); draw_rectangle(p.x - w * 0.5, p.y, w * g.gate_hp / GATE_HP, 6.0, Color::from_rgba(120, 180, 255, 255)); } } } // ------------------------------------------------------------------ landmarks, fx, overlay // Camera direction for camera-facing line quads (set once per frame) thread_local! { static EYE: std::cell::Cell = std::cell::Cell::new(Vec3::Y); } // Thick 3D line as a camera-facing quad (GL lines don't work with custom materials) fn line3(a: Vec3, b: Vec3, w: f32, color: Color) { let eye = EYE.with(|e| e.get()); let side = (b - a).cross(eye).normalize_or_zero() * (w * 0.5); let c = [(color.r * 255.0) as u8, (color.g * 255.0) as u8, (color.b * 255.0) as u8, (color.a * 255.0) as u8]; let v = |p: Vec3| Vertex { position: p, uv: Vec2::ZERO, color: c, normal: Vec4::Y }; draw_mesh(&Mesh { vertices: vec![v(a - side), v(a + side), v(b + side), v(b - side)], indices: vec![0, 1, 2, 0, 2, 3], texture: None }); } fn disc(c: Vec3, r: f32, color: Color, seg: usize) { let mut v = Vec::with_capacity(seg + 1); let cc = [(color.r * 255.0) as u8, (color.g * 255.0) as u8, (color.b * 255.0) as u8, (color.a * 255.0) as u8]; v.push(Vertex { position: c, uv: Vec2::ZERO, color: cc, normal: Vec4::Y }); for k in 0..seg { let a = k as f32 / seg as f32 * std::f32::consts::TAU; v.push(Vertex { position: c + vec3(a.cos() * r, 0.0, a.sin() * r), uv: Vec2::ZERO, color: cc, normal: Vec4::Y }); } let mut i = Vec::with_capacity(seg * 3); for k in 0..seg as u16 { i.extend_from_slice(&[0, 1 + k, 1 + (k + 1) % seg as u16]); } draw_mesh(&Mesh { vertices: v, indices: i, texture: None }); } fn ring(c: Vec3, r: f32, color: Color) { let seg = 32; for k in 0..seg { let a0 = k as f32 / seg as f32 * std::f32::consts::TAU; let a1 = (k + 1) as f32 / seg as f32 * std::f32::consts::TAU; line3(c + vec3(a0.cos() * r, 0.0, a0.sin() * r), c + vec3(a1.cos() * r, 0.0, a1.sin() * r), 0.035, color); } } fn draw_landmarks_solid(g: &Game, t: f32) { // core pedestal let (cx, cy) = g.map.core; let c = vec3(cx as f32 + 1.5, 0.0, cy as f32 + 1.5); draw_cube(c + vec3(0.0, 0.15, 0.0), vec3(2.4, 0.3, 2.4), None, Color::from_rgba(45, 16, 20, 255)); draw_cube(c + vec3(0.0, 0.4, 0.0), vec3(1.4, 0.2, 1.4), None, Color::from_rgba(70, 26, 30, 255)); // gate pillars let (gx, gz) = g.gate_center(); if g.gate_hp > 0.0 { let stone = Color::from_rgba(150, 155, 172, 255); draw_cube(vec3(gx - 1.1, 1.0, gz), vec3(0.45, 2.0, 0.45), None, stone); draw_cube(vec3(gx + 1.1, 1.0, gz), vec3(0.45, 2.0, 0.45), None, stone); draw_cube(vec3(gx, 2.1, gz), vec3(2.8, 0.35, 0.55), None, stone); draw_cube(vec3(gx, 2.35, gz), vec3(0.5, 0.2, 0.5), None, Color::from_rgba(230, 200, 100, 255)); } else { for k in 0..10 { let a = k as f32 * 1.7; draw_cube(vec3(gx + a.cos() * 1.0, 0.15, gz + a.sin() * 0.8), vec3(0.35, 0.3, 0.3), None, Color::from_rgba(150, 150, 160, 255)); } } let _ = t; } fn draw_landmarks_glow(g: &Game, t: f32) { // soul core let (cx, cy) = g.map.core; let hp = (g.core_hp / CORE_HP).clamp(0.0, 1.0); let pulse = 1.0 + (t * (2.0 + (1.0 - hp) * 6.0)).sin() * 0.06; let c = vec3(cx as f32 + 1.5, 1.15 + (t * 1.3).sin() * 0.06, cy as f32 + 1.5); draw_sphere(c, 0.75 * pulse, None, Color::new(0.4 + 0.5 * hp, 0.05, 0.08, 1.0)); draw_sphere(c, 0.95 * pulse, None, Color::new(1.0, 0.2, 0.15, 0.25)); draw_sphere(c + vec3(-0.2, 0.25, 0.2), 0.18, None, Color::new(1.0, 0.85, 0.7, 0.8)); // portal let (px, py) = g.map.portal; let owned = g.portal_owned(); let pc = vec3(px as f32 + 1.5, 0.03, py as f32 + 1.5); let arm = if owned { Color::new(0.8, 0.4, 1.0, 1.0) } else { Color::new(0.45, 0.42, 0.5, 1.0) }; disc(pc, 1.35, if owned { Color::new(0.2, 0.05, 0.3, 0.9) } else { Color::new(0.1, 0.1, 0.12, 0.9) }, 32); let speed = if owned { 1.6 } else { 0.3 }; for a in 0..3 { for k in 0..18 { let f = k as f32 / 18.0; let ang = t * speed + a as f32 * 2.094 + f * 4.0; let r = f * 1.3; let p = pc + vec3(ang.cos() * r, 0.1 + (1.0 - f) * 0.5, ang.sin() * r); draw_cube(p, Vec3::splat(0.05 + 0.06 * (1.0 - f)), None, Color::new(arm.r, arm.g, arm.b, 0.4 + 0.6 * (1.0 - f))); } } // gate light if g.gate_hp > 0.0 { let (gx, gz) = g.gate_center(); let gc = vec3(gx, 1.0, gz); draw_sphere(gc, 0.45 + 0.04 * (t * 3.0).sin(), None, Color::new(0.95, 0.97, 1.0, 0.95)); draw_sphere(gc, 0.8, None, Color::new(0.7, 0.85, 1.0, 0.2)); for k in 0..8 { let a = t * 0.6 + k as f32 * 0.785; line3(gc, gc + vec3(a.cos() * 1.0, a.sin() * 0.9, 0.0), 0.05, Color::new(0.85, 0.92, 1.0, 0.6)); } } } fn draw_shadows(g: &Game) { for e in &g.ents { if !e.alive || e.held { continue; } let r = if matches!(e.kind, EK::Ogre | EK::Paladin) { 0.32 } else { 0.24 }; disc(vec3(e.x, 0.012, e.y), r, Color::new(0.0, 0.0, 0.0, 0.4), 12); let rc = if e.guard { Color::new(1.0, 0.85, 0.3, 0.9) } else if e.hero { Color::new(0.5, 0.8, 1.0, 0.8) } else { Color::new(0.95, 0.3, 0.35, 0.7) }; ring(vec3(e.x, 0.02, e.y), r + 0.03, rc); } } fn draw_flag(f: usize, t: f32) { let (fx, fz) = xy(f); let base = vec3(fx as f32 + 0.4, 0.0, fz as f32 + 0.5); draw_cube(base + vec3(0.0, 0.7, 0.0), vec3(0.05, 1.4, 0.05), None, Color::from_rgba(200, 200, 200, 255)); let wave = (t * 6.0).sin() * 0.08; let p1 = base + vec3(0.0, 1.38, 0.0); let p2 = base + vec3(0.6, 1.22 + wave, 0.1); let p3 = base + vec3(0.0, 1.0, 0.0); let c = [210, 40, 40, 255]; let v = vec![ Vertex { position: p1, uv: Vec2::ZERO, color: c, normal: Vec4::Y }, Vertex { position: p2, uv: Vec2::ZERO, color: c, normal: Vec4::Y }, Vertex { position: p3, uv: Vec2::ZERO, color: c, normal: Vec4::Y }, ]; draw_mesh(&Mesh { vertices: v, indices: vec![0, 1, 2], texture: None }); } fn draw_fx(f: &Fx, t: f32) { let p = (f.t / f.max).clamp(0.0, 1.0); let c = rgba(f.col); let a = |alpha: f32| Color::new(c.r, c.g, c.b, alpha); let at = vec3(f.x, 0.4, f.y); match f.kind { 0 => { let from = vec3(f.x, 0.45, f.y); let to = vec3(f.x2, 0.45, f.y2); let head = from.lerp(to, p); let tail = from.lerp(to, (p - 0.35).max(0.0)); line3(tail, head, 0.06, a(0.8)); draw_sphere(head, 0.08, None, c); } 1 => { let mut prev = vec3(f.x, 7.0, f.y); for k in 1..=9 { let y = 7.0 - 7.0 * k as f32 / 9.0; let j = if k == 9 { 0.0 } else { (t * 50.0 + k as f32 * 13.7).sin() * 0.5 }; let next = vec3(f.x + j, y, f.y + j * 0.5); line3(prev, next, 0.12, Color::new(1.0, 1.0, 0.85, 1.0 - p)); prev = next; } disc(vec3(f.x, 0.05, f.y), 1.6 * (0.5 + p), Color::new(1.0, 1.0, 0.7, 0.35 * (1.0 - p)), 24); } 2 => { let r = 0.1 + 0.3 * p; for k in 0..6 { let ang = k as f32 * 1.047; line3(at, at + vec3(ang.cos() * r, (k as f32 - 2.5) * 0.06, ang.sin() * r), 0.04, a(1.0 - p)); } } 3 => draw_sphere(vec3(f.x, 0.3, f.y), 0.2 + 0.5 * p, None, a(0.4 * (1.0 - p))), 4 => { for k in 0..3 { let o = vec3((k as f32 - 1.0) * 0.2, 0.3 + p * 0.9 + k as f32 * 0.1, 0.0); draw_cube(at + o, vec3(0.16, 0.05, 0.05), None, a(1.0 - p)); draw_cube(at + o, vec3(0.05, 0.16, 0.05), None, a(1.0 - p)); } } 5 => { for k in 0..4 { let ang = k as f32 * 1.9 + f.x * 3.0; let o = vec3(ang.cos() * 0.3 * p, 0.2 + p * 0.7, ang.sin() * 0.3 * p); draw_cube(at + o, Vec3::splat(0.06), None, a(1.0 - p)); } } 6 => { for k in 0..4 { let ang = k as f32 * 1.7 + f.y * 5.0; let o = vec3(ang.cos() * 0.35 * p, 0.6 - p * 0.5, ang.sin() * 0.35 * p); draw_cube(at + o, Vec3::splat(0.06), None, a(1.0 - p)); } } 7 => ring(vec3(f.x, 0.05, f.y), 0.3 + 1.2 * p, a(1.0 - p)), 8 => disc(vec3(f.x, 0.03, f.y), 0.55, a(0.45 * (1.0 - p)), 4), _ => {} } } fn outline(x0: f32, z0: f32, x1: f32, z1: f32, y: f32, c: Color) { let p = [vec3(x0, y, z0), vec3(x1, y, z0), vec3(x1, y, z1), vec3(x0, y, z1)]; for k in 0..4 { line3(p[k], p[(k + 1) % 4], 0.06, c); } } 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 }; 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 }; 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 let Some((x, z, r)) = ov.radius { ring(vec3(x, 0.05, z), r, ov.color); } } // Minimap colour of a tile pub fn minimap_color(tile: &Tile) -> [u8; 4] { match tile.kind { Kind::Rock => [40, 40, 48, 255], Kind::Earth => [86, 60, 40, 255], Kind::Gold => [220, 180, 50, 255], Kind::Floor => match tile.owner { Owner::Player => [140, 60, 80, 255], Owner::Hero => [170, 175, 190, 255], Owner::None => [70, 64, 60, 255], }, Kind::Treasury => [200, 160, 60, 255], Kind::Lair => [150, 110, 60, 255], Kind::Farm => [70, 140, 60, 255], Kind::Training => [160, 100, 60, 255], Kind::Library => [150, 40, 60, 255], Kind::Core => [255, 60, 60, 255], Kind::Portal => [190, 90, 240, 255], Kind::Gate => [230, 230, 255, 255], } }