Files
dungeoncraft/src/render3d.rs
T

1980 lines
86 KiB
Rust

// 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::*;
use serde::{Deserialize, Serialize};
pub const WALL_H: f32 = 0.95;
const CHUNK: i32 = 16;
pub const MAX_LIGHTS: usize = 24;
const ATLAS_W: f32 = 256.0;
const ATLAS_H: f32 = 144.0;
const DISP_AMP: f32 = 0.11; // wall surface irregularity
// ------------------------------------------------------------------ camera
#[derive(Clone, Serialize, Deserialize)]
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,
// miniquad only enables the depth *test* together with depth writes, so this
// material writes depth too; large translucent glows are therefore drawn last
depth_write: true,
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<Vertex>,
i: Vec<u16>,
}
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],
);
}
}
// Thin strip lying on a surface (normal n) from p to q, used for tile outlines
fn strip(&mut self, p: Vec3, q: Vec3, n: Vec3, w: f32, c: [u8; 4]) {
let side = (q - p).cross(n).normalize_or_zero() * (w * 0.5);
let o = n * 0.006;
self.quad([p - side + o, q - side + o, q + side + o, p + side + o], [Vec2::ZERO; 4], [c; 4], [n; 4]);
}
// Polyline along displaced points
fn polyline(&mut self, pts: &[Vec3], n: Vec3, w: f32, c: [u8; 4]) {
for k in 0..pts.len().saturating_sub(1) {
self.strip(pts[k], pts[k + 1], n, w, c);
}
}
fn into_plain_mesh(self) -> Option<Mesh> {
if self.v.is_empty() {
None
} else {
Some(Mesh { vertices: self.v, indices: self.i, texture: None })
}
}
fn into_mesh(self, tex: &Texture2D) -> Option<Mesh> {
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<f32> {
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.river() == Some(Kind::Lava) {
f[i] = f[i].max(0.8); // lava lights up its surroundings
}
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())
}
const OUTLINE_W: f32 = 0.035;
const LIQ_D: f32 = 0.3; // depth of the river surface below the floor
const DECK_Y: f32 = 0.03; // height of bridge decks
const OUTLINE_C: [u8; 4] = [8, 5, 6, 150];
// Displaced points along a straight edge (same displacement as the wall grids -> lines follow the surface)
fn edge_pts(a: Vec3, b: Vec3, n: usize) -> Vec<Vec3> {
(0..=n)
.map(|k| {
let p = a.lerp(b, k as f32 / n as f32);
p + displace(p)
})
.collect()
}
const MARK_FILL: [u8; 4] = [255, 205, 50, 70];
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, n: usize) {
block_shell(mk, map, x, z, n, MARK_FILL, MARK_LINE, 1.0, 0.03);
}
// Colored, slightly lifted copy of a displaced face (same grid and displacement as the wall)
fn shell_face(mk: &mut MB, pos: impl Fn(f32, f32) -> Vec3, face_n: Vec3, n: usize, fill: [u8; 4], lift: f32) {
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) + face_n * lift);
}
}
let b = mk.v.len() as u16;
for &q in &p {
mk.vert(q, Vec2::ZERO, fill, face_n);
}
for j in 0..n {
for i in 0..n {
let a = b + (j * m + i) as u16;
mk.i.extend_from_slice(&[a, a + 1, a + m as u16 + 1, a, a + m as u16 + 1, a + m as u16]);
}
}
}
// Highlight that follows the block's real (irregular) shape: tinted top and open sides,
// outline along the displaced edges. lw = line width factor, lift = distance off the surface.
fn block_shell(mk: &mut MB, map: &Map, x: i32, z: i32, n: usize, fill: [u8; 4], line: [u8; 4], lw: f32, lift: f32) {
let (xf, zf) = (x as f32, z as f32);
let up = Vec3::Y * lift;
shell_face(mk, |u, v| vec3(xf + u, WALL_H, zf + v), Vec3::Y, n, fill, lift);
let tops = [vec3(xf, WALL_H, zf), vec3(xf + 1.0, WALL_H, zf), vec3(xf + 1.0, WALL_H, zf + 1.0), vec3(xf, WALL_H, zf + 1.0)];
for k in 0..4 {
let (dx, dz) = DIR4[k];
let out = vec3(dx as f32, 0.0, dz as f32);
let (ta, tb) = (tops[k], tops[(k + 1) % 4]);
// top edge (lifted a bit outwards so it sits on the rim)
let rim: Vec<Vec3> = edge_pts(ta, tb, n).into_iter().map(|q| q + up + out * lift).collect();
mk.polyline(&rim, Vec3::Y, 0.06 * lw, line);
let open = !solid_at(map, x + dx, z + dz);
if open {
let (ga, gb) = (ta - Vec3::Y * WALL_H, tb - Vec3::Y * WALL_H);
shell_face(mk, |u, v| ga + (gb - ga) * u + vec3(0.0, WALL_H * (1.0 - v), 0.0), out, n, fill, lift);
let foot: Vec<Vec3> = edge_pts(ga, gb, n).into_iter().map(|q| q + out * lift + Vec3::Y * 0.02).collect();
mk.polyline(&foot, out, 0.05 * lw, line);
}
// vertical edge at corner ta: only where one of the two sides meeting there is open
let (pdx, pdz) = DIR4[(k + 3) % 4];
if open || !solid_at(map, x + pdx, z + pdz) {
let g = ta - Vec3::Y * WALL_H;
let pout = vec3(pdx as f32, 0.0, pdz as f32);
let col: Vec<Vec3> = edge_pts(g, ta, n).into_iter().map(|q| q + (out + pout) * lift).collect();
mk.polyline(&col, (out + pout).normalize(), 0.05 * lw, line);
}
}
}
fn build_chunk(map: &Map, amb: &[f32], cx: i32, cz: i32, atlas: &Texture2D, wall_sub: usize) -> [Option<Mesh>; 4] {
let mut mb = MB::new();
let ov = MB::new(); // textured overlays (currently unused)
let mut ln = MB::new();
let mut mk = MB::new();
let ld = LIGHT_DIR.normalize();
for z in cz * CHUNK..((cz + 1) * CHUNK).min(mh() as i32) {
for x in cx * CHUNK..((cx + 1) * CHUNK).min(mw() as i32) {
let t = map.t[idx(x, z)];
let tex = Gfx::tile_tex(t.kind, t.owner, t.var, t.reinforced);
let (ua, ub) = cell_uv(tex);
let (xf, zf) = (x as f32, z as f32);
if let Some(river) = t.river() {
// ---- river bed: sunken surface, banks where the ground or a wall begins
let lava = river == Kind::Lava;
let (la, lb) = cell_uv(if lava { T_LAVA } else { T_WATER } + (t.var as u32 & 3));
let a = amb_at(amb, xf + 0.5, zf + 0.5);
let lc = if lava { col(vec3(1.0, 0.95, 0.9), 1.0) } else { col(Vec3::splat(0.25 + a * 0.9), 1.0) };
mb.quad(
[vec3(xf, -LIQ_D, zf), vec3(xf + 1.0, -LIQ_D, zf), vec3(xf + 1.0, -LIQ_D, zf + 1.0), vec3(xf, -LIQ_D, zf + 1.0)],
[vec2(la.x, la.y), vec2(lb.x, la.y), vec2(lb.x, lb.y), vec2(la.x, lb.y)],
[lc; 4],
[Vec3::Y; 4],
);
let (fa, fb) = cell_uv(T_FACE_EARTH);
for (d, &(dx, dz)) in DIR4.iter().enumerate() {
if map.get(x + dx, z + dz).map_or(false, |o| o.river().is_some()) {
continue;
}
// edge seen from inside the river: from a to b, facing back into this tile
let (p, q) = match d {
0 => (vec3(xf, 0.0, zf), vec3(xf + 1.0, 0.0, zf)),
1 => (vec3(xf + 1.0, 0.0, zf), vec3(xf + 1.0, 0.0, zf + 1.0)),
2 => (vec3(xf + 1.0, 0.0, zf + 1.0), vec3(xf, 0.0, zf + 1.0)),
_ => (vec3(xf, 0.0, zf + 1.0), vec3(xf, 0.0, zf)),
};
let inward = vec3(-dx as f32, 0.0, -dz as f32);
let bc = col(Vec3::splat(if lava { 0.7 } else { 0.18 + a * 0.5 }), 1.0);
mb.quad(
[p, q, q - Vec3::Y * LIQ_D, p - Vec3::Y * LIQ_D],
[vec2(fa.x, fa.y), vec2(fb.x, fa.y), vec2(fb.x, fb.y), vec2(fa.x, fb.y)],
[bc; 4],
[inward; 4],
);
}
if t.bridge() {
// deck: planks across the direction of the bridge, rails along it
let run_x = |dx: i32| map.get(x + dx, z).map_or(false, |o| o.bridge() || (o.walkable() && !o.bridge()));
let run_z = |dz: i32| map.get(x, z + dz).map_or(false, |o| o.bridge() || (o.walkable() && !o.bridge()));
let along_x = (run_x(-1) as i32 + run_x(1) as i32) > (run_z(-1) as i32 + run_z(1) as i32);
let (ba, bb) = cell_uv(tex);
let dc = col(Vec3::splat(amb_at(amb, xf + 0.5, zf + 0.5).max(if lava { 0.6 } else { 0.0 })), 1.0);
let uv = if along_x {
[vec2(ba.x, ba.y), vec2(ba.x, bb.y), vec2(bb.x, bb.y), vec2(bb.x, ba.y)]
} else {
[vec2(ba.x, ba.y), vec2(bb.x, ba.y), vec2(bb.x, bb.y), vec2(ba.x, bb.y)]
};
mb.quad([vec3(xf, DECK_Y, zf), vec3(xf + 1.0, DECK_Y, zf), vec3(xf + 1.0, DECK_Y, zf + 1.0), vec3(xf, DECK_Y, zf + 1.0)], uv, [dc; 4], [Vec3::Y; 4]);
// deck edges above open river
for (d, &(dx, dz)) in DIR4.iter().enumerate() {
if !map.get(x + dx, z + dz).map_or(false, |o| o.liquid()) {
continue;
}
let (p, q) = match d {
0 => (vec3(xf + 1.0, DECK_Y, zf), vec3(xf, DECK_Y, zf)),
1 => (vec3(xf + 1.0, DECK_Y, zf + 1.0), vec3(xf + 1.0, DECK_Y, zf)),
2 => (vec3(xf, DECK_Y, zf + 1.0), vec3(xf + 1.0, DECK_Y, zf + 1.0)),
_ => (vec3(xf, DECK_Y, zf), vec3(xf, DECK_Y, zf + 1.0)),
};
let out = vec3(dx as f32, 0.0, dz as f32);
let ec = col(Vec3::splat(0.3), 1.0);
mb.quad([p, q, q - Vec3::Y * 0.14, p - Vec3::Y * 0.14], [vec2(ba.x, ba.y), vec2(bb.x, ba.y), vec2(bb.x, ba.y + 0.002), vec2(ba.x, ba.y + 0.002)], [ec; 4], [out; 4]);
ln.strip(p + out * 0.01, q + out * 0.01, Vec3::Y, OUTLINE_W, OUTLINE_C);
}
}
continue;
}
if t.kind == Kind::Shard {
let dc = col(Vec3::splat(1.0), 1.0);
mb.cross(xf + 0.5, zf + 0.5, 0.7, 0.8, D_SHARD, dc);
}
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],
);
// outlines: north and west edge, only between two open tiles (each edge once)
if !solid_at(map, x, z - 1) {
ln.strip(vec3(xf, 0.0, zf), vec3(xf + 1.0, 0.0, zf), Vec3::Y, OUTLINE_W, OUTLINE_C);
}
if !solid_at(map, x - 1, z) {
ln.strip(vec3(xf, 0.0, zf), vec3(xf, 0.0, zf + 1.0), Vec3::Y, OUTLINE_W, OUTLINE_C);
}
// room decor
let dc = col(Vec3::splat(amb_at(amb, xf + 0.5, zf + 0.5)), 1.0);
// wear and tear: grit and cracks on plain floors
if matches!(t.kind, Kind::Floor) {
let hsh = (x as u32).wrapping_mul(2654435761) ^ (z as u32).wrapping_mul(2246822519);
let hsh = (hsh ^ (hsh >> 15)).wrapping_mul(2246822519);
let decal = match hsh % 11 {
0 | 1 => Some(D_RUBBLE),
2 => Some(D_CRACK),
_ => None,
};
if let Some(d) = decal {
let (a, b) = cell_uv(d);
// rotate by a quarter turn for variety
let uv = [vec2(a.x, a.y), vec2(b.x, a.y), vec2(b.x, b.y), vec2(a.x, b.y)];
let r = (hsh >> 8) as usize % 4;
let uv = [uv[r % 4], uv[(r + 1) % 4], uv[(r + 2) % 4], uv[(r + 3) % 4]];
mb.quad([vec3(xf, 0.012, zf), vec3(xf + 1.0, 0.012, zf), vec3(xf + 1.0, 0.012, zf + 1.0), vec3(xf, 0.012, zf + 1.0)], uv, [dc; 4], [Vec3::Y; 4]);
}
}
match t.kind {
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);
}
}
}
// training, torture, temple and library furniture and the beds: props.rs
// each treasury tile shows what it holds (up to TREASURY_TILE)
// (every third treasury tile holds a chest instead, see props.rs)
Kind::Treasury if t.gold > 10 && !crate::props::chest_tile(x, z) => {
let fill = (t.gold as f32 / TREASURY_TILE).clamp(0.0, 1.0);
let s = 0.35 + 0.55 * fill;
let sprite = [D_COINS, D_SILVER, D_RUBY, D_DIAMOND][(t.res & 3) as usize];
mb.cross(xf + 0.5, zf + 0.5, s, s * 0.8, sprite, 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))),
);
// outlines on the wall top: north/west always, south/east where no wall continues
let tl = vec3(xf, WALL_H, zf);
let tr = vec3(xf + 1.0, WALL_H, zf);
let br = vec3(xf + 1.0, WALL_H, zf + 1.0);
let bl = vec3(xf, WALL_H, zf + 1.0);
ln.polyline(&edge_pts(tl, tr, n), Vec3::Y, OUTLINE_W, OUTLINE_C);
ln.polyline(&edge_pts(tl, bl, n), Vec3::Y, OUTLINE_W, OUTLINE_C);
if !solid_at(map, x, z + 1) {
ln.polyline(&edge_pts(bl, br, n), Vec3::Y, OUTLINE_W, OUTLINE_C);
}
if !solid_at(map, x + 1, z) {
ln.polyline(&edge_pts(tr, br, n), Vec3::Y, OUTLINE_W, OUTLINE_C);
}
// vertex budget: one draw call holds at most 40000 vertices
if t.marked && mk.v.len() < 34000 {
mark_block(&mut mk, map, x, z, n);
}
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);
// vertical outlines at both ends of the exposed face (tile borders and corners)
for end in [a, b] {
ln.polyline(&edge_pts(end, end + vec3(0.0, WALL_H, 0.0), n), out, OUTLINE_W, OUTLINE_C);
}
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), ln.into_plain_mesh(), mk.into_plain_mesh()]
}
// 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<Mesh>,
overlay: Option<Mesh>,
lines: Option<Mesh>,
marks: Option<Mesh>,
}
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<Chunk>,
ncx: i32, // chunks per row / column for the current map size
ncz: i32,
pub outlines: bool, // tile outlines on/off
wall_sub: usize, // wall face subdivisions (detail)
pub max_lights: usize,
pub render_div: u32, // 3D resolution divisor (pixel look)
target: Option<(RenderTarget, u32, u32)>, // low resolution render target
}
// The 3D resolution setting refers to a window 1080 device pixels high: smaller windows use a
// proportionally smaller divisor, so the 3D pixels keep their size relative to the window.
// 1 (full resolution) stays 1.
pub const RENDER_REF_HEIGHT: f32 = 1080.0;
pub fn effective_div(setting: u32, height: f32) -> u32 {
if setting <= 1 {
return 1;
}
((setting as f32 * height / RENDER_REF_HEIGHT).round() as u32).max(1)
}
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) -> 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 => (t.gold / 50) as u64 | (t.res as u64) << 5,
_ => 0,
};
(t.kind as u64) | (t.owner as u64) << 5 | (t.marked as u64) << 7 | (t.reinforced as u64) << 8 | extra << 9
}
None => 0xff,
};
h = (h ^ v).wrapping_mul(1099511628211);
}
}
h
}
impl R3d {
pub fn new() -> R3d {
R3d { lit: lit_material(), glow: glow_material(), chunks: Vec::new(), ncx: 0, ncz: 0, outlines: true, wall_sub: 3, max_lights: MAX_LIGHTS, render_div: 1, target: None }
}
// Changing the wall detail rebuilds all chunks
pub fn set_wall_detail(&mut self, sub: usize) {
if sub != self.wall_sub {
self.wall_sub = sub;
self.invalidate();
}
}
pub fn invalidate(&mut self) {
for c in self.chunks.iter_mut() {
c.sig = 0;
}
}
// (Re)creates the chunk grid when the map size changes
fn ensure_chunks(&mut self) {
let ncx = (mw() as i32 + CHUNK - 1) / CHUNK;
let ncz = (mh() as i32 + CHUNK - 1) / CHUNK;
if ncx != self.ncx || ncz != self.ncz {
self.ncx = ncx;
self.ncz = ncz;
self.chunks = (0..ncx * ncz).map(|_| Chunk { sig: 0, mesh: None, overlay: None, lines: None, marks: None }).collect();
}
}
// Rebuilds visible chunks whose content changed (off-screen chunks are updated when they appear)
fn update_chunks(&mut self, g: &Game, gfx: &Gfx, m: &Mat4) {
self.ensure_chunks();
let mut amb: Option<Vec<f32>> = None;
for cz in 0..self.ncz {
for cx in 0..self.ncx {
if !Self::chunk_visible(m, cx, cz) {
continue;
}
let sig = chunk_sig(&g.map, cx, cz);
let ch = &mut self.chunks[(cz * self.ncx + cx) as usize];
if ch.sig != sig {
let a = amb.get_or_insert_with(|| ambient_field(&g.map));
let [m, o, l, k] = build_chunk(&g.map, a, cx, cz, &gfx.atlas, self.wall_sub);
ch.mesh = m;
ch.overlay = o;
ch.lines = l;
ch.marks = k;
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<Vec4>, Vec<Vec4>) {
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, 1.6, 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);
for (k, &(px, py)) in g.map.portals.iter().enumerate() {
let owned = g.map.portal_owned(k);
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 }, 20.0);
}
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 rv in g.rivals.iter().filter(|r| r.alive) {
let (rx, rz) = rv.centre();
let c = if rv.side == 2 { vec3(0.3, 1.0, 0.4) } else { vec3(0.35, 0.55, 1.0) };
push(vec3(rx, 1.4, rz), 7.0, c, 1.1, 50.0);
}
// glowing lava near the camera (every third tile)
let r = (cam.zoom * 0.9) as i32;
let (ccx, ccz) = (cam.tx as i32, cam.tz as i32);
for z in (ccz - r).max(0)..(ccz + r).min(mh() as i32) {
if z % 3 != 0 {
continue;
}
for x in (ccx - r).max(0)..(ccx + r).min(mw() as i32) {
if x % 3 == 0 && g.map.t[idx(x, z)].kind == Kind::Lava {
let fl = 0.8 + 0.2 * (t * 2.0 + (x * 7 + z * 3) as f32).sin();
push(vec3(x as f32 + 0.5, 0.3, z as f32 + 0.5), 4.0, vec3(1.0, 0.45, 0.12), 0.9 * fl, 0.0);
}
}
}
let pulse = 0.5 + 0.5 * (t * 4.0).sin();
for &(ex, ey) in &g.planned_entries {
push(vec3(ex as f32 + 0.5, 1.2, ey as f32 + 0.5), 5.0, vec3(1.0, 0.12, 0.08), 0.6 + 1.0 * pulse, 30.0);
}
for tw in &g.towers {
if tw.kind == TowerKind::Magic {
let (x, z) = tw.pos();
push(vec3(x, tower_height(tw) + 0.6, z), 4.5, vec3(0.75, 0.4, 1.0), 0.8 + tw.flash * 3.0, 10.0);
}
}
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(self.max_lights.min(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<usize> {
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;
let m = cam.matrix();
self.update_chunks(g, gfx, &m);
EYE.with(|e| e.set(cam.eye_dir()));
// pixel look: render the world at 1/div resolution and scale it up by exactly div
let d = crate::ui::dpr();
let (pw, ph) = ((screen_width() * d).round(), (screen_height() * d).round());
let div = effective_div(self.render_div, ph);
let mut cam3 = cam.camera();
if div > 1 {
let (tw, th) = ((pw / div as f32).ceil() as u32, (ph / div as f32).ceil() as u32);
if self.target.as_ref().map_or(true, |(_, w, h)| *w != tw || *h != th) {
let rt = render_target_ex(tw, th, RenderTargetParams { sample_count: 1, depth: true });
rt.texture.set_filter(FilterMode::Nearest);
self.target = Some((rt, tw, th));
}
let (rt, tw, th) = self.target.as_ref().unwrap();
cam3.render_target = Some(rt.clone());
cam3.aspect = Some(*tw as f32 / *th as f32);
} else {
self.target = None;
}
set_camera(&cam3);
if div > 1 {
clear_background(Color::from_rgba(4, 3, 5, 255));
}
// ---- 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..self.ncz {
for cx in 0..self.ncx {
if !Self::chunk_visible(&m, cx, cz) {
continue;
}
if let Some(mesh) = &self.chunks[(cz * self.ncx + 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);
draw_towers_solid(g);
crate::props::draw_props_solid(g, cam, t);
// ---- unlit glow / overlays
gl_use_material(&self.glow);
for c in &self.chunks {
if self.outlines {
if let Some(l) = &c.lines {
draw_mesh(l);
}
}
if let Some(o) = &c.overlay {
draw_mesh(o);
}
if let Some(k) = &c.marks {
draw_mesh(k);
}
}
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);
if let Some(f) = g.flag {
draw_flag(f, t);
}
draw_overlay(&g.map, ov, self.wall_sub);
draw_entry_warnings(g, t, self.wall_sub);
// translucent glows and effects last (they write depth, see glow_material)
draw_landmarks_glow(g, t);
draw_towers_glow(g, t);
draw_gear_glow(g, cam, t);
crate::props::draw_props_glow(g, cam, t);
for f in &g.fx {
draw_fx(f, t);
}
gl_use_default_material();
crate::ui::begin_ui();
if let (true, Some((rt, tw, th))) = (div > 1, self.target.as_ref()) {
let size = vec2((*tw * div) as f32, (*th * div) as f32);
draw_texture_ex(&rt.texture, 0.0, 0.0, WHITE, DrawTextureParams { dest_size: Some(size), flip_y: true, ..Default::default() });
}
// ---- 2D overlay in device pixels: 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<Mesh> {
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
}
};
// the camera's right and viewing direction on the ground (for the eight views)
let rg = vec2(r.x, r.z).normalize_or_zero();
let tg = vec2(toward.x, toward.z).normalize_or_zero();
let mut mb = MB::new();
let sw = SPRITE_TEX_W;
let sh = SPRITE_TEX_H;
for e in &g.ents {
if !e.alive || e.held {
continue;
}
let w = sprite_size(e.kind);
let h = w;
let sleeping = matches!(e.job, Job::Sleep(_)) && !e.moving;
// which of the eight directions the unit shows (five views, three of them mirrored)
let d = vec2(e.dir.cos(), e.dir.sin());
let ang = d.dot(rg).atan2(d.dot(tg));
let view = ((ang / std::f32::consts::FRAC_PI_4).round().abs() as u32).min(4);
let mirror = ang < 0.0;
let fwd = if mirror { -1.0 } else { 1.0 }; // screen direction the unit faces
let ph = t * 10.0 + e.id as f32 * 1.7;
let (mut sx, mut sy, mut lunge) = (1.0f32, 1.0f32, 0.0f32);
let mut bob = if e.moving { (e.anim * 12.0).sin().abs() * 0.06 } else { 0.0 };
let mut rot = 0.0;
if e.moving {
// a little sway while walking; loads are carried leaning back
rot = (e.anim * 12.0).sin() * 0.05;
if e.carry > 0 || matches!(e.job, Job::Carry(_)) {
rot += 0.12 * fwd;
bob *= 0.6;
}
} else if e.working && !sleeping {
match e.job {
// claiming: stomping the ground, squashed on landing
Job::Claim(_) | Job::Help(_) => {
let k = (ph * 1.1).sin();
bob = k.max(0.0) * 0.13;
if k < 0.0 {
sy = 1.0 + k * 0.14;
sx = 1.0 - k * 0.1;
}
}
// digging: a swing at the wall
Job::Dig(_) | Job::TearBridge(_) => {
let k = (ph * 1.3).sin();
rot = -(k * 0.35).max(-0.12) * fwd;
lunge = k.max(0.0) * 0.07;
}
// hammering
Job::Reinforce(_) | Job::Repair(_) => {
let k = (ph * 2.2).sin();
rot = -k.max(0.0) * 0.25 * fwd;
bob = (ph * 2.2).cos().max(0.0) * 0.03;
}
// fighting: lunging at the enemy
Job::Attack(_) | Job::AttackTower(_) | Job::AttackCore | Job::Torment(_) => {
let k = (ph * 0.9).sin().max(0.0).powi(2);
lunge = k * 0.14;
rot = -k * 0.2 * fwd;
}
// training: quick punches
Job::Train(_) => {
let k = (ph * 1.6).sin();
lunge = k.max(0.0) * 0.08;
rot = -k * 0.12 * fwd;
bob = (ph * 3.2).sin().abs() * 0.03;
}
// eating: nodding over the food
Job::Eat(_) => {
sy = 1.0 - (ph * 0.8).sin().abs() * 0.1;
rot = -(ph * 0.8).sin().abs() * 0.12 * fwd;
}
// reading and praying: a slow sway
Job::Study(_) | Job::Pray(_) | Job::HealCore => rot = (t * 1.8 + e.id as f32).sin() * 0.07,
_ => rot = (ph * 1.4).sin() * 0.15,
}
} else if !sleeping {
// breathing
sy = 1.0 + (t * 2.4 + e.id as f32).sin() * 0.025;
}
// flying creatures hover and flap (on their perch while sleeping)
if flies(e.kind) && !sleeping {
bob = 0.45 + (t * 7.0 + e.anim * 3.0).sin() * 0.06;
sx *= 1.0 + (t * 14.0 + e.id as f32).sin() * 0.06;
} else if sleeping {
// asleep: lying in bed
rot = std::f32::consts::FRAC_PI_2 * 0.9 * fwd;
bob = 0.04;
}
// prisoners: lying unconscious, carried above an imp, or shaking in the torture chamber
match e.captive {
1 => rot = std::f32::consts::FRAC_PI_2,
2 => {
rot = std::f32::consts::FRAC_PI_2;
bob = 0.4;
}
3 => rot = (t * 25.0 + e.anim).sin() * 0.08,
_ => {}
}
if e.chained {
// pulling at the chains
rot = (t * 3.0 + e.id as f32).sin() * 0.1;
lunge = 0.0;
}
let white = e.flash > 0.07;
let src = Gfx::sprite_cell_view(e.kind, white, e.level, if e.captive != 0 { 0 } else { view });
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 mirror {
std::mem::swap(&mut u0, &mut u1);
}
let a = amb(e.x, e.y) * if sleeping || e.captive == 1 { 0.6 } else { 1.0 };
let c = if white {
[255, 255, 255, 255]
} else if e.captive == 3 {
col(vec3(a * 1.2, a * 0.55, a * 0.55), 1.0)
} else {
col(Vec3::splat(a), 1.0)
};
// pulled towards the camera: unchanged on screen (orthographic), but walls behind
// the unit no longer cut into the sprite
let base = vec3(e.x, bob, e.y) + toward * 0.45 + r * (lunge * fwd);
let (sr, cr) = rot.sin_cos();
let corner = |dx: f32, dy: f32| {
let (dx, dy) = (dx * sx, dy * sy);
let x = dx * cr - dy * sr;
let y = dx * sr + dy * cr;
base + r * x + Vec3::Y * y
};
// the 12x12 cell (sprite with a one pixel border for the gear): the sprite's feet
// (bottom of its 11th pixel row) stay on the ground
mb.quad(
[corner(-w * 0.6, h * 1.1), corner(w * 0.6, h * 1.1), corner(w * 0.6, -h * 0.1), corner(-w * 0.6, -h * 0.1)],
[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) {
use crate::ui::{ascii_bar, dpr, F, S, SMALL};
let d = dpr();
// projected positions are CSS pixels; the overlay is drawn in whole device pixels
let proj = |p: Vec3| {
let v = Cam::project(m, p) * d;
vec2(v.x.floor(), v.y.floor())
};
let small = SMALL();
let cw = GW * small; // width of one small block character
let px_per_tile = screen_height() / cam.zoom * d;
for e in &g.ents {
if !e.alive || e.held {
continue;
}
let big = matches!(e.kind, EK::Ogre | EK::Paladin | EK::Jailer | EK::Chainbreaker | EK::Wyrm | EK::Gargoyle);
let lift = if flies(e.kind) && !(matches!(e.job, Job::Sleep(_)) && !e.moving) { 0.45 } else { 0.0 };
let head = proj(vec3(e.x, lift + if big { 0.9 } else { 0.72 }, e.y));
// bar width in block characters, depending on the zoom
let cols = ((px_per_tile * 0.6 / cw) as usize).clamp(3, 8);
if (e.hp < e.max_hp || e.hero) && e.captive == 0 {
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)
};
let x = head.x - (cols as f32 * cw * 0.5).floor();
ascii_bar(gfx, x, head.y - GH * small, cols, f, c, small);
}
if e.guard {
gfx.glyph(0x0F, head.x - (GW * small * 0.5).floor(), head.y - 2.0 * GH * small, small, Color::from_rgba(255, 220, 90, 255));
}
// rank badge left of the health bar
if e.level > 1 && px_per_tile >= 20.0 * F() as f32 {
let k = 2.0 * F() as f32;
let x = head.x - (cols as f32 * cw * 0.5).floor() - 12.0 * k;
gfx.badge(x, head.y - GH * small - 4.0 * k, e.level, k);
}
if matches!(e.job, Job::Sleep(_)) && !e.moving {
let k = (t * 1.5 + e.anim) % 1.0;
let rise = (k * 14.0 * F() as f32).floor();
gfx.glyph(b'z', head.x + cw * 2.0, head.y - GH * S() - rise, S(), Color::new(0.8, 0.85, 1.0, 1.0 - k));
}
if e.carry > 0 {
let p = proj(vec3(e.x, 0.35, e.y));
gfx.glyph(0x0F, p.x + cw * 2.0, p.y - GH * small, small, Color::from_rgba(250, 210, 60, 255));
}
}
for tw in &g.towers {
if tw.hp < tw.max_hp() {
let (x, z) = tw.pos();
let p = proj(vec3(x, tower_height(tw) + 0.9, z));
ascii_bar(gfx, p.x - (3.0 * cw).floor(), p.y, 6, tw.hp / tw.max_hp(), Color::from_rgba(255, 160, 60, 255), small);
}
}
if g.gate_hp > 0.0 && g.gate_hp < GATE_HP {
let (gx, gz) = g.gate_center();
let p = proj(vec3(gx, 2.4, gz));
let cols = 12;
ascii_bar(gfx, p.x - (cols as f32 * GW * S() * 0.5).floor(), p.y, cols, g.gate_hp / GATE_HP, Color::from_rgba(120, 180, 255, 255), S());
}
}
}
// ------------------------------------------------------------------ towers
pub fn tower_height(t: &Tower) -> f32 {
t.top()
}
// the colours of the knights' towers from the same model colours: brightness is stretched
// (strong contrast between masonry and joints), warm parts (wood, bronze) turn royal blue
fn knight_c(r: u8, g: u8, b: u8, f: f32) -> Color {
let l = ((r as f32 + g as f32 + b as f32) / (3.0 * 255.0) * 1.7).min(1.0);
let lerp = |a: f32, b: f32| a + (b - a) * l;
let warm = r as i32 - b as i32 > 30;
let (cr, cg, cb) = if warm {
(lerp(20.0, 70.0), lerp(30.0, 110.0), lerp(80.0, 230.0))
} else {
(lerp(28.0, 238.0), lerp(34.0, 232.0), lerp(72.0, 214.0))
};
Color::new(cr / 255.0 * f, cg / 255.0 * f, cb / 255.0 * f, 1.0)
}
fn shade_c(r: u8, g: u8, b: u8, f: f32) -> Color {
Color::new(r as f32 / 255.0 * f, g as f32 / 255.0 * f, b as f32 / 255.0 * f, 1.0)
}
// size of a unit's sprite (same as in the billboards)
fn sprite_size(k: EK) -> f32 {
if matches!(k, EK::Chainbreaker | EK::Wyrm) {
1.0
} else if matches!(k, EK::Ogre | EK::Paladin | EK::Jailer | EK::Gargoyle) {
0.8
} else {
0.62
}
}
fn gear_shown(e: &Ent) -> bool {
e.alive && !e.held && e.captive == 0 && e.level >= 3 && !(matches!(e.job, Job::Sleep(_)) && !e.moving)
}
// Lv 9+: a glowing ring above the head, Lv 10 also a faint aura at the feet
fn draw_gear_glow(g: &Game, cam: &Cam, t: f32) {
let toward = cam.eye_dir();
for e in g.ents.iter().filter(|e| gear_shown(e) && e.level >= 9) {
let w = sprite_size(e.kind);
let lift = if flies(e.kind) { 0.45 } else { 0.0 };
let base = vec3(e.x, lift, e.y) + toward * 0.5;
let c = if e.hero { Color::new(0.8, 0.9, 1.0, 0.8) } else { Color::new(1.0, 0.8, 0.3, 0.8) };
let y = w * 1.12 + (t * 2.0 + e.anim).sin() * 0.02;
for k in 0..8 {
let a0 = k as f32 * 0.785 + t;
let a1 = a0 + 0.785;
line3(base + vec3(a0.cos() * 0.12, y, a0.sin() * 0.12), base + vec3(a1.cos() * 0.12, y, a1.sin() * 0.12), 0.025, c);
}
if e.level >= 10 {
disc(vec3(e.x, 0.015, e.y), 0.42 + 0.03 * (t * 3.0).sin(), Color::new(c.r, c.g, c.b, 0.18), 16);
}
}
}
fn draw_towers_solid(g: &Game) {
for tw in &g.towers {
let (x, z) = tw.pos();
let c = vec3(x, 0.0, z);
let h = tower_height(tw);
let f = 0.75 + tw.flash * 1.5; // brightens briefly when firing
// knight towers: bright limestone with dark blue shadows, wood and fittings in royal blue
let col = |r: u8, g: u8, b: u8| if tw.hero { knight_c(r, g, b, f) } else { shade_c(r, g, b, f) };
let bx = |p: Vec3, s: Vec3, cl: Color| draw_cube(c + p, s, None, cl);
match tw.kind {
TowerKind::Arrow => {
// stone plinth, masonry body with courses and arrow slits
bx(vec3(0.0, 0.08, 0.0), vec3(0.86, 0.16, 0.86), col(86, 80, 76));
bx(vec3(0.0, h * 0.5, 0.0), vec3(0.66, h, 0.66), col(118, 108, 98));
let courses = (h / 0.22) as i32;
for k in 1..courses {
bx(vec3(0.0, k as f32 * 0.22, 0.0), vec3(0.68, 0.025, 0.68), col(80, 72, 66));
}
for (dx, dz) in [(0.0f32, 0.34f32), (0.34, 0.0), (0.0, -0.34), (-0.34, 0.0)] {
bx(vec3(dx, h * 0.62, dz), vec3(if dx == 0.0 { 0.06 } else { 0.02 }, 0.2, if dz == 0.0 { 0.06 } else { 0.02 }), col(24, 18, 16));
}
// corbels and the wooden platform
for (dx, dz) in [(-0.3f32, -0.3f32), (0.3, -0.3), (0.3, 0.3), (-0.3, 0.3)] {
bx(vec3(dx * 1.2, h - 0.08, dz * 1.2), vec3(0.12, 0.12, 0.12), col(96, 88, 80));
}
bx(vec3(0.0, h + 0.04, 0.0), vec3(0.94, 0.08, 0.94), col(120, 84, 50));
// battlements: merlons with gaps
for k in 0..4 {
let d = -0.39 + k as f32 * 0.26;
for (px, pz) in [(d, -0.42), (d, 0.42), (-0.42, d), (0.42, d)] {
bx(vec3(px, h + 0.17, pz), vec3(0.11, 0.18, 0.11), col(128, 118, 106));
}
}
// pennant and ladder
bx(vec3(0.3, h + 0.45, 0.3), vec3(0.03, 0.7, 0.03), col(140, 140, 150));
bx(vec3(0.42, h + 0.7, 0.3), vec3(0.22, 0.12, 0.02), if tw.hero { shade_c(60, 90, 180, f) } else { shade_c(170, 30, 40, f) });
for k in 0..((h / 0.15) as i32) {
bx(vec3(-0.2, 0.1 + k as f32 * 0.15, 0.35), vec3(0.2, 0.025, 0.03), col(110, 76, 44));
}
bx(vec3(-0.29, h * 0.5, 0.35), vec3(0.025, h, 0.03), col(100, 70, 40));
bx(vec3(-0.11, h * 0.5, 0.35), vec3(0.025, h, 0.03), col(100, 70, 40));
}
TowerKind::Cannon => {
// squat round tower (stacked rings), iron bands, carriage, barrel, cannon balls
for k in 0..4 {
let r = 0.92 - k as f32 * 0.03;
let y = h * (k as f32 + 0.5) / 4.0;
bx(vec3(0.0, y, 0.0), vec3(r, h / 4.0 + 0.01, r * 0.82), col(104, 104, 112));
bx(vec3(0.0, y, 0.0), vec3(r * 0.82, h / 4.0 + 0.01, r), col(96, 96, 104));
}
bx(vec3(0.0, h * 0.35, 0.0), vec3(0.94, 0.05, 0.94), col(54, 54, 60));
bx(vec3(0.0, h * 0.75, 0.0), vec3(0.9, 0.05, 0.9), col(54, 54, 60));
bx(vec3(0.0, h + 0.05, 0.0), vec3(0.62, 0.1, 0.62), col(80, 62, 44));
let (ax, az) = (tw.aim.cos(), tw.aim.sin());
// carriage cheeks beside the barrel
for side in [-1.0f32, 1.0] {
bx(vec3(-az * 0.14 * side, h + 0.17, ax * 0.14 * side), vec3(0.14, 0.16, 0.14), col(96, 70, 44));
}
for k in 0..5 {
let d = 0.0 + k as f32 * 0.13;
let r = 0.2 - k as f32 * 0.012;
bx(vec3(ax * d, h + 0.22, az * d), Vec3::splat(r), col(40, 40, 46));
}
bx(vec3(ax * 0.58, h + 0.22, az * 0.58), Vec3::splat(0.2), col(70, 70, 78));
for (dx, dz, y) in [(0.3f32, -0.28f32, 0.0f32), (0.38, -0.2, 0.0), (0.34, -0.24, 0.08)] {
bx(vec3(dx, h + 0.15 + y, dz), Vec3::splat(0.07), col(30, 30, 34));
}
}
TowerKind::Magic => {
// rune-cut obelisk on a stepped base with buttresses (crystal and runes glow)
bx(vec3(0.0, 0.06, 0.0), vec3(0.82, 0.12, 0.82), col(62, 56, 76));
bx(vec3(0.0, 0.17, 0.0), vec3(0.62, 0.1, 0.62), col(72, 64, 90));
bx(vec3(0.0, h * 0.5, 0.0), vec3(0.4, h, 0.4), col(84, 74, 104));
bx(vec3(0.0, h * 0.75, 0.0), vec3(0.32, h * 0.5, 0.46), col(92, 82, 114));
for (dx, dz) in [(0.25f32, 0.0f32), (-0.25, 0.0), (0.0, 0.25), (0.0, -0.25)] {
bx(vec3(dx, h * 0.22, dz), vec3(if dx == 0.0 { 0.12 } else { 0.1 }, h * 0.44, if dz == 0.0 { 0.12 } else { 0.1 }), col(70, 62, 88));
}
bx(vec3(0.0, h, 0.0), vec3(0.58, 0.08, 0.58), col(110, 96, 130));
for (dx, dz) in [(-0.24f32, -0.24f32), (0.24, -0.24), (0.24, 0.24), (-0.24, 0.24)] {
bx(vec3(dx, h + 0.12, dz), vec3(0.06, 0.18, 0.06), col(120, 104, 140));
}
}
TowerKind::Rune => {
// dwarven rune forge: broad granite foot, bronze bands, a tapering keep with
// carved buttresses, an anvil crown and a forge hearth on top (runes glow)
bx(vec3(0.0, 0.07, 0.0), vec3(0.96, 0.14, 0.96), col(70, 66, 70));
bx(vec3(0.0, 0.19, 0.0), vec3(0.84, 0.1, 0.84), col(84, 80, 86));
let steps = 5;
for k in 0..steps {
let y0 = 0.24 + (h - 0.24) * k as f32 / steps as f32;
let hh = (h - 0.24) / steps as f32;
let w = 0.72 - k as f32 * 0.05;
bx(vec3(0.0, y0 + hh * 0.5, 0.0), vec3(w, hh + 0.005, w), col(96 - k as u8 * 2, 92 - k as u8 * 2, 98));
bx(vec3(0.0, y0 + 0.01, 0.0), vec3(w + 0.03, 0.035, w + 0.03), shade_c(176, 112, 56, f));
}
for (dx, dz) in [(0.38f32, 0.38f32), (-0.38, 0.38), (0.38, -0.38), (-0.38, -0.38)] {
bx(vec3(dx, h * 0.3, dz), vec3(0.14, h * 0.6, 0.14), col(78, 74, 80));
bx(vec3(dx, h * 0.6 + 0.05, dz), vec3(0.17, 0.08, 0.17), shade_c(176, 112, 56, f));
}
// gate with a bronze door
bx(vec3(0.0, 0.42, 0.37), vec3(0.26, 0.4, 0.04), shade_c(120, 76, 40, f));
bx(vec3(0.0, 0.64, 0.38), vec3(0.32, 0.06, 0.05), col(110, 106, 112));
// anvil crown and hearth
bx(vec3(0.0, h + 0.05, 0.0), vec3(0.62, 0.1, 0.62), col(60, 58, 64));
bx(vec3(0.0, h + 0.16, 0.0), vec3(0.3, 0.12, 0.42), col(48, 48, 54));
bx(vec3(0.0, h + 0.25, 0.0), vec3(0.42, 0.08, 0.56), col(56, 56, 62));
for (dx, dz) in [(-0.27f32, -0.27f32), (0.27, -0.27), (0.27, 0.27), (-0.27, 0.27)] {
bx(vec3(dx, h + 0.16, dz), vec3(0.08, 0.22, 0.08), shade_c(176, 112, 56, f));
}
}
}
// level pips on the plinth
for k in 0..tw.level {
draw_cube(vec3(x - 0.2 + k as f32 * 0.2, 0.25, z + 0.46), Vec3::splat(0.09), None, Color::from_rgba(240, 200, 70, 255));
}
}
}
fn draw_towers_glow(g: &Game, t: f32) {
for (k, tw) in g.towers.iter().enumerate() {
if tw.kind == TowerKind::Rune {
// forge glow on the crown, runes on the keep and three rune stones circling it
let (x, z) = tw.pos();
let h = tower_height(tw);
let pulse = 1.0 + (t * 3.0 + k as f32).sin() * 0.12 + tw.flash * 2.5;
draw_sphere(vec3(x, h + 0.34, z), 0.1 * pulse, None, Color::new(1.0, 0.75, 0.3, 0.95));
draw_sphere(vec3(x, h + 0.36, z), 0.24 * pulse, None, Color::new(1.0, 0.55, 0.15, 0.22));
for r in 0..4 {
let y = 0.4 + (h - 0.5) * r as f32 / 4.0;
let glow = 0.35 + 0.65 * ((t * 2.0 - r as f32 * 0.9 + k as f32).sin() * 0.5 + 0.5);
let w = 0.72 - r as f32 * 0.05;
for (dx, dz) in [(w * 0.5 + 0.01, 0.0f32), (-w * 0.5 - 0.01, 0.0), (0.0, w * 0.5 + 0.01), (0.0, -w * 0.5 - 0.01)] {
draw_cube(vec3(x + dx, y + 0.1, z + dz), vec3(if dx == 0.0 { 0.12 } else { 0.02 }, 0.1, if dz == 0.0 { 0.12 } else { 0.02 }), None, Color::new(0.35, 0.8, 1.0, glow));
}
}
for n in 0..(2 + tw.level) {
let a = t * 1.2 + n as f32 * std::f32::consts::TAU / (2 + tw.level) as f32;
let p = vec3(x + a.cos() * 0.62, h * 0.7 + (t * 2.0 + n as f32).sin() * 0.08, z + a.sin() * 0.62);
draw_cube(p, vec3(0.1, 0.12, 0.1), None, Color::new(0.3, 0.75, 1.0, 0.9));
draw_sphere(p, 0.12, None, Color::new(0.3, 0.7, 1.0, 0.2));
}
continue;
}
if tw.kind != TowerKind::Magic {
continue;
}
let (x, z) = tw.pos();
let c = vec3(x, tower_height(tw) + 0.45 + (t * 2.0 + k as f32).sin() * 0.06, z);
let pulse = 1.0 + (t * 4.0 + k as f32).sin() * 0.1 + tw.flash * 2.0;
draw_sphere(c, 0.16 * pulse, None, Color::new(0.85, 0.5, 1.0, 0.95));
draw_sphere(c, 0.3 * pulse, None, Color::new(0.7, 0.3, 1.0, 0.25));
// runes on the four faces of the obelisk, glowing one after another
let h = tower_height(tw);
for r in 0..3 {
let y = h * (0.35 + r as f32 * 0.22);
let glow = 0.4 + 0.6 * ((t * 2.5 - r as f32 * 0.8 + k as f32).sin() * 0.5 + 0.5);
for (dx, dz) in [(0.21f32, 0.0f32), (-0.21, 0.0), (0.0, 0.21), (0.0, -0.21)] {
draw_cube(vec3(x + dx, y, z + dz), vec3(if dx == 0.0 { 0.1 } else { 0.02 }, 0.08, if dz == 0.0 { 0.1 } else { 0.02 }), None, Color::new(0.8, 0.45, 1.0, glow));
}
}
}
}
// ------------------------------------------------------------------ landmarks, fx, overlay
// Camera direction for camera-facing line quads (set once per frame)
thread_local! {
static EYE: std::cell::Cell<Vec3> = std::cell::Cell::new(Vec3::Y);
}
// Thick 3D line as a camera-facing quad (GL lines don't work with custom materials)
pub 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 });
}
pub 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) {
// soul core: stepped obsidian pedestal with four spikes holding the orb
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, 0.08, 0.0), vec3(2.8, 0.16, 2.8), None, Color::from_rgba(34, 14, 18, 255));
draw_cube(c + vec3(0.0, 0.22, 0.0), vec3(2.1, 0.14, 2.1), None, Color::from_rgba(48, 18, 24, 255));
draw_cube(c + vec3(0.0, 0.35, 0.0), vec3(1.3, 0.14, 1.3), None, Color::from_rgba(66, 24, 30, 255));
for (k, (dx, dz)) in [(-1.15f32, -1.15f32), (1.15, -1.15), (1.15, 1.15), (-1.15, 1.15)].iter().enumerate() {
let b = c + vec3(*dx, 0.0, *dz);
draw_cube(b + vec3(0.0, 0.45, 0.0), vec3(0.26, 0.9, 0.26), None, Color::from_rgba(28, 20, 26, 255));
draw_cube(b + vec3(0.0, 1.05, 0.0), vec3(0.16, 0.3, 0.16), None, Color::from_rgba(40, 28, 36, 255));
draw_cube(b + vec3(0.0, 1.26, 0.0), vec3(0.08, 0.14, 0.08), None, Color::from_rgba(180, 140, 60, 255));
// claws reaching for the orb
line3(b + vec3(0.0, 1.0, 0.0), c + vec3(dx * 0.45, 1.55 - (k % 2) as f32 * 0.1, dz * 0.45), 0.07, Color::from_rgba(36, 24, 30, 255));
}
// rival masters' cores: obsidian pedestal (the orb glows in the glow pass)
for rv in g.rivals.iter().filter(|r| r.alive) {
let (rx, rz) = rv.centre();
let c = vec3(rx, 0.0, rz);
draw_cube(c + vec3(0.0, 0.08, 0.0), vec3(2.6, 0.16, 2.6), None, Color::from_rgba(24, 22, 30, 255));
draw_cube(c + vec3(0.0, 0.22, 0.0), vec3(1.8, 0.14, 1.8), None, Color::from_rgba(34, 32, 42, 255));
for (dx, dz) in [(-1.1f32, -1.1f32), (1.1, -1.1), (1.1, 1.1), (-1.1, 1.1)] {
draw_cube(c + vec3(dx, 0.5, dz), vec3(0.22, 1.0, 0.22), None, Color::from_rgba(30, 28, 38, 255));
}
}
// portal circles: eight standing stones of different height
for &(px, py) in &g.map.portals {
let pc = vec3(px as f32 + 1.5, 0.0, py as f32 + 1.5);
for k in 0..8 {
let a = k as f32 * 0.785 + 0.39;
let h = 0.8 + ((k * 5 + px as usize) % 4) as f32 * 0.15;
let p = pc + vec3(a.cos() * 1.5, h * 0.5, a.sin() * 1.5);
draw_cube(p, vec3(0.28, h, 0.28), None, Color::from_rgba(52 + (k * 3) as u8, 44, 62, 255));
draw_cube(p + vec3(0.0, h * 0.5 + 0.04, 0.0), vec3(0.22, 0.08, 0.22), None, Color::from_rgba(70, 60, 82, 255));
}
}
// gate pillars
let (gx, gz) = g.gate_center();
if g.gate_hp > 0.0 {
let stone = Color::from_rgba(150, 155, 172, 255);
let dark = Color::from_rgba(112, 116, 132, 255);
let gold = Color::from_rgba(230, 200, 100, 255);
let iron = Color::from_rgba(56, 58, 66, 255);
for side in [-1.1f32, 1.1] {
draw_cube(vec3(gx + side, 0.12, gz), vec3(0.6, 0.24, 0.6), None, dark); // plinth
draw_cube(vec3(gx + side, 1.0, gz), vec3(0.45, 1.8, 0.45), None, stone);
for y in [0.6f32, 1.2] {
draw_cube(vec3(gx + side, y, gz), vec3(0.48, 0.05, 0.48), None, dark); // bands
}
draw_cube(vec3(gx + side, 1.92, gz), vec3(0.56, 0.12, 0.56), None, dark); // capital
// banner of the order: white with a golden sun
draw_cube(vec3(gx + side, 1.35, gz + 0.25), vec3(0.32, 0.7, 0.02), None, Color::from_rgba(232, 234, 242, 255));
draw_cube(vec3(gx + side, 1.45, gz + 0.265), vec3(0.14, 0.14, 0.01), None, gold);
draw_cube(vec3(gx + side, 1.02, gz + 0.26), vec3(0.32, 0.05, 0.02), None, Color::from_rgba(60, 90, 170, 255));
}
// stepped arch with a keystone
draw_cube(vec3(gx, 2.1, gz), vec3(2.8, 0.3, 0.55), None, stone);
draw_cube(vec3(gx, 1.88, gz), vec3(1.7, 0.14, 0.5), None, dark);
draw_cube(vec3(gx, 2.32, gz), vec3(2.2, 0.14, 0.5), None, dark);
draw_cube(vec3(gx, 2.2, gz), vec3(0.34, 0.5, 0.58), None, gold);
// portcullis (iron bars) in the opening, half raised
for k in 0..5 {
draw_cube(vec3(gx - 0.6 + k as f32 * 0.3, 1.45, gz), vec3(0.05, 0.85, 0.05), None, iron);
}
for y in [1.15f32, 1.5, 1.8] {
draw_cube(vec3(gx, y, gz), vec3(1.7, 0.05, 0.05), None, iron);
}
} 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: pulsing orb (faster and more unsteady when hurt), energy threads to the
// spikes, runes circling around it
let (cx, cy) = g.map.core;
let hp = (g.core_hp / CORE_HP).clamp(0.0, 1.0);
let beat = t * (2.0 + (1.0 - hp) * 6.0);
let pulse = 1.0 + beat.sin() * 0.06 + if hp < 0.4 { (t * 31.0).sin() * 0.03 } else { 0.0 };
let base = vec3(cx as f32 + 1.5, 0.0, cy as f32 + 1.5);
let c = base + vec3(0.0, 1.6 + (t * 1.3).sin() * 0.06, 0.0);
draw_sphere(c, 0.62 * pulse, None, Color::new(0.4 + 0.5 * hp, 0.04, 0.07, 1.0));
draw_sphere(c, 0.32 * pulse, None, Color::new(1.0, 0.5 + 0.3 * hp, 0.4, 0.55));
draw_sphere(c, 0.85 * pulse, None, Color::new(1.0, 0.2, 0.15, 0.22));
draw_sphere(c, 1.15 * pulse, None, Color::new(1.0, 0.1, 0.1, 0.08));
draw_sphere(c + vec3(-0.18, 0.2, 0.18), 0.13, None, Color::new(1.0, 0.85, 0.7, 0.8));
for (k, (dx, dz)) in [(-1.15f32, -1.15f32), (1.15, -1.15), (1.15, 1.15), (-1.15, 1.15)].iter().enumerate() {
let tip = base + vec3(*dx, 1.33, *dz);
let flick = 0.5 + 0.5 * (t * 5.0 + k as f32 * 1.7).sin();
let mid = (tip + c) * 0.5 + vec3((t * 7.0 + k as f32).sin() * 0.08, 0.15, (t * 6.0 + k as f32).cos() * 0.08);
let col = Color::new(1.0, 0.25 + 0.3 * flick, 0.2, 0.35 + 0.45 * flick * hp.max(0.3));
line3(tip, mid, 0.04, col);
line3(mid, c, 0.04, col);
draw_sphere(tip + vec3(0.0, 0.05, 0.0), 0.07, None, Color::new(1.0, 0.6, 0.3, 0.6 + 0.4 * flick));
}
for k in 0..6 {
let a = t * 0.7 + k as f32 * 1.047;
let p = c + vec3(a.cos() * 1.05, (t * 1.1 + k as f32).sin() * 0.25, a.sin() * 1.05);
draw_cube(p, vec3(0.1, 0.16, 0.04), None, Color::new(1.0, 0.7, 0.3, 0.85));
}
// rival masters' cores in their colours
for rv in g.rivals.iter().filter(|r| r.alive) {
let (rx, rz) = rv.centre();
let hp = (rv.hp / crate::rival::RIVAL_CORE_HP).clamp(0.0, 1.0);
let col = if rv.side == 2 { vec3(0.3, 0.95, 0.4) } else { vec3(0.35, 0.55, 1.0) };
let pulse = 1.0 + (t * (2.0 + (1.0 - hp) * 6.0) + rv.side as f32).sin() * 0.06;
let c = vec3(rx, 1.3 + (t * 1.2).sin() * 0.05, rz);
draw_sphere(c, 0.55 * pulse, None, Color::new(col.x * (0.4 + 0.6 * hp), col.y * (0.4 + 0.6 * hp), col.z * (0.4 + 0.6 * hp), 1.0));
draw_sphere(c, 0.85 * pulse, None, Color::new(col.x, col.y, col.z, 0.22));
for k in 0..4 {
let a = t * 0.8 + k as f32 * 1.57;
draw_cube(c + vec3(a.cos() * 0.9, (t + k as f32).sin() * 0.2, a.sin() * 0.9), vec3(0.08, 0.14, 0.04), None, Color::new(col.x, col.y, col.z, 0.8));
}
}
// portals: a circle of standing stones with runes, the vortex, a column of light, sparks
for (pk, &(px, py)) in g.map.portals.iter().enumerate() {
let owned = g.map.portal_owned(pk);
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)));
}
}
// runes on the stones
for k in 0..8 {
let a = k as f32 * 0.785 + 0.39;
let glow = 0.5 + 0.5 * (t * 2.0 + k as f32 * 0.8).sin();
let h = 0.45 + (k % 3) as f32 * 0.12;
let p = pc + vec3(a.cos() * 1.4, h, a.sin() * 1.4);
draw_cube(p, vec3(0.08, 0.14, 0.08), None, Color::new(arm.r, arm.g, arm.b, if owned { 0.4 + 0.6 * glow } else { 0.25 }));
}
if owned {
// column of light and rising sparks
for k in 0..5 {
let y = 0.4 + k as f32 * 0.5;
draw_sphere(pc + vec3(0.0, y, 0.0), 0.35 - k as f32 * 0.05, None, Color::new(0.75, 0.45, 1.0, 0.1));
}
for k in 0..10 {
let ph = (t * 0.6 + k as f32 * 0.37).fract();
let a = k as f32 * 2.4 + t * 0.5;
let p = pc + vec3(a.cos() * (0.3 + 0.5 * ph), 0.2 + ph * 2.4, a.sin() * (0.3 + 0.5 * ph));
draw_cube(p, Vec3::splat(0.05), None, Color::new(0.9, 0.7, 1.0, 1.0 - ph));
}
}
}
// 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 | EK::Jailer | EK::Chainbreaker) { 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.captive != 0 {
Color::new(0.6, 0.6, 0.6, 0.6)
} else if e.dwarf() {
Color::new(0.85, 0.55, 0.25, 0.85)
} else if e.rival() {
if e.side == 2 {
Color::new(0.35, 0.95, 0.4, 0.85)
} else {
Color::new(0.4, 0.6, 1.0, 0.85)
}
} else 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, f.h, f.y);
match f.kind {
0 => {
let from = vec3(f.x, f.h, f.y);
let to = vec3(f.x2, f.h2, f.y2);
let head = from.lerp(to, p);
let tail = from.lerp(to, (p - 0.35 * f.size.min(1.5)).max(0.0));
line3(tail, head, 0.06 * f.size, a(0.8));
draw_sphere(head, 0.08 * f.size, None, c);
if f.size > 1.35 {
// experienced shooters: a glowing halo around the projectile
draw_sphere(head, 0.16 * f.size, None, a(0.25));
}
}
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) * f.size;
let n = if f.size > 1.35 { 10 } else { 6 };
for k in 0..n {
let ang = k as f32 * std::f32::consts::TAU / n as f32;
line3(at, at + vec3(ang.cos() * r, (k as f32 - n as f32 * 0.5 + 0.5) * 0.06 * f.size, ang.sin() * r), 0.04 * f.size, a(1.0 - p));
}
if f.size > 1.6 {
disc(vec3(f.x, 0.03, f.y), r * 1.3, a(0.3 * (1.0 - p)), 12);
}
}
3 => draw_sphere(vec3(f.x, 0.3, f.y), (0.2 + 0.5 * p) * f.size, 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);
}
}
// Expected hero entry points: the walls around them glow red and pulse
fn draw_entry_warnings(g: &Game, t: f32, n: usize) {
if g.planned_entries.is_empty() {
return;
}
let p = 0.5 + 0.5 * (t * 4.0).sin();
let fill = [255, 40, 30, (50.0 + 90.0 * p) as u8];
let line = [255, 90, 60, (120.0 + 120.0 * p) as u8];
let mut mb = MB::new();
for &(ex, ey) in &g.planned_entries {
for dy in -2..=2 {
for dx in -2..=2 {
let (x, y) = (ex + dx, ey + dy);
let Some(tile) = g.map.get(x, y) else { continue };
// walls of the realm's border near the entry point (not rock)
let border = DIR4.iter().any(|&(ax, ay)| g.map.get(x + ax, y + ay).map_or(false, |o| o.owner == Owner::Player && !o.solid()));
if tile.diggable() && border && dx.abs() + dy.abs() <= 3 && mb.v.len() < 30000 {
block_shell(&mut mb, &g.map, x, y, n, fill, line, 1.0, 0.04);
}
}
}
}
if let Some(m) = mb.into_plain_mesh() {
draw_mesh(&m);
}
}
// 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, n: usize) {
const MAX_BOXES: usize = 150; // 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 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 || mb.v.len() > 30000 {
break 'outer;
}
block_shell(&mut mb, map, x, z, n, fill, line, 0.6, 0.05);
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 {
if solid(x, z) {
block_shell(&mut mb, map, x, z, n, fill, line, 0.6, 0.05);
} 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);
}
}
// Minimap colour of a tile
pub fn minimap_color(tile: &Tile) -> [u8; 4] {
match tile.kind {
Kind::Rock => [40, 40, 48, 255],
Kind::Earth if tile.reinforced => [120, 70, 70, 255],
Kind::Earth => [86, 60, 40, 255],
Kind::Gold => [220, 180, 50, 255],
Kind::Silver => [190, 195, 210, 255],
Kind::Ruby => [220, 40, 70, 255],
Kind::Diamond => [170, 235, 255, 255],
Kind::Floor => match tile.owner {
Owner::Player => [140, 60, 80, 255],
Owner::Hero => [170, 175, 190, 255],
Owner::Rival1 => [70, 150, 80, 255],
Owner::Rival2 => [70, 100, 180, 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 => match tile.owner {
Owner::Rival1 => [90, 240, 110, 255],
Owner::Rival2 => [100, 150, 255, 255],
_ => [255, 60, 60, 255],
},
Kind::Portal => [190, 90, 240, 255],
Kind::Gate => [230, 230, 255, 255],
Kind::Torture => [120, 40, 40, 255],
Kind::Tower => [255, 140, 60, 255],
Kind::Temple => [200, 110, 50, 255],
Kind::Water => [40, 80, 150, 255],
Kind::Lava => [250, 110, 30, 255],
Kind::Bridge => [150, 110, 60, 255],
Kind::LavaBridge => [130, 120, 115, 255],
Kind::Shard => [255, 60, 120, 255],
Kind::Aerie => [170, 140, 90, 255],
Kind::Steel => [150, 160, 180, 255],
Kind::ManaSpring => [90, 230, 255, 255],
Kind::RuneChest => [80, 200, 255, 255],
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn pixel_size_follows_the_window() {
assert_eq!(effective_div(1, 400.0), 1);
assert_eq!(effective_div(4, 1080.0), 4);
assert_eq!(effective_div(4, 540.0), 2);
assert_eq!(effective_div(4, 2160.0), 8);
assert_eq!(effective_div(16, 200.0), 3);
assert_eq!(effective_div(2, 100.0), 1);
}
}