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path: root/graphics/src/render.rs
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use std::ops::Div;

use dungeon::{
	Direction, Dungeon, Entity, EntityKind, FPos, Floor, Item, MAP_SIZE,
	PLAYER_FULL_HEALTH, Player, Pos, Tile,
};
use raylib::{
	RaylibHandle, RaylibThread,
	camera::Camera2D,
	color::Color,
	math::{Rectangle, Vector2},
	prelude::{RaylibDraw, RaylibMode2DExt, RaylibTextureModeExt},
	texture::{RaylibTexture2D, RenderTexture2D, Texture2D},
};

/// The baseline size of all ingame sprites and tile textures
const BASE_TILE_SIZE: i32 = 32;

/// The height of the wall (offset between tile layers)
const WALL_HEIGHT: i32 = 13;

/// The (prefered) view distance of the game
const VIEW_DISTANCE: i32 = 5;

#[derive(Debug)]
struct Textures {
	// Tilemap
	atlas: Texture2D,
	// UI
	heart_full: Texture2D,
	heart_half: Texture2D,
	heart_empty: Texture2D,
	// Misc
	error: Texture2D,
}
impl Textures {
	fn new(handle: &mut RaylibHandle, thread: &RaylibThread) -> crate::Result<Self> {
		let atlas = handle.load_texture(thread, "assets/atlas.bmp")?;
		let heart_full = handle.load_texture(thread, "assets/heart_full.bmp")?;
		let heart_half = handle.load_texture(thread, "assets/heart_half.bmp")?;
		let heart_empty = handle.load_texture(thread, "assets/heart_empty.bmp")?;
		let error = handle.load_texture(thread, "assets/error.bmp")?;

		Ok(Self {
			atlas,
			heart_full,
			heart_half,
			heart_empty,
			error,
		})
	}

	fn item_texture(&self, _item: &Item) -> &Texture2D {
		// TODO: make item textures
		&self.error
	}
}

// Tile atlas.bmp textures
const ATLAS_WALL_SIDE: (i32, i32) = (0, 0);
const ATLAS_FLOOR_FULL: (i32, i32) = (1, 0);
const ATLAS_FLOOR_EMPTY: (i32, i32) = (2, 0);
const ATLAS_WALL_TOP: (i32, i32) = (3, 0);
const ATLAS_WALL_EDGE: (i32, i32) = (0, 1);

// Entity atlas.bmp textures
const ATLAS_PLAYER: (i32, i32) = (0, 2);

// UI atlas.bmp textures
const ATLAS_INV_TOP_LAYER: (i32, i32) = (1, 2);
const ATLAS_INV_BOTTOM_LAYER: (i32, i32) = (2, 2);

// Misc atlas.bmp textures
const ATLAS_ERROR: (i32, i32) = (3, 3);

/// Full source rec for any texture
const FULL_SOURCE_REC: Rectangle = Rectangle {
	x: 0.0,
	y: 0.0,
	width: BASE_TILE_SIZE as f32,
	height: BASE_TILE_SIZE as f32,
};

#[derive(Debug)]
pub struct Renderer {
	/* Persistant Render Data */
	/// All loaded image resources/textures
	textures: Textures,
	/// Top layer of the tilemap (walls)
	tilemap_fg: RenderTexture2D,
	/// Bottom layer of the tilemap (floor and half-height walls)
	tilemap_bg: RenderTexture2D,
	/// Last computed hash of the tilemap (floor)
	tiles_hash: Option<u64>,
	/* Per Frame Caculated Data */
	/// Current tile size we are rendering
	tile_size: i32,
	/// Last known FPS
	fps: u32,
	/// Render width of the current frame
	width: i32,
	/// Render height of the current frame
	height: i32,
}
impl Renderer {
	pub fn new(handle: &mut RaylibHandle, thread: &RaylibThread) -> crate::Result<Self> {
		// Load resources
		let textures = Textures::new(handle, thread)?;
		// Load render textures
		let tex_size = MAP_SIZE as u32 * BASE_TILE_SIZE as u32;
		let tilemap_fg = handle.load_render_texture(thread, tex_size, tex_size)?;
		let tilemap_bg = handle.load_render_texture(thread, tex_size, tex_size)?;

		Ok(Self {
			textures,
			tilemap_fg,
			tilemap_bg,
			tiles_hash: None,
			tile_size: 0,
			fps: 0,
			width: 0,
			height: 0,
		})
	}

	pub fn draw_frame(
		&mut self,
		handle: &mut RaylibHandle,
		t: &RaylibThread,
		dungeon: &Dungeon,
	) {
		self.update_per_frame_data(handle);
		let mut r = handle.begin_drawing(t);
		r.clear_background(Color::BLACK);
		self.draw_dungeon(&mut r, t, dungeon);
		self.draw_ui(&mut r, dungeon);
	}

	/// Update frame metadata while we still have access to the
	/// `RaylibHandle`. These fields are inaccessable once it's
	/// turned into a `RaylibDrawHandle`.
	fn update_per_frame_data(&mut self, handle: &RaylibHandle) {
		// Get last known fps
		self.fps = handle.get_fps();
		// Get size (in pixels) to draw each tile
		self.width = handle.get_render_width();
		self.height = handle.get_render_height();
		self.tile_size = {
			let size = self.width.min(self.height);
			let dist = VIEW_DISTANCE * 2 + 1;
			let pixels = size.div(dist).max(BASE_TILE_SIZE);
			1 << (i32::BITS - pixels.leading_zeros())
		};
	}

	/// Returns the Raylib Camera setup with needed 2D position/transforms
	fn render_camera(&self, dungeon: &Dungeon) -> Camera2D {
		let cpos = dungeon.camera();
		let width = self.width;
		let height = self.height;
		Camera2D {
			target: Vector2::from(cpos.xy())
				.scale_by(self.tile_size as f32)
				.max(Vector2::new(width as f32 / 2.0, height as f32 / 2.0))
				.min(Vector2::new(
					(MAP_SIZE as i32 * self.tile_size) as f32 - (width as f32 / 2.0),
					(MAP_SIZE as i32 * self.tile_size) as f32 - (height as f32 / 2.0),
				)),
			offset: Vector2::new(width as f32 / 2.0, height as f32 / 2.0),
			rotation: 0.0,
			zoom: 1.0,
		}
	}

	/// Draws the game dungeon
	fn draw_dungeon<R>(&mut self, r: &mut R, t: &RaylibThread, dungeon: &Dungeon)
	where
		R: RaylibDraw + RaylibMode2DExt + RaylibTextureModeExt,
	{
		self.update_tilemaps(r, t, &dungeon.floor);
		let camera = self.render_camera(dungeon);
		let mut rc = r.begin_mode2D(camera);
		self.draw_bg_tilemap(&mut rc);
		self.draw_entities(&mut rc, dungeon);
		self.draw_fg_tilemap(&mut rc);
	}

	/// Updates all tilemaps
	fn update_tilemaps<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
	where
		R: RaylibDraw + RaylibTextureModeExt,
	{
		let current_hash = floor.hash();
		if let Some(old_hash) = self.tiles_hash
			&& old_hash == current_hash
		{
			// Textures are up to date
			return;
		};
		self.tiles_hash = Some(current_hash);

		self.update_fg_tilemap(r, t, floor);
		self.update_bg_tilemap(r, t, floor);
	}

	/// Draws the foregound tile map
	fn update_fg_tilemap<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
	where
		R: RaylibDraw + RaylibTextureModeExt,
	{
		let size = BASE_TILE_SIZE as f32;
		let mut rt = r.begin_texture_mode(t, &mut self.tilemap_fg);
		rt.clear_background(Color::BLANK);

		for pos in Pos::values() {
			let (fx, fy) = FPos::from(pos).xy();
			let (xs, ys) = (fx * size, fy * size);

			// fg layer only draws a top walls
			if floor.get(pos) != Tile::Wall {
				continue;
			};

			// draw base wall top texture
			rt.draw_atlas(&self.textures.atlas, ATLAS_WALL_TOP, xs, ys, size, 0.0);

			// draw top wall borders
			let is_wall =
				|dir| pos.step(dir).map_or(Tile::Wall, |p| floor.get(p)).is_wall();
			if !is_wall(Direction::North) {
				rt.draw_atlas(&self.textures.atlas, ATLAS_WALL_EDGE, xs, ys, size, 0.0);
			}
			if !is_wall(Direction::East) {
				rt.draw_atlas(&self.textures.atlas, ATLAS_WALL_EDGE, xs, ys, size, 90.0);
			}
			if !is_wall(Direction::South) {
				rt.draw_atlas(&self.textures.atlas, ATLAS_WALL_EDGE, xs, ys, size, 180.0);
			}
			if !is_wall(Direction::West) {
				rt.draw_atlas(&self.textures.atlas, ATLAS_WALL_EDGE, xs, ys, size, 270.0);
			}
		}
	}

	/// Draws the foregound tile map
	fn update_bg_tilemap<R>(&mut self, r: &mut R, t: &RaylibThread, floor: &Floor)
	where
		R: RaylibDraw + RaylibTextureModeExt,
	{
		let size = BASE_TILE_SIZE as f32;
		let mut rt = r.begin_texture_mode(t, &mut self.tilemap_bg);
		rt.clear_background(Color::BLACK);

		for pos in Pos::values() {
			let (x, y) = pos.xy();
			let tile = floor.get(pos);
			let idx = match tile {
				Tile::Wall => ATLAS_WALL_SIDE,
				Tile::Air if (x + y) % 2 == 0 => ATLAS_FLOOR_FULL,
				Tile::Air if (x + y) % 2 == 1 => ATLAS_FLOOR_EMPTY,
				_ => ATLAS_ERROR,
			};
			rt.draw_atlas(
				&self.textures.atlas,
				idx,
				x as f32 * size,
				y as f32 * size,
				size,
				0.0,
			);
		}
	}

	/// Draw dungeon tiles (foreground layer)
	fn draw_fg_tilemap<R>(&mut self, r: &mut R)
	where
		R: RaylibDraw,
	{
		let size = self.tile_size as f32;
		let offset = WALL_HEIGHT as f32;
		r.draw_tilemap(&self.tilemap_fg, size, offset);
	}

	/// Draw dungeon tiles (background layer)
	fn draw_bg_tilemap<R>(&mut self, r: &mut R)
	where
		R: RaylibDraw,
	{
		let size = self.tile_size as f32;
		let offset = 0.0;
		r.draw_tilemap(&self.tilemap_bg, size, offset);
	}

	/// Draws the entities on the map
	fn draw_entities<R>(&mut self, r: &mut R, dungeon: &Dungeon)
	where
		R: RaylibDraw,
	{
		self.draw_entity(r, &dungeon.player.entity);
		for enemy in &dungeon.enemies {
			self.draw_entity(r, &enemy.entity);
		}
	}

	/// Draws an entity
	fn draw_entity<R>(&self, r: &mut R, entity: &Entity)
	where
		R: RaylibDraw,
	{
		let size = self.tile_size as f32;
		let x = entity.fpos.x();
		let y = entity.fpos.y();
		let tex = match entity.kind {
			EntityKind::Player => ATLAS_PLAYER,
			_ => ATLAS_ERROR,
		};
		r.draw_atlas(&self.textures.atlas, tex, x * size, y * size, size, 0.0);
	}

	/// Draws player HP, inventory, and floor number
	fn draw_ui<R>(&self, r: &mut R, dungeon: &Dungeon)
	where
		R: RaylibDraw,
	{
		// Draw core ui components
		self.draw_health(r, &dungeon.player);
		self.draw_inventory(r, &dungeon.player);

		// Draw debug info
		#[cfg(feature = "debug")]
		self.draw_debug_ui(r);
	}

	/// Draw health meter in the top left of the screen
	fn draw_health<R>(&self, r: &mut R, player: &Player)
	where
		R: RaylibDraw,
	{
		let health = player.entity.health.unwrap_or(0);
		let hearts = PLAYER_FULL_HEALTH.div_ceil(2);
		let mut full_hearts = health / 2;
		let mut half_hearts = health % 2;
		let mut empty_hearts = hearts.saturating_sub(full_hearts + half_hearts);

		let size = self.tile_size.div(2).max(BASE_TILE_SIZE);
		let y = BASE_TILE_SIZE;
		let mut x = BASE_TILE_SIZE;
		loop {
			let tex = if full_hearts > 0 {
				full_hearts -= 1;
				&self.textures.heart_full
			} else if half_hearts > 0 {
				half_hearts -= 1;
				&self.textures.heart_half
			} else if empty_hearts > 0 {
				empty_hearts -= 1;
				&self.textures.heart_empty
			} else {
				break;
			};

			let dest_rec = Rectangle {
				x: x as f32,
				y: y as f32,
				width: size as f32,
				height: size as f32,
			};
			r.draw_texture_pro(
				tex,
				FULL_SOURCE_REC,
				dest_rec,
				Vector2::zero(),
				0.0,
				Color::WHITE,
			);
			x += size;
		}
	}

	/// Draws the player's inventory
	/// NOTE: Nothing is drawn if the inventory is empty
	fn draw_inventory<R>(&self, r: &mut R, player: &Player)
	where
		R: RaylibDraw,
	{
		let len = i32::try_from(player.inventory.len()).unwrap_or(0);

		// size of the inv blocks
		let size = self.tile_size.div(2).max(BASE_TILE_SIZE);
		let half_size = size as f32 / 2.0;

		// position of the inv blocks
		let y = self.height - size;
		let mut x = self.width / 2 - (size * len / 2);

		// size of font for number index
		let font_size = size / 3;
		let font_offset = font_size * 2;

		for (idx, item) in player.inventory.iter().enumerate() {
			let dest_rec = Rectangle {
				x: x as f32,
				y: y as f32,
				width: size as f32,
				height: size as f32,
			};
			r.draw_atlas(
				&self.textures.atlas,
				ATLAS_INV_BOTTOM_LAYER,
				x as f32 + half_size,
				y as f32 + half_size,
				size as f32,
				0.0,
			);
			let tex = self.textures.item_texture(item);
			r.draw_texture_pro(
				tex,
				FULL_SOURCE_REC,
				dest_rec,
				Vector2::zero(),
				0.0,
				Color::WHITE,
			);
			r.draw_atlas(
				&self.textures.atlas,
				ATLAS_INV_TOP_LAYER,
				x as f32 + half_size,
				y as f32 + half_size,
				size as f32,
				0.0,
			);
			r.draw_text(
				&format!("{}", idx + 1),
				x + font_offset + font_offset / 5,
				y + font_offset,
				font_size,
				Color::WHITE,
			);
			x += size;
		}
	}

	/// Draws debug information ontop of other UI elements
	/// Called by default if `debug` featue is enabled
	fn draw_debug_ui<R>(&self, r: &mut R)
	where
		R: RaylibDraw,
	{
		self.draw_fps(r);
	}

	/// Draw FPS counter (debug)
	fn draw_fps<R>(&self, r: &mut R)
	where
		R: RaylibDraw,
	{
		let fps_str = format!("{}", self.fps);
		r.draw_text(&fps_str, 10, 10, 30, Color::YELLOW);
	}
}

trait Vector2Ext {
	fn min(self, other: Self) -> Self;
	fn max(self, other: Self) -> Self;
}
impl Vector2Ext for Vector2 {
	fn min(self, other: Self) -> Self {
		Self::new(self.x.min(other.x), self.y.min(other.y))
	}

	fn max(self, other: Self) -> Self {
		Self::new(self.x.max(other.x), self.y.max(other.y))
	}
}

trait RaylibDrawExt
where
	Self: RaylibDraw,
{
	/// Draw an atlas texture index
	fn draw_atlas(
		&mut self,
		tex: &Texture2D,
		(ax, ay): (i32, i32),
		x: f32,
		y: f32,
		size: f32,
		rotation: f32,
	) {
		let source_rec = Rectangle {
			x: (ax * BASE_TILE_SIZE) as f32,
			y: (ay * BASE_TILE_SIZE) as f32,
			width: BASE_TILE_SIZE as f32,
			height: BASE_TILE_SIZE as f32,
		};
		let dest_rec = Rectangle {
			x,
			y,
			width: size,
			height: size,
		};
		let origin = Vector2 {
			x: dest_rec.width / 2.0,
			y: dest_rec.height / 2.0,
		};
		self.draw_texture_pro(tex, source_rec, dest_rec, origin, rotation, Color::WHITE);
	}

	/// Draw dungeon tiles helper function
	fn draw_tilemap(&mut self, tex: &RenderTexture2D, size: f32, offset: f32) {
		let scale = size / BASE_TILE_SIZE as f32;
		let width = tex.width() as f32;
		let height = tex.height() as f32;
		let source_rec = Rectangle {
			x: 0.0,
			y: 0.0,
			width,
			height: -height,
		};
		let dest_rec = Rectangle {
			x: 0.0,
			y: -(offset * scale),
			width: width * scale,
			height: height * scale,
		};
		let origin = Vector2::zero();
		self.draw_texture_pro(tex, source_rec, dest_rec, origin, 0.0, Color::WHITE);
	}
}
impl<T> RaylibDrawExt for T where T: RaylibDraw {}