artificer/gui/app.zig

443 lines
15 KiB
Zig

// zig fmt: off
const std = @import("std");
const Api = @import("artifacts-api");
const Artificer = @import("artificer");
const UI = @import("./ui.zig");
const UIStack = @import("./ui_stack.zig");
const RectUtils = @import("./rect_utils.zig");
const rl = @import("raylib");
const srcery = @import("./srcery.zig");
const assert = std.debug.assert;
const App = @This();
const MapTexture = struct {
name: Api.Map.Skin,
texture: rl.Texture2D,
};
ui: UI,
artificer: *Artificer,
map_textures: std.ArrayList(MapTexture),
map_texture_indexes: std.ArrayList(usize),
map_position_min: Api.Position,
map_position_max: Api.Position,
camera: rl.Camera2D,
blur_texture_original: ?rl.RenderTexture = null,
blur_texture_horizontal: ?rl.RenderTexture = null,
blur_texture_both: ?rl.RenderTexture = null,
blur_shader: rl.Shader,
pub fn init(allocator: std.mem.Allocator, artificer: *Artificer) !App {
const store = artificer.server.store;
var map_textures = std.ArrayList(MapTexture).init(allocator);
errdefer map_textures.deinit();
errdefer {
for (map_textures.items) |map_texture| {
map_texture.texture.unload();
}
}
var map_texture_indexes = std.ArrayList(usize).init(allocator);
errdefer map_texture_indexes.deinit();
// Load all map textures from api store
{
const map_image_ids = store.images.category_mapping.get(.map).items;
try map_textures.ensureTotalCapacity(map_image_ids.len);
for (map_image_ids) |image_id| {
const image = store.images.get(image_id).?;
const texture = rl.loadTextureFromImage(rl.Image{
.width = @intCast(image.width),
.height = @intCast(image.height),
.data = store.images.getRGBA(image_id).?.ptr,
.mipmaps = 1,
.format = rl.PixelFormat.pixelformat_uncompressed_r8g8b8a8
});
if (!rl.isTextureReady(texture)) {
return error.LoadMapTextureFromImage;
}
map_textures.appendAssumeCapacity(MapTexture{
.name = try Api.Map.Skin.fromSlice(image.code.slice()),
.texture = texture
});
}
}
var map_position_max = Api.Position.zero();
var map_position_min = Api.Position.zero();
for (store.maps.items) |map| {
map_position_min.x = @min(map_position_min.x, map.position.x);
map_position_min.y = @min(map_position_min.y, map.position.y);
map_position_max.x = @max(map_position_max.x, map.position.x);
map_position_max.y = @max(map_position_max.y, map.position.y);
}
const map_size = map_position_max.subtract(map_position_min);
try map_texture_indexes.ensureTotalCapacity(@intCast(map_size.x * map_size.y));
for (0..@intCast(map_size.y)) |oy| {
for (0..@intCast(map_size.x)) |ox| {
const x = map_position_min.x + @as(i64, @intCast(ox));
const y = map_position_min.y + @as(i64, @intCast(oy));
const map = store.getMap(.{ .x = x, .y = y }).?;
var found_texture = false;
const map_skin = map.skin.slice();
for (0.., map_textures.items) |i, map_texture| {
if (std.mem.eql(u8, map_skin, map_texture.name.slice())) {
map_texture_indexes.appendAssumeCapacity(i);
found_texture = true;
break;
}
}
if (!found_texture) {
return error.MapImageNotFound;
}
}
}
const blur_shader = rl.loadShaderFromMemory(
@embedFile("./base.vsh"),
@embedFile("./blur.fsh"),
);
if (!rl.isShaderReady(blur_shader)) {
return error.LoadShaderFromMemory;
}
return App{
.artificer = artificer,
.ui = UI.init(),
.map_textures = map_textures,
.map_texture_indexes = map_texture_indexes,
.map_position_max = map_position_max,
.map_position_min = map_position_min,
.blur_shader = blur_shader,
.camera = rl.Camera2D{
.offset = rl.Vector2.zero(),
.target = rl.Vector2.zero(),
.rotation = 0,
.zoom = 1,
}
};
}
pub fn deinit(self: *App) void {
for (self.map_textures.items) |map_texture| {
map_texture.texture.unload();
}
self.ui.deinit();
self.map_textures.deinit();
self.map_texture_indexes.deinit();
if (self.blur_texture_horizontal) |render_texture| {
render_texture.unload();
}
if (self.blur_texture_both) |render_texture| {
render_texture.unload();
}
if (self.blur_texture_original) |render_texture| {
render_texture.unload();
}
}
fn cameraControls(camera: *rl.Camera2D) void {
if (rl.isMouseButtonDown(.mouse_button_left)) {
const mouse_delta = rl.getMouseDelta();
camera.target.x -= mouse_delta.x / camera.zoom;
camera.target.y -= mouse_delta.y / camera.zoom;
}
const zoom_speed = 0.2;
const min_zoom = 0.1;
const max_zoom = 2;
const zoom_delta = rl.getMouseWheelMove();
if (zoom_delta != 0) {
const mouse_screen = rl.getMousePosition();
// Get the world point that is under the mouse
const mouse_world = rl.getScreenToWorld2D(mouse_screen, camera.*);
// Set the offset to where the mouse is
camera.offset = mouse_screen;
// Set the target to match, so that the camera maps the world space point
// under the cursor to the screen space point under the cursor at any zoom
camera.target = mouse_world;
// Zoom increment
camera.zoom *= (1 + zoom_delta * zoom_speed);
camera.zoom = std.math.clamp(camera.zoom, min_zoom, max_zoom);
}
}
// fn drawCharacterInfo(ui: *UI, rect: rl.Rectangle, artificer: *Artificer, brain: *Artificer.Brain) !void {
// var buffer: [256]u8 = undefined;
//
// const name_height = 20;
// UI.drawTextCentered(ui.font, brain.name, .{ .x = RectUtils.center(rect).x, .y = rect.y + name_height / 2 }, 20, 2, srcery.bright_white);
//
// var label_stack = UIStack.init(RectUtils.shrinkTop(rect, name_height + 4), .top_to_bottom);
// label_stack.gap = 4;
//
// const now = std.time.milliTimestamp();
// const cooldown = brain.cooldown(&artificer.server);
// const seconds_left: f32 = @as(f32, @floatFromInt(@max(cooldown - now, 0))) / std.time.ms_per_s;
// const cooldown_label = try std.fmt.bufPrint(&buffer, "Cooldown: {d:.3}", .{seconds_left});
// UI.drawTextEx(ui.font, cooldown_label, RectUtils.topLeft(label_stack.next(16)), 16, 2, srcery.bright_white);
//
// var task_label: []u8 = undefined;
// if (brain.task) |task| {
// task_label = try std.fmt.bufPrint(&buffer, "Task: {s}", .{@tagName(task)});
// } else {
// task_label = try std.fmt.bufPrint(&buffer, "Task: -", .{});
// }
// UI.drawTextEx(ui.font, task_label, RectUtils.topLeft(label_stack.next(16)), 16, 2, srcery.bright_white);
//
// const actions_label = try std.fmt.bufPrint(&buffer, "Actions: {}", .{brain.action_queue.items.len});
// UI.drawTextEx(ui.font, actions_label, RectUtils.topLeft(label_stack.next(16)), 16, 2, srcery.bright_white);
// }
fn createOrGetRenderTexture(maybe_render_texture: *?rl.RenderTexture) !rl.RenderTexture {
const screen_width = rl.getScreenWidth();
const screen_height = rl.getScreenHeight();
if (maybe_render_texture.*) |render_texture| {
if (render_texture.texture.width != screen_width or render_texture.texture.height != screen_height) {
render_texture.unload();
maybe_render_texture.* = null;
}
}
if (maybe_render_texture.* == null) {
const render_texture = rl.loadRenderTexture(screen_width, screen_height);
if (!rl.isRenderTextureReady(render_texture)) {
return error.LoadRenderTexture;
}
maybe_render_texture.* = render_texture;
}
return maybe_render_texture.*.?;
}
fn drawRectangleRoundedUV(rect: rl.Rectangle, roundness: f32, color: rl.Color) void {
if (roundness == 0) {
rl.drawRectangleRec(rect, color);
}
}
fn drawBlurredWorld(self: *App, rect: rl.Rectangle, roundness: f32, color: rl.Color) !void {
const blur_both = try createOrGetRenderTexture(&self.blur_texture_both);
const previous_texture = rl.getShapesTexture();
const previous_rect = rl.getShapesTextureRectangle();
defer rl.setShapesTexture(previous_texture, previous_rect);
const texture_height: f32 = @floatFromInt(blur_both.texture.height);
const shape_rect = rl.Rectangle{
.x = rect.x,
.y = texture_height - rect.y,
.width = rect.width,
.height = -rect.height,
};
rl.setShapesTexture(blur_both.texture, shape_rect);
drawRectangleRoundedUV(rect, roundness, 0, color);
}
pub fn drawWorld(self: *App) !void {
const screen_width = rl.getScreenWidth();
const screen_height = rl.getScreenHeight();
const screen_size = rl.Vector2.init(@floatFromInt(screen_width), @floatFromInt(screen_height));
const blur_original = try createOrGetRenderTexture(&self.blur_texture_original);
const blur_horizontal = try createOrGetRenderTexture(&self.blur_texture_horizontal);
const blur_both = try createOrGetRenderTexture(&self.blur_texture_both);
// 1 pass. Draw the all of the sprites
{
blur_original.begin();
defer blur_original.end();
rl.clearBackground(rl.Color.black.alpha(0));
self.camera.begin();
defer self.camera.end();
rl.drawCircleV(rl.Vector2.zero(), 5, rl.Color.red);
const map_size = self.map_position_max.subtract(self.map_position_min);
for (0..@intCast(map_size.y)) |oy| {
for (0..@intCast(map_size.x)) |ox| {
const map_index = @as(usize, @intCast(map_size.x)) * oy + ox;
const x = self.map_position_min.x + @as(i64, @intCast(ox));
const y = self.map_position_min.y + @as(i64, @intCast(oy));
const texture_index = self.map_texture_indexes.items[map_index];
const texture = self.map_textures.items[texture_index].texture;
const tile_size = rl.Vector2.init(224, 224);
const position = rl.Vector2.init(@floatFromInt(x), @floatFromInt(y)).multiply(tile_size);
rl.drawTextureV(texture, position, rl.Color.white);
}
}
}
// 2 pass. Apply horizontal blur
const kernel_radius: i32 = 16;
var kernel_coeffs: [kernel_radius * 2 + 1]f32 = undefined;
{
const sigma = 10;
for (0..kernel_coeffs.len) |i| {
const i_i32: i32 = @intCast(i);
const io: f32 = @floatFromInt(i_i32 - kernel_radius);
kernel_coeffs[i] = @exp(-(io * io) / (sigma * sigma));
// kernel_coeffs[i] /= @floatFromInt(kernel_coeffs.len);
}
var kernel_sum: f32 = 0;
for (kernel_coeffs) |coeff| {
kernel_sum += coeff;
}
for (&kernel_coeffs) |*coeff| {
coeff.* /= kernel_sum;
}
}
{
const texture_size_loc = rl.getShaderLocation(self.blur_shader, "textureSize");
assert(texture_size_loc != -1);
rl.setShaderValue(self.blur_shader, texture_size_loc, &screen_size, .shader_uniform_vec2);
}
{
const kernel_radius_loc = rl.getShaderLocation(self.blur_shader, "kernelRadius");
assert(kernel_radius_loc != -1);
rl.setShaderValue(self.blur_shader, kernel_radius_loc, &kernel_radius, .shader_uniform_int);
}
{
const coeffs_loc = rl.getShaderLocation(self.blur_shader, "coeffs");
assert(coeffs_loc != -1);
rl.setShaderValueV(self.blur_shader, coeffs_loc, &kernel_coeffs, .shader_uniform_float, kernel_coeffs.len);
}
{
const kernel_direction_loc = rl.getShaderLocation(self.blur_shader, "kernelDirection");
assert(kernel_direction_loc != -1);
const kernel_direction = rl.Vector2.init(1, 0);
rl.setShaderValue(self.blur_shader, kernel_direction_loc, &kernel_direction, .shader_uniform_vec2);
}
{
blur_horizontal.begin();
defer blur_horizontal.end();
rl.clearBackground(rl.Color.black.alpha(0));
self.blur_shader.activate();
defer self.blur_shader.deactivate();
rl.drawTextureRec(
blur_original.texture,
.{
.x = 0,
.y = 0,
.width = screen_size.x,
.height = -screen_size.y,
},
rl.Vector2.zero(),
rl.Color.white
);
}
// 3 pass. Apply vertical blur
{
const kernel_direction_loc = rl.getShaderLocation(self.blur_shader, "kernelDirection");
assert(kernel_direction_loc != -1);
const kernel_direction = rl.Vector2.init(0, 1);
rl.setShaderValue(self.blur_shader, kernel_direction_loc, &kernel_direction, .shader_uniform_vec2);
}
{
blur_both.begin();
defer blur_both.end();
self.blur_shader.activate();
defer self.blur_shader.deactivate();
rl.drawTextureRec(
blur_horizontal.texture,
.{
.x = 0,
.y = 0,
.width = screen_size.x,
.height = -screen_size.y,
},
rl.Vector2.zero(),
rl.Color.white
);
}
// Last thing, draw world without blur
rl.drawTextureRec(
blur_original.texture,
.{
.x = 0,
.y = 0,
.width = @floatFromInt(blur_original.texture.width),
.height = @floatFromInt(-blur_original.texture.height),
},
rl.Vector2.zero(),
rl.Color.white
);
}
pub fn tick(self: *App) !void {
try self.artificer.tick();
const screen_width = rl.getScreenWidth();
const screen_height = rl.getScreenHeight();
const screen_size = rl.Vector2.init(@floatFromInt(screen_width), @floatFromInt(screen_height));
cameraControls(&self.camera);
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(srcery.black);
try self.drawWorld();
try self.drawBlurredWorld(
.{ .x = 20, .y = 20, .width = 200, .height = 200 },
0.5,
rl.Color.gray
);
rl.drawFPS(
@as(i32, @intFromFloat(screen_size.x)) - 100,
@as(i32, @intFromFloat(screen_size.y)) - 24
);
// var info_stack = UIStack.init(rl.Rectangle.init(0, 0, screen_size.x, screen_size.y), .left_to_right);
// for (artificer.characters.items) |*brain| {
// const info_width = screen_size.x / @as(f32, @floatFromInt(artificer.characters.items.len));
// try drawCharacterInfo(&ui, info_stack.next(info_width), &artificer, brain);
// }
}