Reduce chunk tex resolution

isolation_bkp/dynres
Dominik Madarász 2021-10-28 16:59:00 +02:00
parent f47acae59b
commit e99b21b11b
2 changed files with 143 additions and 142 deletions

View File

@ -19,7 +19,7 @@ void DEBUG_draw_ground(uint64_t key, entity_view * data) {
float y = data->y * size + offset;
RenderTexture2D tex = GetChunkTexture(key);
DrawTextureRec(tex.texture, (Rectangle){0, 0, tex.texture.width, -tex.texture.height}, (Vector2){x, y}, ColorAlpha(WHITE, data->tran_time));
DrawTextureEx(tex.texture, (Vector2){x, y}, 0.0f, size / (float)tex.texture.width, ColorAlpha(WHITE, data->tran_time));
if (zoom_overlay_tran > 0.02f) {
DrawRectangleEco(x, y, size-offset, size-offset, ColorAlpha(ColorFromHSV(data->color, 0.13f, 0.89f), data->tran_time*zoom_overlay_tran*0.75f));

View File

@ -1,142 +1,143 @@
#define ZPL_NANO
#include "zpl.h"
#include "world/world.h"
#include "world/blocks.h"
#include "raylib.h"
#include "gen/texgen.h"
#include "world_view.h"
#include "perlin.h"
#define BLOCKS_COUNT (sizeof(blocks)/sizeof(block))
ZPL_TABLE(static, blocks__chunk_tbl, blocks__chunk_tbl_, RenderTexture2D);
static blocks__chunk_tbl baked_chunks;
static void chunks_unload_textures(uint64_t key, RenderTexture2D *value) {
(void)key;
UnloadRenderTexture(*value);
}
typedef struct {
char *name;
uint32_t flags;
uint32_t kind;
uint32_t biome;
char symbol;
float drag;
float friction;
float bounce;
// NOTE(zaklaus): viewer data
Texture2D img;
} block;
#include "blocks_list.c"
int32_t blocks_setup(void) {
for (uint32_t i=0; i<BLOCKS_COUNT; i++) {
block *b = &blocks[i];
b->img = texgen_build_block(b->biome, b->kind);
}
blocks__chunk_tbl_init(&baked_chunks, zpl_heap());
return 0;
}
void blocks_destroy(void) {
for (uint32_t i=0; i<BLOCKS_COUNT; i++) {
UnloadTexture(blocks[i].img);
}
blocks__chunk_tbl_map_mut(&baked_chunks, chunks_unload_textures);
blocks__chunk_tbl_destroy(&baked_chunks);
}
uint8_t blocks_find(uint32_t biome, uint32_t kind) {
for (uint32_t i=0; i<BLOCKS_COUNT; i++) {
if (blocks[i].biome == biome && blocks[i].kind == kind)
return i;
}
return BLOCK_INVALID;
}
char *blocks_get_name(uint8_t id) {
return blocks[id].name;
}
char blocks_get_symbol(uint8_t id) {
return blocks[id].symbol;
}
uint32_t blocks_get_flags(uint8_t id) {
return blocks[id].flags;
}
uint32_t blocks_get_biome(uint8_t id) {
return blocks[id].biome;
}
uint32_t blocks_get_kind(uint8_t id) {
return blocks[id].kind;
}
float blocks_get_drag(uint8_t id) {
return blocks[id].drag;
}
float blocks_get_friction(uint8_t id) {
return blocks[id].friction;
}
float blocks_get_bounce(uint8_t id) {
return blocks[id].bounce;
}
void *blocks_get_img(uint8_t id) {
return (void*)&blocks[id].img;
}
void blocks_build_chunk_tex(uint64_t id, uint8_t *chunk_blocks, uint8_t *outer_chunk_blocks, void *raw_view) {
world_view *view = (world_view*)raw_view;
uint16_t dims = WORLD_BLOCK_SIZE * view->chunk_size;
RenderTexture2D canvas = LoadRenderTexture(dims, dims);
BeginTextureMode(canvas);
ClearBackground(WHITE);
for (int y = 0; y < view->chunk_size; y += 1) {
for (int x = 0; x < view->chunk_size; x += 1) {
#if 0
Texture2D blk = blocks[chunk_blocks[(y*view->chunk_size)+x]].img;
Rectangle src = {0, 0, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
Rectangle dst = {x*WORLD_BLOCK_SIZE, y*WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
DrawTexturePro(blk, src, dst, (Vector2){0.0f,0.0f}, 0.0f, WHITE);
#else
static float rots[] = { 0.0f, 90.0f, 180.f, 270.0f };
float rot = rots[(int32_t)(perlin_fbm(view->seed, x, y, 1.2f, 3) * 4.0f) % 4];
float half_block = WORLD_BLOCK_SIZE / 2.0f;
Texture2D blk = blocks[chunk_blocks[(y*view->chunk_size)+x]].img;
Rectangle src = {0, 0, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
Rectangle dst = {x*WORLD_BLOCK_SIZE + half_block, y*WORLD_BLOCK_SIZE + half_block, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
DrawTexturePro(blk, src, dst, (Vector2){half_block, half_block}, rot, WHITE);
if (outer_chunk_blocks[(y*view->chunk_size)+x] != 0) {
Texture2D blk2 = blocks[outer_chunk_blocks[(y*view->chunk_size)+x]].img;
DrawTexturePro(blk2, src, dst, (Vector2){half_block, half_block}, rot, WHITE);
}
#endif
}
}
EndTextureMode();
blocks__chunk_tbl_set(&baked_chunks, id, canvas);
}
void *blocks_get_chunk_tex(uint64_t id) {
return blocks__chunk_tbl_get(&baked_chunks, id);
}
void blocks_remove_chunk_tex(uint64_t id) {
RenderTexture2D *tex = blocks__chunk_tbl_get(&baked_chunks, id);
if (!tex) return;
UnloadRenderTexture(*tex);
blocks__chunk_tbl_remove(&baked_chunks, id);
#define ZPL_NANO
#include "zpl.h"
#include "world/world.h"
#include "world/blocks.h"
#include "raylib.h"
#include "gen/texgen.h"
#include "world_view.h"
#include "perlin.h"
#define BLOCKS_COUNT (sizeof(blocks)/sizeof(block))
ZPL_TABLE(static, blocks__chunk_tbl, blocks__chunk_tbl_, RenderTexture2D);
static blocks__chunk_tbl baked_chunks;
static void chunks_unload_textures(uint64_t key, RenderTexture2D *value) {
(void)key;
UnloadRenderTexture(*value);
}
typedef struct {
char *name;
uint32_t flags;
uint32_t kind;
uint32_t biome;
char symbol;
float drag;
float friction;
float bounce;
// NOTE(zaklaus): viewer data
Texture2D img;
} block;
#include "blocks_list.c"
int32_t blocks_setup(void) {
for (uint32_t i=0; i<BLOCKS_COUNT; i++) {
block *b = &blocks[i];
b->img = texgen_build_block(b->biome, b->kind);
}
blocks__chunk_tbl_init(&baked_chunks, zpl_heap());
return 0;
}
void blocks_destroy(void) {
for (uint32_t i=0; i<BLOCKS_COUNT; i++) {
UnloadTexture(blocks[i].img);
}
blocks__chunk_tbl_map_mut(&baked_chunks, chunks_unload_textures);
blocks__chunk_tbl_destroy(&baked_chunks);
}
uint8_t blocks_find(uint32_t biome, uint32_t kind) {
for (uint32_t i=0; i<BLOCKS_COUNT; i++) {
if (blocks[i].biome == biome && blocks[i].kind == kind)
return i;
}
return BLOCK_INVALID;
}
char *blocks_get_name(uint8_t id) {
return blocks[id].name;
}
char blocks_get_symbol(uint8_t id) {
return blocks[id].symbol;
}
uint32_t blocks_get_flags(uint8_t id) {
return blocks[id].flags;
}
uint32_t blocks_get_biome(uint8_t id) {
return blocks[id].biome;
}
uint32_t blocks_get_kind(uint8_t id) {
return blocks[id].kind;
}
float blocks_get_drag(uint8_t id) {
return blocks[id].drag;
}
float blocks_get_friction(uint8_t id) {
return blocks[id].friction;
}
float blocks_get_bounce(uint8_t id) {
return blocks[id].bounce;
}
void *blocks_get_img(uint8_t id) {
return (void*)&blocks[id].img;
}
void blocks_build_chunk_tex(uint64_t id, uint8_t *chunk_blocks, uint8_t *outer_chunk_blocks, void *raw_view) {
world_view *view = (world_view*)raw_view;
uint16_t blk_dims = WORLD_BLOCK_SIZE * 0.5f;
uint16_t dims = blk_dims * view->chunk_size;
RenderTexture2D canvas = LoadRenderTexture(dims, dims);
BeginTextureMode(canvas);
ClearBackground(WHITE);
for (int y = 0; y < view->chunk_size; y += 1) {
for (int x = 0; x < view->chunk_size; x += 1) {
#if 0
Texture2D blk = blocks[chunk_blocks[(y*view->chunk_size)+x]].img;
Rectangle src = {0, 0, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
Rectangle dst = {x*blk_dims, y*blk_dims, blk_dims, blk_dims};
DrawTexturePro(blk, src, dst, (Vector2){0.0f,0.0f}, 0.0f, WHITE);
#else
static float rots[] = { 0.0f, 90.0f, 180.f, 270.0f };
float rot = rots[(int32_t)(perlin_fbm(view->seed, x, y, 1.2f, 3) * 4.0f) % 4];
float half_block = blk_dims / 2.0f;
Texture2D blk = blocks[chunk_blocks[(y*view->chunk_size)+x]].img;
Rectangle src = {0, 0, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
Rectangle dst = {x*blk_dims + half_block, y*blk_dims + half_block, blk_dims, blk_dims};
DrawTexturePro(blk, src, dst, (Vector2){half_block, half_block}, rot, WHITE);
if (outer_chunk_blocks[(y*view->chunk_size)+x] != 0) {
Texture2D blk2 = blocks[outer_chunk_blocks[(y*view->chunk_size)+x]].img;
DrawTexturePro(blk2, src, dst, (Vector2){half_block, half_block}, rot, WHITE);
}
#endif
}
}
EndTextureMode();
blocks__chunk_tbl_set(&baked_chunks, id, canvas);
}
void *blocks_get_chunk_tex(uint64_t id) {
return blocks__chunk_tbl_get(&baked_chunks, id);
}
void blocks_remove_chunk_tex(uint64_t id) {
RenderTexture2D *tex = blocks__chunk_tbl_get(&baked_chunks, id);
if (!tex) return;
UnloadRenderTexture(*tex);
blocks__chunk_tbl_remove(&baked_chunks, id);
}