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|
use std::collections::HashMap;
use serde::Deserialize;
use glow::HasContext;
use crate::{context, erm, mesh, shader, texture, Erm};
#[derive(Debug)]
pub enum Err {
LayerIndexOutOfBounds,
LayerDataTooSmall,
GIDNotFound(u32),
AssetNotFound(String),
GL(String),
}
impl std::error::Error for Err {}
impl std::fmt::Display for Err {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Self::LayerIndexOutOfBounds => write!(f, "layer index out of bounds"),
Self::LayerDataTooSmall => write!(f, "layer data too small for dimensions"),
Self::GIDNotFound(gid) => write!(f, "GID not found: {}", gid),
Self::AssetNotFound(ass) => write!(f, "asset not found: {}", ass),
Self::GL(msg) => write!(f, "GL error: {msg:}"),
}
}
}
#[derive(Debug, Deserialize)]
pub enum LayerType {
#[serde(rename = "tilelayer")]
Tile,
#[serde(rename = "imagelayer")]
Image,
#[serde(rename = "objectgroup")]
ObjectGroup,
#[serde(rename = "group")]
Group,
}
#[derive(Debug, Deserialize)]
pub struct Layer {
name: String,
id: i32,
#[serde(rename = "type")] ty: LayerType,
width: i32, height: i32,
x: i32, y: i32,
opacity: f32,
visible: bool,
data: Vec<u32>,
}
#[derive(Debug, Deserialize)]
pub struct LevelTileset {
firstgid: i32,
source: String,
}
#[derive(Debug, Deserialize)]
pub struct Level {
width: i32, height: i32,
tilewidth: i32, tileheight: i32,
layers: Vec<Layer>,
tilesets: Vec<LevelTileset>,
}
impl Level {
pub fn new(bytes: &str) -> Erm<Self> {
Ok(serde_json::from_str(bytes)?)
}
}
#[derive(Debug, Deserialize)]
pub struct Tileset {
name: String,
imagewidth: i32, imageheight: i32,
tilewidth: i32, tileheight: i32,
margin: i32, spacing: i32,
}
impl Tileset {
pub fn new(bytes: &str) -> Erm<Self> {
Ok(serde_json::from_str(bytes)?)
}
}
// TODO
pub enum Flip {
None,
}
pub struct Asset {
tileset: Tileset,
texture: texture::Texture,
}
pub struct Assets {
entries: HashMap<String, Asset>,
}
impl Assets {
pub fn new() -> Self { Self { entries: HashMap::new() } }
pub fn load(&mut self, ctx: &context::Context, nm: &str, ts: &str, img: &[u8]) -> Erm<()> {
let ass = Asset {
tileset: Tileset::new(ts)?,
texture: texture::Texture::new(ctx, img),
};
if self.entries.insert(nm.to_string(), ass).is_some() {
log::warn!("duplicate tileset entry named: {}", nm);
}
Ok(())
}
pub fn lookup_gid(&self, level: &Level, gid: u32) -> Erm<(i32, &Asset, Flip)> {
let offset = (gid & 0x0fffffff) as i32;
for lts in level.tilesets.iter().rev() {
if lts.firstgid <= offset {
return Ok((
offset - lts.firstgid,
self.entries.get(<s.source).ok_or(Err::AssetNotFound(lts.source.clone()))?,
Flip::None
))
}
}
return erm(Err::GIDNotFound(gid));
}
}
pub struct LayerRenderer {
pub vao: glow::VertexArray,
pub vertex_buf: glow::Buffer,
pub texcoords_buf: glow::Buffer,
pub index_buf: glow::Buffer,
pub index_count: usize,
}
impl LayerRenderer {
pub fn new(ctx: &context::Context) -> Erm<Self> {
unsafe {
let vao = ctx.gl.create_vertex_array().map_err(Err::GL)?;
ctx.gl.bind_vertex_array(Some(vao));
let vertex_buf = ctx.gl.create_buffer().map_err(Err::GL)?;
ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(vertex_buf));
ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_VERTEX, 2, glow::FLOAT, false, 0, 0);
ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_VERTEX);
let texcoords_buf = ctx.gl.create_buffer().map_err(Err::GL)?;
ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(texcoords_buf));
ctx.gl.vertex_attrib_pointer_f32(mesh::ATTRIB_TEXCOORD, 2, glow::FLOAT, false, 0, 0);
ctx.gl.enable_vertex_attrib_array(mesh::ATTRIB_TEXCOORD);
let index_buf = ctx.gl.create_buffer().map_err(Err::GL)?;
ctx.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(index_buf));
Ok(Self {
vao,
vertex_buf,
texcoords_buf,
index_buf,
index_count: 0,
})
}
}
}
pub struct LevelRenderer {
pub layers: Vec<LayerRenderer>,
pub shader: shader::Shader,
}
impl LevelRenderer {
pub fn new(ctx: &context::Context, level: &Level) -> Erm<Self> {
let mut layers = Vec::new();
for _ in level.layers.iter() {
layers.push(LayerRenderer::new(ctx)?);
}
let shader = shader::Shader::new_nolib(
&ctx,
include_str!("../assets/shaders/tiled/vert.glsl"),
include_str!("../assets/shaders/tiled/frag.glsl"),
);
Ok(Self {
layers,
shader,
})
}
pub fn populate_layer(
&mut self,
ctx: &context::Context,
assets: &Assets,
level: &Level,
lidx: usize
) -> Erm<()> {
let lr = self.layers.get_mut(lidx).ok_or(Err::LayerIndexOutOfBounds)?;
let layer = level.layers.get(lidx).ok_or(Err::LayerIndexOutOfBounds)?;
let mut vertices = Vec::new();
let mut texcoords = Vec::new();
let mut indices = Vec::new();
for y in 0..layer.height {
for x in 0..layer.width {
let idx = x as usize + (y * layer.width) as usize;
let gid = *layer.data.get(idx).ok_or(Err::LayerDataTooSmall)?;
if gid == 0 { continue; }
let (lid, ass, _) = assets.lookup_gid(level, gid)?;
let cols = ass.tileset.imagewidth / ass.tileset.tilewidth;
let rows = ass.tileset.imageheight / ass.tileset.tileheight;
let col = lid % cols;
let row = lid / cols;
let twidth = 1.0 / cols as f32;
let theight = 1.0 / rows as f32;
let i = vertices.len() as u32;
let v = glam::Vec2::new(x as _, y as _);
vertices.push(v);
vertices.push(v + glam::Vec2::new(1.0, 0.0));
vertices.push(v + glam::Vec2::new(1.0, 1.0));
vertices.push(v + glam::Vec2::new(0.0, 1.0));
let uvbase = glam::Vec2::new(col as f32 / cols as f32, row as f32 / rows as f32);
texcoords.push(uvbase + glam::Vec2::new(0.0, theight));
texcoords.push(uvbase + glam::Vec2::new(twidth, theight));
texcoords.push(uvbase + glam::Vec2::new(twidth, 0.0));
texcoords.push(uvbase);
indices.push(i + 0); indices.push(i + 1); indices.push(i + 2);
indices.push(i + 0); indices.push(i + 3); indices.push(i + 2);
}
}
let index_bytes: Vec<u8> = indices.iter().flat_map(|x| x.to_ne_bytes()).collect();
unsafe {
ctx.gl.bind_vertex_array(Some(lr.vao));
ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(lr.vertex_buf));
ctx.gl.buffer_data_u8_slice(
glow::ARRAY_BUFFER,
std::slice::from_raw_parts(
vertices.as_ptr() as _,
vertices.len() * std::mem::size_of::<f32>() * 2,
),
glow::STATIC_DRAW,
);
ctx.gl.bind_buffer(glow::ARRAY_BUFFER, Some(lr.texcoords_buf));
ctx.gl.buffer_data_u8_slice(
glow::ARRAY_BUFFER,
std::slice::from_raw_parts(
texcoords.as_ptr() as _,
texcoords.len() * std::mem::size_of::<f32>() * 2,
),
glow::STATIC_DRAW,
);
ctx.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(lr.index_buf));
ctx.gl.buffer_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
&index_bytes,
glow::STATIC_DRAW,
);
lr.index_count = indices.len();
}
Ok(())
}
pub fn render_layer(
&self,
ctx: &context::Context,
assets: &Assets,
level: &Level,
lidx: usize,
) -> Erm<()> {
let layer = level.layers.get(lidx).ok_or(Err::LayerIndexOutOfBounds)?;
let lr = self.layers.get(lidx).ok_or(Err::LayerIndexOutOfBounds)?;
// TODO: handle layers with multiple textures
let gid = *layer.data.iter().find(|g| **g > 0).unwrap();
let (_, ass, _) = assets.lookup_gid(level, gid)?;
ass.texture.bind(ctx);
unsafe {
ctx.gl.bind_vertex_array(Some(lr.vao));
ctx.gl.draw_elements(glow::TRIANGLES, lr.index_count as _, glow::UNSIGNED_INT, 0);
}
Ok(())
}
pub fn populate(
&mut self,
ctx: &context::Context,
assets: &Assets,
level: &Level,
) -> Erm<()> {
for lidx in 0..level.layers.len() {
self.populate_layer(ctx, assets, level, lidx)?;
}
Ok(())
}
pub fn render(
&self,
ctx: &context::Context,
assets: &Assets,
level: &Level,
) -> Erm<()> {
self.shader.bind(ctx);
let sx = 2.0 * level.tilewidth as f32 / ctx.render_width;
let sy = 2.0 * level.tileheight as f32 / ctx.render_height;
self.shader.set_mat4(
ctx, "transform",
&glam::Mat4::from_scale_rotation_translation(
glam::Vec3::new(sx, -sy, 1.0),
glam::Quat::IDENTITY,
glam::Vec3::new(0.0, 0.0, 0.0),
),
);
for lidx in 0..level.layers.len() {
self.render_layer(ctx, assets, level, lidx)?;
}
Ok(())
}
}
|