;;;; raylib [textures] example - fog of war ;;;; ;;;; examples/textures/textures_fog_of_war.c. Picked because it is the only ;;;; example in the whole upstream tree where a *texture filter* is the point ;;;; rather than a detail. The fog is drawn into a render texture one pixel ;;;; per tile — 25 by 15 — and then stretched to 800x450 on the way to the ;;;; screen, and the smooth edge between seen and unseen is entirely the ;;;; bilinear sampler doing the interpolation. With the default :point filter ;;;; the same program draws 32-pixel squares. ;;;; ;;;; That is what needed adding: `TextureFilter`, a new defenum in ;;;; vendor/raylib/raylib.flan, with set-texture-filter moved from the ;;;; generated half to the hand-written one and mapped in `bindings` so its ;;;; six members are checked against raylib.h. The header says `int filter` ;;;; and there is nothing in an `int` to say that 1 is the interesting value; ;;;; `:bilinear` says it. ;;;; ;;;; The three other things it exercises, none of which needed a line: ;;;; ;;;; - A render texture used as a *scratch surface* rather than as a ;;;; post-processing pass. core-scissor-test clipped the real framebuffer; ;;;; this draws a whole second frame into a 25x15 target and then samples ;;;; it. begin-texture-mode/end-texture-mode were already bound. ;;;; - draw-texture-pro with a NEGATIVE source height. A render texture's ;;;; rows come out of GL bottom-up, so every program that samples one has ;;;; to flip it, and raylib's convention for that is a source rectangle ;;;; with a negative height rather than a separate flag. Nothing in the ;;;; corpus had passed one. A Rectangle whose `height` field had been ;;;; permuted with `width` would draw the fog mirrored and the wrong way ;;;; up at once. ;;;; - clear-background with `blank` — alpha 0 — inside a texture mode, so ;;;; the untouched parts of the fog target are transparent and the map ;;;; shows through. ;;;; ;;;; The C's Map struct with its two calloc'd `unsigned char *` is two `[375 ;;;; u8]` globals here. The dimensions are compile-time constants in the C ;;;; too (the #defines and the two assignments right after), so nothing is ;;;; lost by fixing them, and a global cannot hold a Vec in any case ;;;; (docs/PORTING.md §3). 375 is 25*15, written out because Flan's array length ;;;; must be a literal. (import rl "vendor:raylib") (import d "digits.flan") (defconst screen-width 800) (defconst screen-height 450) (defconst map-tile-size 32) (defconst player-size 16) ;; How far the player sees, in tiles. The C's loop runs from -this to +this ;; exclusive, so the lit patch is 2*this tiles across and not 2*this+1 — an ;; asymmetry in the original that is kept rather than tidied, because tidying ;; it would change the picture. (defconst player-tile-visibility 2) (defconst tiles-x 25) (defconst tiles-y 15) ;; 0 or 1, picked once: which of the two blues a tile is drawn in. (defvar tile-ids [375 u8]) ;; 0 = never seen (solid black), 1 = visible now (no fog), 2 = seen before ;; (mostly black). The three-way state is why this is a byte per tile and not ;; a bit. (defvar tile-fog [375 u8]) (defvar player-position rl/Vector2) (defvar player-tile-x i32) (defvar player-tile-y i32) (defvar fog-of-war rl/RenderTexture2D) (defn main [] () (rl/init-window screen-width screen-height "raylib [textures] example - fog of war") (defer (rl/close-window)) (set tile-ids (array 375 u8)) (set tile-fog (array 375 u8)) (dotimes [i (* tiles-x tiles-y)] (set (at tile-ids i) (u8 (rl/get-random-value 0 1)))) (set player-position (rl/Vector2 {.x 180.0 .y 130.0})) (set player-tile-x 0) (set player-tile-y 0) ;; One texel per tile. The stretch to full size on draw is where the ;; smoothing happens, which is why the target is this small on purpose. (set fog-of-war (rl/load-render-texture tiles-x tiles-y)) (defer (rl/unload-render-texture fog-of-war)) (rl/set-texture-filter (.texture fog-of-war) :bilinear) (rl/set-target-fps 60) (until (rl/window-should-close?) ;; Update (when (rl/key-down? :right) (set (.x player-position) (+ (.x player-position) 5.0))) (when (rl/key-down? :left) (set (.x player-position) (- (.x player-position) 5.0))) (when (rl/key-down? :down) (set (.y player-position) (+ (.y player-position) 5.0))) (when (rl/key-down? :up) (set (.y player-position) (- (.y player-position) 5.0))) ;; Keep the player inside the tilemap. The far edge is measured against ;; the player's far side, which is why player-size is subtracted. (let [max-x (f32 (- (* tiles-x map-tile-size) player-size)) max-y (f32 (- (* tiles-y map-tile-size) player-size))] (set (.x player-position) (clamp (.x player-position) 0.0 max-x)) (set (.y player-position) (clamp (.y player-position) 0.0 max-y))) ;; Everything lit on the previous frame drops to "seen before". The lit ;; tiles are then set back to 1 below, so a tile still in view never ;; spends a frame dimmed. (dotimes [i (* tiles-x tiles-y)] (when (= (at tile-fog i) 1) (set (at tile-fog i) 2))) ;; Which tile the player's centre is standing on. (set player-tile-x (i32 (/ (+ (.x player-position) (f32 (/ map-tile-size 2))) (f32 map-tile-size)))) (set player-tile-y (i32 (/ (+ (.y player-position) (f32 (/ map-tile-size 2))) (f32 map-tile-size)))) ;; Light the square around the player, skipping anything off the map. ;; Without that test this reads and writes outside the array, which in the ;; C is undefined and here is a bounds trap — the same bug, reported. (let [y (- player-tile-y player-tile-visibility)] (while (< y (+ player-tile-y player-tile-visibility)) (let [x (- player-tile-x player-tile-visibility)] (while (< x (+ player-tile-x player-tile-visibility)) (when (and (>= x 0) (< x tiles-x) (>= y 0) (< y tiles-y)) (set (at tile-fog (+ (* y tiles-x) x)) 1)) (set x (+ x 1)))) (set y (+ y 1)))) ;; Draw the fog into its own little target first, at one pixel per tile. ;; blank is alpha 0, so a tile that is neither unseen nor remembered ;; leaves nothing behind and the map below shows through unmodified. (rl/with-texture-mode fog-of-war (rl/clear-background rl/blank) (dotimes [y tiles-y] (dotimes [x tiles-x] ;; A tile in view (1) draws nothing at all and stays transparent. (let [f (at tile-fog (+ (* y tiles-x) x))] (when (!= f 1) (rl/draw-rectangle x y 1 1 (if (= f 0) rl/black (rl/fade rl/black 0.8)))))))) (rl/with-drawing (rl/clear-background rl/raywhite) ;; The map itself, in full size. (dotimes [y tiles-y] (dotimes [x tiles-x] (rl/draw-rectangle (* x map-tile-size) (* y map-tile-size) map-tile-size map-tile-size (if (= (at tile-ids (+ (* y tiles-x) x)) 0) rl/blue (rl/fade rl/blue 0.9))) (rl/draw-rectangle-lines (* x map-tile-size) (* y map-tile-size) map-tile-size map-tile-size (rl/fade rl/darkblue 0.5)))) (rl/draw-rectangle-v player-position (rl/Vector2 {.x (f32 player-size) .y (f32 player-size)}) rl/red) ;; The fog, stretched over the whole map. The negative source height is ;; the flip — see the header comment. (rl/draw-texture-pro (.texture fog-of-war) (rl/Rectangle {.x 0.0 .y 0.0 .width (f32 (.width (.texture fog-of-war))) .height (- 0.0 (f32 (.height (.texture fog-of-war))))}) (rl/Rectangle {.x 0.0 .y 0.0 .width (f32 (* tiles-x map-tile-size)) .height (f32 (* tiles-y map-tile-size))}) (rl/Vector2 {.x 0.0 .y 0.0}) 0.0 rl/white) ;; The C's TextFormat("Current tile: [%i,%i]", ...). Each number is drawn ;; before the next is formatted, which examples/digits.flan requires: ;; both share one static buffer in the runtime. (let [x 10] (set x (+ x (d/draw-piece "Current tile: [" x 10 20 rl/raywhite))) (set x (+ x (d/draw-int player-tile-x x 10 20 rl/raywhite))) (set x (+ x (d/draw-piece "," x 10 20 rl/raywhite))) (set x (+ x (d/draw-int player-tile-y x 10 20 rl/raywhite))) (d/draw-piece "]" x 10 20 rl/raywhite)) (rl/draw-text "ARROW KEYS to move" 10 (- screen-height 25) 20 rl/raywhite))))