flan/examples/textures-fog-of-war.flan

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;;;; 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))))