Render borders with edge-detection shader; render radar ranges to file

Add top level files to built-in mod
This commit is contained in:
wan-may 2024-07-23 03:15:11 -03:00
parent db5ce8b4f7
commit c6e0ef7c0a
18 changed files with 428 additions and 64 deletions

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@ -20,6 +20,10 @@ function love.directorydropped( path )
return map.load( path ) return map.load( path )
end end
function love.filedropped( path )
end
function love.update( dt ) function love.update( dt )
local tx, ty = 0, 0 local tx, ty = 0, 0
local moveCamera = false local moveCamera = false

113
map/blur.lua Normal file
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@ -0,0 +1,113 @@
local love = assert( love )
local lg = love.graphics
local lt = love.timer
local coroutine = assert( coroutine )
local bmp = require 'map.bmp'
local scale = 1
local w, h = scale * 512, scale * 285
local dilateShader = require 'shaders.dilate'
local finalCanvas = lg.newCanvas( w, h )
local canvas = lg.newCanvas( w, h )
local identityTransform = love.math.newTransform()
local tiles = {}
do
local sideLength = 4
local i = 1
for x = 1, sideLength do
for y = 1, sideLength do
local width = math.floor( w / sideLength )
local height = math.floor( h / sideLength )
tiles[i] = function() return
(x - 1) * width, (y - 1) * height,
width, height
end
i = i + 1
end
end
end
--the coroutine library doesn't reset all the global graphics state for us
--so this yield function does
local function y( s, currentTile )
lg.pop( "all" )
coroutine.yield( s )
lg.push( "all" )
lg.setCanvas( canvas )
lg.setShader( dilateShader )
lg.setScissor( currentTile() )
lg.setBlendMode( "add" )
end
local function renderRadar( map, filename )
local statusString = "%s: rendering %s radius\n %s\n %d/%d"
--we need this first push to the stack to keep y() simple
lg.push( "all" )
y( filename, tiles[1] )
--then we clear the whole canvas to opaque black, pause, and select the first tile
lg.setScissor()
lg.clear( 0, 0, 0, 1 )
dilateShader:send( "sailable", map.sailable.img )
for tile = 1, #tiles do
--dilate placeable land area by 30 degrees (radar radius)
dilateShader:send( "radius", math.floor( 512 * 30 / 360 ) )
for name, terr in pairs( map.territory ) do
y( statusString:format( filename, "radar", name, tile, #tiles ), tiles[tile] )
lg.setColor(
0.9 + terr.colour[1],
0.9 + terr.colour[2],
0.9 + terr.colour[3],
1 / 6 )
lg.draw( terr.img, 0, 0, 0, scale, scale )
end
--dilate placeable land area by 45 degrees (sub launch radius)
dilateShader:send( "radius", math.floor( 512 * 45 / 360 ) )
for name, terr in pairs( map.territory ) do
y( statusString:format( filename, "sub", name, tile, #tiles ), tiles[tile] )
lg.setColor(
0.9 + terr.colour[1],
0.9 + terr.colour[2],
0.9 + terr.colour[3],
1 / 12 )
lg.draw( terr.img, 0, 0, 0, scale, scale )
end
end
lg.setCanvas( finalCanvas )
lg.setScissor()
lg.setShader()
lg.clear( 0, 0, 0, 1 )
lg.setColor( 1, 1, 1, 1 )
lg.draw( canvas )
lg.pop( "all" )
coroutine.yield( ("%s: encoding image data"):format( filename ))
return bmp.blur( finalCanvas:newImageData() )
end
local t = {}
function t:save( )
return renderRadar( self.map, self.filename )
end
function t.load( filename, map )
t.filename = filename
t.map = map
return t
end
function t.draw()
lg.setScissor()
return lg.draw( canvas )
end
return t

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@ -16,6 +16,7 @@ function test.load( filename )
print( "LOADING BITMAP: ", filename, imgd:getSize(), imgd:getFormat(), imgd:getDimensions() ) print( "LOADING BITMAP: ", filename, imgd:getSize(), imgd:getFormat(), imgd:getDimensions() )
local img = love.graphics.newImage( imgd ) local img = love.graphics.newImage( imgd )
img:setFilter( "nearest", "nearest" ) img:setFilter( "nearest", "nearest" )
img:setWrap( "repeat", "clampzero" )
return img, imgd return img, imgd
end end
@ -103,6 +104,16 @@ local formats = {
w = 512, w = 512,
h = 285, h = 285,
}, },
["blur"] = {
header = getHeader( "data/graphics/blur.bmp" ),
w = 512,
h = 285,
},
["screenshot"] = {
header = getHeader( "screenshot.bmp" ),
w = 256,
h = 128,
},
} }
function formats.ai:test( ) function formats.ai:test( )
@ -316,11 +327,24 @@ function formats.africa:encode( data )
return table.concat( bytes ) return table.concat( bytes )
end end
function formats.screenshot:encode( data )
return formats.territory.encode( self, data )
end
--this one was 8-bit grayscale in the original game
--but we're going to increase the bit depth to 24 because
--the game can render colours in blur.bmp just fine
--and we want to render tinted radar ranges into that file
function formats.blur:encode( data )
return formats.territory.encode( self, data )
end
function t.load( filename ) function t.load( filename )
local imgd = love.image.newImageData( filename ) local imgd = love.image.newImageData( filename )
print( "LOADING BITMAP: ", filename, imgd:getSize(), imgd:getFormat(), imgd:getDimensions() ) print( "LOADING BITMAP: ", filename, imgd:getSize(), imgd:getFormat(), imgd:getDimensions() )
local img = love.graphics.newImage( imgd ) local img = love.graphics.newImage( imgd )
img:setFilter( "nearest", "nearest" ) img:setFilter( "nearest", "nearest" )
img:setWrap( "repeat", "clampzero" )
return img, imgd return img, imgd
end end

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@ -1,5 +1,6 @@
local love = assert( love ) local love = assert( love )
local io = io local io = io
local coroutine = coroutine
local mkdir = assert( require 'lib.mkdir' ) local mkdir = assert( require 'lib.mkdir' )
local lg = love.graphics local lg = love.graphics
local AI = require 'map.ai' local AI = require 'map.ai'
@ -8,6 +9,7 @@ local Lines = require 'map.lines'
local Nodes = require 'map.travelNodes' local Nodes = require 'map.travelNodes'
local Camera = require 'ui.camera' local Camera = require 'ui.camera'
local Territory = require 'map.territory' local Territory = require 'map.territory'
local Blur = require 'map.blur'
--flat list of editable layers for convenience --flat list of editable layers for convenience
local layers = { local layers = {
@ -24,6 +26,7 @@ local layers = {
sailable = false, sailable = false,
ainodes = false, ainodes = false,
cities = false, cities = false,
blur = false,
} }
local map = { local map = {
@ -50,9 +53,28 @@ local map = {
travelnodes = false, travelnodes = false,
sailable = false, sailable = false,
ainodes = false, ainodes = false,
cities = false cities = false,
blur = false,
} }
function map.reloadLayer( path )
--Shouldn't call this before the map loads, but just in case
if not map.loaded then return end
for name, layer in pairs( layers ) do
if layer.filename and
(layer.filename:gsub( ".+[\\/]", "") == path.filename:gsub( ".+[\\/]", "" )) then
local newLayer = layer:load( path )
newLayer.filename = layer.filename --we don't store the full path in there
map[ name ] = newLayer
layers[ name ] = newLayer
return layer.filename
end
end
return
end
function map.load( path ) function map.load( path )
map.background = lg.newImage( "/data/graphics/blur.bmp" ) map.background = lg.newImage( "/data/graphics/blur.bmp" )
map.cities = Cities.load( "/data/earth/cities.dat" ) map.cities = Cities.load( "/data/earth/cities.dat" )
@ -62,6 +84,7 @@ function map.load( path )
map.sailable = Territory.load( "/data/earth/sailable.bmp", "sailable" ) map.sailable = Territory.load( "/data/earth/sailable.bmp", "sailable" )
map.travelnodes = Nodes.load( "/data/earth/travel_nodes.bmp", map.sailable.isSailable ) --travel node adjacency matrix depends on sailable bitmap map.travelnodes = Nodes.load( "/data/earth/travel_nodes.bmp", map.sailable.isSailable ) --travel node adjacency matrix depends on sailable bitmap
map.ainodes = AI.load( "/data/earth/ai_markers.bmp" ) map.ainodes = AI.load( "/data/earth/ai_markers.bmp" )
map.blur = Blur.load( "/data/graphics/blur.bmp", map )
for k, v in pairs(map.territory) do for k, v in pairs(map.territory) do
map.territory[k] = Territory.load( "/data/earth/"..k..".bmp", k ) map.territory[k] = Territory.load( "/data/earth/"..k..".bmp", k )
end end
@ -85,31 +108,31 @@ function map.draw()
lg.setBlendMode( "add" ) lg.setBlendMode( "add" )
lg.setColor( 1, 1, 1, 0.2 ) lg.setColor( 1, 1, 1, 0.2 )
lg.draw( map.background ) --lg.draw( map.background )
lg.setColor( 1, 1, 1, 0.5 ) lg.setColor( 1, 1, 1, 0.5 )
local sh = require 'shaders.sailable'
lg.setShader( sh )
sh:send( "lowBorder", 60 )
sh:send( "highBorder", 130 )
for k, v in pairs(map.territory) do for k, v in pairs(map.territory) do
if v.visible then if v.visible then
v:draw() v:draw()
lg.setLineWidth( 1 / Camera.zoom ) --[[lg.setLineWidth( 1 / Camera.zoom )
v:drawBorder( "land" ) v:drawBorder( "land" )
lg.setLineWidth( 3 / Camera.zoom ) lg.setLineWidth( 3 / Camera.zoom )
v:drawBorder( "sea" ) v:drawBorder( "sea" )]]
end end
end end
if map.sailable.visible then if map.sailable.visible then
sh:send( "lowBorder", 20 )
sh:send( "highBorder", 60 )
lg.setShader( require 'shaders.sailable' )
map.sailable:draw() map.sailable:draw()
lg.setLineJoin( "none" )
lg.setLineWidth( 1 / Camera.zoom )
lg.setColor( 1, 1, 1, 0.5)
map.sailable:drawBorder( "sailable" )
lg.setLineWidth( 3 / Camera.zoom )
map.sailable:drawBorder( "placeable" )
end end
lg.setShader()
lg.setBlendMode( "alpha" ) lg.setBlendMode( "alpha" )
lg.setColor( 1, 1, 1, 1 ) lg.setColor( 1, 1, 1, 1 )
end end
@ -182,33 +205,42 @@ function map.draw()
end end
local function write( filename, string ) do
print( "Writing", string:len(), "bytes to", filename ) local function write( filename, string )
local file = assert( io.open( filename, "wb" ) ) local file = assert( io.open( filename, "wb" ) )
assert( file:write( string ) ) assert( file:write( string ) )
assert( file:flush() ) --your toilet is set to stun, not kill assert( file:flush() ) --your toilet is set to stun, not kill
file:close() file:close()
end
function map.save()
--should be cross platform-ish.
--race condition, unfortunately.
--maybe we should do this on part on load, then keep a lockfile open in each of these folders
for _, folder in ipairs{ "/data/", "/data/earth/", "/data/graphics/" } do
assert( mkdir.exists( map.path ), map.path )
local path = map.path..folder
if not mkdir.exists( path ) then mkdir.mkdir( path ) end
end end
local files = {} local function save()
--Write everything to strings first, in case there are errors we don't want to half-write the map --should be cross platform-ish.
for k, layer in pairs( layers ) do --race condition, unfortunately.
files[ map.path..tostring( layer.filename ) ] = assert( layer:save() ) --maybe we should do this on part on load, then keep a lockfile open in each of these folders
end for _, folder in ipairs{ "/data/", "/data/earth/", "/data/graphics/" } do
for filename, str in pairs( files ) do coroutine.yield( "Creating folder ".. folder )
write( filename, str ) assert( mkdir.exists( map.path ), map.path )
local path = map.path..folder
if not mkdir.exists( path ) then mkdir.mkdir( path ) end
end
local files = {}
--Write everything to strings first, in case there are errors we don't want to half-write the map
for k, layer in pairs( layers ) do
coroutine.yield( "Exporting layer ".. k )
files[ map.path..tostring( layer.filename ) ] = assert( layer:save() )
end
for filename, str in pairs( files ) do
coroutine.yield( "Writing ".. filename )
write( filename, str )
end
coroutine.yield() --yield nothing to indicate we're done
return save() --save again
end end
map.save = coroutine.wrap( save )
end end
function map.hover(x, y) function map.hover(x, y)

19
map/saveoptions.lua Normal file
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@ -0,0 +1,19 @@
local t = {}
t.options = {
Name = "New DEFCON Mod",
Version = "0.1",
Author = "DeFacto",
Website = "https://wan-may.art/dev/",
Comment = "DEFCON map made with dcEarth",
radarExport = true,
screenGenerator = true,
highDetail = true,
}
--parse and load metadata from mod.txt
function t.load( filename )
end
return t

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@ -144,7 +144,6 @@ end
function t.save( territory ) function t.save( territory )
local fmt = (territory.name == "sailable") and "sailable" or "territory" local fmt = (territory.name == "sailable") and "sailable" or "territory"
print( "saving bitmap: ", territory.name, fmt )
return bmp[fmt]( territory.imgd ) return bmp[fmt]( territory.imgd )
end end

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@ -57,7 +57,7 @@ end
function t.load( filename, sailable ) function t.load( filename, sailable )
isSailable = sailable isSailable = sailable or isSailable
local img, imgd = bmp.load( filename ) local img, imgd = bmp.load( filename )
local nodes = { filename = filename, visible = true, nodes = {}, points = {}, connections = {}, img = img } local nodes = { filename = filename, visible = true, nodes = {}, points = {}, connections = {}, img = img }
t.nodes = nodes t.nodes = nodes

5
mod.txt Normal file
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@ -0,0 +1,5 @@
Name New DEFCON Mod
Version 0.1
Author DeFacto
Website https://wan-may.art/dev/
Comment DEFCON map made with dcEarth

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screenshot.bmp Normal file

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46
shaders/dilate.lua Normal file
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@ -0,0 +1,46 @@
return love.graphics.newShader[[
#pragma language glsl3
uniform int radius;
uniform Image sailable;
bool own( float x )
{
if( x * 255.0 > 130.0 ){
return true;
}
else {
return false;
}
}
bool land( float x )
{
if( x * 255.0 <= 60.0 ){
return true;
}
else {
return false;
}
}
bool placeable( Image tex, vec2 uv )
{
return own(Texel(tex, uv).r) && land(Texel(sailable, uv).r);
}
vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords )
{
for(int i = -radius; i <= radius; ++i) {
for(int j = -radius; j <= radius; ++j) {
vec2 offset = vec2( ivec2( i, j ) ) / vec2( textureSize(tex, 0) );
int r = ((i * i) + (j * j));
if ( (r < (radius * radius) )
&& placeable( tex, texture_coords + offset )){
return color;
}
}
}
return vec4( 0.0, 0.0, 0.0, 0.0 );
}
]]

36
shaders/sailable.lua Normal file
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@ -0,0 +1,36 @@
return love.graphics.newShader[[
#pragma language glsl3
uniform float highBorder;
uniform float lowBorder;
#define p(x) ((x) * 255.0 > highBorder)
#define t(x) ((x) * 255.0 > lowBorder)
vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords )
{
vec2 s = vec2( 1.0, 1.0 ) / vec2( textureSize(tex, 0) );
float c = Texel( tex, texture_coords ).r;
vec4 g = vec4(
Texel( tex, texture_coords + s * vec2(1.0, 0.0)).r,
Texel( tex, texture_coords + s * vec2(0.0, 1.0)).r,
Texel( tex, texture_coords + s * vec2(-1.0, 0.0)).r,
Texel( tex, texture_coords + s * vec2(0.0, -1.0)).r
);
bvec4 place = bvec4( p(g.r), p(g.g), p(g.b), p(g.a) );
bvec4 traverse = bvec4( t(g.r), t(g.g), t(g.b), t(g.a) );
float a;
if ( p(c) ){
if( all( place ) ) { a = 1.0; }
else { a = 2.0; }
}
else if( t(c) ){
if( all( traverse ) ) { a = 0.5; }
else { a = 0.75; }
}
else{
a = 0.0;
}
return vec4( color.rgb, a * color.a );
}
]]

54
shaders/territory.lua Normal file
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@ -0,0 +1,54 @@
--[[
0
20 -- once sailable.bmp is brighter than this, the area is traversable by ships
60 -- once sailable.bmp and territory.bmp are brighter than this, ships can be placed here
130 -- if territory.bmp is brighter than this and sailable is darker than 60, structures are placeable.
SO:
SAILABLE: 0 (not), 21 (traverse not place), 61 ( traverse and place )
TERRITORY: 131 ( place land if sailable <= 60 ), 61 ( place sea ), 0
]]
return love.graphics.newShader[[
#pragma language glsl3
uniform int radius;
uniform Image sailable;
bool seaPlace( float x, float y )
{
return ( x * 255.0 > 60.0 ) && ( y * 255.0 > 60.0 );
}
bool own( float x )
{
if( x * 255.0 > 130.0 ){
return true;
}
else {
return false;
}
}
bool land( float x )
{
if( x * 255.0 <= 60.0 ){
return true;
}
else {
return false;
}
}
bool placeable( Image tex, vec2 uv )
{
return own(Texel(tex, uv).r) && land(Texel(sailable, uv).r);
}
vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords )
{
if (placeable( tex, texture_coords + offset )){
return color;
}
return vec4( 0.0, 0.0, 0.0, 0.0 );
}
]]

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@ -57,5 +57,9 @@ function t.directorydropped( path )
return love.filesystem.mount( path, "" ) return love.filesystem.mount( path, "" )
end end
function t.filedropped( path )
return map.reloadLayer( path )
end
return modal.new( t ) return modal.new( t )

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@ -138,17 +138,6 @@ function editModal.draw()
return button:draw() return button:draw()
end end
function editModal.resize( w, h )
local i = 0
local high = h / 6
for key, b in pairs( editButtons ) do
b.x = w / 2 - button.w / 2
b.y = ( high + 4 ) * i
b.h = high
i = i + 1
end
end
function moveModal.update( dt ) function moveModal.update( dt )
local x, y = love.mouse.getPosition() local x, y = love.mouse.getPosition()
if y > t.menuHeight and love.mouse.isDown( 1 ) then if y > t.menuHeight and love.mouse.isDown( 1 ) then

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@ -6,6 +6,7 @@ t.__index = t
local i = 0 local i = 0
function t.start( self ) function t.start( self )
print( "starting modal:", i + 1) print( "starting modal:", i + 1)
love.graphics.push( "all" )
love.graphics.setScissor( love.graphics.setScissor(
self.x or 0, self.x or 0,
self.y or 0, self.y or 0,
@ -55,7 +56,7 @@ function t.stop( self )
i = i - 1 i = i - 1
t.previous = t[i - 1] t.previous = t[i - 1]
love.graphics.setScissor(0, 0, love.graphics.getDimensions()) love.graphics.pop( "all" )
end end
function t.exitAll() function t.exitAll()

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@ -1,8 +1,10 @@
--Modal for setting save options.
local love = assert( love ) local love = assert( love )
local modal = require( "ui.modal" ) local modal = require( "ui.modal" )
local button = require( "ui.button" ) local button = require( "ui.button" )
local map = require( "map.map" ) local map = require( "map.map" )
local t = {} local save = require( "ui.saveprogress" )
local t = { w = love.graphics.getWidth(), h = 200 }
local saveLocation = false local saveLocation = false
local floppy = love.graphics.newImage( "icons/save.png" ) local floppy = love.graphics.newImage( "icons/save.png" )
@ -10,40 +12,40 @@ floppy:setFilter( "nearest", "nearest" )
local saveButton = button.new{ local saveButton = button.new{
group = t, group = t,
name = "save", name = "save",
callback = function() map.save(); return t:stop() end, align = "left",
callback = function() save:start() end,
visible = false, visible = false,
icon = floppy, icon = floppy,
x = love.graphics.getWidth() / 2 - 300, w = 400 - button.x,
y = love.graphics.getHeight() / 2 - 150, h = 64,
w = 600, y = 0,
h = 100,
} }
local xIcon = love.graphics.newImage( "icons/x.png" ) local xIcon = love.graphics.newImage( "icons/x.png" )
xIcon:setFilter( "nearest", "nearest" ) xIcon:setFilter( "nearest", "nearest" )
local cancelButton = button.new{ local cancelButton = button.new{
group = t, group = t,
name = "cancel", name = " cancel",
align = "left",
visible = false, visible = false,
icon = xIcon, icon = xIcon,
callback = function() return t:stop() end, callback = function() return t:stop() end,
x = love.graphics.getWidth() / 2 - 300, y = 68,
y = love.graphics.getHeight() / 2, w = 400 - button.x,
w = 600, h = 64,
h = 100
} }
function t.start() function t.start()
modal.start( t ) modal.start( t )
saveLocation = saveLocation or map.path saveLocation = saveLocation or map.path
button.selected = saveButton button.selected = saveButton
saveButton.name = "save to "..saveLocation saveButton.name = " save to "..saveLocation
button.displayGroup( t, false, true ) button.displayGroup( t, false, true )
end end
function t.draw() function t.draw()
love.graphics.clear( 0,0,0,1 ) love.graphics.clear( 0,0,0,1 )
love.graphics.setColor( 1, 0, 0, 0.4 ) love.graphics.setColor( 1, 1, 1, 0.9 )
button:draw() button:draw()
end end
@ -51,7 +53,7 @@ end
function t.directorydropped( path ) function t.directorydropped( path )
saveLocation = path saveLocation = path
map.path = path map.path = path
saveButton.name = "save to "..map.path saveButton.name = " save to "..map.path
return love.filesystem.mount( path, "" ) return love.filesystem.mount( path, "" )
end end

36
ui/saveprogress.lua Normal file
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@ -0,0 +1,36 @@
--What to display when saving is in progress.
local love = assert( love )
local modal = require( "ui.modal" )
local button = require( "ui.button" )
local map = require( "map.map" )
local timer = love.timer
local time = 0
local t = { w = 400, h = 200 }
local progressMessage = ""
function t.start()
time = timer.getTime()
progressMessage = ""
return modal.start( t )
end
function t.update( dt )
local msg = map.save()
if not msg then return t:stop() end
progressMessage = msg
end
function t.draw()
love.graphics.push( "all" )
love.graphics.setCanvas()
love.graphics.setShader()
love.graphics.setScissor( 0, 0, t.w, t.h )
love.graphics.clear()
love.graphics.setColor( 1, 1, 1, 1 )
love.graphics.print( timer.getTime() - time )
love.graphics.printf( progressMessage, 0, love.graphics.getFont():getHeight(), t.w, "left")
love.graphics.pop( "all" )
end
return modal.new( t )