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simulator-render.tl
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simulator-render.tl
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require "love"
--love.filesystem.setRequirePath("?.lua;scenes/automato/?.lua")
--package.path = package.path .. ";scenes/automato/?.lua"
love.filesystem.setRequirePath(
love.filesystem.getRequirePath() .. "?.lua;scenes/automato/?.lua"
)
require "imgui"
require "common"
require "types"
--local keyconfig = require "keyconfig"
--local prof = require "jprof"
--local profi = require "profi"
local gr = love.graphics
local inspect = require "inspect"
local mtschemes = require "mtschemes"
local sim = require "simulator"
global record SimulatorRender
new: function(commonSetup: CommonSetup, Camera): SimulatorRender
draw: function(SimulatorRender)
drawCellPath: function(SimulatorRender, cell: Cell)
prerender: function(SimulatorRender)
drawGrid: function(SimulatorRender)
drawCells: function(SimulatorRender)
presentList: function(SimulatorRender, list: {DrawNode})
presentLists: function(SimulatorRender)
prerenderMeal: function(SimulatorRender)
prerenderGrid: function(SimulatorRender)
prerenderCell: function(SimulatorRender)
drawCell: function(SimulatorRender, animatedCell: AnimatedCell)
drawMeal: function(SimulatorRender, animatedCell: AnimatedCell)
cameraToCenter: function(SimulatorRender)
mouseToCamera: function(SimulatorRender, x: number, y: number): Pos
getRect: function(SimulatorRender): number, number, number, number
update: function(SimulatorRender, number)
getPixSize: function(SimulatorRender): number
computeGrid: function(SimulatorRender)
bakeCanvas: function(SimulatorRender)
enabled: boolean
commonSetup: CommonSetup
cam: Camera
-- что за значения в пикселях? реальная ширина поля и высота?
fieldWidthPixels: integer
fieldHeightPixels: integer
canvas: love.graphics.Canvas
cellCanvas: love.graphics.Canvas
mealCanvas: gr.Canvas
gridCanvas: gr.Canvas
end
local SimulatorRender_mt: metatable<SimulatorRender> = {
__index = SimulatorRender,
}
-- количество кадров анимации
local cellAnimFramesCount = 4
-- frames/second
local cellAnimSpeed = 24.
local type AnimatedCell = record
new: function(x: integer, y: integer): AnimatedCell
frame: integer
timestamp: number
x: number
y: number
empty: boolean
end
local AnimatedCell_mt: metatable<AnimatedCell> = {
__index = AnimatedCell,
}
function AnimatedCell.new(x: integer, y: integer): AnimatedCell
local self = setmetatable({} as AnimatedCell, AnimatedCell_mt)
self.x = x
self.y = y
--self.frame = 1
self.frame = math.random(1, cellAnimFramesCount)
self.timestamp = love.timer.getTime()
return self
end
local animatedCellsArr: {AnimatedCell}
-- зачем этот двумерный массив?
local animatedCellsGrid: {{AnimatedCell}}
-- размер клетки поля суб канваса в пикселях
-- начал экспериментирование отсюда
--local pixSize: integer = 10
local pixSize: integer = 60
-- ширина линий сетки
local gridLineWidth = 3
-- во сколько раз полотно больше размера картинки
--local canvasmultfactor = 1
local cellcolor1 = {0.5, 0.5, 0.5, 1}
local cellcolor2 = {0, 0, 1, 1}
local gridColor = {0.5, 0.5, 0.5}
local mealcolor = {0, 1, 0, 1}
-- очистить список холстов заданным цветом
local function clearCanvases(canvases: {love.graphics.Canvas}, color: {number})
for _, canvas in ipairs(canvases) do
gr.setCanvas(canvas)
gr.clear(color)
gr.setCanvas()
end
end
-- создать сетку анимированных клеток
function SimulatorRender:createAnimatedCells()
animatedCellsGrid = {}
animatedCellsArr = {}
for i = 1, self.commonSetup.gridSize do
table.insert(animatedCellsGrid, {})
local row :{AnimatedCell} = animatedCellsGrid[math.floor(i)]
for j = 1, self.commonSetup.gridSize do
local animatedCell = AnimatedCell.new(j, i)
row[#row + 1] = animatedCell
animatedCellsArr[#animatedCellsArr + 1] = animatedCell
end
end
end
function SimulatorRender:updateAnimatedCells(_: number)
local now = love.timer.getTime()
local framePause = 1 / cellAnimSpeed-- frames/second
for _, animatedCell in ipairs(animatedCellsArr) do
if now - animatedCell.timestamp >= framePause then
animatedCell.timestamp = now
if animatedCell.frame + 1 >= cellAnimFramesCount then
animatedCell.frame = 1
else
animatedCell.frame = animatedCell.frame + 1
end
end
end
end
function SimulatorRender.new(commonSetup: CommonSetup, cam: Camera): SimulatorRender
local self: SimulatorRender = {
commonSetup = shallowCopy(commonSetup),
cam = cam,
fieldWidthPixels = 0,
fieldHeightPixels = 0,
canvas = nil,
cellCanvas = gr.newCanvas(pixSize, pixSize),
mealCanvas = gr.newCanvas(pixSize, pixSize),
enabled = true,
}
self = setmetatable(self, SimulatorRender_mt)
self:computeGrid()
printLog("fieldWidthPixels, fieldHeightPixels", self.fieldWidthPixels, self.fieldHeightPixels)
--local cw, ch = math.ceil(self.fieldWidthPixels * canvasmultfactor),
--math.ceil(self.fieldHeightPixels * canvasmultfactor)
local cw, ch = gr.getDimensions()
self.gridCanvas = gr.newCanvas(cw, ch)
self.canvas = gr.newCanvas(cw, ch)
clearCanvases(
{ self.gridCanvas, self.canvas, self.cellCanvas, self.mealCanvas },
{ 0, 0, 0, 1}
)
self:prerender()
self:cameraToCenter()
self:draw()
self.canvas:newImageData():encode('png', "simulator-render-canvas.png")
self.cellCanvas:newImageData():encode('png', 'simulator-render-cell-canvas.png')
self.mealCanvas:newImageData():encode('png', 'simulator-render-meal-canvas.png')
return self
end
-- вернуть четыре кардинальных числа, в пикселях - левый верхний угол экрана
-- и ширина с высотой
function SimulatorRender:getRect(): number, number, number, number
local x, y = self.cam:cameraCoords(0, 0)
local w = self.commonSetup.gridSize * self.cam.scale * pixSize
local h = self.commonSetup.gridSize * self.cam.scale * pixSize
return x, y, w, h
end
-- по координатам мыши вернуть целочисленные значения индекса сетки
function SimulatorRender:mouseToCamera(x: number, y: number): Pos
local nx, ny: number, number = self.cam:worldCoords(x, y)
return {
x = math.ceil((nx / self:getPixSize()) * self.cam.scale),
y = math.ceil((ny / self:getPixSize()) * self.cam.scale)
}
end
-- установить камеру по центру(значение по-умолчанию) и сбросить масштаб
function SimulatorRender:cameraToCenter()
local w, h = gr.getDimensions()
printLog('w, h', w, h)
printLog('self.fieldWidthPixels', self.fieldWidthPixels, self.fieldHeightPixels)
local dx = (w - (self.canvas as gr.Texture):getWidth()) / 2
local dy = (h - (self.canvas as gr.Texture):getHeight()) / 2
self.cam.scale = 1.
self.cam:lookAt(dx, dy)
end
function SimulatorRender:bakeCanvas()
--gr.setColor{1, 1, 1, 1}
print("self.canvas", self.canvas)
-- слишком большой размер холста для быстрой рисовки
print("self.canvas size", (self.canvas as gr.Texture):getDimensions())
--os.exit()
gr.setCanvas(self.canvas)
gr.clear{0, 0, 0, 1}
gr.draw(self.gridCanvas as gr.Drawable)
self:presentLists()
gr.setCanvas()
end
function SimulatorRender:draw()
if not self.enabled then
print("disabled")
return
end
self:bakeCanvas()
gr.setColor{1, 1, 1, 1}
--[[
процесс рисования поля
если изменился масштаб камеры, то пересчитать видимую сетку и запечь ее в канвас
или если масштаб не изменился, то отрисовать канвас
--]]
self.cam:attach()
local sx, sy = 1, 1
gr.draw( self.canvas as love.graphics.Drawable, 0, 0, 0.0, sx, sy)
self.cam:detach()
--require 'testing'.writeCanvas2Disk(self.canvas, 'SimulatorRender.canvas-%d.png', 100)
end
function SimulatorRender:update(dt: number)
self:updateAnimatedCells(dt)
end
function SimulatorRender:prerenderMeal()
gr.setCanvas(self.mealCanvas)
gr.clear(0, 0, 0, 1)
gr.setColor(mealcolor)
gr.rectangle("fill", 0, 0, pixSize, pixSize)
gr.setCanvas()
end
function SimulatorRender:prerenderCell()
--local tmpImage = gr.newImage("scenes/automato/cell.png") as gr.Texture
local tmpImage = gr.newImage("scenes/automato/cell-anim.png") as gr.Texture
--local n = 2
gr.setCanvas(self.cellCanvas)
gr.clear(cellcolor1)
gr.setColor(cellcolor2)
--gr.rectangle("fill", n, n, pixSize - 2 * n, pixSize - 2 * n)
gr.draw(
tmpImage as gr.Drawable, 0, 0, 0,
(self.cellCanvas as gr.Texture):getWidth() / tmpImage:getWidth(),
(self.cellCanvas as gr.Texture):getHeight() / tmpImage:getHeight()
)
gr.setCanvas()
self.cellCanvas:newImageData():encode('png', 'simulator-render-cell-canvas-1.png')
self:createAnimatedCells()
end
function SimulatorRender:prerenderGrid()
gr.setCanvas(self.gridCanvas)
self:drawGrid()
gr.setCanvas()
end
-- рисует в служебные канвасы
function SimulatorRender:prerender()
if not self.cellCanvas and not self.mealCanvas then
error("No cellCanvas created!")
end
self:prerenderMeal()
self:prerenderCell()
self:prerenderGrid()
end
function SimulatorRender:drawCell(animatedCell: AnimatedCell)
gr.setColor(1, 1, 1, 1)
gr.draw(self.cellCanvas as love.graphics.Drawable, animatedCell.x, animatedCell.y)
end
function SimulatorRender:drawMeal(animatedCell: AnimatedCell)
gr.draw(self.mealCanvas as love.graphics.Drawable, animatedCell.x, animatedCell.y)
end
-- Производит проход по списку и вызывает метов рисования клеки
function SimulatorRender:presentList(list: {DrawNode})
for _, node in ipairs(list) do
--local x, y = math.floor((node.x - 1) * pixSize), math.floor((node.y - 1) * pixSize)
local x, y = node.x, node.y
-- XXX проверь правильность индексации
--print("node", inspect(node))
--print("pixSize", pixSize)
--print("x, y", x, y)
--print("grid size", #animatedCellsGrid, #animatedCellsGrid[1])
local animatedCell = animatedCellsGrid[x][y]
if animatedCell and animatedCell.empty then
local tmpCell = AnimatedCell.new(x, y)
animatedCellsGrid[x][y] = tmpCell
animatedCellsArr[#animatedCellsArr + 1] = tmpCell
end
if animatedCell then
if node.food then
self:drawCell(animatedCell)
else
if node.color then
gr.setColor(node.color)
else
gr.setColor(1, 1, 1, 1)
end
self:drawMeal(animatedCell)
end
end
end
end
-- получает массив массивов клеток для рисования в виде разных слоев.
-- также отправляет на рисование
function SimulatorRender:presentLists()
local drawlists: {{DrawNode}} = sim.getDrawLists()
if not drawlists then
return
end
for _, list in ipairs(drawlists) do
self:presentList(list)
end
end
function SimulatorRender:computeGrid()
local gridSize = self.commonSetup.gridSize
if not gridSize then
return
end
local schema: MtSchema
local ok, errmsg: boolean, string = pcall(function()
schema = mtschemes[self.commonSetup.threadCount]
end)
if not ok then
printLog("Could'not require 'mtschemes'", errmsg)
end
if schema then
for _, v in pairs(schema as {any: any}) do
local dx, dy = (v as MtSchema).draw[1] * pixSize * gridSize, (v as MtSchema).draw[2] * pixSize * gridSize
for i = 0, gridSize do
local x1, y1 = math.floor(dx + i * pixSize), math.floor(dy + 0)
local x2, y2 = math.floor(dx + i * pixSize), math.floor(dy + gridSize * pixSize)
self.fieldHeightPixels = y2 - y1
x1, y1 = dx + 0, dy + i * pixSize
x2, y2= dx + gridSize * pixSize, dy + i * pixSize
self.fieldWidthPixels = x2 - x1
end
end
else
error(string.format(
"No schema for %d", self.commonSetup.threadCount))
end
end
function SimulatorRender:drawGrid()
local gridSize = self.commonSetup.gridSize
if not gridSize then
return
end
local schema: MtSchema
local ok, errmsg: boolean, string = pcall(function()
schema = mtschemes[self.commonSetup.threadCount]
end)
if not ok then
printLog("Could'not require 'mtschemes'", errmsg)
end
local prevwidth = {gr.getColor()}
gr.setLineWidth(gridLineWidth)
gr.setColor(gridColor)
if schema then
for _, v in pairs(schema as {any: any}) do
local dx, dy = (v as MtSchema).draw[1] * pixSize * gridSize, (v as MtSchema).draw[2] * pixSize * gridSize
for i = 0, gridSize do
-- vert
local x1, y1 = math.floor(dx + i * pixSize), math.floor(dy + 0)
local x2, y2 = math.floor(dx + i * pixSize), math.floor(dy + gridSize * pixSize)
self.fieldHeightPixels = y2 - y1
gr.line(x1, y1, x2, y2)
-- hor
x1, y1 = dx + 0, dy + i * pixSize
x2, y2= dx + gridSize * pixSize, dy + i * pixSize
self.fieldWidthPixels = x2 - x1
gr.line(x1, y1, x2, y2)
end
end
else
local dx, dy = 0, 0
for i = 0, gridSize do
-- vert
gr.line(dx + i * pixSize, dy + 0, dx + i * pixSize, dy + gridSize * pixSize)
-- hor
gr.line(dx + 0, dy + i * pixSize, dx + gridSize * pixSize, dy + i * pixSize)
end
end
gr.setLineWidth(table.unpack(prevwidth))
end
function SimulatorRender:getPixSize(): number
return pixSize
end
function SimulatorRender:drawCellPath(cell: Cell)
if cell and cell.moves and #cell.moves >= 4 then
local pixels = self:getPixSize()
local half = pixels / 2
local prevx, prevy = cell.moves[1], cell.moves[2]
local i = 3
while i <= #cell.moves do
gr.setColor(1, 0, 0)
gr.line(prevx * pixels + half,
prevy * pixels + half,
cell.moves[i] * pixels + half,
cell.moves[i + 1] * pixels + half)
prevx, prevy = cell.moves[i], cell.moves[i + 1]
i = i + 2
end
end
end
return SimulatorRender