factory-expansion/logic/world/chunk/chunk_drawing.gd

96 lines
3.1 KiB
GDScript

extends Node2D
@export var world : World
@export var camera : WorldCamera
@export var chunk_shader : Shader
var chunk_textures : Dictionary[Chunk, Sprite2D]
func _ready():
world.updated.connect(update_chunk_shader_parameters)
func _draw():
var camera_chunk : Vector2i = world.tile_pos_to_chunk_pos(world.global_position_to_tile(camera.position))
var camera_size : Vector2 = camera.get_camera_rect().size / TileGlobals.chunk_size / TileGlobals.tile_size / 2
var adjusted_size : Vector2i = Vector2i(ceil(camera_size.x), ceil(camera_size.y))
for y in range(-adjusted_size.y, adjusted_size.y+1):
for x in range(-adjusted_size.x, adjusted_size.x+1):
draw_chunk(world.get_chunk_at(camera_chunk + Vector2i(x,y)))
func draw_chunk(chunk : Chunk) -> void:
var offset : Vector2 = chunk.position * TileGlobals.chunk_size * TileGlobals.tile_size
if not chunk_textures.has(chunk):
var chunk_sprite : Sprite2D = Sprite2D.new()
chunk_sprite.texture = preload("res://resources/items/textures/blank_tile.png")
chunk_sprite.position = offset
chunk_sprite.centered = false
chunk_sprite.scale = Vector2(
TileGlobals.chunk_size,
TileGlobals.chunk_size
)
chunk_sprite.texture_repeat = CanvasItem.TEXTURE_REPEAT_ENABLED
chunk_textures[chunk] = chunk_sprite
var new_shader_material : ShaderMaterial = ShaderMaterial.new()
new_shader_material.shader = chunk_shader
chunk_sprite.material = new_shader_material
add_child(chunk_sprite)
update_chunk_shader_parameters(chunk)
func update_chunk_shader_parameters(chunk : Chunk):
draw_chunk(chunk)
var chunk_sprite : Sprite2D = chunk_textures[chunk]
chunk_sprite.material.set_shader_parameter("tile_size", TileGlobals.tile_size)
chunk_sprite.material.set_shader_parameter("tile_count", len(TileGlobals.tile_definitions))
chunk_sprite.material.set_shader_parameter("tile_texture", TileGlobals.tile_atlas)
var item_array : Array[int]
for iy in range(TileGlobals.chunk_size):
for ix in range(TileGlobals.chunk_size):
item_array.append(-1)
for item_pos in chunk.items.keys():
item_array[item_pos.y*TileGlobals.chunk_size+item_pos.x] = chunk.items[item_pos].id
var arrow_array : Array[int]
for iy in range(TileGlobals.chunk_size):
for ix in range(TileGlobals.chunk_size):
arrow_array.append(-1)
for arrow_pos in chunk.arrows.keys():
var arrow_direction = chunk.arrows[arrow_pos].direction
var int_direction = 0
match arrow_direction:
Vector2i(1, 0):
int_direction = 0
Vector2i(0, 1):
int_direction = 1
Vector2i(-1, 0):
int_direction = 2
Vector2i(0, -1):
int_direction = 3
arrow_array[arrow_pos.y*TileGlobals.chunk_size+arrow_pos.x] = int_direction
chunk_sprite.material.set_shader_parameter("item_texture", ItemGlobals.item_atlas)
chunk_sprite.material.set_shader_parameter("arrow_texture", preload("res://resources/misc/arrows.png"))
chunk_sprite.material.set_shader_parameter("tiles", chunk.tiles)
chunk_sprite.material.set_shader_parameter("items", item_array)
chunk_sprite.material.set_shader_parameter("arrows", arrow_array)
func _process(delta: float) -> void:
queue_redraw()