Update to love12; fix transparency

This commit is contained in:
shylie 2025-07-15 00:52:46 -04:00
parent c9e1982d1c
commit 50a3a42ab0
2 changed files with 52 additions and 36 deletions

View File

@ -16,7 +16,7 @@ z._height_scale = 6
for i = 1, 32 do for i = 1, 32 do
for j = 1, 32 do for j = 1, 32 do
local layers = love.math.noise(i * 0.1, j * 0.1) * 20 + 12 local layers = love.math.simplexNoise(i * 0.06, j * 0.06) * 20 + 12
z:put(i * 24, j * 24, BIG_BLOCK, math.floor(layers) + 1, color) z:put(i * 24, j * 24, BIG_BLOCK, math.floor(layers) + 1, color)
end end
end end

View File

@ -1,11 +1,13 @@
---@class zprite ---@class zprite
---@field _texture love.Image ---@field private _texture love.Image
---@field _instance_vertex_count integer ---@field private _instance_vertex_count integer
---@field _mesh love.Mesh ---@field private _mesh love.Mesh
---@field _instance_mesh love.Mesh ---@field private _instance_buffer love.Buffer
---@field _instances {}[] ---@field private _instances {integer: {}[]}
---@field _height_scale number ---@field private _top_layer integer
---@field _changed boolean ---@field private _height_scale number
---@field private _changed boolean
---@field private _count integer
local zprite = {} local zprite = {}
zprite.__index = zprite zprite.__index = zprite
@ -13,11 +15,11 @@ local ZPRITE_SHADER = love.graphics.newShader([[
varying vec4 VsColorOut; varying vec4 VsColorOut;
#ifdef VERTEX #ifdef VERTEX
attribute vec2 InstancePosition; layout (location = 3) attribute vec2 InstancePosition;
attribute vec2 InstanceTextureOffset; layout (location = 4) attribute vec2 InstanceTextureOffset;
attribute vec2 InstanceScale; layout (location = 5) attribute vec2 InstanceScale;
attribute float InstanceLayer; layout (location = 6) attribute float InstanceLayer;
attribute vec4 InstanceColor; layout (location = 7) attribute vec4 InstanceColor;
uniform float HeightScale; uniform float HeightScale;
@ -68,29 +70,30 @@ function zprite.new(texture, max_instances)
obj._texture = texture obj._texture = texture
obj._instance_vertex_count = max_instances or 16384 obj._instance_vertex_count = max_instances or 16384
obj._mesh = love.graphics.newMesh( obj._mesh = love.graphics.newMesh({
{ { "VertexPosition", "float", 2 }, { "VertexTexCoord", "float", 2 } }, { name = "VertexPosition", format = "floatvec2", location = 0 },
vertices, { name = "VertexTexCoord", format = "floatvec2", location = 1 },
"strip", }, vertices, "strip", "static")
"static"
)
obj._mesh:setTexture(texture) obj._mesh:setTexture(texture)
obj._instance_mesh = love.graphics.newMesh({ obj._instance_buffer = love.graphics.newBuffer({
{ "InstancePosition", "float", 2 }, { name = "InstancePosition", format = "floatvec2", location = 3 },
{ "InstanceTextureOffset", "float", 2 }, { name = "InstanceTextureOffset", format = "floatvec2", location = 4 },
{ "InstanceScale", "float", 2 }, { name = "InstanceScale", format = "floatvec2", location = 5 },
{ "InstanceLayer", "float", 1 }, { name = "InstanceLayer", format = "float", location = 6 },
{ "InstanceColor", "float", 4 }, { name = "InstanceColor", format = "floatvec4", location = 7 },
}, obj._instance_vertex_count, nil, "dynamic") }, obj._instance_vertex_count, { vertex = true })
obj._instances = {} obj._instances = {}
obj._height_scale = 4 obj._height_scale = 4
obj._changed = false obj._changed = false
obj._mesh:attachAttribute("InstancePosition", obj._instance_mesh, "perinstance") obj._mesh:attachAttribute(3, obj._instance_buffer, "perinstance")
obj._mesh:attachAttribute("InstanceTextureOffset", obj._instance_mesh, "perinstance") obj._mesh:attachAttribute(4, obj._instance_buffer, "perinstance")
obj._mesh:attachAttribute("InstanceScale", obj._instance_mesh, "perinstance") obj._mesh:attachAttribute(5, obj._instance_buffer, "perinstance")
obj._mesh:attachAttribute("InstanceLayer", obj._instance_mesh, "perinstance") obj._mesh:attachAttribute(6, obj._instance_buffer, "perinstance")
obj._mesh:attachAttribute("InstanceColor", obj._instance_mesh, "perinstance") obj._mesh:attachAttribute(7, obj._instance_buffer, "perinstance")
obj._top_layer = 0
obj._count = 0
return obj return obj
end end
@ -99,6 +102,8 @@ end
function zprite:clear() function zprite:clear()
-- no need to set _changed to true, as #self._instances will be 0 -- no need to set _changed to true, as #self._instances will be 0
self._instances = {} self._instances = {}
self._top_layer = 0
self._count = 0
end end
--- Add an 'entity' to be rendered --- Add an 'entity' to be rendered
@ -126,7 +131,14 @@ function zprite:put(x, y, quad, layer_count, color_map, base_layer)
if not a then if not a then
a = 1 a = 1
end end
table.insert(self._instances, { x, y, qx / tw, qy / th, qw, qh, i + base_layer, r, g, b, a }) if not self._instances[i + base_layer] then
self._instances[i + base_layer] = {}
if i > self._top_layer then
self._top_layer = i
end
end
table.insert(self._instances[i], { x, y, qx / tw, qy / th, qw, qh, i + base_layer, r, g, b, a })
self._count = self._count + 1
end end
end end
@ -134,17 +146,21 @@ end
---@overload fun(self, x: number, y: number, r: number?, sx: number?, sy: number?, ox: number?, oy: number?, kx: number?, ky: number?) ---@overload fun(self, x: number, y: number, r: number?, sx: number?, sy: number?, ox: number?, oy: number?, kx: number?, ky: number?)
---@overload fun(self, transform: love.Transform) ---@overload fun(self, transform: love.Transform)
function zprite:draw(...) function zprite:draw(...)
love.graphics.setDepthMode("less", true)
love.graphics.setShader(ZPRITE_SHADER) love.graphics.setShader(ZPRITE_SHADER)
ZPRITE_SHADER:send("HeightScale", self._height_scale) ZPRITE_SHADER:send("HeightScale", self._height_scale)
if self._changed then if self._changed then
self._instance_mesh:setVertices(self._instances) local current = 1
for i = 1, self._top_layer do
if self._instances[i] then
self._instance_buffer:setArrayData(self._instances[i], 1, current, #self._instances[i])
current = current + #self._instances[i]
end
end
self._changed = false self._changed = false
end end
love.graphics.drawInstanced(self._mesh, #self._instances, ...) love.graphics.drawInstanced(self._mesh, self._count, ...)
end end
return zprite return zprite