---@class zprite ---@field private _texture love.Image ---@field private _instance_vertex_count integer ---@field private _mesh love.Mesh ---@field private _instance_buffer love.Buffer ---@field private _instances {integer: {}[]} ---@field private _top_layer integer ---@field private _height_scale number ---@field private _changed boolean ---@field private _count integer local zprite = {} zprite.__index = zprite local ZPRITE_SHADER = love.graphics.newShader([[ #pragma language glsl4 varying vec4 VsColorOut; #ifdef VERTEX layout (location = 3) attribute uvec3 InstanceData; uniform float HeightScale; vec4 position(mat4 transform_projection, vec4 vertex_position) { uint position_x = bitfieldExtract(InstanceData.x, 0, 16); uint position_y = bitfieldExtract(InstanceData.x, 16, 16); vec2 position = vec2(position_x, position_y) - vec2(32768, 32768); uint uv_x = bitfieldExtract(InstanceData.y, 0, 10); uint uv_y = bitfieldExtract(InstanceData.y, 10, 10); vec2 uv = vec2(uv_x, uv_y) / vec2(1024, 1024); uint scale_x = bitfieldExtract(InstanceData.y, 20, 6); uint scale_y = bitfieldExtract(InstanceData.y, 26, 6); vec2 scale = vec2(scale_x, scale_y); uint layer = bitfieldExtract(InstanceData.z, 0, 8); uint r = bitfieldExtract(InstanceData.z, 8, 8); uint g = bitfieldExtract(InstanceData.z, 16, 8); uint b = bitfieldExtract(InstanceData.z, 24, 8); vec3 color = vec3(r, g, b) / vec3(256, 256, 256); vertex_position.xy *= scale; vertex_position.xy += position; VaryingTexCoord.xy *= scale; VaryingTexCoord.xy += uv; VsColorOut = vec4(color, 1); return (transform_projection * vertex_position) + vec4(0, (layer * HeightScale) / love_ScreenSize.y, 0, 0); } #endif #ifdef PIXEL vec4 effect(vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords) { vec4 texture_color = Texel(tex, texture_coords); return texture_color * color * VsColorOut; } #endif ]]) local function ZPRITE_DEFAULT_COLORMAP(_) return 1, 1, 1 end ---@param texture love.Image ---@param max_instances integer? function zprite.new(texture, max_instances) if not texture then error("must have a texture") end if max_instances and max_instances < 1 then error("max_instances must be at least 1") end local tw, th = texture:getPixelDimensions() local vertices = { { 0, 0, 0, 0 }, { 1, 0, 1 / tw, 0 }, { 0, 1, 0, 1 / th }, { 1, 1, 1 / tw, 1 / th }, } local obj = setmetatable({}, zprite) obj._texture = texture obj._instance_vertex_count = max_instances or 16384 obj._mesh = love.graphics.newMesh({ { name = "VertexPosition", format = "floatvec2", location = 0 }, { name = "VertexTexCoord", format = "floatvec2", location = 1 }, }, vertices, "strip", "static") obj._mesh:setTexture(texture) obj._instance_buffer = love.graphics.newBuffer({ { name = "InstanceData", format = "uint32vec3", location = 3 }, }, obj._instance_vertex_count, { vertex = true }) obj._instances = {} obj._height_scale = 4 obj._changed = false obj._mesh:attachAttribute(3, obj._instance_buffer, "perinstance") obj._top_layer = 0 obj._count = 0 return obj end --- Clear all drawn objects function zprite:clear() -- no need to set _changed to true, as #self._instances will be 0 self._instances = {} self._top_layer = 0 self._count = 0 end --- Add an 'entity' to be rendered ---@param x number ---@param y number ---@param quad love.Quad|fun(layer: integer): love.Quad ---@param layer_count integer ---@param color_map (fun(layer: integer): integer, integer, integer)? ---@param base_layer integer? function zprite:put(x, y, quad, layer_count, color_map, base_layer) if #self._instances + layer_count > self._instance_vertex_count then return end base_layer = base_layer or 0 color_map = color_map or ZPRITE_DEFAULT_COLORMAP self._changed = true local pos_x = bit.band(x + 32768, 0xFFFF) local pos_y = bit.lshift(bit.band(y + 32768, 0xFFFF), 16) local pos = bit.bor(pos_x, pos_y) for i = 1, layer_count do 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 local layer = bit.band(i + base_layer, 0xFF) local r, g, b = color_map(i) if r > 1 then r = 1 end if r < 0 then r = 0 end if g > 1 then g = 1 end if g < 0 then g = 0 end if b > 1 then b = 1 end if b < 0 then b = 0 end local rb = bit.lshift(bit.band(r * 0xFF, 0xFF), 8) local gb = bit.lshift(bit.band(g * 0xFF, 0xFF), 16) local bb = bit.lshift(bit.band(b * 0xFF, 0xFF), 24) local layer_rgb = bit.bor(bit.bor(layer, rb), bit.bor(gb, bb)) local q = type(quad) == "function" and quad(layer) or quad local qx, qy, qw, qh = q:getViewport() local tw, th = self._texture:getPixelDimensions() local uv_x = bit.band(1024 * qx / tw, 0x3FF) local uv_y = bit.lshift(bit.band(1024 * qy / th, 0x3FF), 10) local uv = bit.bor(uv_x, uv_y) local scale_x = bit.lshift(bit.band(qw, 0x3F), 20) local scale_y = bit.lshift(bit.band(qh, 0x3F), 26) local scale = bit.bor(scale_x, scale_y) local uv_scale = bit.bor(uv, scale) table.insert(self._instances[i], { pos, uv_scale, layer_rgb }) self._count = self._count + 1 end end --- Draw to the screen / current canvas ---@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) function zprite:draw(...) love.graphics.setShader(ZPRITE_SHADER) ZPRITE_SHADER:send("HeightScale", self._height_scale) if self._changed then 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 end love.graphics.drawInstanced(self._mesh, self._count, ...) end return zprite