// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved //#define VG_STEAM #include "vg/vg.h" SHADER_DEFINE( shader_tile_colour, // VERTEX "layout (location=0) in vec2 a_co;" "uniform mat3 uPv;" "uniform vec2 uOffset;" "" "void main()" "{" "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );" "}", // FRAGMENT "out vec4 FragColor;" "uniform vec4 uColour;" "" "void main()" "{" "FragColor = uColour;" "}" , UNIFORMS({ "uPv", "uOffset", "uColour" }) ) m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; #define FLAG_INPUT 0x1 #define FLAG_OUTPUT 0x2 #define FLAG_CANAL 0x4 #define FLAG_WALL 0x8 struct world { struct cell { u32 state; } *data; struct cell_terminal { char *conditions; int id; } *io; u32 w, h; GLuint tile_vao; GLuint tile_vbo; int selected; } world = {}; static void map_free(void) { for( int i = 0; i < arrlen( world.io ); i ++ ) arrfree( world.io[ i ].conditions ); arrfree( world.data ); arrfree( world.io ); world.w = 0; world.h = 0; world.data = NULL; world.io = NULL; } static int map_load( const char *str ) { map_free(); char const *c = str; // Scan for width for(;; world.w ++) { if( str[world.w] == ';' ) break; else if( !str[world.w] ) { vg_error( "Unexpected EOF when parsing level\n" ); return 0; } } struct cell *row = arraddnptr( world.data, world.w ); int cx = 0; int reg_start = 0, reg_end = 0; for(;;) { if( !*c ) break; if( *c == ';' ) { c ++; // Parse attribs if( *c != '\n' ) { while( *c ) { if( reg_start < reg_end ) { if( *c >= 'a' && *c <= 'z' ) { arrpush( world.io[ reg_start ].conditions, *c ); } else { if( *c == ',' || *c == '\n' ) { reg_start ++; if( *c == '\n' ) break; } else { vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h ); return 0; } } } else { vg_error( "Too many values to assign (row: %u)\n", world.h ); return 0; } c ++; } } if( reg_start != reg_end ) { vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end ); return 0; } if( cx != world.w ) { vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w ); return 0; } row = arraddnptr( world.data, world.w ); cx = 0; world.h ++; reg_end = reg_start = arrlen( world.io ); } else { if( cx == world.w ) { vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w ); return 0; } // Tile initialization // row[ cx ] .. etc if( *c == '+' || *c == '-' ) { struct cell_terminal term = { .id = cx + world.h*world.w }; arrpush( world.io, term ); row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; reg_end ++; } else if( *c == '#' ) { row[ cx ++ ].state = FLAG_WALL; } else { row[ cx ++ ].state = 0x00; } } c ++; } vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); return 1; } int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); } void vg_register(void) { SHADER_INIT( shader_tile_colour ); } void vg_start(void) { glGenVertexArrays( 1, &world.tile_vao ); glGenBuffers( 1, &world.tile_vbo ); float quad_mesh[] = { 0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f }; glBindVertexArray( world.tile_vao ); glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo ); glBufferData ( GL_ARRAY_BUFFER, sizeof( quad_mesh ), quad_mesh, GL_STATIC_DRAW ); glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); glEnableVertexAttribArray( 0 ); VG_CHECK_GL(); map_load ( "#############;\n" "###-#####-###;aaa,aa\n" "## ##;\n" "## ##;\n" "## ##;\n" "## ##;\n" "## ##;\n" "## ##;\n" "###+#####+###;aa,aaa\n" "#############;\n" ); } void vg_free(void) { glDeleteVertexArrays( 1, &world.tile_vao ); glDeleteBuffers( 1, &world.tile_vbo ); map_free(); } void vg_update(void) { float ratio = (float)vg_window_y / (float)vg_window_x; float const size = 9.5f; v3f origin; origin[0] = -0.5f * world.w; origin[1] = -0.5f * world.h; origin[2] = 0.0f; m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio ); m3x3_identity( m_view ); m3x3_translate( m_view, origin ); m3x3_mul( m_projection, m_view, vg_pv ); vg_projection_update(); v2f tile_pos; v2_copy( vg_mouse_ws, tile_pos ); int tile_x = floorf( tile_pos[0] ); int tile_y = floorf( tile_pos[1] ); if( tile_x >= 0 && tile_x < world.w && tile_y >= 0 && tile_y <= world.h ) world.selected = tile_y * world.h + tile_x; else world.selected = -1; } void vg_render(void) { glViewport( 0,0, vg_window_x, vg_window_y ); glDisable( GL_DEPTH_TEST ); glClearColor( 0.01f, 0.01f, 0.01f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glBindVertexArray( world.tile_vao ); SHADER_USE( shader_tile_colour ); glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); for( int y = 0; y < world.h; y ++ ) { for( int x = 0; x < world.w; x ++ ) { glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y ); v4f colour; struct cell *cell = &world.data[y*world.h+x]; if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); } else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); } else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.2f, 0.3f, 0.7f, 1.0f }, colour ); } else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); } else v4_copy( (v4f){ 1.0f, 0.0f, 0.0f, 1.0f }, colour ); if( world.selected == y*world.h + x ) v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour ); glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour ); glDrawArrays( GL_TRIANGLES, 0, 6 ); } } } void vg_ui(void){}