UNIFORMS({ "uPv", "uOffset", "uColour" })
)
+SHADER_DEFINE( shader_ball,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec2 uOffset;"
+ "uniform mat3 uPv;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ // Create texture coords
+ "aTexCoords = a_co;"
+
+ // Vertex transform
+ "vec3 worldpos = vec3( a_co * 0.25 - 0.125 + uOffset, 1.0 );"
+ "gl_Position = vec4( uPv * worldpos, 1.0 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec3 uColour;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 glyph = texture( uTexMain, aTexCoords );"
+ "FragColor = vec4( glyph.rgb * uColour, glyph.a );"
+ "}"
+ ,
+ UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
+)
+
SHADER_DEFINE( shader_tile_main,
// VERTEX
"layout (location=0) in vec2 a_co;"
"uniform mat3 uPv;"
"uniform mat2 uSubTransform;"
""
- "out vec4 aTexCoords;"
+ "out vec4 aTexCoords;"
""
"vec2 hash22(vec2 p)"
"{"
GLuint tex_tile_data;
GLuint tex_tile_detail;
GLuint tex_wood;
+GLuint tex_ball;
m3x3f m_projection;
m3x3f m_view;
#define FLAG_FLIP_FLOP 0x100
#define FLAG_FLIP_ROTATING 0x200
+/*
+ 0000 0 | 0001 1 | 0010 2 | 0011 3
+ | | | | |
+ X | X= | X | X=
+ | | |
+ 0100 4 | 0101 5 | 0110 6 | 0111 7
+ | | | | |
+ =X | =X= | =X | =X=
+ | | |
+ 1000 8 | 1001 9 | 1010 10 | 1011 11
+ | | | | |
+ X | X= | X | X=
+ | | | | | | |
+ 1100 12 | 1101 13 | 1110 14 | 1111 15
+ | | | | |
+ =X | =X= | =X | =X=
+ | | | | | | |
+*/
+
+enum cell_type
+{
+ k_cell_type_split = 7,
+ k_cell_type_merge = 13
+};
+
v3f colour_sets[] =
{ { 0.9f, 0.2f, 0.01f },
{ 0.2f, 0.9f, 0.14f },
u32 w, h;
- struct mesh tile, circle, splitter_l, splitter_r;
+ struct mesh tile, circle;
int selected;
{
SHADER_INIT( shader_tile_colour );
SHADER_INIT( shader_tile_main );
+ SHADER_INIT( shader_ball );
}
void vg_start(void)
init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
}
- // splitters (temp)
- {
- float splitter_l[] =
- {
- #include "models/splitter_l.obj.h"
- };
- float splitter_r[] =
- {
- #include "models/splitter_r.obj.h"
- };
-
- init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) );
- init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) );
- }
-
// Textures
{
tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" );
vg_tex2d_mipmap();
vg_tex2d_linear_mipmap();
vg_tex2d_repeat();
+
+ tex_ball = vg_tex2d_rgba( "textures/ball_metallic.png" );
+ vg_tex2d_mipmap();
+ vg_tex2d_linear_mipmap();
+ vg_tex2d_clamp();
}
map_load( level_pack[ 0 ] );
{
free_mesh( &world.tile );
free_mesh( &world.circle );
- free_mesh( &world.splitter_l );
- free_mesh( &world.splitter_r );
-
+
map_free();
glDeleteTextures( 1, &tex_tile_data );
glDeleteTextures( 1, &tex_tile_detail );
glDeleteTextures( 1, &tex_wood );
+ glDeleteTextures( 1, &tex_ball );
}
static int cell_interactive( v2i co )
u8 config = pcell((v2i){x,y})->config;
- if( config == 0x7 ) // splitter
+ if( config == k_cell_type_split ) // splitter
{
struct cell *cell = pcell((v2i){x,y});
cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
}
- else if( config == 0xD )
+ else if( config == k_cell_type_merge )
{
world.data[y*world.w+x-1].state |= FLAG_DROP_R;
world.data[y*world.w+x+1].state |= FLAG_DROP_L;
for( int i = 0; i < world.h*world.w; i ++ )
{
struct cell *cell = &world.data[i];
- if( cell->config == 0x7 )
+ if( cell->config == k_cell_type_split )
{
cell->state &= ~FLAG_FLIP_ROTATING;
}
fish->pos[1] += fish->dir[1];
struct cell *cell_entry = pcell( fish->pos );
- if( cell_entry->config == 0x7 )
+
+ if( cell_entry->config == k_cell_type_split )
cell_entry->state |= FLAG_FLIP_ROTATING;
}
}
frame_lerp = scaled_time - (float)world.sim_frame;
}
- // Shadow layer
- /*
- glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
- for( int y = 0; y < world.h; y ++ )
- for( int x = 0; x < world.w; x ++ )
- {
- struct cell *cell = pcell((v2i){x,y});
-
- if( cell->state & FLAG_CANAL )
- {
- continue;
- }
-
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f );
- draw_mesh( 0, 2 );
- }
-
- for( int y = 0; y < world.h; y ++ )
- {
- for( int x = 0; x < world.w; x ++ )
- {
- struct cell *cell = pcell((v2i){x,y});
- int selected = world.selected == y*world.w + x;
-
- if( cell->state & FLAG_SPLIT )
- {
- glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.9f, 0.9f, 1.0f );
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
-
- struct mesh *splitter = cell->state & FLAG_FLIP_FLOP? &world.splitter_r: &world.splitter_l;
-
- use_mesh( splitter );
- draw_mesh( 0, splitter->elements );
- use_mesh( &world.tile );
- }
-
- if( (cell->state & FLAG_CANAL) && !selected )
- continue;
-
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
-
- v4f colour;
-
- if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 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){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); }
- else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); }
- else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
-
- //if( cell->water[world.frame&0x1] )
- // v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/16.0f), 1.0f }, colour );
-
- if( selected )
- v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
-
- //if( cell->state & (FLAG_SPLIT) )
- // v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour );
- //if( cell->state & (FLAG_MERGER) )
- // v4_copy( (v4f){ 0.75f, 0.02f, 0.75f, 1.0f }, colour );
-
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
-
- draw_mesh( 0, 2 );
- }
- }
- */
-
v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
struct cell *cell = pcell((v2i){x,y});
int selected = world.selected == y*world.w + x;
- /*
- 0000 0 | 0001 1 | 0010 2 | 0011 3
- | | | | |
- X | X= | X | X=
- | | |
- 0100 4 | 0101 5 | 0110 6 | 0111 7
- | | | | |
- =X | =X= | =X | =X=
- | | |
- 1000 8 | 1001 9 | 1010 10 | 1011 11
- | | | | |
- X | X= | X | X=
- | | | | | | |
- 1100 12 | 1101 13 | 1110 14 | 1111 15
- | | | | |
- =X | =X= | =X | =X=
- | | | | | | |
- */
-
int tile_offsets[][2] =
{
{2, 0}, {0, 3}, {0, 2}, {2, 2},
}
}
- glDisable(GL_BLEND);
-
- SHADER_USE( shader_tile_colour );
- glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- use_mesh( &world.circle );
+ //glDisable(GL_BLEND);
- // Draw i/o arrays
- for( int i = 0; i < arrlen( world.io ); i ++ )
- {
- struct cell_terminal *term = &world.io[ i ];
- int posx = term->id % world.w;
- int posy = (term->id - posx)/world.w;
- int is_input = world.data[ term->id ].state & FLAG_INPUT;
-
- int const filled_start = 0;
- int const filled_count = 32;
- int const empty_start = 32;
- int const empty_count = 32*2;
-
- v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
-
- for( int j = 0; j < arrlen( term->conditions ); j ++ )
- {
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
-
- if( is_input )
- {
- colour_code_v3( term->conditions[j], dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
- // Draw filled if tick not passed, draw empty if empty
- if( world.sim_frame > j )
- draw_mesh( empty_start, empty_count );
- else
- draw_mesh( filled_start, filled_count );
- }
- else
- {
- if( term->recv_count > j )
- {
- colour_code_v3( term->recv[j], dot_colour );
- v3_muls( dot_colour, 0.8f, dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
- draw_mesh( filled_start, filled_count );
- }
-
- colour_code_v3( term->conditions[j], dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
- draw_mesh( empty_start, empty_count );
- }
- }
- }
+ SHADER_USE( shader_ball );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_ball );
+ glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
// Draw 'fish'
if( world.simulating )
{
- v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
-
for( int i = 0; i < world.num_fishes; i ++ )
{
struct fish *fish = &world.fishes[i];
if( !fish->alive )
continue;
-
- colour_code_v3( fish->payload, dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
+
// Evaluate position
struct cell *cell = pcell(fish->pos);
v2f fish_pos;
if( curve )
{
- // bezier thing
float t2 = t * t;
float t3 = t * t * t;
fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
}
- vg_line_box( (v2f){fish->pos[0],fish->pos[1]},
- (v2f){ (float)fish->pos[0]+1.0f, (float)fish->pos[1]+1.0f }, 0xffffffff );
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+ colour_code_v3( fish->payload, dot_colour );
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), fish_pos[0], fish_pos[1], 0.125f );
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+ glUniform2f( SHADER_UNIFORM( shader_ball, "uOffset" ), fish_pos[0], fish_pos[1] );
draw_mesh( 0, 32 );
}
}
+ glDisable(GL_BLEND);
+
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ use_mesh( &world.circle );
+
+ // Draw i/o arrays
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int posx = term->id % world.w;
+ int posy = (term->id - posx)/world.w;
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ int const filled_start = 0;
+ int const filled_count = 32;
+ int const empty_start = 32;
+ int const empty_count = 32*2;
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ for( int j = 0; j < arrlen( term->conditions ); j ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
+
+ if( is_input )
+ {
+ colour_code_v3( term->conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ // Draw filled if tick not passed, draw empty if empty
+ if( world.sim_frame > j )
+ draw_mesh( empty_start, empty_count );
+ else
+ draw_mesh( filled_start, filled_count );
+ }
+ else
+ {
+ if( term->recv_count > j )
+ {
+ colour_code_v3( term->recv[j], dot_colour );
+ v3_muls( dot_colour, 0.8f, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( filled_start, filled_count );
+ }
+
+ colour_code_v3( term->conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( empty_start, empty_count );
+ }
+ }
+ }
+
if( world.simulating )
{
glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );