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 * 0.5 - 0.25 + 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( uColour + glyph.rgb * 0.2, glyph.a );"
+ "}"
+ ,
+ UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
+)
+
+SHADER_DEFINE( shader_tile_main,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec4 uOffset;" // Tile x/y, uv x/y
+ "uniform mat3 uPv;"
+ "uniform mat2 uSubTransform;"
+ ""
+ "out vec4 aTexCoords;"
+ ""
+ "vec2 hash22(vec2 p)"
+ "{"
+ "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
+ "p3 += dot(p3, p3.yzx+33.33);"
+ "return fract((p3.xx+p3.yz)*p3.zy);"
+ "}"
+ ""
+ "void main()"
+ "{"
+ // Create texture coords
+ "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
+ "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
+ "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
+
+ // Vertex transform
+ "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
+ "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
+ "gl_Position = vec4( uPv * worldpos, 1.0 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexGlyphs;"
+ "uniform sampler2D uTexWood;"
+ ""
+ "in vec4 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
+ "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
+ "vec4 wood = texture( uTexWood, aTexCoords.zw );"
+ "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
+ "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
+
+ "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+
+ "FragColor = vec4( wood_comp * shadows, glyph.b );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" })
+)
+
const char *level_pack[] =
{
// Level 0
"#############;\n"
};
+GLuint tex_tile_data;
+GLuint tex_tile_detail;
+GLuint tex_wood;
+GLuint tex_ball;
+
+sfx_system_t audio_system_sfx =
+{
+ .vol = 1.f,
+ .spd = 1.f,
+ .ch = 1,
+ .cur = 0,
+ .vol_src = &g_vol_sfx,
+ .flags = 0x00,
+ .fadeout = FADEOUT_LENGTH,
+ .name = "sfx"
+};
+
+sfx_set_t audio_tile_mod =
+{
+ .sources = "\
+sound/mod_01.ogg\0\
+sound/mod_02.ogg\0\
+sound/mod_03.ogg\0\
+sound/mod_04.ogg\0\
+sound/mod_05.ogg\0\
+sound/mod_06.ogg\0",
+ .flags = 0
+};
+
m3x3f m_projection;
m3x3f m_view;
m3x3f m_mdl;
#define FLAG_OUTPUT 0x2
#define FLAG_CANAL 0x4
#define FLAG_WALL 0x8
-#define FLAG_DROP_L 0x10
-#define FLAG_SPLIT 0x20
-#define FLAG_MERGER 0x40
-#define FLAG_DROP_R 0x80
#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 },
u32 w, h;
- struct mesh tile, circle, splitter_l, splitter_r;
+ struct mesh tile, circle;
int selected;
void vg_register(void)
{
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)
+ // Textures
{
- float splitter_l[] =
- {
- #include "models/splitter_l.obj.h"
- };
- float splitter_r[] =
- {
- #include "models/splitter_r.obj.h"
- };
+ tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" );
+ vg_tex2d_mipmap();
+ vg_tex2d_linear_mipmap();
+ vg_tex2d_repeat();
+
+ tex_tile_data = vg_tex2d_rgba( "textures/tileset.png" );
+ vg_tex2d_mipmap();
+ vg_tex2d_linear_mipmap();
+ vg_tex2d_repeat();
- init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) );
- init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) );
+ tex_wood = vg_tex2d_rgba( "textures/wood.png" );
+ vg_tex2d_mipmap();
+ vg_tex2d_linear_mipmap();
+ vg_tex2d_repeat();
+
+ tex_ball = vg_tex2d_rgba( "textures/ball.png" );
+ vg_tex2d_mipmap();
+ vg_tex2d_linear_mipmap();
+ vg_tex2d_clamp();
+ }
+
+ // Audio
+ {
+ sfx_set_init( &audio_tile_mod, NULL );
}
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 );
+
+ sfx_set_free( &audio_tile_mod );
}
static int cell_interactive( v2i co )
return 1;
}
+// Entire world: 2 -> worldx/y-2
+
+static void fl_world_update( v2i start, v2i end )
+{
+ for( int y = start[1]; y < end[1]; y ++ )
+ {
+ for( int x = start[0]; x < end[0]; x ++ )
+ {
+ v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+
+ u8 config = 0x00;
+
+ if( pcell((v2i){x,y})->state & FLAG_CANAL )
+ {
+ for( int i = 0; i < vg_list_size( dirs ); i ++ )
+ {
+ struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
+ if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+ config |= 0x1 << i;
+ }
+
+
+ } else config = 0xF;
+
+ pcell((v2i){x,y})->config = config;
+ }
+ }
+}
+
void vg_update(void)
{
static int curlevel = 0;
if( vg_get_button_down("primary") )
{
world.data[ world.selected ].state ^= FLAG_CANAL;
+
+ if( world.data[ world.selected ].state & FLAG_CANAL )
+ sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+ else
+ sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
}
}
else
world.io[i].recv_count = 0;
}
}
+
+ // There was world reconfiguarion here previously...
+ fl_world_update( (v2i){2,2}, (v2i){world.w-2,world.h-2} );
- // Simulation stuff
- // ========================================================
-
- // Reclassify world. TODO: Move into own function
- for( int y = 2; y < world.h-2; y ++ )
- {
- for( int x = 2; x < world.w-2; x ++ )
- {
- v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
-
- u8 config = 0x00;
-
- if( pcell((v2i){x,y})->state & FLAG_CANAL )
- {
- for( int i = 0; i < vg_list_size( dirs ); i ++ )
- {
- struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
- if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
- config |= 0x1 << i;
- }
- } else config = 0xF;
-
- pcell((v2i){x,y})->config = config;
- pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER);
- }
- }
-
- for( int y = 2; y < world.h-2; y ++ )
- for( int x = 2; x < world.w-2; x ++ )
- {
- // R,D,L,- 1110 (splitter, 1 drop created)
-
- // R,-,L,U - 1011 (merger, 2 drop created)
-
- u8 config = pcell((v2i){x,y})->config;
-
- if( config == 0x7 ) // splitter
- {
- world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
- }
- else if( config == 0xD )
- {
- world.data[y*world.w+x-1].state |= FLAG_DROP_R;
- world.data[y*world.w+x+1].state |= FLAG_DROP_L;
- world.data[y*world.w+x].state |= FLAG_MERGER;
- }
- }
-
// Fish ticks
if( world.simulating )
{
}
}
}
+
+ // Update splitter deltas
+ for( int i = 0; i < world.h*world.w; i ++ )
+ {
+ struct cell *cell = &world.data[i];
+ if( cell->config == k_cell_type_split )
+ {
+ cell->state &= ~FLAG_FLIP_ROTATING;
+ }
+ }
for( int i = 0; i < world.num_fishes; i ++ )
{
continue;
}
- if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) )
+ if( cell_current->config == k_cell_type_split )
{
- fish->alive = 0;
+ // Flip flop L/R
+ fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+ fish->dir[1] = 0;
+
+ cell_current->state ^= FLAG_FLIP_FLOP;
+ }
+ else if( cell_current->config == k_cell_type_merge )
+ {
+ // Can only move up
+ fish->dir[0] = 0;
+ fish->dir[1] = -1;
}
else
{
- if( cell_current->state & FLAG_SPLIT )
+ struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
+ if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
{
- // Flip flop L/R
- fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
- fish->dir[1] = 0;
+ // Try other directions for valid, so down, left, right..
+ v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+ vg_info( "Trying some other directions...\n" );
- cell_current->state ^= FLAG_FLIP_FLOP;
- }
- else if( cell_current->state & FLAG_MERGER )
- {
- // Can only move up
- fish->dir[0] = 0;
- fish->dir[1] = -1;
- }
- else
- {
- struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
- if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
+ for( int j = 0; j < vg_list_size(dirs); j ++ )
{
- // Try other directions for valid, so down, left, right..
- v2i dirs[] = {{1,0},{-1,0},{0,-1}};
- vg_info( "Trying some other directions...\n" );
-
- for( int j = 0; j < vg_list_size(dirs); j ++ )
+ if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
+ continue;
+
+ if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
{
- if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
- continue;
-
- if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
- {
- fish->dir[0] = dirs[j][0];
- fish->dir[1] = dirs[j][1];
- }
+ fish->dir[0] = dirs[j][0];
+ fish->dir[1] = dirs[j][1];
}
}
}
-
- fish->pos[0] += fish->dir[0];
- fish->pos[1] += fish->dir[1];
}
+
+ fish->pos[0] += fish->dir[0];
+ fish->pos[1] += fish->dir[1];
+
+ struct cell *cell_entry = pcell( fish->pos );
+
+ if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
+ fish->alive = 0;
+ else
+ if( cell_entry->config == k_cell_type_split )
+ cell_entry->state |= FLAG_FLIP_ROTATING;
}
world.sim_frame ++;
}
}
+static void render_tiles(void)
+{
+ 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;
+
+ int tile_offsets[][2] =
+ {
+ {2, 0}, {0, 3}, {0, 2}, {2, 2},
+ {1, 0}, {2, 3}, {3, 2}, {1, 3},
+ {3, 1}, {0, 1}, {1, 2}, {2, 1},
+ {1, 1}, {3, 3}, {2, 1}, {2, 1}
+ };
+
+ int uv[2] = { 3, 0 };
+
+ if( cell->state & FLAG_CANAL )
+ {
+ uv[0] = tile_offsets[ cell->config ][0];
+ uv[1] = tile_offsets[ cell->config ][1];
+ }
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
+ draw_mesh( 0, 2 );
+ }
+ }
+}
+
void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ float scaled_time = 0.0f, frame_lerp = 0.0f;
+
+ if( world.simulating )
+ {
+ scaled_time = (vg_time-world.sim_start)*2.0f;
+ frame_lerp = scaled_time - (float)world.sim_frame;
+ }
+
+ 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}};
+ v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+
+ v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+ v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
+
+ float const curve_7_linear_section = 0.1562f;
+
+ // TILE SET RENDERING
+ // todo: just slam everything into a mesh...
+ // when user modifies a tile the neighbours can be easily uploaded to gpu mem
+ // in ~3 subBuffers
+ // Currently we're uploading a fair amount of data every frame anyway.
+ // NOTE: this is for final optimisations ONLY!
+ // ======================================================================
+
use_mesh( &world.tile );
- SHADER_USE( shader_tile_colour );
- glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- // 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});
+ SHADER_USE( shader_tile_main );
+
+ m2x2f subtransform;
+ m2x2_identity( subtransform );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ // Bind textures
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_tile_data );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, tex_wood );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+
+ render_tiles();
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ 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 )
+ {
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
- if( cell->state & FLAG_CANAL )
- {
+ if( !fish->alive )
continue;
+
+ // Evaluate position
+ struct cell *cell = pcell(fish->pos);
+ v2f fish_pos;
+
+ v2f const *curve;
+
+ float t = frame_lerp;
+
+ switch( cell->config )
+ {
+ case 13:
+ if( fish->dir[0] == 1 )
+ curve = curve_12;
+ else
+ curve = curve_9;
+ break;
+ case 3: curve = curve_3; break;
+ case 6: curve = curve_6; break;
+ case 9: curve = curve_9; break;
+ case 12: curve = curve_12; break;
+ case 7:
+ if( t > curve_7_linear_section )
+ {
+ t -= curve_7_linear_section;
+ t *= (1.0f/(1.0f-curve_7_linear_section));
+
+ curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
+ }
+ else curve = NULL;
+ break;
+ default: curve = NULL; break;
}
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f );
- draw_mesh( 0, 2 );
+ if( curve )
+ {
+ float t2 = t * t;
+ float t3 = t * t * t;
+
+ float cA = 3.0f*t2 - 3.0f*t3;
+ float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+ float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+ fish_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+ fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+ fish_pos[0] += (float)fish->pos[0];
+ fish_pos[1] += (float)fish->pos[1];
+ }
+ else
+ {
+ v2f origin;
+ origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+ origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
+
+ fish_pos[0] = origin[0] + (float)fish->dir[0]*t;
+ fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
+ }
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+ colour_code_v3( fish->payload, dot_colour );
+
+ 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 );
}
+ }
+
+ SHADER_USE( shader_tile_main );
+
+ // Bind textures
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_tile_data );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, tex_wood );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+
+ render_tiles();
+
+ // Draw splitters
+
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 )
+
+ if( cell->config == k_cell_type_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;
+ float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
- use_mesh( splitter );
- draw_mesh( 0, splitter->elements );
- use_mesh( &world.tile );
+ if( cell->state & FLAG_FLIP_ROTATING )
+ {
+ if( (frame_lerp > curve_7_linear_section) )
+ {
+ float const rotation_speed = 0.4f;
+ if( (frame_lerp < 1.0f-rotation_speed) )
+ {
+ float t = frame_lerp - curve_7_linear_section;
+ t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+ t += 1.0f;
+
+ rotation *= t;
+ }
+ else
+ rotation *= -1.0f;
+ }
+ }
+
+ m2x2_create_rotation( subtransform, rotation );
+
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
+ draw_mesh( 0, 2 );
}
-
- 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 );
}
}
+ //glDisable(GL_BLEND);
+
+ 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
}
}
- // Draw 'fish'
- if( world.simulating )
- {
- float scaled_time = (vg_time-world.sim_start)*2.0f;
- float lerp = 1.0f-(scaled_time - (float)world.sim_frame);
-
- 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 );
-
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)fish->pos[0] + 0.5f - (float)fish->dir[0]*lerp, (float)fish->pos[1] + 0.25f - (float)fish->dir[1]*lerp, 0.25f );
- draw_mesh( 0, 32 );
- }
- }
-
if( world.simulating )
{
glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );