// VERTEX
"layout (location=0) in vec3 a_co;"
- "uniform mat4 uPvm;"
+ "uniform mat4 uPv;"
+ "uniform mat4 uMdl;"
""
"void main()"
"{"
- " vec4 vert_pos = uPvm * vec4( a_co, 1.0 );"
+ " vec4 vert_pos = uPv * uMdl * vec4( a_co, 1.0 );"
" gl_Position = vert_pos;"
"}",
" FragColor = uColour;"
"}"
,
- UNIFORMS({ "uPvm", "uColour" })
+ UNIFORMS({ "uPv", "uMdl", "uColour" })
)
+mat4 m_projection;
+mat4 m_view;
+mat4 m_pv;
+mat4 m_mdl;
+
int main( int argc, char *argv[] )
{
vg_init( argc, argv, "FishLadder" );
}
-void vg_start(void)
+#define CELL_FLAG_INPUT 0x1
+#define CELL_FLAG_OUTPUT 0x2
+ #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT)
+#define CELL_FLAG_WALL 0x4
+#define CELL_FLAG_HOVER 0x8
+#define CELL_FLAG_ITER 0x10
+#define CELL_FLAG_CANAL 0x20
+
+static struct
{
- SHADER_INIT( colour_shader );
+ u32 x,y;
+
+ struct cell
+ {
+ u32 flags;
+ u32 model_id;
+
+ char *conditions;
+ }
+ * cells;
+
+ vec3 origin;
+ struct cell *selected;
+ int select_valid;
+
+ u32 *io;
+
+ struct vstack
+ {
+ struct vframe
+ {
+ int x, y;
+ int i;
+ }
+ frames[ 64 ];
+
+ int level;
+ u32 flags;
+ }
+ stack;
+}
+map;
+
+static void map_free(void)
+{
+ for( int i = 0; i < arrlen( map.io ); i ++ )
+ {
+ arrfree( map.cells[ map.io[i] ].conditions );
+ }
+
+ arrfree( map.cells );
+ arrfree( map.io );
+ map.x = 0;
+ map.y = 0;
+ map.cells = NULL;
+ map.io = NULL;
+}
+
+static struct cell *map_tile_at( int pos[2] )
+{
+ if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
+ return map.cells + pos[1]*map.x + pos[0];
+ return NULL;
+}
+
+static int map_load( const char *str )
+{
+ map_free();
+
+ char *c = str;
+
+ // Scan for width
+ for(;; map.x ++)
+ {
+ if( str[map.x] == ';' )
+ break;
+ else if( !str[map.x] )
+ {
+ vg_error( "Unexpected EOF when parsing level!\n" );
+ return 0;
+ }
+ }
+
+ struct cell *row = arraddnptr( map.cells, map.x );
+ 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( map.cells[ map.io[ reg_start ] ].conditions, *c );
+ }
+ else
+ {
+ if( *c == ',' || *c == '\n' )
+ {
+ reg_start ++;
+
+ if( *c == '\n' )
+ break;
+ }
+ else
+ {
+ vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y );
+ return 0;
+ }
+ }
+ }
+ else
+ {
+ vg_error( "Over-assigned values (row: %u)\n", map.y );
+ return 0;
+ }
+
+ c ++;
+ }
+ }
+
+ if( reg_start != reg_end )
+ {
+ vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end );
+ return 0;
+ }
+
+ if( cx != map.x )
+ {
+ vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x );
+ return 0;
+ }
+
+ row = arraddnptr( map.cells, map.x );
+ cx = 0;
+ map.y ++;
+ reg_end = reg_start = arrlen( map.io );
+ }
+ else
+ {
+ if( cx == map.x )
+ {
+ vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x );
+ return 0;
+ }
+
+ row[ cx ].conditions = NULL;
+
+ // Parse the various cell types
+ if( *c == '+' || *c == '-' )
+ {
+ arrpush( map.io, cx + map.y*map.x );
+ row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT;
+ reg_end ++;
+ }
+ else if( *c == '#' )
+ {
+ row[ cx ++ ].flags = CELL_FLAG_WALL;
+ }
+ else
+ {
+ row[ cx ++ ].flags = 0x00;
+ }
+ }
+
+ c ++;
+ }
+
+ // Origin top left corner
+ map.origin[0] = -((float)map.x) * 0.5f;
+ map.origin[2] = -((float)map.y) * 0.5f;
+
+ vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
+ return 1;
}
void vg_update(void)
{
+ // Update camera
+ float ratio = (float)vg_window_y / (float)vg_window_x;
+ float const size = 7.5f;
+ glm_ortho( -size, size, -size*ratio, size*ratio, 0.1f, 100.f, m_projection );
+
+ glm_mat4_identity( m_view );
+ glm_translate_z( m_view, -10.f );
+ glm_rotate_x( m_view, 1.0f, m_view );
+
+ glm_mat4_mul( m_projection, m_view, m_pv );
+
+ // Get mouse ray
+ vec3 ray_origin;
+ vec3 ray_dir;
+
+ mat4 pv_inverse;
+ vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
+ glm_mat4_inv( m_pv, pv_inverse );
+ glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir );
+ glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin );
+ glm_vec3_sub( ray_dir, ray_origin, ray_dir );
+ // Get floor tile intersection
+ float ray_t = -ray_origin[1] / ray_dir[1];
+
+ vec3 tile_pos;
+ glm_vec3_copy( ray_origin, tile_pos );
+ glm_vec3_muladds( ray_dir, ray_t, tile_pos );
+ glm_vec3_sub( tile_pos, map.origin, tile_pos );
+
+ int tile_x = floorf( tile_pos[0] );
+ int tile_y = floorf( tile_pos[2] );
+
+ map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
}
+GLuint tile_vao;
+GLuint tile_vbo;
+
void vg_render(void)
{
+ glViewport( 0,0, vg_window_x, vg_window_y );
+
+ glEnable( GL_DEPTH_TEST );
+ glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ SHADER_USE( colour_shader );
+ glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)m_pv );
+ for( int y = 0; y < map.y; y ++ )
+ {
+ for( int x = 0; x < map.x; x ++ )
+ {
+ glm_mat4_identity( m_mdl );
+ glm_translate( m_mdl,
+ (vec3){
+ map.origin[0] + (float)x + 0.5f,
+ 0.f,
+ map.origin[2] + (float)y + 0.5f
+ }
+ );
+ glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
+
+ struct cell *cell = &map.cells[ y*map.x+x ];
+
+ if( map.selected != cell )
+ {
+ if( cell->flags & CELL_FLAG_INPUT )
+ glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.9f, 0.5f, 0.5f, 1.0f );
+ else if( cell->flags & CELL_FLAG_OUTPUT )
+ glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.9f, 0.5f, 1.0f );
+ else if( cell->flags & CELL_FLAG_WALL )
+ glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.1f, 0.1f, 0.1f, 1.0f );
+ else
+ glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.7f, 0.7f, 0.7f, 1.0f );
+ }
+ else
+ {
+ float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
+ glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), flash,flash,flash, 1.0f );
+ }
+
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+ }
+ }
}
-void vg_ui(void)
+void vg_start(void)
{
+ SHADER_INIT( colour_shader );
+
+ glGenVertexArrays( 1, &tile_vao );
+ glGenBuffers( 1, &tile_vbo );
+
+ float quad_mesh[] =
+ {
+ -0.5f, 0.f, -0.5f,
+ -0.5f, 0.f, 0.5f,
+ 0.5f, 0.f, 0.5f,
+ -0.5f, 0.f, -0.5f,
+ 0.5f, 0.f, 0.5f,
+ 0.5f, 0.f, -0.5f
+ };
+
+ glBindVertexArray( tile_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
+ glBufferData
+ (
+ GL_ARRAY_BUFFER,
+ sizeof( quad_mesh ),
+ quad_mesh,
+ GL_STATIC_DRAW
+ );
+ glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
+
+ map_load
+ (
+ "#####-#####;aa\n"
+ "# #;\n"
+ "# #;\n"
+ "# -;bb\n"
+ "# #;\n"
+ "# #;\n"
+ "#####+#####;abab\n"
+ );
}
void vg_free(void)
+{
+ map_free();
+}
+
+void vg_ui(void)
{
}