added curves for start/end points to prevent clipping
[fishladder.git] / fishladder.c
index f4afab1714af2a915a1167a278329867e49ad901..0c07ddf56bc0e78f03b8180623f0b4d170602841 100644 (file)
@@ -59,7 +59,22 @@ const char *level_pack[] =
        "##         ##;\n"
        "##         ##;\n"
        "###+#####+###;aa,aaa\n"
-       "#############;\n"
+       "#############;\n",
+       
+       // Level 5
+       "###############;\n"
+       "####-##########;abcb\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##########+####;bcba\n"
+       "###############;\n"
 };
 
 m3x3f m_projection;
@@ -101,9 +116,9 @@ enum cell_type
 };
 
 v3f colour_sets[] =
-{ { 0.9f, 0.2f, 0.01f },
+{ { 0.9f, 0.6f, 0.20f },
   { 0.2f, 0.9f, 0.14f },
-  { 0.1f, 0.3f, 0.85f } };
+  { 0.4f, 0.8f, 1.00f } };
 
 static void colour_code_v3( char cc, v3f target )
 {
@@ -190,6 +205,9 @@ struct world
        
        struct mesh tile, circle;
        
+       GLuint background_data;
+       GLuint random_samples;
+       
        int selected, tile_x, tile_y;
        v2f tile_pos;
        
@@ -222,7 +240,7 @@ static void map_free(void)
        world.io = NULL;
 }
 
-static void map_reclassify( v2i start, v2i end );
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
 static int map_load( const char *str )
 {
        map_free();
@@ -339,7 +357,23 @@ static int map_load( const char *str )
                c ++;
        }
        
-       map_reclassify( NULL, NULL );
+       // Update data texture to fill out the background
+       {
+               u8 info_buffer[64*64*4];
+               for( int i = 0; i < 64*64; i ++ )
+               {
+                       u8 *px = &info_buffer[i*4];
+                       px[0] = 255;
+                       px[1] = 0;
+                       px[2] = 0;
+                       px[3] = 0;
+               }
+               
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+       }
+       
+       map_reclassify( NULL, NULL, 1 );
        vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
        return 1;
 }
@@ -403,6 +437,29 @@ void vg_start(void)
                init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
        }
        
+       // Create info data texture
+       {
+               glGenTextures( 1, &world.background_data );
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+               vg_tex2d_nearest();
+       }
+       
+       // Create random smaples texture
+       {
+               u8 *data = malloc(512*512*2);
+               for( int i = 0; i < 512*512*2; i ++ )
+                       data[ i ] = rand()/(RAND_MAX/255);
+               
+               glGenTextures( 1, &world.random_samples );
+               glBindTexture( GL_TEXTURE_2D, world.random_samples );
+               glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
+               vg_tex2d_linear();
+               vg_tex2d_repeat();
+               
+               free( data );
+       }
+       
        resource_load_main();
        
        map_load( level_pack[ 0 ] );
@@ -412,6 +469,9 @@ void vg_free(void)
 {
        resource_free_main();
 
+       glDeleteTextures( 1, &world.background_data );
+       glDeleteTextures( 1, &world.random_samples );
+
        free_mesh( &world.tile );
        free_mesh( &world.circle );
        
@@ -503,7 +563,7 @@ static int cell_interactive( v2i co )
        return 1;
 }
 
-static void map_reclassify( v2i start, v2i end )
+static void map_reclassify( v2i start, v2i end, int update_texbuffer )
 {
        v2i full_start = { 1,1 };
        v2i full_end = { world.w-1, world.h-1 };
@@ -513,16 +573,28 @@ static void map_reclassify( v2i start, v2i end )
                start = full_start;
                end = full_end;
        }
+       
+       // Texture data
+       u8 info_buffer[64*64*4];
+       u32 pixel_id = 0;
+       
+       int px0 = vg_max( start[0], full_start[0] ),
+                px1 = vg_min( end[0], full_end[0] ),
+                py0 = vg_max( start[1], full_start[1] ),
+                py1 = vg_min( end[1], full_end[1] );
 
-       for( int y = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ )
+       for( int y = py0; y < py1; y ++ )
        {
-               for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_end[0] ); x ++ )
+               for( int x = px0; x < px1; x ++ )
                {
+                       struct cell *cell = pcell((v2i){x,y});
+               
                        v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
                        
+                       u8 height = 0;
                        u8 config = 0x00;
                        
-                       if( pcell((v2i){x,y})->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
                        {
                                for( int i = 0; i < vg_list_size( dirs ); i ++ )
                                {
@@ -530,12 +602,32 @@ static void map_reclassify( v2i start, v2i end )
                                        if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
                                                config |= 0x1 << i;
                                }
+                               
+                               height = 128;
                        } 
-                       else config = 0xF;
+                       else 
+                       {
+                               if( cell->state & FLAG_WALL )
+                                       height = 255;
+                               
+                               config = 0xF;
+                       }
                        
                        pcell((v2i){x,y})->config = config;
+                       
+                       u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
+                       info_px[0] = height;
+                       info_px[1] = cell->state & FLAG_WALL? 0: 255;
+                       info_px[2] = 0;
+                       info_px[3] = 0;
                }
        }
+       
+       if( update_texbuffer )
+       {
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+       }
 }
 
 v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
@@ -543,6 +635,9 @@ 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_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
+v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{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}};
 
@@ -571,15 +666,20 @@ void vg_update(void)
                vg_info( "Stopping simulation!\n" );
        }
        
-       float ratio = (float)vg_window_y / (float)vg_window_x;
-       float const size = 9.5f;
+       // Fit within screen
+
+       float r1 = (float)vg_window_y / (float)vg_window_x,
+                       r2 = (float)world.h / (float)world.w,
+                       size;
+       
+       size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; 
+       m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
        
        v3f origin;
-       origin[0] = -0.5f * world.w;
-       origin[1] = -0.5f * world.h;
+       origin[0] = floorf( -0.5f * world.w );
+       origin[1] = floorf( -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 );
@@ -608,7 +708,7 @@ void vg_update(void)
                                        sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
                                        
                                map_reclassify(         (v2i){ world.tile_x -2, world.tile_y -2 }, 
-                                                                               (v2i){ world.tile_x +2, world.tile_y +2 } );
+                                                                               (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
                        }
                }
                else
@@ -867,6 +967,8 @@ void vg_update(void)
                                                else
                                                        curve = curve_9;
                                        break;
+                                       case 2: curve = curve_2; break;
+                                       case 8: curve = curve_8; break;
                                        case 3: curve = curve_3; break;
                                        case 6: curve = curve_6; break;
                                        case 9: curve = curve_9; break;
@@ -946,7 +1048,7 @@ static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f cons
                        {
                                uv[0] = tile_offsets[ cell->config ][0];
                                uv[1] = tile_offsets[ cell->config ][1];
-                       }
+                       } else continue;
                        
                        glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
                        if( selected )
@@ -966,7 +1068,7 @@ void vg_render(void)
        glViewport( 0,0, vg_window_x, vg_window_y );
 
        glDisable( GL_DEPTH_TEST );
-       glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
+       glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
        v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
@@ -982,6 +1084,29 @@ void vg_render(void)
 
        use_mesh( &world.tile );
        
+       // Draw background
+       
+       if(1){
+       
+       SHADER_USE( shader_background );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, world.background_data );
+       glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
+       
+       glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+       glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
+       
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, world.random_samples );
+       glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+       
+       draw_mesh( 0, 2 );
+
+       }
+       
+       
        SHADER_USE( shader_tile_main );
 
        m2x2f subtransform;
@@ -989,6 +1114,11 @@ void vg_render(void)
        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 );
        glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+       
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glBlendEquation(GL_FUNC_ADD);
        
        // Bind textures
        vg_tex2d_bind( &tex_tile_data, 0 );
@@ -999,9 +1129,7 @@ void vg_render(void)
        
        render_tiles( NULL, NULL, colour_default, colour_default );
        
-       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 );
@@ -1040,6 +1168,7 @@ void vg_render(void)
        vg_tex2d_bind( &tex_wood, 1 );
        glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
        
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
        render_tiles( NULL, NULL, colour_default, colour_selected  );
 
        //      Draw splitters
@@ -1088,7 +1217,7 @@ void vg_render(void)
                v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
        
                world.data[ world.selected ].state ^= FLAG_CANAL;
-               map_reclassify( new_begin, new_end );
+               map_reclassify( new_begin, new_end, 0 );
                
                m2x2_identity( subtransform );
                glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
@@ -1098,7 +1227,7 @@ void vg_render(void)
                render_tiles( new_begin, new_end, colour_default, colour_default );
                
                world.data[ world.selected ].state ^= FLAG_CANAL;
-               map_reclassify( new_begin, new_end );
+               map_reclassify( new_begin, new_end, 0 );
        }
        
        //glDisable(GL_BLEND);
@@ -1126,7 +1255,7 @@ void vg_render(void)
                
                for( int j = 0; j < arrlen( term->conditions ); j ++ )
                {
-                       float y_offset = is_input? 0.8f: 0.2f;
+                       float y_offset = is_input? 1.2f: -0.2f;
                        glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
                        
                        if( is_input )
@@ -1170,5 +1299,4 @@ void vg_render(void)
 void vg_ui(void)
 {
        //ui_test();
-       sfx_internal_debug_overlay();
 }