//#define VG_STEAM
#include "vg/vg.h"
-SHADER_DEFINE( colour_shader,
+SHADER_DEFINE( shader_tile_colour,
// VERTEX
"layout (location=0) in vec2 a_co;"
- "uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat3 uPv;"
+ "uniform vec2 uOffset;"
""
"void main()"
"{"
- " vec4 vert_pos = uPv * uMdl * vec4( a_co.x, 0.0, a_co.y, 1.0 );"
- " gl_Position = vert_pos;"
+ "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );"
"}",
// FRAGMENT
""
"void main()"
"{"
- " FragColor = uColour;"
+ "FragColor = uColour;"
"}"
,
- UNIFORMS({ "uPv", "uMdl", "uColour" })
+ UNIFORMS({ "uPv", "uOffset", "uColour" })
)
-/*
-SHADER_DEFINE( tilemap_shader,
-
- // VERTEX
- "layout (location=0) in vec2 a_co;"
- "uniform mat4 uPv;"
- "uniform vec4 uTextureInfo;" // Cell dx,dy 1.0/mx, 1.0/my
- "uniform "
- ""
- "uniform vec2 uPosition;"
- "uniform int uCellIndex;"
- ""
- "out vec2 s_uv;"
- ""
- "void main()"
- "{"
- " gl_Position = uPv * vec4( uPosition.x + a_co.x, 0.0, uPosition.y + a_co.y, 0.0 );"
- " s_uv = vec2( mod( uCellIndex,"
- "}"
-*/
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
-mat4 m_projection;
-mat4 m_view;
-mat4 m_mdl;
+#define FLAG_INPUT 0x1
+#define FLAG_OUTPUT 0x2
+#define FLAG_CANAL 0x4
+#define FLAG_WALL 0x8
-int main( int argc, char *argv[] )
-{
- vg_init( argc, argv, "FishLadder" );
-}
-
-#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
-#define CELL_FLAG_CONNECTOR 0x40 /* Does this cell split and have an incoming vertical connection? */
-
-static struct
+struct world
{
- u32 x,y;
-
struct cell
- {
- u32 flags;
- u32 model_id;
-
+ {
+ u32 state;
+ }
+ *data;
+
+ struct cell_terminal
+ {
char *conditions;
-
- int level;
- int diff[2];
+ int id;
}
- * cells;
+ *io;
- vec3 origin;
- struct cell *selected;
- int select_valid;
- u32 frame;
+ u32 w, h;
- u32 *io;
-
- struct vstack
- {
- struct vframe
- {
- int x, y;
- int i;
- }
- frames[ 64 ];
-
- int level;
- u32 flags;
- }
- stack;
+ GLuint tile_vao;
+ GLuint tile_vbo;
- GLuint tile_texture;
- GLuint flow_texture;
-}
-map;
+ int selected;
+} world = {};
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;
+ 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 *c = str;
+ char const *c = str;
// Scan for width
- for(;; map.x ++)
+ for(;; world.w ++)
{
- if( str[map.x] == ';' )
+ if( str[world.w] == ';' )
break;
- else if( !str[map.x] )
+ else if( !str[world.w] )
{
- vg_error( "Unexpected EOF when parsing level!\n" );
+ vg_error( "Unexpected EOF when parsing level\n" );
return 0;
}
}
- struct cell *row = arraddnptr( map.cells, map.x );
+ struct cell *row = arraddnptr( world.data, world.w );
int cx = 0;
int reg_start = 0, reg_end = 0;
{
if( *c >= 'a' && *c <= 'z' )
{
- arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c );
+ arrpush( world.io[ reg_start ].conditions, *c );
}
else
{
}
else
{
- vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y );
+ vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
return 0;
}
}
}
else
{
- vg_error( "Over-assigned values (row: %u)\n", map.y );
+ vg_error( "Too many values to assign (row: %u)\n", world.h );
return 0;
}
if( reg_start != reg_end )
{
- vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, 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 != map.x )
+ if( cx != world.w )
{
- vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x );
+ vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
return 0;
}
- row = arraddnptr( map.cells, map.x );
+ row = arraddnptr( world.data, world.w );
cx = 0;
- map.y ++;
- reg_end = reg_start = arrlen( map.io );
+ world.h ++;
+ reg_end = reg_start = arrlen( world.io );
}
else
{
- if( cx == map.x )
+ if( cx == world.w )
{
- vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x );
+ vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
return 0;
}
- row[ cx ].conditions = NULL;
-
- // Parse the various cell types
+ // Tile initialization
+ // row[ cx ] .. etc
+
if( *c == '+' || *c == '-' )
{
- arrpush( map.io, cx + map.y*map.x );
- row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT;
+ 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 ++ ].flags = CELL_FLAG_WALL;
+ row[ cx ++ ].state = FLAG_WALL;
}
else
{
- row[ cx ++ ].flags = 0x00;
+ row[ cx ++ ].state = 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 );
+ vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
return 1;
}
-void vg_update(void)
+int main( int argc, char *argv[] )
{
- // 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, vg_pv );
-
- // Compute map update
- map.frame ^= 0x1;
- for( int y = 0; y < map.y; y ++ )
- {
- for( int x = 0; x < map.x; x ++ )
- {
- // Cell is a connector if it has at least 3 connections
- int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0}, {0,1} };
- u32 output_count = 0;
- struct cell *tile, *thistile;
- thistile = map_tile_at( (int [2]){x,y} );
-
- if( thistile->flags & CELL_FLAG_CANAL )
- {
- for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
- {
- tile = map_tile_at( (int [2]){ x+output_dirs[i][0], y+output_dirs[i][1] } );
-
- if( tile && tile->flags & CELL_FLAG_CANAL )
- output_count ++;
- }
-
- if( output_count >= 3 )
- thistile->flags |= CELL_FLAG_CONNECTOR;
- else
- thistile->flags &= ~CELL_FLAG_CONNECTOR;
- }
- }
- }
-
- // 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( vg_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} );
-
- if( map.selected )
- {
- // Check if valid
- int validation[][2] = { {1,1}, {-1,1}, {-1,-1}, {1,-1} };
- struct cell *a, *b, *c;
-
- map.select_valid = 1;
- for( int i = 0; i < vg_list_size( validation ); i ++ )
- {
- a = map_tile_at( (int [2]){ tile_x+validation[i][0], tile_y } );
- b = map_tile_at( (int [2]){ tile_x, tile_y+validation[i][1] } );
-
- if( a && b && (a->flags & b->flags & CELL_FLAG_CANAL) )
- {
- c = map_tile_at( (int [2]){ tile_x+validation[i][0], tile_y+validation[i][1] } );
-
- if( c && (c->flags & CELL_FLAG_CANAL ) )
- {
- map.select_valid = 0;
- break;
- }
- }
- }
-
- if( map.select_valid )
- {
- if( vg_get_button_down("primary") )
- {
- if( map.selected->flags & CELL_FLAG_CANAL )
- {
- map.selected->flags &= ~(CELL_FLAG_CANAL | CELL_FLAG_CONNECTOR);
- }
- else
- {
- map.selected->flags |= CELL_FLAG_CANAL;
- }
- }
- }
- }
+ vg_init( argc, argv, "FishLadder" );
}
-GLuint tile_vao;
-GLuint tile_vbo;
-
-void vg_render(void)
+void vg_register(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 );
-
- glBindVertexArray( tile_vao );
-
- SHADER_USE( colour_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_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 ];
-
- vec4 colour = { 0.7f, 0.7f, 0.7f, 1.f };
-
- if( cell->flags & CELL_FLAG_INPUT ) glm_vec3_copy( (vec3){ 0.9f,0.5f,0.5f }, colour );
- else if( cell->flags & CELL_FLAG_OUTPUT ) glm_vec3_copy( (vec3){ 0.5f,0.9f,0.5f }, colour );
- else if( cell->flags & CELL_FLAG_WALL ) glm_vec3_copy( (vec3){ 0.1f,0.1f,0.1f }, colour );
- else if( cell->flags & CELL_FLAG_CANAL ) glm_vec3_copy( (vec3){ 0.5f,0.5f,0.8f }, colour );
-
- if( cell->flags & CELL_FLAG_CONNECTOR )
- glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour );
-
- if( map.selected == cell )
- {
- if( !map.select_valid )
- glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour );
-
- float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
- glm_vec3_scale( colour, flash, colour );
- }
-
- glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
- }
- }
+ SHADER_INIT( shader_tile_colour );
}
void vg_start(void)
{
- SHADER_INIT( colour_shader );
-
- glGenVertexArrays( 1, &tile_vao );
- glGenBuffers( 1, &tile_vbo );
+ glGenVertexArrays( 1, &world.tile_vao );
+ glGenBuffers( 1, &world.tile_vbo );
float quad_mesh[] =
{
- 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f
+ 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( tile_vao );
- glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
+ glBindVertexArray( world.tile_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo );
glBufferData
(
GL_ARRAY_BUFFER,
glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
glEnableVertexAttribArray( 0 );
- VG_CHECK_GL();
-
- map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" );
- map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
+ VG_CHECK_GL();
map_load
(
- "#####-#####;aa\n"
- "# #;\n"
- "# #;\n"
- "# -;bb\n"
- "# #;\n"
- "# #;\n"
- "#####+#####;abab\n"
+ "#############;\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();
- glDeleteTextures( 1, &map.tile_texture );
- glDeleteTextures( 1, &map.flow_texture );
+ 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_ui(void)
+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){}
\ No newline at end of file