map loader
[fishladder.git] / fishladder.c
index f6673f77aeda5c4c920682daa231c419fd81a79f..38361e6bdf06942b550948b3548eb4320d916e71 100644 (file)
@@ -3,17 +3,16 @@
 //#define VG_STEAM
 #include "vg/vg.h"
 
-SHADER_DEFINE( colour_shader, 
+SHADER_DEFINE( shader_tile_colour,
 
        // VERTEX
-       "layout (location=0) in vec3 a_co;"
-       "uniform mat4 uPv;"
-       "uniform mat4 uMdl;"
+       "layout (location=0) in vec2 a_co;"
+       "uniform mat3 uPv;"
+       "uniform vec2 uOffset;"
        ""
        "void main()"
        "{"
-       "       vec4 vert_pos = uPv * uMdl * vec4( a_co, 1.0 );"
-       "       gl_Position = vert_pos;"
+               "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );"
        "}",
        
        // FRAGMENT
@@ -22,106 +21,77 @@ SHADER_DEFINE( colour_shader,
        ""
        "void main()"
        "{"
-       "       FragColor = uColour;"
+               "FragColor = uColour;"
        "}"
        ,
-       UNIFORMS({ "uPv", "uMdl", "uColour" })
+       UNIFORMS({ "uPv", "uOffset", "uColour" })
 )
 
-mat4 m_projection;
-mat4 m_view;
-mat4 m_pv;
-mat4 m_mdl;
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
 
-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 FLAG_INPUT 0x1
+#define FLAG_OUTPUT 0x2
+#define FLAG_CANAL 0x4
+#define FLAG_WALL 0x8
 
-static struct
+struct world
 {
-       u32 x,y;
-       
        struct cell
-       {       
-               u32 flags;
-               u32 model_id;
-               
+       {
+               u32 state;
+       } 
+       *data;
+       
+       struct cell_terminal
+       {
                char *conditions;
+               int id;
        }
-       * cells;
+       *io;
        
-       vec3 origin;
-       struct cell *selected;
-       int select_valid;
+       u32 w, h;
        
-       u32 *io;
+       GLuint tile_vao;
+       GLuint tile_vbo;
        
-       struct vstack
-       {
-               struct vframe
-               {
-                       int x, y;
-                       int i;
-               }
-               frames[ 64 ];
-               
-               int level;
-               u32 flags;
-       }
-       stack;
-}
-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;
        
@@ -143,7 +113,7 @@ static int map_load( const char *str )
                                        {
                                                if( *c >= 'a' && *c <= 'z' )
                                                {
-                                                       arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c );
+                                                       arrpush( world.io[ reg_start ].conditions, *c );
                                                }
                                                else
                                                {
@@ -156,14 +126,14 @@ static int map_load( const char *str )
                                                        }
                                                        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;
                                        }
                                        
@@ -173,168 +143,79 @@ static int map_load( const char *str )
                        
                        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, 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} );
+       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 );
-       
-       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 );
-               }
-       }
+       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[] =
        {
-               -0.5f, 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
+               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,
@@ -343,29 +224,98 @@ void vg_start(void)
                GL_STATIC_DRAW
        );
        
-       glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
        glEnableVertexAttribArray( 0 );
        
-       VG_CHECK_GL();
+       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_ui(void)
+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();
        
+       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_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){}
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