switch to textured render
[fishladder.git] / fishladder.c
index 21fe2ff088fb87c5af4d6ebe642d48670f3c02a8..4e41b5ad924ba80ba678ed55eb7fd3ec6162cde8 100644 (file)
@@ -27,13 +27,49 @@ SHADER_DEFINE( shader_tile_colour,
        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 * 0.25 - 0.125 + 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( glyph.rgb * uColour, 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;"
+       "out vec4 aTexCoords;"
        ""
        "vec2 hash22(vec2 p)"
        "{"
@@ -44,10 +80,15 @@ SHADER_DEFINE( shader_tile_main,
        ""
        "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 );"
-               "gl_Position = vec4( uPv * vec3( a_co + uOffset.xy, 1.0 ), 1.0 );"
+               
+               // 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
@@ -68,10 +109,10 @@ SHADER_DEFINE( shader_tile_main,
                
                "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
                
-               "FragColor = vec4( wood_comp * shadows, 1.0 );"
+               "FragColor = vec4( wood_comp * shadows, glyph.b );"
        "}"
        ,
-       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood" })
+       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" })
 )
 
 const char *level_pack[] = 
@@ -135,6 +176,7 @@ const char *level_pack[] =
 GLuint tex_tile_data;
 GLuint tex_tile_detail;
 GLuint tex_wood;
+GLuint tex_ball;
 
 m3x3f m_projection;
 m3x3f m_view;
@@ -149,6 +191,32 @@ m3x3f m_mdl;
 #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 },
@@ -236,7 +304,7 @@ struct world
        
        u32 w, h;
        
-       struct mesh tile, circle, splitter_l, splitter_r;
+       struct mesh tile, circle;
        
        int selected;
        
@@ -400,6 +468,7 @@ void vg_register(void)
 {
        SHADER_INIT( shader_tile_colour );
        SHADER_INIT( shader_tile_main );
+       SHADER_INIT( shader_ball );
 }
 
 void vg_start(void)
@@ -451,21 +520,6 @@ void vg_start(void)
                init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
        }
        
-       // splitters (temp)
-       {
-               float splitter_l[] =
-               {
-                       #include "models/splitter_l.obj.h"
-               };
-               float splitter_r[] =
-               {
-                       #include "models/splitter_r.obj.h"
-               };
-               
-               init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) );
-               init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) );
-       }
-       
        // Textures
        {
                tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" );
@@ -482,6 +536,11 @@ void vg_start(void)
                vg_tex2d_mipmap();
                vg_tex2d_linear_mipmap();
                vg_tex2d_repeat();
+               
+               tex_ball = vg_tex2d_rgba( "textures/ball_metallic.png" );
+               vg_tex2d_mipmap();
+               vg_tex2d_linear_mipmap();
+               vg_tex2d_clamp();
        }
        
        map_load( level_pack[ 0 ] );
@@ -491,14 +550,13 @@ void vg_free(void)
 {
        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 );
 }
 
 static int cell_interactive( v2i co )
@@ -514,11 +572,10 @@ static int cell_interactive( v2i co )
        // List of 3x3 configurations that we do not allow
        static u32 invalid_src[][9] = 
        { 
-               /*
                { 0,1,0,
                  1,1,1,
                  0,1,0 
-               },*/
+               },
                { 0,0,0,
                  0,1,1,
                  0,1,1
@@ -535,7 +592,6 @@ static int cell_interactive( v2i co )
                  1,1,0,
                  0,0,0
                },
-               /*
                { 0,1,0,
                  0,1,1,
                  0,1,0
@@ -543,7 +599,7 @@ static int cell_interactive( v2i co )
                { 0,1,0,
                  1,1,0,
                  0,1,0
-               }*/
+               }
        };
        
        // Statically compile invalid configurations into bitmasks
@@ -717,11 +773,13 @@ void vg_update(void)
                        
                        u8 config = pcell((v2i){x,y})->config;
                        
-                       if( config == 0x7 ) // splitter
+                       if( config == k_cell_type_split ) // splitter
                        {
-                               world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
+                               struct cell *cell = pcell((v2i){x,y});
+                       
+                               cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
                        }
-                       else if( config == 0xD )
+                       else if( config == k_cell_type_merge )
                        {
                                world.data[y*world.w+x-1].state |= FLAG_DROP_R;
                                world.data[y*world.w+x+1].state |= FLAG_DROP_L;
@@ -770,6 +828,16 @@ void vg_update(void)
                                        }
                                }
                        }
+                       
+                       // 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 ++ )
                        {
@@ -842,6 +910,11 @@ void vg_update(void)
                                        
                                        fish->pos[0] += fish->dir[0];
                                        fish->pos[1] += fish->dir[1];
+                                       
+                                       struct cell *cell_entry = pcell( fish->pos );
+                                       
+                                       if( cell_entry->config == k_cell_type_split )
+                                               cell_entry->state |= FLAG_FLIP_ROTATING;
                                }
                        }
                        
@@ -858,79 +931,32 @@ void vg_render(void)
        glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       // 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});
-                       
-                       if( cell->state & FLAG_CANAL )
-                       {
-                               continue;
-                       }
-                       
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f );
-                       draw_mesh( 0, 2 );
-               }
+       float scaled_time = 0.0f, frame_lerp = 0.0f;
        
-       for( int y = 0; y < world.h; y ++ )
+       if( world.simulating )
        {
-               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 )
-                       {
-                               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;
-                               
-                               use_mesh( splitter );
-                               draw_mesh( 0, splitter->elements );
-                               use_mesh( &world.tile );
-                       }
-               
-                       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 );
-               }
+               scaled_time = (vg_time-world.sim_start)*2.0f;
+               frame_lerp = scaled_time - (float)world.sim_frame;
        }
-       */
        
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glBlendEquation(GL_FUNC_ADD);
+       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
+       // ======================================================================
        use_mesh( &world.tile );
        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
@@ -949,25 +975,6 @@ void vg_render(void)
                        struct cell *cell = pcell((v2i){x,y});
                        int selected = world.selected == y*world.w + x;
                        
-                       /*
-                               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=
-                                       |          |    |     |    |     |    |
-                       */
-                       
                        int tile_offsets[][2] =
                        {
                                {2, 0}, {0, 3}, {0, 2}, {2, 2},
@@ -984,18 +991,142 @@ void vg_render(void)
                                uv[1] = tile_offsets[ cell->config ][1];
                        }
                        
-                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); // TODO: PICK GLYPH
+                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
                        draw_mesh( 0, 2 );
                }
        }
+
+       //      Draw splitters
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glBlendEquation(GL_FUNC_ADD);
        
-       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 ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+                       
+                       if( cell->state & FLAG_SPLIT )
+                       {
+                               float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+                               
+                               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 );
+                       }
+               }
+       }
        
-       glDisable(GL_BLEND);
+       //glDisable(GL_BLEND);
        
+       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( !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;
+                       }
+                       
+                       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 );
+               }
+       }
+       
+       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
@@ -1047,29 +1178,6 @@ void vg_render(void)
                }
        }
        
-       // 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] + 0.5f - (float)fish->dir[1]*lerp, 0.125f );
-                       draw_mesh( 0, 32 );
-               }
-       }
-       
        if( world.simulating )
        {
                glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );