[VID] centerize rendering
[fishladder.git] / fishladder.c
index e2d5ec17dfbecaafa68cec236d1d348d8d936323..5006fd11f37140c29f801d56455481625eca9236 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
@@ -22,254 +21,53 @@ 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
-
-static struct
+struct world
 {
-       u32 x,y;
-       
        struct cell
-       {       
-               u32 flags;
-               char *conditions;
-       }
-       * cells;
-       
-       u32 *io;
-}
-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 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;
+               u32 state;
+       } 
+       *data;
        
-       for(;;)
-       {
-               if( !*c )
-                       break;
+       u32 w, h;
        
-               if( *c == ';' )
-               {
-                       c ++;
+       GLuint tile_vao;
+       GLuint tile_vbo;
+} world = { .w = 4, .h = 4 };
 
-                       // 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 ++;
-       }
-       
-       vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
-       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 );
-       
-       tile_pos[0] = floorf( tile_pos[0] + 0.5f );
-       tile_pos[2] = floorf( tile_pos[2] + 0.5f );
-       
-       glm_mat4_identity( m_mdl );
-       glm_translate( m_mdl, tile_pos );
+       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 );
-       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
-       
-       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
-       
-       glBindVertexArray( tile_vao );
-       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,
@@ -278,28 +76,51 @@ 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();
-       
-       map_load
-       ( 
-               "###########;\n"
-               "#    +    #;abab\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#  -   -  #;aa,bb\n"
-               "###########;\n"
-       );
+       VG_CHECK_GL();  
 }
 
 void vg_free(void)
 {
-       map_free();
+       glDeleteVertexArrays( 1, &world.tile_vao );
+       glDeleteBuffers( 1, &world.tile_vbo );
 }
 
-void vg_ui(void)
+void vg_update(void)
+{
+       float ratio = (float)vg_window_y / (float)vg_window_x;
+       float const size = 7.5f;
+       
+       m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+       m3x3_identity( m_view );
+       m3x3_translate( m_view, (v3f){ -0.5f * world.w, -0.5f * world.h } );
+       m3x3_mul( m_projection, m_view, vg_pv );
+       vg_projection_update();
+}
+
+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 );
+                       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f );
+                       glDrawArrays( GL_TRIANGLES, 0, 6 );
+               }
+       }
 }
+
+void vg_ui(void){}
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