//#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
""
"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
-
-static struct
+struct world
{
- u32 x,y;
-
struct cell
- {
- u32 flags;
- u32 model_id;
-
- char *conditions;
- }
- * cells;
-
- vec3 origin;
- struct cell *selected;
- int select_valid;
+ {
+ u32 state;
+ }
+ *data;
- u32 *io;
+ u32 w, h;
- struct vstack
- {
- struct vframe
- {
- int x, y;
- int i;
- }
- frames[ 64 ];
-
- int level;
- u32 flags;
- }
- stack;
-}
-map;
+ GLuint tile_vao;
+ GLuint tile_vbo;
+} world = { .w = 4, .h = 4 };
-static void map_free(void)
+int main( int argc, char *argv[] )
{
- 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;
+ vg_init( argc, argv, "FishLadder" );
}
-static struct cell *map_tile_at( int pos[2] )
+void vg_register(void)
{
- 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;
+ SHADER_INIT( shader_tile_colour );
}
-static int map_load( const char *str )
+void vg_start(void)
{
- map_free();
-
- char *c = str;
+ glGenVertexArrays( 1, &world.tile_vao );
+ glGenBuffers( 1, &world.tile_vbo );
- // Scan for width
- for(;; map.x ++)
+ float quad_mesh[] =
{
- if( str[map.x] == ';' )
- break;
- else if( !str[map.x] )
- {
- vg_error( "Unexpected EOF when parsing level!\n" );
- return 0;
- }
- }
+ 0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f,
+ 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f
+ };
- struct cell *row = arraddnptr( map.cells, map.x );
- int cx = 0;
- int reg_start = 0, reg_end = 0;
+ glBindVertexArray( world.tile_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo );
+ glBufferData
+ (
+ GL_ARRAY_BUFFER,
+ sizeof( quad_mesh ),
+ quad_mesh,
+ GL_STATIC_DRAW
+ );
- for(;;)
- {
- if( !*c )
- break;
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
- if( *c == ';' )
- {
- c ++;
+ VG_CHECK_GL();
+}
- // 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 ++;
- }
-
- // 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 );
- return 1;
+void vg_free(void)
+{
+ glDeleteVertexArrays( 1, &world.tile_vao );
+ glDeleteBuffers( 1, &world.tile_vbo );
}
void vg_update(void)
{
- // 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} );
+ 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();
}
-GLuint tile_vao;
-GLuint tile_vbo;
-
void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
- glEnable( GL_DEPTH_TEST );
- glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.01f, 0.01f, 0.01f, 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 );
+ 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 < map.y; y ++ )
+ for( int y = 0; y < world.h; y ++ )
{
- for( int x = 0; x < map.x; x ++ )
+ for( int x = 0; x < world.w; 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 );
- }
-
+ 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_start(void)
-{
- SHADER_INIT( colour_shader );
-
- glGenVertexArrays( 1, &tile_vao );
- glGenBuffers( 1, &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
- };
-
- glBindVertexArray( tile_vao );
- glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
- glBufferData
- (
- GL_ARRAY_BUFFER,
- sizeof( quad_mesh ),
- quad_mesh,
- GL_STATIC_DRAW
- );
-
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- VG_CHECK_GL();
-
- map_load
- (
- "#####-#####;aa\n"
- "# #;\n"
- "# #;\n"
- "# -;bb\n"
- "# #;\n"
- "# #;\n"
- "#####+#####;abab\n"
- );
-}
-
-void vg_free(void)
-{
- map_free();
-}
-
-void vg_ui(void)
-{
-
-}
+void vg_ui(void){}
\ No newline at end of file