//#define VG_STEAM
#include "vg/vg.h"
+#define CELL_SHEET_X 512
+#define CELL_SHEET_Y 512
+
SHADER_DEFINE( colour_shader,
// VERTEX
"layout (location=0) in vec2 a_co;"
- "uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat3 uPv;"
+ "uniform mat3 uMdl;"
""
"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 * uMdl * vec3( a_co, 1.0 ), 1.0 );"
"}",
// FRAGMENT
UNIFORMS({ "uPv", "uMdl", "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 "
+ "layout (location=0) in vec2 a_co;" // XY
+ "layout (location=1) in vec2 a_offset;" // XY offset
+ "layout (location=2) in vec4 a_data;" // atlas-uv, amt, other
+ "uniform mat3 uPv;"
+ "uniform vec2 uOrigin;"
""
- "uniform vec2 uPosition;"
- "uniform int uCellIndex;"
- ""
- "out vec2 s_uv;"
+ "out vec4 aCoords;"
""
"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,"
+ "vec2 world_coord = a_co+a_offset+uOrigin;"
+ "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
+ "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );"
+ "}",
+
+ // FRAGMENT
+ "uniform sampler2D uTexTiles;"
+ "uniform sampler2D uTexRipples;"
+ "uniform float uTime;"
+
+ "in vec4 aCoords;"
+ "out vec4 FragColor;"
+
+ "void main()"
+ "{"
+ "vec4 glyph = texture( uTexTiles, aCoords.xy );"
+ "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
+ "float wstatus = -((aCoords.z/128.0)-1.0);" // -1 := None in, 0.0 := Hold middle, 1.0 := All out
+ "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
+
+ // TODO: Fix texture instead of doing this..
+ "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );"
+ "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;"
+ "FragColor = vec4( composite, 1.0 );"
"}"
-*/
+ ,
+ UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" })
+)
+
+SHADER_DEFINE( fish_shader,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;" // XY UV
+
+ "uniform mat3 uPv;"
+ "uniform vec3 uPosition;"
+
+ "out vec2 aTexCoords;"
+
+ "void main()"
+ "{"
+ "vec2 world_coord = a_co + uPosition.xy;"
+ "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
+ "aTexCoords = vec2( (a_co.x + uPosition.z) * 0.125, a_co.y );"
+ "}",
+ // FRAGMENT
+ "uniform sampler2D uTexMain;"
+ "uniform vec3 uColour;"
+
+ "in vec2 aTexCoords;"
+ "out vec4 FragColor;"
+
+ "void main()"
+ "{"
+ "vec4 maintex = texture( uTexMain, aTexCoords );"
+ "vec3 comp = mix( vec3(0.0,0.03,0.04), uColour, maintex.r );"
+ "FragColor = vec4( comp, maintex.g * 0.7 );"
+ "}",
+ UNIFORMS({ "uPv", "uTexMain", "uColour", "uPosition" })
+)
-mat4 m_projection;
-mat4 m_view;
-mat4 m_mdl;
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
int main( int argc, char *argv[] )
{
int level;
int state;
+ int flowing[2];
+ int source_count;
}
* cells;
fishes[ 20 ];
int num_fishes;
- vec3 origin;
+ v2f origin;
struct cell *selected;
int select_valid;
int playing;
GLuint tile_texture;
GLuint flow_texture;
+
+ GLuint tiles_vao;
+ GLuint tiles_vbo;
}
map;
map.io = NULL;
}
-static struct cell *map_tile_at( int pos[2] )
+static struct cell *ptile( int pos[2] )
+{
+ return map.cells + pos[1]*map.x + pos[0];
+}
+
+static struct cell *gettile( 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;
}
-static struct cell *map_tile_at_cond( int pos[2], u32 flags )
+static struct cell *getiftile( int pos[2], u32 flags )
{
- struct cell *cell = map_tile_at( pos );
+ struct cell *cell = gettile( pos );
if( cell && (cell->flags & flags) )
return cell;
{
struct vframe *frame = &map.stack.frames[ map.stack.level ];
- int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
+ int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} };
if( frame->i < 3 )
{
int *dir = output_dirs[ frame->i ];
- tile = map_tile_at( (int[2]){frame->x+dir[0], frame->y+dir[1]} );
- frame->i ++;
-
+ tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
+
if( tile && !(tile->flags & CELL_FLAG_VISITED) )
{
map.stack.level ++;
frame[1].i = 0;
frame[1].x = frame[0].x+dir[0];
frame[1].y = frame[0].y+dir[1];
+
+ tile->flags |= CELL_FLAG_VISITED;
+
+ if( frame->i == 0 )
+ frame->i = 400;
}
else
tile = NULL;
+
+ frame->i ++;
}
else
{
return tile;
}
+static void map_stack_current_coords( int coords[2], int offset )
+{
+ coords[0] = map.stack.frames[ map.stack.level+offset ].x;
+ coords[1] = map.stack.frames[ map.stack.level+offset ].y;
+}
+
+static void map_update_visual(void)
+{
+ u8 celldata[ 4096 ];
+
+ static int compute_flow_counter = 0;
+ compute_flow_counter ^= 0x1;
+
+ for( int i = 0; i < map.y*map.x; i ++ )
+ {
+ struct cell *cell = map.cells + i;
+
+ cell->flowing[compute_flow_counter] = cell->flowing[compute_flow_counter^0x1];
+
+ if( !map.cells[i].source_count )
+ cell->flowing[ compute_flow_counter ] = vg_max( cell->flowing[ compute_flow_counter ] - 10, 0 );
+
+ map.cells[i].source_count = 0;
+ }
+
+ for( int y = 0; y < map.y; y ++ )
+ {
+ for( int x = 0; x < map.x; x ++ )
+ {
+ struct cell *cur = map.cells + y*map.x + x;
+ u8 *cellbytes = celldata + (y*map.x+x)*4;
+
+ if( cur->flags & CELL_FLAG_WALKABLE )
+ {
+ struct cell *a, *b, *c, *d;
+
+ a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
+ b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
+ c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
+ d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
+
+ u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0);
+ cellbytes[ 0 ] = config;
+
+ if( cur->flags & CELL_FLAG_OUTPUT )
+ cur->flowing[ compute_flow_counter ] = 128;
+ }
+ else
+ {
+ // TODO: Random background tiles
+ cellbytes[ 0 ] = 15;
+ }
+ }
+ }
+
+ int const k_rate_flow = 16;
+
+ map_stack_refresh();
+ for( int i = 0; i < arrlen( map.io ); i ++ )
+ {
+ int inputcoord[2];
+ if( map.cells[ map.io[i] ].flags & CELL_FLAG_OUTPUT )
+ {
+ map_tile_coords_from_index( map.io[i], inputcoord );
+ map_stack_init( inputcoord );
+ struct cell *cell = gettile( inputcoord );
+
+ int cr[2];
+
+ do
+ {
+ map_stack_current_coords( cr, 0 );
+
+ u8 *cellbytes = celldata + (cr[1]*map.x+cr[0])*4;
+
+ int outflow = cell->flowing[ compute_flow_counter ^ 0x1 ];
+ int sourcing = outflow? 1: 0;
+ int outrate = outflow == 128? k_rate_flow: 0;
+
+ struct cell *a, *b, *d;
+ a = gettile( (int[2]){ cr[0], cr[1]+1 } );
+ b = gettile( (int[2]){ cr[0]+1, cr[1] } );
+ d = gettile( (int[2]){ cr[0]-1, cr[1] } );
+
+ int compute_l = 0, compute_r = 0;
+
+ switch( cellbytes[0] )
+ {
+ // DOWN
+ case 1: case 5: case 11: case 9: case 3:
+ a->flowing[ compute_flow_counter ] += outrate;
+ a->source_count += sourcing;
+ break;
+ case 2: case 6: compute_r = 1; break;
+ case 8: case 12: compute_l = 1; break;
+ case 10: case 14: compute_l = 1; compute_r = 1; break;
+ default: break;
+ }
+
+ if( compute_r && (celldata[ (cr[1]*map.x+cr[0]+1)*4 ] != 14) )
+ {
+ b->flowing[ compute_flow_counter ] += outrate;
+ b->source_count += sourcing;
+ }
+
+ if( compute_l && (celldata[ (cr[1]*map.x+cr[0]-1)*4 ] != 14) )
+ {
+ d->flowing[ compute_flow_counter ] += outrate;
+ d->source_count += sourcing;
+ }
+
+ if( cellbytes[0] == 10 )
+ {
+ int crl[2];
+ map_stack_current_coords( crl, -1 );
+
+ if( crl[0] < cr[0] )
+ {
+ // TODO: Add reverse flag
+ //cellbytes[1] = 1;
+ }
+ }
+ }
+ while( (cell = map_stack_next()) );
+ }
+ }
+
+ for( int i = 0; i < map.y*map.x; i ++ )
+ {
+ map.cells[i].flowing[ compute_flow_counter ] = vg_min( 128, map.cells[i].flowing[ compute_flow_counter ] );
+ celldata[ i*4+2 ] = map.cells[i].flowing[ compute_flow_counter ];
+ }
+
+ glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+ glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata );
+}
+
static int map_load( const char *str )
{
map_free();
- char *c = str;
+ char const *c = str;
// Scan for width
for(;; map.x ++)
}
row[ cx ].conditions = NULL;
+ row[ cx ].flowing[ 0 ] = 0;
+ row[ cx ].source_count = 0;
// Parse the various cell types
if( *c == '+' || *c == '-' )
// Origin top left corner
map.origin[0] = -((float)map.x) * 0.5f;
- map.origin[2] = -((float)map.y) * 0.5f;
+ map.origin[1] = -((float)map.y) * 0.5f;
+
+ float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) );
+
+ for( int y = 0; y < map.y; y ++ )
+ {
+ for( int x = 0; x < map.x; x ++ )
+ {
+ float *coord = offset_array + (y*map.x+x)*2;
+ coord[0] = x;
+ coord[1] = y;
+ }
+ }
+
+ glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+ glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array );
+ free( offset_array );
vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
return 1;
}
+// Determines if tile at position co is contentious
static int map_tile_availible( int co[2] )
{
- // Extract 5x5 grid surrounding tile
+ // Extract tiles area of influence as a 5x5 grid in bitfield format
u32 blob = 0x1000;
for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ )
for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ )
- {
- struct cell *cell = map_tile_at( (int[2]){ x, y } );
-
- if( cell && (cell->flags & CELL_FLAG_WALKABLE) )
+ if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) )
blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
- }
// Run filter over center 3x3 grid to check for invalid configurations
+ // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets
+ // to move the kernel as a whole.
int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
for( int i = 0; i < vg_list_size(kernel); i ++ )
- {
if( blob & (0x1 << (6+kernel[i])) )
{
- // (reference window: 0x1CE7) Illegal moves
- // 0100011100010 ;
- // 0000001100011 ;
- // 0000011000110 ;
- // 0110001100000 ;
- // 1100011000000 ;
- // 0100001100010 ;
- // 0100011000010 ;
-
+ // Illegal moves list in bitfield format
u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
u32 window = blob >> kernel[i];
if((window & invalid[j]) == invalid[j])
return 0;
}
- }
return 1;
}
// 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 );
+ m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+ m3x3_identity( m_view );
+ m3x3_mul( m_projection, m_view, vg_pv );
+ vg_projection_update();
// Compute map update
for( int y = 0; y < map.y; y ++ )
for( int x = 0; x < map.x; x ++ )
{
struct cell *tile, *upper, *lower, *l, *r;
- tile = map_tile_at( (int [2]){ x, y } );
+ tile = gettile( (int [2]){ x, y } );
tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL);
if( tile->flags & CELL_FLAG_WALKABLE )
{
- r = map_tile_at_cond( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
- l = map_tile_at_cond( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
+ r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
+ l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
if( r && l )
{
- upper = map_tile_at_cond( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
- lower = map_tile_at_cond( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
+ upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
+ lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
if( upper )
{
}
}
}
-
- // Compute classification
- /*
- map_stack_refresh();
-
- for( int i = 0; i < arrlen( map.io ); i ++ )
- {
- struct *cell cell = &map.cells[ map.io ];
- int coords[2];
- if( cell->flags & CELL_FLAG_INPUT )
- {
- map_tile_coords_from_index( map.io, coords );
- map_stack_init( coords );
-
- do
- {
- if( cell->flags & CELL_FLAG_CONNECTOR )
- {
-
- }
- }
- while( (cell = map_stack_next()) );
- }
- }*/
-
- // 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 );
+ v2f tile_pos;
+ v2_copy( vg_mouse_ws, tile_pos );
+ v2_sub( tile_pos, map.origin, tile_pos );
int tile_x = floorf( tile_pos[0] );
- int tile_y = floorf( tile_pos[2] );
+ int tile_y = floorf( tile_pos[1] );
- map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+ map.selected = ptile( (int [2]){tile_x, tile_y} );
if( map.playing )
{
- static int fish_counter = 0;
- fish_counter ++;
-
- if( fish_counter > 20 )
- {
- fish_counter = 0;
-
- // Advance characters
- for( int i = 0; i < map.num_fishes; i ++ )
- {
- struct fish *fish = map.fishes + i;
-
- if( !fish->alive )
- continue;
-
- struct cell *tile, *next;
- tile = map_tile_at( fish->co );
-
- if( tile->flags & CELL_FLAG_OUTPUT )
- {
- vg_info( "Fish got zucced (%d)\n", i );
- fish->alive = 0;
- continue;
- }
-
- int die = 0;
- if( tile->flags & CELL_FLAG_SPLIT )
- {
- die = 1;
- int new_dir[][2] = { {0,-1},{1,0},{-1,0} };
- int *test_dir;
-
- for( int j = 0; j < 3; j ++ )
- {
- test_dir = new_dir[ tile->state ];
- tile->state = (tile->state+1)%3;
-
- next = map_tile_at( (int[2]){ fish->co[0]+test_dir[0], fish->co[1]+test_dir[1] } );
- if( next && (next->flags & (CELL_FLAG_WALKABLE)) )
- {
- fish->dir[0] = test_dir[0];
- fish->dir[1] = test_dir[1];
- die = 0;
- break;
- }
- }
- }
-
- next = map_tile_at( (int[2]){ fish->co[0]+fish->dir[0], fish->co[1]+fish->dir[1] } );
- if( !next || (next && !(next->flags & CELL_FLAG_WALKABLE)) )
- {
- // Try UP
- die = 1;
- }
-
- if( die )
- {
- vg_info( "Fish died! (%d)\n", i );
- fish->alive = 0;
- continue;
- }
-
-
- fish->co[0] += fish->dir[0];
- fish->co[1] += fish->dir[1];
- }
-
- // Try spawn fish
- for( int i = 0; i < arrlen( map.io ); i ++ )
- {
- struct cell *input = &map.cells[ map.io[i] ];
-
- if( input->flags & CELL_FLAG_INPUT )
- {
- if( input->state < arrlen( input->conditions ) )
- {
- struct fish *fish = &map.fishes[ map.num_fishes ];
- map_tile_coords_from_index( map.io[i], fish->co );
-
- int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
- int can_spawn = 0;
-
- for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
- {
- int *dir = output_dirs[i];
- struct cell *next = map_tile_at( (int[2]){ fish->co[0]+dir[0], fish->co[1]+dir[1] } );
- if( next && next->flags & CELL_FLAG_CANAL )
- {
- fish->dir[0] = dir[0];
- fish->dir[1] = dir[1];
- can_spawn = 1;
- }
- }
-
- if( can_spawn )
- {
- fish->alive = 1;
- input->state ++;
- map.num_fishes ++;
- }
- }
- }
- }
-
- vg_info( "There are now %u active fish\n", map.num_fishes );
- }
-
if( vg_get_button_down( "go" ) )
{
map.playing = 0;
- map.num_fishes = 0;
-
vg_info( "Ending!\n" );
}
}
if( vg_get_button_down( "go" ) )
{
map.playing = 1;
-
- // Reset everything
- for( int i = 0; i < map.x*map.y; i ++ )
- map.cells[ i ].state = 0;
-
vg_info( "Starting!\n" );
}
GLuint tile_vao;
GLuint tile_vbo;
+GLuint fish_texture;
void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
- glEnable( GL_DEPTH_TEST );
+ //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 );
+ glBindVertexArray( map.tiles_vao );
- SHADER_USE( colour_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ map_update_visual();
- 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_SPLIT )
- glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour );
- else if( cell->flags & CELL_FLAG_MERGE )
- glm_vec3_copy( (vec3){ 0.f, 0.6f, 0.8f }, 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_USE( tilemap_shader );
+ glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f );
+ glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, map.tile_texture );
- for( int i = 0; i < map.num_fishes; i ++ )
- {
- struct fish *fish = map.fishes + i;
-
- if( fish->alive )
- {
- glm_mat4_identity( m_mdl );
- glm_translate( m_mdl,
- (vec3){
- map.origin[0] + (float)fish->co[0] + 0.5f,
- 0.1f,
- map.origin[2] + (float)fish->co[1] + 0.5f
- }
- );
- glm_scale_uni( m_mdl, 0.2f );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
- }
- }
+ glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, map.flow_texture );
+
+ glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin );
+ glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
+
+ glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
+
+ /*
+ SHADER_USE( fish_shader );
+ glUniformMatrix3fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform1i( SHADER_UNIFORM( fish_shader, "uTexMain" ), 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, fish_texture );
+ glUniform3f( SHADER_UNIFORM( fish_shader, "uPosition" ), 0.0f, 0.0f, floorf( vg_time*20.0f ) );
+ glUniform3f( SHADER_UNIFORM( fish_shader, "uColour" ), 1.0f, 0.1f, 0.1f );
+
+ glEnable( GL_BLEND );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glBlendEquation( GL_FUNC_ADD );
+
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+
+ glDisable( GL_BLEND );
+ */
}
-void vg_start(void)
+void vg_register(void)
{
SHADER_INIT( colour_shader );
-
+ SHADER_INIT( tilemap_shader );
+ SHADER_INIT( fish_shader );
+}
+
+void vg_start(void)
+{
glGenVertexArrays( 1, &tile_vao );
glGenBuffers( 1, &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
+ 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+
+ // Padding
+ 0.0f, 0.0f, 0.0f, 0.0f
};
glBindVertexArray( tile_vao );
VG_CHECK_GL();
+ // Create map buffers
+ glGenVertexArrays( 1, &map.tiles_vao );
+ glGenBuffers( 1, &map.tiles_vbo );
+
+ glBindVertexArray( map.tiles_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+ glBufferData( GL_ARRAY_BUFFER,
+ sizeof( quad_mesh ) +
+ sizeof( float )*2 * 1024 +
+ sizeof( u8 )*4 * 1024,
+ NULL,
+ GL_DYNAMIC_DRAW
+ );
+
+ glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh );
+
+ // Base quad
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ // Offset, data arrays (instancing)
+ glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) );
+ glEnableVertexAttribArray( 1 );
+ glVertexAttribDivisor( 1, 1 );
+
+ glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) );
+ glEnableVertexAttribArray( 2 );
+ glVertexAttribDivisor( 2, 1 );
+
map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" );
- map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
+ vg_tex2d_nearest();
+ vg_tex2d_repeat();
+
+ map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
+ vg_tex2d_nearest();
+ vg_tex2d_repeat();
+
+ fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" );
+ vg_tex2d_nearest();
+ vg_tex2d_repeat();
map_load
(
- "#####-#####;aa\n"
+ "##-#####-##;aaa,aa\n"
+ "# #;\n"
"# #;\n"
"# #;\n"
- "# -;bb\n"
"# #;\n"
"# #;\n"
- "#####+#####;abab\n"
+ "# #;\n"
+ "##+#####+##;aa,aaa\n"
);
}
{
map_free();
+ glDeleteVertexArrays( 1, &tile_vao );
+ glDeleteVertexArrays( 1, &map.tiles_vao );
+
+ glDeleteBuffers( 1, &tile_vbo );
+ glDeleteBuffers( 1, &map.tiles_vbo );
+
glDeleteTextures( 1, &map.tile_texture );
glDeleteTextures( 1, &map.flow_texture );
}