graphical adjustments
[fishladder.git] / fishladder.c
index f6dc1e9d74d5c8ec8c62ba4ee65be49c96136fa7..89bc1d8432c2b63eaaf7fa205244ec91d0d486e8 100644 (file)
@@ -63,13 +63,44 @@ SHADER_DEFINE( tilemap_shader,
                "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) );"
-               "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.1, step( 0.75, glyph.a )*dev ) * glyph.z;"
+               "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 ) * glyph.z;"
           "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 mat4 uPv;"
+       "uniform vec3 uPosition;"
+       
+       "out vec2 aTexCoords;"
+       
+       "void main()"
+       "{"
+               "vec2 world_coord = a_co + uPosition.xy;"
+               "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 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;
@@ -106,6 +137,7 @@ static struct
                int level;
                int state;
                int flowing[2];
+               int source_count;
        }
        * cells;
        
@@ -265,10 +297,14 @@ static void map_update_visual(void)
        
        for( int i = 0; i < map.y*map.x; i ++ ) 
        {
-               map.cells[i].flowing[compute_flow_counter] = map.cells[i].flowing[compute_flow_counter^0x1];
+               struct cell *cell = map.cells + i;
+               
+               cell->flowing[compute_flow_counter] = cell->flowing[compute_flow_counter^0x1];
                
-               if( map.cells[i].flowing[compute_flow_counter] ) 
-                       map.cells[i].flowing[compute_flow_counter] --;
+               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 ++ )
@@ -296,7 +332,7 @@ static void map_update_visual(void)
                        else
                        {
                                // TODO: Random background tiles
-                               cellbytes[ 0 ] = 1;
+                               cellbytes[ 0 ] = 15;
                        }
                }
        }
@@ -321,36 +357,40 @@ static void map_update_visual(void)
                                
                                u8 *cellbytes = celldata + (cr[1]*map.x+cr[0])*4; 
                                
-                               if( cell->flowing[ compute_flow_counter ^ 0x1 ] == 128 )
+                               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 = map_tile( (int[2]){ cr[0], cr[1]+1 } );
+                               b = map_tile( (int[2]){ cr[0]+1, cr[1] } );
+                               d = map_tile( (int[2]){ cr[0]-1, cr[1] } );
+                       
+                               int compute_l = 0, compute_r = 0;
+                       
+                               switch( cellbytes[0] )
                                {
-                                       switch( cellbytes[0] )
-                                       {
-                                               // DOWN
-                                               case 1: case 5: case 11: case 9: case 3:
-                                                       map_tile( (int[2]){ cr[0], cr[1]+1 } )->flowing[ compute_flow_counter ] += k_rate_flow;
-                                               break;
-                                               
-                                               // R
-                                               case 2: case 6:
-                                                       if( celldata[ (cr[1]*map.x+cr[0]+1)*4 ] != 14 )
-                                                               map_tile( (int[2]){ cr[0]+1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
-                                               break;
-                                               
-                                               // L
-                                               case 8: case 12:
-                                                       if( celldata[ (cr[1]*map.x+cr[0]-1)*4 ] != 14 )
-                                                               map_tile( (int[2]){ cr[0]-1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
-                                               break;
-                                               
-                                               // L+R
-                                               case 10: case 14:
-                                                       if( celldata[ (cr[1]*map.x+cr[0]+1)*4 ] != 14 )
-                                                               map_tile( (int[2]){ cr[0]+1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
-                                                       if( celldata[ (cr[1]*map.x+cr[0]-1)*4 ] != 14 )
-                                                               map_tile( (int[2]){ cr[0]-1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
-                                               break;
-                                               default: break;
-                                       }
+                                       // 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 )
@@ -360,7 +400,8 @@ static void map_update_visual(void)
                                        
                                        if( crl[0] < cr[0] )
                                        {
-                                               cellbytes[0] = 15;
+                                               // TODO: Add reverse flag
+                                               //cellbytes[1] = 1;
                                        }
                                }
                        }
@@ -374,9 +415,6 @@ static void map_update_visual(void)
                celldata[ i*4+2 ] = map.cells[i].flowing[ compute_flow_counter ];
        }
        
-       // Trace out route
-       
-       
        glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
        glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata );
 }
@@ -476,6 +514,7 @@ static int map_load( const char *str )
                        
                        row[ cx ].conditions = NULL;
                        row[ cx ].flowing[ 0 ] = 0;
+                       row[ cx ].source_count = 0;
                
                        // Parse the various cell types
                        if( *c == '+' || *c == '-' )
@@ -812,6 +851,7 @@ void vg_update(void)
 
 GLuint tile_vao;
 GLuint tile_vbo;
+GLuint fish_texture;
 
 void vg_render(void)
 {
@@ -821,77 +861,6 @@ void vg_render(void)
        glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       /*
-       glBindVertexArray( tile_vao );
-       
-       SHADER_USE( colour_shader );
-       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_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.f, 
-                                       map.origin[2] + (float)y
-                               } 
-                       );
-                       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 );
-               }
-       }
-       
-       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f );
-       
-       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 );
-               }
-       }
-       */
-       
        glBindVertexArray( map.tiles_vao );
        
        map_update_visual();
@@ -911,12 +880,29 @@ void vg_render(void)
        glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
        
        glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
+       
+       SHADER_USE( fish_shader );
+       glUniformMatrix4fv( 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_register(void)
 {
        SHADER_INIT( colour_shader );
        SHADER_INIT( tilemap_shader );
+       SHADER_INIT( fish_shader );
 }
 
 void vg_start(void)
@@ -985,6 +971,10 @@ void vg_start(void)
        vg_tex2d_nearest();
        vg_tex2d_repeat();
        
+       fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" );
+       vg_tex2d_nearest();
+       vg_tex2d_repeat();
+       
        map_load
        ( 
                "##-#####-##;aaa,aa\n"