//#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 vec3 a_co;"
+ "layout (location=0) in vec2 a_co;"
"uniform mat4 uPv;"
"uniform mat4 uMdl;"
""
"void main()"
"{"
- " vec4 vert_pos = uPv * uMdl * vec4( a_co, 1.0 );"
- " gl_Position = vert_pos;"
+ " vec4 vert_pos = uPv * uMdl * vec4( a_co.x, 0.0, a_co.y, 1.0 );"
+ " gl_Position = vert_pos;"
"}",
// FRAGMENT
""
"void main()"
"{"
- " FragColor = uColour;"
+ " FragColor = uColour;"
"}"
,
UNIFORMS({ "uPv", "uMdl", "uColour" })
)
+SHADER_DEFINE( tilemap_shader,
+
+ // VERTEX
+ "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 mat4 uPv;"
+ "uniform vec2 uOrigin;"
+ ""
+ "out vec4 aCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec2 world_coord = a_co+a_offset+uOrigin;"
+ "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 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) );"
+ "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;"
+ "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;
int level;
int state;
+ int flowing[2];
+ int source_count;
}
* cells;
u32 flags;
}
stack;
+
+ GLuint tile_texture;
+ GLuint flow_texture;
+
+ GLuint tiles_vao;
+ GLuint tiles_vbo;
}
map;
map.io = NULL;
}
+static struct cell *map_tile( int pos[2] )
+{
+ return map.cells + pos[1]*map.x + pos[0];
+}
+
static struct cell *map_tile_at( int pos[2] )
{
if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
{
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 = map_tile_at_cond( (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 = map_tile_at_cond( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
+ b = map_tile_at_cond( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
+ c = map_tile_at_cond( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
+ d = map_tile_at_cond( (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 ] = 1;
+ }
+ }
+ }
+
+ 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 = map_tile_at( 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 = 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] )
+ {
+ // 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] )
+ {
+ cellbytes[0] = 15;
+ }
+ }
+ }
+ 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();
}
row[ cx ].conditions = NULL;
+ row[ cx ].flowing[ 0 ] = 0;
+ row[ cx ].source_count = 0;
// Parse the various cell types
if( *c == '+' || *c == '-' )
map.origin[0] = -((float)map.x) * 0.5f;
map.origin[2] = -((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;
}
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 } );
+ struct cell *cell = map_tile( (int[2]){ x, y } );
if( cell && (cell->flags & CELL_FLAG_WALKABLE) )
blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
// 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_ortho( -size, size, -size*ratio, size*ratio, 0.01f, 150.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_rotate_x( m_view, 1.5708f, m_view );
glm_mat4_mul( m_projection, m_view, vg_pv );
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 );
+ glUniformMatrix4fv( 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 );
+
+ glUniform2f( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), map.origin[0], map.origin[2] );
+ 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_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[] =
{
- -0.5f, 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
+ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+
+ // Padding
+ 0.0f, 0.0f, 0.0f, 0.0f
};
glBindVertexArray( tile_vao );
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();
+ // 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" );
+ 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"
- "# -;bb\n"
"# #;\n"
"# #;\n"
- "#####+#####;abab\n"
+ "# #;\n"
+ "# #;\n"
+ "##+#####+##;aa,aaa\n"
);
}
void vg_free(void)
{
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 );
}
void vg_ui(void)