fish shader/texture
[fishladder.git] / fishladder.c
index bb261856b3661e59da76644867c4ec1c69e6f409..c44482d1ac7ce7471f3f1869997fe73450e6212c 100644 (file)
@@ -3,8 +3,8 @@
 //#define VG_STEAM
 #include "vg/vg.h"
 
-#define CELL_SHEET_X 256
-#define CELL_SHEET_Y 256
+#define CELL_SHEET_X 512
+#define CELL_SHEET_Y 512
 
 SHADER_DEFINE( colour_shader, 
 
@@ -40,28 +40,65 @@ SHADER_DEFINE( tilemap_shader,
        "uniform mat4 uPv;"
        "uniform vec2 uOrigin;"
        ""
-       "out vec2 aCoords;"
+       "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 = (a_co*0.98+0.01 + a_data.xy) * 0.125;"
+          "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 vec2 aCoords;"
+       "in vec4 aCoords;"
        "out vec4 FragColor;"
        
        "void main()"
        "{"
-               "vec4 glyph = texture( uTexTiles, aCoords );"
-          "FragColor = vec4( glyph.xyz, 1.0 );"
+               "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", "uOrigin" })
+       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;
@@ -99,6 +136,8 @@ static struct
                
                int level;
                int state;
+               int flowing[2];
+               int source_count;
        }
        * cells;
        
@@ -157,6 +196,11 @@ static void map_free(void)
        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 )
@@ -201,23 +245,29 @@ static struct cell *map_stack_next(void)
        {
                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
                {
@@ -232,14 +282,136 @@ static struct cell *map_stack_next(void)
        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 ];
        
-       for( int i = 0; i < map.x*map.y; i ++ )
+       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 ++ )
        {
-               celldata[i*4+0] = i & 0x7;
-               celldata[i*4+1] = (i & ~0x7) >> 3;
+               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 );
@@ -340,6 +512,8 @@ 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 == '-' )
@@ -392,7 +566,7 @@ static int map_tile_availible( int co[2] )
        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));
@@ -676,6 +850,7 @@ void vg_update(void)
 
 GLuint tile_vao;
 GLuint tile_vbo;
+GLuint fish_texture;
 
 void vg_render(void)
 {
@@ -685,77 +860,6 @@ 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();
@@ -767,15 +871,37 @@ void vg_render(void)
        glActiveTexture( GL_TEXTURE0 );
        glBindTexture( GL_TEXTURE_2D, map.tile_texture );
        
+       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_register(void)
 {
        SHADER_INIT( colour_shader );
        SHADER_INIT( tilemap_shader );
+       SHADER_INIT( fish_shader );
 }
 
 void vg_start(void)
@@ -841,17 +967,23 @@ void vg_start(void)
        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"
                "#         #;\n"
-               "#         -;bb\n"
                "#         #;\n"
                "#         #;\n"
-               "#####+#####;abab\n"
+               "##+#####+##;aa,aaa\n"
        );
 }