vg_info( "Stopping simulation!\n" );
}
- float ratio = (float)vg_window_y / (float)vg_window_x;
- float const size = 9.5f;
+ // Fit within screen
+
+ float r1 = (float)vg_window_y / (float)vg_window_x,
+ r2 = (float)world.h / (float)world.w,
+ size;
+
+ size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f;
+ m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
v3f origin;
- origin[0] = -0.5f * world.w;
- origin[1] = -0.5f * world.h;
+ origin[0] = floorf( -0.5f * world.w );
+ origin[1] = floorf( -0.5f * world.h );
origin[2] = 0.0f;
- m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio );
m3x3_identity( m_view );
m3x3_translate( m_view, origin );
m3x3_mul( m_projection, m_view, vg_pv );
{
uv[0] = tile_offsets[ cell->config ][0];
uv[1] = tile_offsets[ cell->config ][1];
- }
+ } else continue;
glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
if( selected )
glViewport( 0,0, vg_window_x, vg_window_y );
glDisable( GL_DEPTH_TEST );
- glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
+ glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
use_mesh( &world.tile );
+ // Draw background
+
+ if(0){
+
+ SHADER_USE( shader_background );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_background, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
+
+ glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -50, -50, 100 );
+
+ draw_mesh( 0, 2 );
+
+ }
+
+
SHADER_USE( shader_tile_main );
m2x2f subtransform;
glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
// Bind textures
vg_tex2d_bind( &tex_tile_data, 0 );
render_tiles( NULL, NULL, colour_default, colour_default );
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
+
SHADER_USE( shader_ball );
glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
vg_tex2d_bind( &tex_wood, 1 );
glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
render_tiles( NULL, NULL, colour_default, colour_selected );
// Draw splitters