X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=38361e6bdf06942b550948b3548eb4320d916e71;hb=fe67ca82f731d42b965c39de8361e42853d7c3f5;hp=5ad95d6844efef42a71a8c8d2e0e4ec6fb54732e;hpb=bd3188f0fe52c9231f79af85d6cfaef2576b9f83;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 5ad95d6..38361e6 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,19 +3,16 @@ //#define VG_STEAM #include "vg/vg.h" -#define CELL_SHEET_X 512 -#define CELL_SHEET_Y 512 - -SHADER_DEFINE( colour_shader, +SHADER_DEFINE( shader_tile_colour, // VERTEX "layout (location=0) in vec2 a_co;" "uniform mat3 uPv;" - "uniform mat3 uMdl;" + "uniform vec2 uOffset;" "" "void main()" "{" - " gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );" + "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );" "}", // FRAGMENT @@ -24,401 +21,56 @@ SHADER_DEFINE( colour_shader, "" "void main()" "{" - " 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 mat3 uPv;" - "uniform vec2 uOrigin;" - "" - "out vec4 aCoords;" - "" - "void main()" - "{" - "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 );" + "FragColor = uColour;" "}" , - 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" }) + UNIFORMS({ "uPv", "uOffset", "uColour" }) ) m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; -int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "FishLadder" ); -} +#define FLAG_INPUT 0x1 +#define FLAG_OUTPUT 0x2 +#define FLAG_CANAL 0x4 +#define FLAG_WALL 0x8 -#define CELL_FLAG_INPUT 0x1 -#define CELL_FLAG_OUTPUT 0x2 - #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT) -#define CELL_FLAG_WALL 0x4 -#define CELL_FLAG_HOVER 0x8 -#define CELL_FLAG_ITER 0x10 -#define CELL_FLAG_CANAL 0x20 -#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */ -#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL) -#define CELL_FLAG_VISITED 0x80 -#define CELL_FLAG_UPLVL 0x100 -#define CELL_FLAG_MERGE 0x200 - -static struct +struct world { - u32 x,y; - struct cell - { - u32 flags; - u32 model_id; - - char *conditions; - - int level; - int state; - int flowing[2]; - int source_count; - } - * cells; - - struct fish { - int alive; - int co[2]; - int dir[2]; - char data; - } - fishes[ 20 ]; - int num_fishes; - - v2f origin; - struct cell *selected; - int select_valid; - int playing; - u32 frame; + u32 state; + } + *data; - u32 *io; - - struct vstack + struct cell_terminal { - struct vframe - { - int x, y; - int i; - } - frames[ 64 ]; - - int level; - u32 flags; + char *conditions; + int id; } - stack; + *io; - GLuint tile_texture; - GLuint flow_texture; + u32 w, h; - GLuint tiles_vao; - GLuint tiles_vbo; -} -map; + GLuint tile_vao; + GLuint tile_vbo; + + int selected; +} world = {}; static void map_free(void) { - for( int i = 0; i < arrlen( map.io ); i ++ ) - { - arrfree( map.cells[ map.io[i] ].conditions ); - } - - arrfree( map.cells ); - arrfree( map.io ); - map.x = 0; - map.y = 0; - map.cells = NULL; - map.io = NULL; -} - -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 *getiftile( int pos[2], u32 flags ) -{ - struct cell *cell = gettile( pos ); - if( cell && (cell->flags & flags) ) - return cell; - - return NULL; -} - -static void map_tile_coords_from_index( int i, int coords[2] ) -{ - coords[0] = i % map.x; - coords[1] = (i - coords[0])/map.x; -} - -static void map_stack_refresh(void) -{ - for( int i = 0; i < map.x*map.y; i ++ ) - map.cells[i].flags &= ~CELL_FLAG_VISITED; -} - -static void map_stack_init( int coords[2] ) -{ - map.stack.level = 0; - map.stack.frames[0].i = 0; - map.stack.frames[0].x = coords[0]; - map.stack.frames[0].y = coords[1]; -} - -static struct cell *map_stack_next(void) -{ - struct cell *tile = NULL; + for( int i = 0; i < arrlen( world.io ); i ++ ) + arrfree( world.io[ i ].conditions ); - while( !tile ) - { - struct vframe *frame = &map.stack.frames[ map.stack.level ]; - - int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} }; - - if( frame->i < 3 ) - { - int *dir = output_dirs[ 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 - { - map.stack.level --; - tile = NULL; - - if( map.stack.level < 0 ) - return NULL; - } - } + arrfree( world.data ); + arrfree( world.io ); - 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 ); + world.w = 0; + world.h = 0; + world.data = NULL; + world.io = NULL; } static int map_load( const char *str ) @@ -428,18 +80,18 @@ static int map_load( const char *str ) char const *c = str; // Scan for width - for(;; map.x ++) + for(;; world.w ++) { - if( str[map.x] == ';' ) + if( str[world.w] == ';' ) break; - else if( !str[map.x] ) + else if( !str[world.w] ) { - vg_error( "Unexpected EOF when parsing level!\n" ); + vg_error( "Unexpected EOF when parsing level\n" ); return 0; } } - struct cell *row = arraddnptr( map.cells, map.x ); + struct cell *row = arraddnptr( world.data, world.w ); int cx = 0; int reg_start = 0, reg_end = 0; @@ -461,7 +113,7 @@ static int map_load( const char *str ) { if( *c >= 'a' && *c <= 'z' ) { - arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c ); + arrpush( world.io[ reg_start ].conditions, *c ); } else { @@ -474,14 +126,14 @@ static int map_load( const char *str ) } else { - vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y ); + vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h ); return 0; } } } else { - vg_error( "Over-assigned values (row: %u)\n", map.y ); + vg_error( "Too many values to assign (row: %u)\n", world.h ); return 0; } @@ -491,273 +143,79 @@ static int map_load( const char *str ) if( reg_start != reg_end ) { - vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end ); + vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end ); return 0; } - if( cx != map.x ) + if( cx != world.w ) { - vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x ); + vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w ); return 0; } - row = arraddnptr( map.cells, map.x ); + row = arraddnptr( world.data, world.w ); cx = 0; - map.y ++; - reg_end = reg_start = arrlen( map.io ); + world.h ++; + reg_end = reg_start = arrlen( world.io ); } else { - if( cx == map.x ) + if( cx == world.w ) { - vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x ); + vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w ); return 0; } - row[ cx ].conditions = NULL; - row[ cx ].flowing[ 0 ] = 0; - row[ cx ].source_count = 0; - - // Parse the various cell types + // Tile initialization + // row[ cx ] .. etc + if( *c == '+' || *c == '-' ) { - arrpush( map.io, cx + map.y*map.x ); - row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT; + struct cell_terminal term = { .id = cx + world.h*world.w }; + arrpush( world.io, term ); + row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; reg_end ++; } else if( *c == '#' ) { - row[ cx ++ ].flags = CELL_FLAG_WALL; + row[ cx ++ ].state = FLAG_WALL; } else { - row[ cx ++ ].flags = 0x00; + row[ cx ++ ].state = 0x00; } } c ++; } - // Origin top left corner - map.origin[0] = -((float)map.x) * 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 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 ++ ) - 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])) ) - { - // Illegal moves list in bitfield format - u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 }; - u32 window = blob >> kernel[i]; - - for( int j = 0; j < vg_list_size(invalid); j ++ ) - if((window & invalid[j]) == invalid[j]) - return 0; - } - + vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); return 1; } -void vg_update(void) -{ - // Update camera - float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 7.5f; - - 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 = gettile( (int [2]){ x, y } ); - tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL); - - if( tile->flags & 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 = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE ); - lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE ); - - if( upper ) - { - tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL; - } - - if( lower ) - { - tile->flags |= CELL_FLAG_SPLIT; - l->flags |= CELL_FLAG_UPLVL; - r->flags |= CELL_FLAG_UPLVL; - } - } - } - } - } - - 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[1] ); - - map.selected = ptile( (int [2]){tile_x, tile_y} ); - - if( map.playing ) - { - if( vg_get_button_down( "go" ) ) - { - map.playing = 0; - vg_info( "Ending!\n" ); - } - } - else - { - if( vg_get_button_down( "go" ) ) - { - map.playing = 1; - vg_info( "Starting!\n" ); - } - - if( map.selected ) - { - map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } ); - - if( map.select_valid ) - { - if( vg_get_button_down("primary") ) - { - if( map.selected->flags & CELL_FLAG_CANAL ) - { - map.selected->flags &= ~(CELL_FLAG_CANAL); - } - else - { - map.selected->flags |= CELL_FLAG_CANAL; - } - } - } - } - } -} - -GLuint tile_vao; -GLuint tile_vbo; -GLuint fish_texture; - -void vg_render(void) +int main( int argc, char *argv[] ) { - glViewport( 0,0, vg_window_x, vg_window_y ); - - //glEnable( GL_DEPTH_TEST ); - glClearColor( 0.94f, 0.94f, 0.94f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - glBindVertexArray( map.tiles_vao ); - - map_update_visual(); - - SHADER_USE( tilemap_shader ); - glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - - glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 ); - 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 ); - - 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 ); - */ + vg_init( argc, argv, "FishLadder" ); } void vg_register(void) { - SHADER_INIT( colour_shader ); - SHADER_INIT( tilemap_shader ); - SHADER_INIT( fish_shader ); + SHADER_INIT( shader_tile_colour ); } void vg_start(void) { - glGenVertexArrays( 1, &tile_vao ); - glGenBuffers( 1, &tile_vbo ); + glGenVertexArrays( 1, &world.tile_vao ); + glGenBuffers( 1, &world.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, - - // Padding - 0.0f, 0.0f, 0.0f, 0.0f + 0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, + 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f }; - glBindVertexArray( tile_vao ); - glBindBuffer( GL_ARRAY_BUFFER, tile_vbo ); + glBindVertexArray( world.tile_vao ); + glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo ); glBufferData ( GL_ARRAY_BUFFER, @@ -769,77 +227,95 @@ void vg_start(void) 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(); + VG_CHECK_GL(); map_load ( - "##-#####-##;aaa,aa\n" - "# #;\n" - "# #;\n" - "# #;\n" - "# #;\n" - "# #;\n" - "# #;\n" - "##+#####+##;aa,aaa\n" + "#############;\n" + "###-#####-###;aaa,aa\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "###+#####+###;aa,aaa\n" + "#############;\n" ); } void vg_free(void) { + glDeleteVertexArrays( 1, &world.tile_vao ); + glDeleteBuffers( 1, &world.tile_vbo ); + map_free(); +} + +void vg_update(void) +{ + float ratio = (float)vg_window_y / (float)vg_window_x; + float const size = 9.5f; + + v3f origin; + origin[0] = -0.5f * world.w; + origin[1] = -0.5f * world.h; + origin[2] = 0.0f; - glDeleteVertexArrays( 1, &tile_vao ); - glDeleteVertexArrays( 1, &map.tiles_vao ); + 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 ); + vg_projection_update(); - glDeleteBuffers( 1, &tile_vbo ); - glDeleteBuffers( 1, &map.tiles_vbo ); + v2f tile_pos; + v2_copy( vg_mouse_ws, tile_pos ); + + int tile_x = floorf( tile_pos[0] ); + int tile_y = floorf( tile_pos[1] ); - glDeleteTextures( 1, &map.tile_texture ); - glDeleteTextures( 1, &map.flow_texture ); + if( tile_x >= 0 && tile_x < world.w && tile_y >= 0 && tile_y <= world.h ) + world.selected = tile_y * world.h + tile_x; + else + world.selected = -1; } -void vg_ui(void) +void vg_render(void) { + glViewport( 0,0, vg_window_x, vg_window_y ); + + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.01f, 0.01f, 0.01f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + glBindVertexArray( world.tile_vao ); + SHADER_USE( shader_tile_colour ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + for( int y = 0; y < world.h; y ++ ) + { + for( int x = 0; x < world.w; x ++ ) + { + glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y ); + + v4f colour; + + struct cell *cell = &world.data[y*world.h+x]; + + if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); } + else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); } + else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.2f, 0.3f, 0.7f, 1.0f }, colour ); } + else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); } + else v4_copy( (v4f){ 1.0f, 0.0f, 0.0f, 1.0f }, colour ); + + if( world.selected == y*world.h + x ) + v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour ); + + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour ); + + glDrawArrays( GL_TRIANGLES, 0, 6 ); + } + } } + +void vg_ui(void){} \ No newline at end of file