X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=38361e6bdf06942b550948b3548eb4320d916e71;hb=fe67ca82f731d42b965c39de8361e42853d7c3f5;hp=e2d5ec17dfbecaafa68cec236d1d348d8d936323;hpb=76a1eafbf120872d709ce6544ae3dd91e1b94a0d;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index e2d5ec1..38361e6 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,17 +3,16 @@ //#define VG_STEAM #include "vg/vg.h" -SHADER_DEFINE( colour_shader, +SHADER_DEFINE( shader_tile_colour, // VERTEX - "layout (location=0) in vec3 a_co;" - "uniform mat4 uPv;" - "uniform mat4 uMdl;" + "layout (location=0) in vec2 a_co;" + "uniform mat3 uPv;" + "uniform vec2 uOffset;" "" "void main()" "{" - " vec4 vert_pos = uPv * uMdl * vec4( a_co, 1.0 );" - " gl_Position = vert_pos;" + "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );" "}", // FRAGMENT @@ -22,76 +21,77 @@ SHADER_DEFINE( colour_shader, "" "void main()" "{" - " FragColor = uColour;" + "FragColor = uColour;" "}" , - UNIFORMS({ "uPv", "uMdl", "uColour" }) + UNIFORMS({ "uPv", "uOffset", "uColour" }) ) -mat4 m_projection; -mat4 m_view; -mat4 m_pv; -mat4 m_mdl; +m3x3f m_projection; +m3x3f m_view; +m3x3f m_mdl; -int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "FishLadder" ); -} - -#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 FLAG_INPUT 0x1 +#define FLAG_OUTPUT 0x2 +#define FLAG_CANAL 0x4 +#define FLAG_WALL 0x8 -static struct +struct world { - u32 x,y; - struct cell - { - u32 flags; + { + u32 state; + } + *data; + + struct cell_terminal + { char *conditions; + int id; } - * cells; + *io; - u32 *io; -} -map; + u32 w, h; + + 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; + for( int i = 0; i < arrlen( world.io ); i ++ ) + arrfree( world.io[ i ].conditions ); + + arrfree( world.data ); + arrfree( world.io ); + + world.w = 0; + world.h = 0; + world.data = NULL; + world.io = NULL; } static int map_load( const char *str ) { map_free(); - char *c = 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; @@ -113,7 +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 { @@ -126,14 +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; } @@ -143,133 +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; - - // 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 ++; } - vg_success( "Map loaded! (%u:%u)\n", map.x, map.y ); + vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); return 1; } -void vg_update(void) +int main( int argc, char *argv[] ) { - // 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_mat4_identity( m_view ); - glm_translate_z( m_view, -10.f ); - glm_rotate_x( m_view, -1.0f, m_view ); - - glm_mat4_mul( m_projection, m_view, m_pv ); - - // Get mouse ray - vec3 ray_origin; - vec3 ray_dir; - - mat4 pv_inverse; - vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y }; - glm_mat4_inv( m_pv, pv_inverse ); - glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir ); - glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin ); - glm_vec3_sub( ray_dir, ray_origin, ray_dir ); - - // Get floor tile intersection - float ray_t = -ray_origin[1] / ray_dir[1]; - - vec3 tile_pos; - glm_vec3_copy( ray_origin, tile_pos ); - glm_vec3_muladds( ray_dir, ray_t, tile_pos ); - - tile_pos[0] = floorf( tile_pos[0] + 0.5f ); - tile_pos[2] = floorf( tile_pos[2] + 0.5f ); - - glm_mat4_identity( m_mdl ); - glm_translate( m_mdl, tile_pos ); + vg_init( argc, argv, "FishLadder" ); } -GLuint tile_vao; -GLuint tile_vbo; - -void vg_render(void) +void vg_register(void) { - 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 ); - - SHADER_USE( colour_shader ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)m_pv ); - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f ); - - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl ); - - glBindVertexArray( tile_vao ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); + SHADER_INIT( shader_tile_colour ); } void vg_start(void) { - SHADER_INIT( colour_shader ); - - glGenVertexArrays( 1, &tile_vao ); - glGenBuffers( 1, &tile_vbo ); + glGenVertexArrays( 1, &world.tile_vao ); + glGenBuffers( 1, &world.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 + 0.05f, 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, @@ -278,28 +224,98 @@ void vg_start(void) 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(); + VG_CHECK_GL(); map_load ( - "###########;\n" - "# + #;abab\n" - "# #;\n" - "# #;\n" - "# - - #;aa,bb\n" - "###########;\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_ui(void) +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; + + 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(); + + v2f tile_pos; + v2_copy( vg_mouse_ws, tile_pos ); + + int tile_x = floorf( tile_pos[0] ); + int tile_y = floorf( tile_pos[1] ); + + 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_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