X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=4817bdf9a2a20004f7795879f8f96c918fe4b910;hb=a6d22d2e369a955e85d03b1159d4ac02b103ea43;hp=f75188ee6e1b18b9562af20fbacafb6d5f650f1c;hpb=55bf7018846f925daf6c3800bf7d28079e1b4721;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index f75188e..4817bdf 100644 --- a/fishladder.c +++ b/fishladder.c @@ -59,7 +59,22 @@ const char *level_pack[] = "## ##;\n" "## ##;\n" "###+#####+###;aa,aaa\n" - "#############;\n" + "#############;\n", + + // Level 5 + "###############;\n" + "####-##########;abcb\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "##########+####;bcba\n" + "###############;\n" }; m3x3f m_projection; @@ -101,9 +116,9 @@ enum cell_type }; v3f colour_sets[] = -{ { 0.9f, 0.2f, 0.01f }, +{ { 0.9f, 0.6f, 0.20f }, { 0.2f, 0.9f, 0.14f }, - { 0.1f, 0.3f, 0.85f } }; + { 0.4f, 0.8f, 1.00f } }; static void colour_code_v3( char cc, v3f target ) { @@ -190,6 +205,9 @@ struct world struct mesh tile, circle; + GLuint background_data; + GLuint random_samples; + int selected, tile_x, tile_y; v2f tile_pos; @@ -222,7 +240,7 @@ static void map_free(void) world.io = NULL; } -static void map_reclassify( v2i start, v2i end ); +static void map_reclassify( v2i start, v2i end, int update_texbuffer ); static int map_load( const char *str ) { map_free(); @@ -339,7 +357,23 @@ static int map_load( const char *str ) c ++; } - map_reclassify( NULL, NULL ); + // Update data texture to fill out the background + { + u8 info_buffer[64*64*4]; + for( int i = 0; i < 64*64; i ++ ) + { + u8 *px = &info_buffer[i*4]; + px[0] = 255; + px[1] = 0; + px[2] = 0; + px[3] = 0; + } + + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } + + map_reclassify( NULL, NULL, 1 ); vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); return 1; } @@ -349,13 +383,72 @@ static struct cell *pcell( v2i pos ) return &world.data[ pos[1]*world.w + pos[0] ]; } +static void map_serialize( FILE *stream ) +{ + for( int y = 0; y < world.h; y ++ ) + { + for( int x = 0; x < world.w; x ++ ) + { + struct cell *cell = pcell( (v2i){ x, y } ); + + if( cell->state & FLAG_WALL ) fputc( '#', stream ); + else if( cell->state & FLAG_INPUT ) fputc( '+', stream ); + else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream ); + else if( cell->state & FLAG_CANAL ) fputc( '*', stream ); + else fputc( ' ', stream ); + } + + fputc( ';', stream ); + + int terminal_write_count = 0; + + for( int x = 0; x < world.w; x ++ ) + { + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[i]; + if( term->id == y*world.w+x ) + { + if( terminal_write_count ) + fputc( ',', stream ); + terminal_write_count ++; + + for( int j = 0; j < arrlen( term->conditions ); j ++ ) + fputc( term->conditions[j], stream ); + } + } + } + + fputc( '\n', stream ); + } +} + int main( int argc, char *argv[] ) { vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" ); } +static void console_save_map( int argc, char *argv[] ) +{ + if( argc >= 1 ) + { + FILE *test_writer = fopen( argv[0], "w" ); + if( test_writer ) + { + map_serialize( test_writer ); + + fclose( test_writer ); + } + } +} + void vg_start(void) { + vg_function_push( (struct vg_cmd){ + .name = "save_map", + .function = console_save_map + }); + // Quad mesh { float quad_mesh[] = @@ -403,6 +496,29 @@ void vg_start(void) init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) ); } + // Create info data texture + { + glGenTextures( 1, &world.background_data ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); + vg_tex2d_nearest(); + } + + // Create random smaples texture + { + u8 *data = malloc(512*512*2); + for( int i = 0; i < 512*512*2; i ++ ) + data[ i ] = rand()/(RAND_MAX/255); + + glGenTextures( 1, &world.random_samples ); + glBindTexture( GL_TEXTURE_2D, world.random_samples ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data ); + vg_tex2d_linear(); + vg_tex2d_repeat(); + + free( data ); + } + resource_load_main(); map_load( level_pack[ 0 ] ); @@ -412,6 +528,9 @@ void vg_free(void) { resource_free_main(); + glDeleteTextures( 1, &world.background_data ); + glDeleteTextures( 1, &world.random_samples ); + free_mesh( &world.tile ); free_mesh( &world.circle ); @@ -503,7 +622,7 @@ static int cell_interactive( v2i co ) return 1; } -static void map_reclassify( v2i start, v2i end ) +static void map_reclassify( v2i start, v2i end, int update_texbuffer ) { v2i full_start = { 1,1 }; v2i full_end = { world.w-1, world.h-1 }; @@ -513,16 +632,28 @@ static void map_reclassify( v2i start, v2i end ) start = full_start; end = full_end; } + + // Texture data + u8 info_buffer[64*64*4]; + u32 pixel_id = 0; + + int px0 = vg_max( start[0], full_start[0] ), + px1 = vg_min( end[0], full_end[0] ), + py0 = vg_max( start[1], full_start[1] ), + py1 = vg_min( end[1], full_end[1] ); - for( int y = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ ) + for( int y = py0; y < py1; y ++ ) { - for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_end[0] ); x ++ ) + for( int x = px0; x < px1; x ++ ) { + struct cell *cell = pcell((v2i){x,y}); + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + u8 height = 0; u8 config = 0x00; - if( pcell((v2i){x,y})->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) { for( int i = 0; i < vg_list_size( dirs ); i ++ ) { @@ -530,12 +661,32 @@ static void map_reclassify( v2i start, v2i end ) if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) config |= 0x1 << i; } + + height = 128; } - else config = 0xF; + else + { + if( cell->state & FLAG_WALL ) + height = 255; + + config = 0xF; + } pcell((v2i){x,y})->config = config; + + u8 *info_px = &info_buffer[ (pixel_id ++)*4 ]; + info_px[0] = height; + info_px[1] = cell->state & FLAG_WALL? 0: 255; + info_px[2] = 0; + info_px[3] = 0; } } + + if( update_texbuffer ) + { + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } } v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}}; @@ -543,6 +694,9 @@ v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}}; v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}}; v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}}; +v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}}; +v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{0.5f,0.0f}}; + v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}}; v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}}; @@ -613,7 +767,7 @@ void vg_update(void) sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 ); map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 }, - (v2i){ world.tile_x +2, world.tile_y +2 } ); + (v2i){ world.tile_x +2, world.tile_y +2 }, 1 ); } } else @@ -872,6 +1026,8 @@ void vg_update(void) else curve = curve_9; break; + case 2: curve = curve_2; break; + case 8: curve = curve_8; break; case 3: curve = curve_3; break; case 6: curve = curve_6; break; case 9: curve = curve_9; break; @@ -989,15 +1145,21 @@ void vg_render(void) // Draw background - if(0){ + if(1){ SHADER_USE( shader_background ); glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - vg_tex2d_bind( &tex_background, 0 ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 ); - glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -50, -50, 100 ); + glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 ); + glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f ); + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world.random_samples ); + glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 ); draw_mesh( 0, 2 ); @@ -1114,7 +1276,7 @@ void vg_render(void) v2i new_end = { world.tile_x + 2, world.tile_y + 2 }; world.data[ world.selected ].state ^= FLAG_CANAL; - map_reclassify( new_begin, new_end ); + map_reclassify( new_begin, new_end, 0 ); m2x2_identity( subtransform ); glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f ); @@ -1124,7 +1286,7 @@ void vg_render(void) render_tiles( new_begin, new_end, colour_default, colour_default ); world.data[ world.selected ].state ^= FLAG_CANAL; - map_reclassify( new_begin, new_end ); + map_reclassify( new_begin, new_end, 0 ); } //glDisable(GL_BLEND); @@ -1152,7 +1314,7 @@ void vg_render(void) for( int j = 0; j < arrlen( term->conditions ); j ++ ) { - float y_offset = is_input? 0.8f: 0.2f; + float y_offset = is_input? 1.2f: -0.2f; glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f ); if( is_input ) @@ -1196,5 +1358,4 @@ void vg_render(void) void vg_ui(void) { //ui_test(); - sfx_internal_debug_overlay(); }