X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=5006fd11f37140c29f801d56455481625eca9236;hb=db0b38ca8dba526f77b74033135abcc50569b6b3;hp=12628ca4bfd991c74da464f514dfbfedeeefe5f8;hpb=666c62457411127dae8d79040dfd407e726dcff2;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 12628ca..5006fd1 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 @@ -22,353 +21,106 @@ 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_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 CELL_FLAG_HOVER 0x8 -#define CELL_FLAG_ITER 0x10 -#define CELL_FLAG_CANAL 0x20 - -static struct +struct world { - u32 x,y; - struct cell - { - u32 flags; - u32 model_id; - - char *conditions; - } - * cells; - - vec3 origin; - struct cell *selected; - int select_valid; + { + u32 state; + } + *data; - u32 *io; + u32 w, h; - struct vstack - { - struct vframe - { - int x, y; - int i; - } - frames[ 64 ]; - - int level; - u32 flags; - } - stack; -} -map; + GLuint tile_vao; + GLuint tile_vbo; +} world = { .w = 4, .h = 4 }; -static void map_free(void) +int main( int argc, char *argv[] ) { - 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; + vg_init( argc, argv, "FishLadder" ); } -static struct cell *map_tile_at( int pos[2] ) +void vg_register(void) { - 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; + SHADER_INIT( shader_tile_colour ); } -static int map_load( const char *str ) +void vg_start(void) { - map_free(); - - char *c = str; + glGenVertexArrays( 1, &world.tile_vao ); + glGenBuffers( 1, &world.tile_vbo ); - // Scan for width - for(;; map.x ++) + float quad_mesh[] = { - if( str[map.x] == ';' ) - break; - else if( !str[map.x] ) - { - vg_error( "Unexpected EOF when parsing level!\n" ); - return 0; - } - } + 0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, + 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f + }; - struct cell *row = arraddnptr( map.cells, map.x ); - int cx = 0; - int reg_start = 0, reg_end = 0; + glBindVertexArray( world.tile_vao ); + glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo ); + glBufferData + ( + GL_ARRAY_BUFFER, + sizeof( quad_mesh ), + quad_mesh, + GL_STATIC_DRAW + ); - for(;;) - { - if( !*c ) - break; + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); - if( *c == ';' ) - { - c ++; + VG_CHECK_GL(); +} - // Parse attribs - if( *c != '\n' ) - { - while( *c ) - { - if( reg_start < reg_end ) - { - if( *c >= 'a' && *c <= 'z' ) - { - arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c ); - } - else - { - if( *c == ',' || *c == '\n' ) - { - reg_start ++; - - if( *c == '\n' ) - break; - } - else - { - vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y ); - return 0; - } - } - } - else - { - vg_error( "Over-assigned values (row: %u)\n", map.y ); - return 0; - } - - c ++; - } - } - - if( reg_start != reg_end ) - { - vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end ); - return 0; - } - - if( cx != map.x ) - { - vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x ); - return 0; - } - - row = arraddnptr( map.cells, map.x ); - cx = 0; - map.y ++; - reg_end = reg_start = arrlen( map.io ); - } - else - { - if( cx == map.x ) - { - vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x ); - return 0; - } - - row[ cx ].conditions = NULL; - - // Parse the various cell types - if( *c == '+' || *c == '-' ) - { - arrpush( map.io, cx + map.y*map.x ); - row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT; - reg_end ++; - } - else if( *c == '#' ) - { - row[ cx ++ ].flags = CELL_FLAG_WALL; - } - else - { - row[ cx ++ ].flags = 0x00; - } - } - - c ++; - } - - // Origin top left corner - map.origin[0] = -((float)map.x) * 0.5f; - map.origin[2] = -((float)map.y) * 0.5f; - - vg_success( "Map loaded! (%u:%u)\n", map.x, map.y ); - return 1; +void vg_free(void) +{ + glDeleteVertexArrays( 1, &world.tile_vao ); + glDeleteBuffers( 1, &world.tile_vbo ); } void vg_update(void) { - // 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, vg_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( vg_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 ); - glm_vec3_sub( tile_pos, map.origin, tile_pos ); - - int tile_x = floorf( tile_pos[0] ); - int tile_y = floorf( tile_pos[2] ); - map.selected = map_tile_at( (int [2]){tile_x, tile_y} ); - - vg_line2( (vec3){0.f,0.f,0.f}, (vec3){0.f,3.f,0.f}, 0xff0000ff, 0xff00ff00 ); + m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio ); + m3x3_identity( m_view ); + m3x3_translate( m_view, (v3f){ -0.5f * world.w, -0.5f * world.h } ); + m3x3_mul( m_projection, m_view, vg_pv ); + vg_projection_update(); } -GLuint tile_vao; -GLuint tile_vbo; - void vg_render(void) { glViewport( 0,0, vg_window_x, vg_window_y ); - glEnable( GL_DEPTH_TEST ); - glClearColor( 0.94f, 0.94f, 0.94f, 1.0f ); + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.01f, 0.01f, 0.01f, 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 ); + 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 < map.y; y ++ ) + for( int y = 0; y < world.h; y ++ ) { - for( int x = 0; x < map.x; x ++ ) + for( int x = 0; x < world.w; x ++ ) { - glm_mat4_identity( m_mdl ); - glm_translate( m_mdl, - (vec3){ - map.origin[0] + (float)x + 0.5f, - 0.f, - map.origin[2] + (float)y + 0.5f - } - ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl ); - - struct cell *cell = &map.cells[ y*map.x+x ]; - - if( map.selected != cell ) - { - if( cell->flags & CELL_FLAG_INPUT ) - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.9f, 0.5f, 0.5f, 1.0f ); - else if( cell->flags & CELL_FLAG_OUTPUT ) - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.9f, 0.5f, 1.0f ); - else if( cell->flags & CELL_FLAG_WALL ) - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.1f, 0.1f, 0.1f, 1.0f ); - else - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.7f, 0.7f, 0.7f, 1.0f ); - } - else - { - float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f; - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), flash,flash,flash, 1.0f ); - } - + glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y ); + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f ); glDrawArrays( GL_TRIANGLES, 0, 6 ); } } } -void vg_start(void) -{ - SHADER_INIT( colour_shader ); - - glGenVertexArrays( 1, &tile_vao ); - glGenBuffers( 1, &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 - }; - - glBindVertexArray( tile_vao ); - glBindBuffer( GL_ARRAY_BUFFER, tile_vbo ); - glBufferData - ( - GL_ARRAY_BUFFER, - sizeof( quad_mesh ), - quad_mesh, - GL_STATIC_DRAW - ); - - glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); - - VG_CHECK_GL(); - - map_load - ( - "#####-#####;aa\n" - "# #;\n" - "# #;\n" - "# -;bb\n" - "# #;\n" - "# #;\n" - "#####+#####;abab\n" - ); -} - -void vg_free(void) -{ - map_free(); -} - -void vg_ui(void) -{ - -} +void vg_ui(void){} \ No newline at end of file