X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=54e1a537926a36f78a3c4adf5a8e719233b81196;hb=f19285848db49f99e37df4e08d1f053758c6f7d4;hp=4e41b5ad924ba80ba678ed55eb7fd3ec6162cde8;hpb=1a837016d9060eb0c2ed05a93b9d2a69d0005808;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 4e41b5a..54e1a53 100644 --- a/fishladder.c +++ b/fishladder.c @@ -41,7 +41,7 @@ SHADER_DEFINE( shader_ball, "aTexCoords = a_co;" // Vertex transform - "vec3 worldpos = vec3( a_co * 0.25 - 0.125 + uOffset, 1.0 );" + "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );" "gl_Position = vec4( uPv * worldpos, 1.0 );" "}", @@ -56,7 +56,7 @@ SHADER_DEFINE( shader_ball, "void main()" "{" "vec4 glyph = texture( uTexMain, aTexCoords );" - "FragColor = vec4( glyph.rgb * uColour, glyph.a );" + "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );" "}" , UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" }) @@ -178,6 +178,30 @@ GLuint tex_tile_detail; GLuint tex_wood; GLuint tex_ball; +sfx_system_t audio_system_sfx = +{ + .vol = 1.f, + .spd = 1.f, + .ch = 1, + .cur = 0, + .vol_src = &g_vol_sfx, + .flags = 0x00, + .fadeout = FADEOUT_LENGTH, + .name = "sfx" +}; + +sfx_set_t audio_tile_mod = +{ + .sources = "\ +sound/mod_01.ogg\0\ +sound/mod_02.ogg\0\ +sound/mod_03.ogg\0\ +sound/mod_04.ogg\0\ +sound/mod_05.ogg\0\ +sound/mod_06.ogg\0", + .flags = 0 +}; + m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; @@ -186,10 +210,6 @@ m3x3f m_mdl; #define FLAG_OUTPUT 0x2 #define FLAG_CANAL 0x4 #define FLAG_WALL 0x8 -#define FLAG_DROP_L 0x10 -#define FLAG_SPLIT 0x20 -#define FLAG_MERGER 0x40 -#define FLAG_DROP_R 0x80 #define FLAG_FLIP_FLOP 0x100 #define FLAG_FLIP_ROTATING 0x200 @@ -537,12 +557,17 @@ void vg_start(void) vg_tex2d_linear_mipmap(); vg_tex2d_repeat(); - tex_ball = vg_tex2d_rgba( "textures/ball_metallic.png" ); + tex_ball = vg_tex2d_rgba( "textures/ball.png" ); vg_tex2d_mipmap(); vg_tex2d_linear_mipmap(); vg_tex2d_clamp(); } + // Audio + { + sfx_set_init( &audio_tile_mod, NULL ); + } + map_load( level_pack[ 0 ] ); } @@ -557,6 +582,8 @@ void vg_free(void) glDeleteTextures( 1, &tex_tile_detail ); glDeleteTextures( 1, &tex_wood ); glDeleteTextures( 1, &tex_ball ); + + sfx_set_free( &audio_tile_mod ); } static int cell_interactive( v2i co ) @@ -644,6 +671,35 @@ static int cell_interactive( v2i co ) return 1; } +// Entire world: 2 -> worldx/y-2 + +static void fl_world_update( v2i start, v2i end ) +{ + for( int y = start[1]; y < end[1]; y ++ ) + { + for( int x = start[0]; x < end[0]; x ++ ) + { + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + u8 config = 0x00; + + if( pcell((v2i){x,y})->state & FLAG_CANAL ) + { + for( int i = 0; i < vg_list_size( dirs ); i ++ ) + { + struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]}); + if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + config |= 0x1 << i; + } + + + } else config = 0xF; + + pcell((v2i){x,y})->config = config; + } + } +} + void vg_update(void) { static int curlevel = 0; @@ -699,6 +755,11 @@ void vg_update(void) if( vg_get_button_down("primary") ) { world.data[ world.selected ].state ^= FLAG_CANAL; + + if( world.data[ world.selected ].state & FLAG_CANAL ) + sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 ); + else + sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 ); } } else @@ -737,56 +798,10 @@ void vg_update(void) world.io[i].recv_count = 0; } } + + // There was world reconfiguarion here previously... + fl_world_update( (v2i){2,2}, (v2i){world.w-2,world.h-2} ); - // Simulation stuff - // ======================================================== - - for( int y = 2; y < world.h-2; y ++ ) - { - for( int x = 2; x < world.w-2; x ++ ) - { - v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; - - u8 config = 0x00; - - if( pcell((v2i){x,y})->state & FLAG_CANAL ) - { - for( int i = 0; i < vg_list_size( dirs ); i ++ ) - { - struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]}); - if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) - config |= 0x1 << i; - } - } else config = 0xF; - - pcell((v2i){x,y})->config = config; - pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER); - } - } - - for( int y = 2; y < world.h-2; y ++ ) - for( int x = 2; x < world.w-2; x ++ ) - { - // R,D,L,- 1110 (splitter, 1 drop created) - - // R,-,L,U - 1011 (merger, 2 drop created) - - u8 config = pcell((v2i){x,y})->config; - - if( config == k_cell_type_split ) // splitter - { - struct cell *cell = pcell((v2i){x,y}); - - cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R); - } - else if( config == k_cell_type_merge ) - { - world.data[y*world.w+x-1].state |= FLAG_DROP_R; - world.data[y*world.w+x+1].state |= FLAG_DROP_L; - world.data[y*world.w+x].state |= FLAG_MERGER; - } - } - // Fish ticks if( world.simulating ) { @@ -865,57 +880,53 @@ void vg_update(void) continue; } - if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) ) + if( cell_current->config == k_cell_type_split ) { - fish->alive = 0; + // Flip flop L/R + fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; + fish->dir[1] = 0; + + cell_current->state ^= FLAG_FLIP_FLOP; + } + else if( cell_current->config == k_cell_type_merge ) + { + // Can only move up + fish->dir[0] = 0; + fish->dir[1] = -1; } else { - if( cell_current->state & FLAG_SPLIT ) + struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } ); + if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) ) { - // Flip flop L/R - fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; - fish->dir[1] = 0; + // Try other directions for valid, so down, left, right.. + v2i dirs[] = {{1,0},{-1,0},{0,-1}}; + vg_info( "Trying some other directions...\n" ); - cell_current->state ^= FLAG_FLIP_FLOP; - } - else if( cell_current->state & FLAG_MERGER ) - { - // Can only move up - fish->dir[0] = 0; - fish->dir[1] = -1; - } - else - { - struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } ); - if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) ) + for( int j = 0; j < vg_list_size(dirs); j ++ ) { - // Try other directions for valid, so down, left, right.. - v2i dirs[] = {{1,0},{-1,0},{0,-1}}; - vg_info( "Trying some other directions...\n" ); - - for( int j = 0; j < vg_list_size(dirs); j ++ ) + if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) ) + continue; + + if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) ) { - if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) ) - continue; - - if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) ) - { - fish->dir[0] = dirs[j][0]; - fish->dir[1] = dirs[j][1]; - } + fish->dir[0] = dirs[j][0]; + fish->dir[1] = dirs[j][1]; } } } - - fish->pos[0] += fish->dir[0]; - fish->pos[1] += fish->dir[1]; - - struct cell *cell_entry = pcell( fish->pos ); - + } + + fish->pos[0] += fish->dir[0]; + fish->pos[1] += fish->dir[1]; + + struct cell *cell_entry = pcell( fish->pos ); + + if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) )) + fish->alive = 0; + else if( cell_entry->config == k_cell_type_split ) cell_entry->state |= FLAG_FLIP_ROTATING; - } } world.sim_frame ++; @@ -923,6 +934,37 @@ void vg_update(void) } } +static void render_tiles(void) +{ + for( int y = 0; y < world.h; y ++ ) + { + for( int x = 0; x < world.w; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + int selected = world.selected == y*world.w + x; + + int tile_offsets[][2] = + { + {2, 0}, {0, 3}, {0, 2}, {2, 2}, + {1, 0}, {2, 3}, {3, 2}, {1, 3}, + {3, 1}, {0, 1}, {1, 2}, {2, 1}, + {1, 1}, {3, 3}, {2, 1}, {2, 1} + }; + + int uv[2] = { 3, 0 }; + + if( cell->state & FLAG_CANAL ) + { + uv[0] = tile_offsets[ cell->config ][0]; + uv[1] = tile_offsets[ cell->config ][1]; + } + + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); + draw_mesh( 0, 2 ); + } + } +} + void vg_render(void) { glViewport( 0,0, vg_window_x, vg_window_y ); @@ -949,9 +991,16 @@ void vg_render(void) float const curve_7_linear_section = 0.1562f; - // TILE SET RENDERING + // TILE SET RENDERING + // todo: just slam everything into a mesh... + // when user modifies a tile the neighbours can be easily uploaded to gpu mem + // in ~3 subBuffers + // Currently we're uploading a fair amount of data every frame anyway. + // NOTE: this is for final optimisations ONLY! // ====================================================================== + use_mesh( &world.tile ); + SHADER_USE( shader_tile_main ); m2x2f subtransform; @@ -968,78 +1017,12 @@ void vg_render(void) glBindTexture( GL_TEXTURE_2D, tex_wood ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); - for( int y = 0; y < world.h; y ++ ) - { - for( int x = 0; x < world.w; x ++ ) - { - struct cell *cell = pcell((v2i){x,y}); - int selected = world.selected == y*world.w + x; - - int tile_offsets[][2] = - { - {2, 0}, {0, 3}, {0, 2}, {2, 2}, - {1, 0}, {2, 3}, {3, 2}, {1, 3}, - {3, 1}, {0, 1}, {1, 2}, {2, 1}, - {1, 1}, {3, 3}, {2, 1}, {2, 1} - }; - - int uv[2] = { 3, 0 }; - - if( cell->state & FLAG_CANAL ) - { - uv[0] = tile_offsets[ cell->config ][0]; - uv[1] = tile_offsets[ cell->config ][1]; - } - - glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); - draw_mesh( 0, 2 ); - } - } - - // Draw splitters + render_tiles(); + glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); - 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_SPLIT ) - { - float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f ); - - if( cell->state & FLAG_FLIP_ROTATING ) - { - if( (frame_lerp > curve_7_linear_section) ) - { - float const rotation_speed = 0.4f; - if( (frame_lerp < 1.0f-rotation_speed) ) - { - float t = frame_lerp - curve_7_linear_section; - t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed))); - t += 1.0f; - - rotation *= t; - } - else - rotation *= -1.0f; - } - } - - m2x2_create_rotation( subtransform, rotation ); - - glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); - glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f ); - draw_mesh( 0, 2 ); - } - } - } - - //glDisable(GL_BLEND); - SHADER_USE( shader_ball ); glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); @@ -1123,6 +1106,61 @@ void vg_render(void) } } + + SHADER_USE( shader_tile_main ); + + // Bind textures + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, tex_tile_data ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, tex_wood ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + + render_tiles(); + + // Draw splitters + + 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->config == k_cell_type_split ) + { + float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f ); + + if( cell->state & FLAG_FLIP_ROTATING ) + { + if( (frame_lerp > curve_7_linear_section) ) + { + float const rotation_speed = 0.4f; + if( (frame_lerp < 1.0f-rotation_speed) ) + { + float t = frame_lerp - curve_7_linear_section; + t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed))); + t += 1.0f; + + rotation *= t; + } + else + rotation *= -1.0f; + } + } + + m2x2_create_rotation( subtransform, rotation ); + + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f ); + draw_mesh( 0, 2 ); + } + } + } + + //glDisable(GL_BLEND); + glDisable(GL_BLEND); SHADER_USE( shader_tile_colour );