X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=89bc1d8432c2b63eaaf7fa205244ec91d0d486e8;hb=a36c7a3bddb23de2276f844d94dfd20227b68093;hp=f6dc1e9d74d5c8ec8c62ba4ee65be49c96136fa7;hpb=50a29fccd39d1a5535ffb0472614935cc306b517;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index f6dc1e9..89bc1d8 100644 --- a/fishladder.c +++ b/fishladder.c @@ -63,13 +63,44 @@ SHADER_DEFINE( tilemap_shader, "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) );" - "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.1, step( 0.75, glyph.a )*dev ) * glyph.z;" + "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 ) * glyph.z;" "FragColor = vec4( composite, 1.0 );" "}" , UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" }) ) +SHADER_DEFINE( fish_shader, + // VERTEX + "layout (location=0) in vec2 a_co;" // XY UV + + "uniform mat4 uPv;" + "uniform vec3 uPosition;" + + "out vec2 aTexCoords;" + + "void main()" + "{" + "vec2 world_coord = a_co + uPosition.xy;" + "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 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" }) +) + mat4 m_projection; mat4 m_view; mat4 m_mdl; @@ -106,6 +137,7 @@ static struct int level; int state; int flowing[2]; + int source_count; } * cells; @@ -265,10 +297,14 @@ static void map_update_visual(void) for( int i = 0; i < map.y*map.x; i ++ ) { - map.cells[i].flowing[compute_flow_counter] = map.cells[i].flowing[compute_flow_counter^0x1]; + struct cell *cell = map.cells + i; + + cell->flowing[compute_flow_counter] = cell->flowing[compute_flow_counter^0x1]; - if( map.cells[i].flowing[compute_flow_counter] ) - map.cells[i].flowing[compute_flow_counter] --; + 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 ++ ) @@ -296,7 +332,7 @@ static void map_update_visual(void) else { // TODO: Random background tiles - cellbytes[ 0 ] = 1; + cellbytes[ 0 ] = 15; } } } @@ -321,36 +357,40 @@ static void map_update_visual(void) u8 *cellbytes = celldata + (cr[1]*map.x+cr[0])*4; - if( cell->flowing[ compute_flow_counter ^ 0x1 ] == 128 ) + 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 = map_tile( (int[2]){ cr[0], cr[1]+1 } ); + b = map_tile( (int[2]){ cr[0]+1, cr[1] } ); + d = map_tile( (int[2]){ cr[0]-1, cr[1] } ); + + int compute_l = 0, compute_r = 0; + + switch( cellbytes[0] ) { - switch( cellbytes[0] ) - { - // DOWN - case 1: case 5: case 11: case 9: case 3: - map_tile( (int[2]){ cr[0], cr[1]+1 } )->flowing[ compute_flow_counter ] += k_rate_flow; - break; - - // R - case 2: case 6: - if( celldata[ (cr[1]*map.x+cr[0]+1)*4 ] != 14 ) - map_tile( (int[2]){ cr[0]+1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow; - break; - - // L - case 8: case 12: - if( celldata[ (cr[1]*map.x+cr[0]-1)*4 ] != 14 ) - map_tile( (int[2]){ cr[0]-1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow; - break; - - // L+R - case 10: case 14: - if( celldata[ (cr[1]*map.x+cr[0]+1)*4 ] != 14 ) - map_tile( (int[2]){ cr[0]+1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow; - if( celldata[ (cr[1]*map.x+cr[0]-1)*4 ] != 14 ) - map_tile( (int[2]){ cr[0]-1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow; - break; - default: break; - } + // 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 ) @@ -360,7 +400,8 @@ static void map_update_visual(void) if( crl[0] < cr[0] ) { - cellbytes[0] = 15; + // TODO: Add reverse flag + //cellbytes[1] = 1; } } } @@ -374,9 +415,6 @@ static void map_update_visual(void) celldata[ i*4+2 ] = map.cells[i].flowing[ compute_flow_counter ]; } - // Trace out route - - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata ); } @@ -476,6 +514,7 @@ static int map_load( const char *str ) row[ cx ].conditions = NULL; row[ cx ].flowing[ 0 ] = 0; + row[ cx ].source_count = 0; // Parse the various cell types if( *c == '+' || *c == '-' ) @@ -812,6 +851,7 @@ void vg_update(void) GLuint tile_vao; GLuint tile_vbo; +GLuint fish_texture; void vg_render(void) { @@ -821,77 +861,6 @@ void vg_render(void) glClearColor( 0.94f, 0.94f, 0.94f, 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 ); - - for( int y = 0; y < map.y; y ++ ) - { - for( int x = 0; x < map.x; x ++ ) - { - glm_mat4_identity( m_mdl ); - glm_translate( m_mdl, - (vec3){ - map.origin[0] + (float)x, - 0.f, - map.origin[2] + (float)y - } - ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl ); - - struct cell *cell = &map.cells[ y*map.x+x ]; - - vec4 colour = { 0.7f, 0.7f, 0.7f, 1.f }; - - if( cell->flags & CELL_FLAG_INPUT ) glm_vec3_copy( (vec3){ 0.9f,0.5f,0.5f }, colour ); - else if( cell->flags & CELL_FLAG_OUTPUT ) glm_vec3_copy( (vec3){ 0.5f,0.9f,0.5f }, colour ); - else if( cell->flags & CELL_FLAG_WALL ) glm_vec3_copy( (vec3){ 0.1f,0.1f,0.1f }, colour ); - else if( cell->flags & CELL_FLAG_CANAL ) glm_vec3_copy( (vec3){ 0.5f,0.5f,0.8f }, colour ); - - if( cell->flags & CELL_FLAG_SPLIT ) - glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour ); - else if( cell->flags & CELL_FLAG_MERGE ) - glm_vec3_copy( (vec3){ 0.f, 0.6f, 0.8f }, colour ); - - if( map.selected == cell ) - { - if( !map.select_valid ) - glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour ); - - float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f; - glm_vec3_scale( colour, flash, colour ); - } - - glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); - } - } - - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f ); - - for( int i = 0; i < map.num_fishes; i ++ ) - { - struct fish *fish = map.fishes + i; - - if( fish->alive ) - { - glm_mat4_identity( m_mdl ); - glm_translate( m_mdl, - (vec3){ - map.origin[0] + (float)fish->co[0] + 0.5f, - 0.1f, - map.origin[2] + (float)fish->co[1] + 0.5f - } - ); - glm_scale_uni( m_mdl, 0.2f ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); - } - } - */ - glBindVertexArray( map.tiles_vao ); map_update_visual(); @@ -911,12 +880,29 @@ void vg_render(void) glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f ); glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y ); + + SHADER_USE( fish_shader ); + glUniformMatrix4fv( 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 ); } void vg_register(void) { SHADER_INIT( colour_shader ); SHADER_INIT( tilemap_shader ); + SHADER_INIT( fish_shader ); } void vg_start(void) @@ -985,6 +971,10 @@ void vg_start(void) vg_tex2d_nearest(); vg_tex2d_repeat(); + fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" ); + vg_tex2d_nearest(); + vg_tex2d_repeat(); + map_load ( "##-#####-##;aaa,aa\n"