X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=ac1efcfc19045eec2175c81e72359e0385b43d3e;hb=75e990f8ee2499b86106a2634eb6f30db773cbc0;hp=9e02a95ed1829b4ceb1418f183ff0da6bba28218;hpb=a1225e30bb441190dfb7d2003590d558276cfbe4;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 9e02a95..ac1efcf 100644 --- a/fishladder.c +++ b/fishladder.c @@ -2,83 +2,7 @@ //#define VG_STEAM #include "vg/vg.h" - -SHADER_DEFINE( shader_tile_colour, - - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform mat3 uPv;" - "uniform vec3 uOffset;" - "" - "void main()" - "{" - "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "uniform vec4 uColour;" - "" - "void main()" - "{" - "FragColor = uColour;" - "}" - , - UNIFORMS({ "uPv", "uOffset", "uColour" }) -) - -SHADER_DEFINE( shader_tile_main, - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform vec4 uOffset;" // Tile x/y, uv x/y - "uniform mat3 uPv;" - "uniform mat2 uSubTransform;" - "" - "out vec4 aTexCoords;" - "" - "vec2 hash22(vec2 p)" - "{" - "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));" - "p3 += dot(p3, p3.yzx+33.33);" - "return fract((p3.xx+p3.yz)*p3.zy);" - "}" - "" - "void main()" - "{" - // Create texture coords - "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;" - "vec2 edge_safe_coords = a_co * 0.98 + 0.01;" - "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );" - - // Vertex transform - "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;" - "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );" - "gl_Position = vec4( uPv * worldpos, 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "" - "uniform sampler2D uTexGlyphs;" - "uniform sampler2D uTexWood;" - "" - "in vec4 aTexCoords;" - "" - "void main()" - "{" - "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );" - "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );" - "vec4 wood = texture( uTexWood, aTexCoords.zw );" - "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );" - "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );" - - "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );" - - "FragColor = vec4( wood_comp * shadows, glyph.b );" - "}" - , - UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" }) -) +#include "fishladder_resources.h" const char *level_pack[] = { @@ -138,10 +62,6 @@ const char *level_pack[] = "#############;\n" }; -GLuint tex_tile_data; -GLuint tex_tile_detail; -GLuint tex_wood; - m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; @@ -150,10 +70,6 @@ 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 @@ -270,7 +186,8 @@ struct world struct mesh tile, circle; - int selected; + int selected, tile_x, tile_y; + v2f tile_pos; struct fish { @@ -298,6 +215,7 @@ static void map_free(void) world.io = NULL; } +static void map_reclassify( v2i start, v2i end ); static int map_load( const char *str ) { map_free(); @@ -414,6 +332,7 @@ static int map_load( const char *str ) c ++; } + map_reclassify( NULL, NULL ); vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); return 1; } @@ -428,12 +347,6 @@ 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" ); } -void vg_register(void) -{ - SHADER_INIT( shader_tile_colour ); - SHADER_INIT( shader_tile_main ); -} - void vg_start(void) { // Quad mesh @@ -483,37 +396,19 @@ void vg_start(void) init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) ); } - // Textures - { - tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_repeat(); - - tex_tile_data = vg_tex2d_rgba( "textures/tileset.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_repeat(); - - tex_wood = vg_tex2d_rgba( "textures/wood.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_repeat(); - } + resource_load_main(); map_load( level_pack[ 0 ] ); } void vg_free(void) { + resource_free_main(); + free_mesh( &world.tile ); free_mesh( &world.circle ); map_free(); - - glDeleteTextures( 1, &tex_tile_data ); - glDeleteTextures( 1, &tex_tile_detail ); - glDeleteTextures( 1, &tex_wood ); } static int cell_interactive( v2i co ) @@ -601,6 +496,41 @@ static int cell_interactive( v2i co ) return 1; } +static void map_reclassify( v2i start, v2i end ) +{ + v2i full_start = { 2,2 }; + v2i full_end = { world.w-2, world.h-2 }; + + if( !start || !end ) + { + start = full_start; + end = full_end; + } + + for( int y = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ ) + { + for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_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; @@ -639,23 +569,29 @@ void vg_update(void) vg_projection_update(); // Input stuff + v2_copy( vg_mouse_ws, world.tile_pos ); - v2f tile_pos; - v2_copy( vg_mouse_ws, tile_pos ); - - int tile_x = floorf( tile_pos[0] ); - int tile_y = floorf( tile_pos[1] ); + world.tile_x = floorf( world.tile_pos[0] ); + world.tile_y = floorf( world.tile_pos[1] ); // Tilemap editing if( !world.simulating ) { - if( cell_interactive( (v2i){ tile_x, tile_y } )) + if( cell_interactive( (v2i){ world.tile_x, world.tile_y } )) { - world.selected = tile_y * world.w + tile_x; + world.selected = world.tile_y * world.w + world.tile_x; 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 ); + + map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 }, + (v2i){ world.tile_x +2, world.tile_y +2 } ); } } else @@ -680,6 +616,8 @@ void vg_update(void) { vg_success( "Starting simulation!\n" ); + sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 ); + world.simulating = 1; world.num_fishes = 0; world.sim_frame = 0; @@ -694,56 +632,7 @@ void vg_update(void) world.io[i].recv_count = 0; } } - - // 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 ) { @@ -822,57 +711,56 @@ 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 ) + { + sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 ); cell_entry->state |= FLAG_FLIP_ROTATING; - } + } } world.sim_frame ++; @@ -880,6 +768,55 @@ void vg_update(void) } } +static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour ) +{ + v2i full_start = { 0,0 }; + v2i full_end = { world.w, world.h }; + + if( !start || !end ) + { + start = full_start; + end = full_end; + } + + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + + for( int y = start[1]; y < end[1]; y ++ ) + { + for( int x = start[0]; x < end[0]; 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] ); + if( selected ) + { + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour ); + draw_mesh( 0, 2 ); + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + } + else + draw_mesh( 0, 2 ); + } + } +} + void vg_render(void) { glViewport( 0,0, vg_window_x, vg_window_y ); @@ -896,6 +833,9 @@ void vg_render(void) frame_lerp = scaled_time - (float)world.sim_frame; } + v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f}; + v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f}; + v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}}; 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}}; @@ -906,65 +846,140 @@ 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; m2x2_identity( subtransform ); glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f ); // Bind textures - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, tex_tile_data ); + vg_tex2d_bind( &tex_tile_data, 0 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, tex_wood ); + vg_tex2d_bind( &tex_wood, 1 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); - for( int y = 0; y < world.h; y ++ ) + render_tiles( NULL, NULL, colour_default, colour_default ); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + SHADER_USE( shader_ball ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_ball, 0 ); + glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 ); + + // Draw 'fish' + if( world.simulating ) { - for( int x = 0; x < world.w; x ++ ) + for( int i = 0; i < world.num_fishes; i ++ ) { - struct cell *cell = pcell((v2i){x,y}); - int selected = world.selected == y*world.w + x; + struct fish *fish = &world.fishes[i]; - 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} - }; + if( !fish->alive ) + continue; + + // Evaluate position + struct cell *cell = pcell(fish->pos); + v2f fish_pos; - int uv[2] = { 3, 0 }; + v2f const *curve; - if( cell->state & FLAG_CANAL ) + float t = frame_lerp; + + switch( cell->config ) { - uv[0] = tile_offsets[ cell->config ][0]; - uv[1] = tile_offsets[ cell->config ][1]; + case 13: + if( fish->dir[0] == 1 ) + curve = curve_12; + else + curve = curve_9; + break; + case 3: curve = curve_3; break; + case 6: curve = curve_6; break; + case 9: curve = curve_9; break; + case 12: curve = curve_12; break; + case 7: + if( t > curve_7_linear_section ) + { + t -= curve_7_linear_section; + t *= (1.0f/(1.0f-curve_7_linear_section)); + + curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1; + } + else curve = NULL; + break; + default: curve = NULL; break; } - glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); - draw_mesh( 0, 2 ); + if( curve ) + { + float t2 = t * t; + float t3 = t * t * t; + + float cA = 3.0f*t2 - 3.0f*t3; + float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t; + float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f; + + fish_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0]; + fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1]; + fish_pos[0] += (float)fish->pos[0]; + fish_pos[1] += (float)fish->pos[1]; + } + else + { + v2f origin; + origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f; + origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f; + + fish_pos[0] = origin[0] + (float)fish->dir[0]*t; + fish_pos[1] = origin[1] + (float)fish->dir[1]*t; + } + + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + colour_code_v3( fish->payload, dot_colour ); + + glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour ); + glUniform2f( SHADER_UNIFORM( shader_ball, "uOffset" ), fish_pos[0], fish_pos[1] ); + draw_mesh( 0, 32 ); } } + + + SHADER_USE( shader_tile_main ); - // Draw splitters - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBlendEquation(GL_FUNC_ADD); + // Bind textures + vg_tex2d_bind( &tex_tile_data, 0 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); + + vg_tex2d_bind( &tex_wood, 1 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + render_tiles( NULL, NULL, colour_default, colour_selected ); + + // 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->state & FLAG_SPLIT ) + if( cell->config == k_cell_type_split ) { float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f ); @@ -995,6 +1010,28 @@ void vg_render(void) } } + // Edit overlay + if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) ) + { + v2i new_begin = { world.tile_x - 2, world.tile_y - 2 }; + v2i new_end = { world.tile_x + 2, world.tile_y + 2 }; + + world.data[ world.selected ].state ^= FLAG_CANAL; + map_reclassify( new_begin, new_end ); + + m2x2_identity( subtransform ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f ); + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos ); + + render_tiles( new_begin, new_end, colour_default, colour_default ); + + world.data[ world.selected ].state ^= FLAG_CANAL; + map_reclassify( new_begin, new_end ); + } + + //glDisable(GL_BLEND); + glDisable(GL_BLEND); SHADER_USE( shader_tile_colour ); @@ -1050,86 +1087,6 @@ void vg_render(void) } } - // Draw 'fish' - if( world.simulating ) - { - v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; - - for( int i = 0; i < world.num_fishes; i ++ ) - { - struct fish *fish = &world.fishes[i]; - - if( !fish->alive ) - continue; - - colour_code_v3( fish->payload, dot_colour ); - glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); - - // Evaluate position - struct cell *cell = pcell(fish->pos); - v2f fish_pos; - - v2f const *curve; - - float t = frame_lerp; - - switch( cell->config ) - { - case 13: - if( fish->dir[0] == 1 ) - curve = curve_12; - else - curve = curve_9; - break; - case 3: curve = curve_3; break; - case 6: curve = curve_6; break; - case 9: curve = curve_9; break; - case 12: curve = curve_12; break; - case 7: - if( t > curve_7_linear_section ) - { - t -= curve_7_linear_section; - t *= (1.0f/(1.0f-curve_7_linear_section)); - - curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1; - } - else curve = NULL; - break; - default: curve = NULL; break; - } - - if( curve ) - { - float t2 = t * t; - float t3 = t * t * t; - - float cA = 3.0f*t2 - 3.0f*t3; - float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t; - float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f; - - fish_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0]; - fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1]; - fish_pos[0] += (float)fish->pos[0]; - fish_pos[1] += (float)fish->pos[1]; - } - else - { - v2f origin; - origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f; - origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f; - - fish_pos[0] = origin[0] + (float)fish->dir[0]*t; - fish_pos[1] = origin[1] + (float)fish->dir[1]*t; - } - - //vg_line_box( (v2f){fish->pos[0],fish->pos[1]}, - //(v2f){ (float)fish->pos[0]+1.0f, (float)fish->pos[1]+1.0f }, 0xffffffff ); - - glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), fish_pos[0], fish_pos[1], 0.125f ); - draw_mesh( 0, 32 ); - } - } - if( world.simulating ) { glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );