X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=c44482d1ac7ce7471f3f1869997fe73450e6212c;hb=a3a603f2f1c566948024a0830581efbc80aa9be6;hp=a06f0751b02c691782011ca6b3d4684fe01e515e;hpb=41b1d4623dd42a6bacd4fec89736022dc620fadd;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index a06f075..c44482d 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,17 +3,20 @@ //#define VG_STEAM #include "vg/vg.h" +#define CELL_SHEET_X 512 +#define CELL_SHEET_Y 512 + SHADER_DEFINE( colour_shader, // VERTEX - "layout (location=0) in vec3 a_co;" + "layout (location=0) in vec2 a_co;" "uniform mat4 uPv;" "uniform mat4 uMdl;" "" "void main()" "{" - " vec4 vert_pos = uPv * uMdl * vec4( a_co, 1.0 );" - " gl_Position = vert_pos;" + " vec4 vert_pos = uPv * uMdl * vec4( a_co.x, 0.0, a_co.y, 1.0 );" + " gl_Position = vert_pos;" "}", // FRAGMENT @@ -22,12 +25,82 @@ SHADER_DEFINE( colour_shader, "" "void main()" "{" - " FragColor = uColour;" + " FragColor = uColour;" "}" , UNIFORMS({ "uPv", "uMdl", "uColour" }) ) +SHADER_DEFINE( tilemap_shader, + + // VERTEX + "layout (location=0) in vec2 a_co;" // XY + "layout (location=1) in vec2 a_offset;" // XY offset + "layout (location=2) in vec4 a_data;" // atlas-uv, amt, other + "uniform mat4 uPv;" + "uniform vec2 uOrigin;" + "" + "out vec4 aCoords;" + "" + "void main()" + "{" + "vec2 world_coord = a_co+a_offset+uOrigin;" + "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 1.0 );" + "aCoords = vec4((a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw);" + "}", + + // FRAGMENT + "uniform sampler2D uTexTiles;" + "uniform sampler2D uTexRipples;" + "uniform float uTime;" + + "in vec4 aCoords;" + "out vec4 FragColor;" + + "void main()" + "{" + "vec4 glyph = texture( uTexTiles, aCoords.xy );" + "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;" + "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; @@ -44,9 +117,11 @@ int main( int argc, char *argv[] ) #define CELL_FLAG_HOVER 0x8 #define CELL_FLAG_ITER 0x10 #define CELL_FLAG_CANAL 0x20 -#define CELL_FLAG_CONNECTOR 0x40 /* Does this cell split and have an incoming vertical connection? */ +#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */ #define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL) #define CELL_FLAG_VISITED 0x80 +#define CELL_FLAG_UPLVL 0x100 +#define CELL_FLAG_MERGE 0x200 static struct { @@ -61,6 +136,8 @@ static struct int level; int state; + int flowing[2]; + int source_count; } * cells; @@ -95,6 +172,12 @@ static struct u32 flags; } stack; + + GLuint tile_texture; + GLuint flow_texture; + + GLuint tiles_vao; + GLuint tiles_vbo; } map; @@ -113,6 +196,11 @@ static void map_free(void) map.io = NULL; } +static struct cell *map_tile( int pos[2] ) +{ + return map.cells + pos[1]*map.x + pos[0]; +} + static struct cell *map_tile_at( int pos[2] ) { if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y ) @@ -120,7 +208,16 @@ static struct cell *map_tile_at( int pos[2] ) return NULL; } -void map_tile_coords_from_index( int i, int coords[2] ) +static struct cell *map_tile_at_cond( int pos[2], u32 flags ) +{ + struct cell *cell = map_tile_at( pos ); + if( cell && (cell->flags & flags) ) + return cell; + + return NULL; +} + +static void map_tile_coords_from_index( int i, int coords[2] ) { coords[0] = i % map.x; coords[1] = (i - coords[0])/map.x; @@ -148,23 +245,29 @@ static struct cell *map_stack_next(void) { struct vframe *frame = &map.stack.frames[ map.stack.level ]; - int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} }; + int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} }; if( frame->i < 3 ) { int *dir = output_dirs[ frame->i ]; - tile = map_tile_at( (int[2]){frame->x+dir[0], frame->y+dir[1]} ); - frame->i ++; - + tile = map_tile_at_cond( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE ); + if( tile && !(tile->flags & CELL_FLAG_VISITED) ) { map.stack.level ++; frame[1].i = 0; frame[1].x = frame[0].x+dir[0]; frame[1].y = frame[0].y+dir[1]; + + tile->flags |= CELL_FLAG_VISITED; + + if( frame->i == 0 ) + frame->i = 400; } else tile = NULL; + + frame->i ++; } else { @@ -179,6 +282,142 @@ static struct cell *map_stack_next(void) return tile; } +static void map_stack_current_coords( int coords[2], int offset ) +{ + coords[0] = map.stack.frames[ map.stack.level+offset ].x; + coords[1] = map.stack.frames[ map.stack.level+offset ].y; +} + +static void map_update_visual(void) +{ + u8 celldata[ 4096 ]; + + static int compute_flow_counter = 0; + compute_flow_counter ^= 0x1; + + for( int i = 0; i < map.y*map.x; i ++ ) + { + struct cell *cell = map.cells + i; + + cell->flowing[compute_flow_counter] = cell->flowing[compute_flow_counter^0x1]; + + 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 ++ ) + { + for( int x = 0; x < map.x; x ++ ) + { + struct cell *cur = map.cells + y*map.x + x; + u8 *cellbytes = celldata + (y*map.x+x)*4; + + if( cur->flags & CELL_FLAG_WALKABLE ) + { + struct cell *a, *b, *c, *d; + + a = map_tile_at_cond( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE ); + b = map_tile_at_cond( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE ); + c = map_tile_at_cond( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE ); + d = map_tile_at_cond( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE ); + + u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0); + cellbytes[ 0 ] = config; + + if( cur->flags & CELL_FLAG_OUTPUT ) + cur->flowing[ compute_flow_counter ] = 128; + } + else + { + // TODO: Random background tiles + cellbytes[ 0 ] = 1; + } + } + } + + int const k_rate_flow = 16; + + map_stack_refresh(); + for( int i = 0; i < arrlen( map.io ); i ++ ) + { + int inputcoord[2]; + if( map.cells[ map.io[i] ].flags & CELL_FLAG_OUTPUT ) + { + map_tile_coords_from_index( map.io[i], inputcoord ); + map_stack_init( inputcoord ); + struct cell *cell = map_tile_at( inputcoord ); + + int cr[2]; + + do + { + map_stack_current_coords( cr, 0 ); + + u8 *cellbytes = celldata + (cr[1]*map.x+cr[0])*4; + + 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] ) + { + // 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 ) + { + int crl[2]; + map_stack_current_coords( crl, -1 ); + + if( crl[0] < cr[0] ) + { + cellbytes[0] = 15; + } + } + } + while( (cell = map_stack_next()) ); + } + } + + for( int i = 0; i < map.y*map.x; i ++ ) + { + map.cells[i].flowing[ compute_flow_counter ] = vg_min( 128, map.cells[i].flowing[ compute_flow_counter ] ); + celldata[ i*4+2 ] = map.cells[i].flowing[ compute_flow_counter ]; + } + + glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); + glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata ); +} + static int map_load( const char *str ) { map_free(); @@ -273,6 +512,8 @@ 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 == '-' ) @@ -298,6 +539,22 @@ static int map_load( const char *str ) map.origin[0] = -((float)map.x) * 0.5f; map.origin[2] = -((float)map.y) * 0.5f; + float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) ); + + for( int y = 0; y < map.y; y ++ ) + { + for( int x = 0; x < map.x; x ++ ) + { + float *coord = offset_array + (y*map.x+x)*2; + coord[0] = x; + coord[1] = y; + } + } + + glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); + glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array ); + + free( offset_array ); vg_success( "Map loaded! (%u:%u)\n", map.x, map.y ); return 1; } @@ -309,7 +566,7 @@ static int map_tile_availible( int co[2] ) for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ ) for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ ) { - struct cell *cell = map_tile_at( (int[2]){ x, y } ); + struct cell *cell = map_tile( (int[2]){ x, y } ); if( cell && (cell->flags & CELL_FLAG_WALKABLE) ) blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2)); @@ -347,11 +604,11 @@ 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_ortho( -size, size, -size*ratio, size*ratio, 0.01f, 150.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_rotate_x( m_view, 1.5708f, m_view ); glm_mat4_mul( m_projection, m_view, vg_pv ); @@ -360,30 +617,61 @@ void vg_update(void) { for( int x = 0; x < map.x; x ++ ) { - // Cell is a connector if it has at least 3 connections - int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0}, {0,1} }; - u32 output_count = 0; - struct cell *tile, *thistile; - thistile = map_tile_at( (int [2]){x,y} ); - - if( thistile->flags & CELL_FLAG_CANAL ) + struct cell *tile, *upper, *lower, *l, *r; + tile = map_tile_at( (int [2]){ x, y } ); + tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL); + + if( tile->flags & CELL_FLAG_WALKABLE ) { - for( int i = 0; i < vg_list_size( output_dirs ); i ++ ) + r = map_tile_at_cond( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE ); + l = map_tile_at_cond( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE ); + + if( r && l ) { - tile = map_tile_at( (int [2]){ x+output_dirs[i][0], y+output_dirs[i][1] } ); + upper = map_tile_at_cond( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE ); + lower = map_tile_at_cond( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE ); + + if( upper ) + { + tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL; + } - if( tile && tile->flags & CELL_FLAG_CANAL ) - output_count ++; + if( lower ) + { + tile->flags |= CELL_FLAG_SPLIT; + l->flags |= CELL_FLAG_UPLVL; + r->flags |= CELL_FLAG_UPLVL; + } } - - if( output_count >= 3 ) - thistile->flags |= CELL_FLAG_CONNECTOR; - else - thistile->flags &= ~CELL_FLAG_CONNECTOR; } } } + // Compute classification + /* + map_stack_refresh(); + + for( int i = 0; i < arrlen( map.io ); i ++ ) + { + struct *cell cell = &map.cells[ map.io ]; + int coords[2]; + + if( cell->flags & CELL_FLAG_INPUT ) + { + map_tile_coords_from_index( map.io, coords ); + map_stack_init( coords ); + + do + { + if( cell->flags & CELL_FLAG_CONNECTOR ) + { + + } + } + while( (cell = map_stack_next()) ); + } + }*/ + // Get mouse ray vec3 ray_origin; vec3 ray_dir; @@ -436,7 +724,7 @@ void vg_update(void) } int die = 0; - if( tile->flags & CELL_FLAG_CONNECTOR ) + if( tile->flags & CELL_FLAG_SPLIT ) { die = 1; int new_dir[][2] = { {0,-1},{1,0},{-1,0} }; @@ -548,7 +836,7 @@ void vg_update(void) { if( map.selected->flags & CELL_FLAG_CANAL ) { - map.selected->flags &= ~(CELL_FLAG_CANAL | CELL_FLAG_CONNECTOR); + map.selected->flags &= ~(CELL_FLAG_CANAL); } else { @@ -562,98 +850,72 @@ void vg_update(void) GLuint tile_vao; GLuint tile_vbo; +GLuint fish_texture; void vg_render(void) { glViewport( 0,0, vg_window_x, vg_window_y ); - glEnable( GL_DEPTH_TEST ); + //glEnable( GL_DEPTH_TEST ); glClearColor( 0.94f, 0.94f, 0.94f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - glBindVertexArray( tile_vao ); + glBindVertexArray( map.tiles_vao ); - SHADER_USE( colour_shader ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + map_update_visual(); - 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 + 0.5f, - 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 ]; - - 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_CONNECTOR ) - glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, 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 ); - } - } + SHADER_USE( tilemap_shader ); + glUniformMatrix4fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f ); + glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, map.tile_texture ); - 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 ); - } - } + glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 ); + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, map.flow_texture ); + + glUniform2f( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), map.origin[0], map.origin[2] ); + 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_start(void) +void vg_register(void) { SHADER_INIT( colour_shader ); - + SHADER_INIT( tilemap_shader ); + SHADER_INIT( fish_shader ); +} + +void vg_start(void) +{ 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 + 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, + + // Padding + 0.0f, 0.0f, 0.0f, 0.0f }; glBindVertexArray( tile_vao ); @@ -666,26 +928,77 @@ void vg_start(void) GL_STATIC_DRAW ); - glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 ); + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); glEnableVertexAttribArray( 0 ); VG_CHECK_GL(); + // Create map buffers + glGenVertexArrays( 1, &map.tiles_vao ); + glGenBuffers( 1, &map.tiles_vbo ); + + glBindVertexArray( map.tiles_vao ); + glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); + glBufferData( GL_ARRAY_BUFFER, + sizeof( quad_mesh ) + + sizeof( float )*2 * 1024 + + sizeof( u8 )*4 * 1024, + NULL, + GL_DYNAMIC_DRAW + ); + + glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh ); + + // Base quad + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + // Offset, data arrays (instancing) + glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) ); + glEnableVertexAttribArray( 1 ); + glVertexAttribDivisor( 1, 1 ); + + glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) ); + glEnableVertexAttribArray( 2 ); + glVertexAttribDivisor( 2, 1 ); + + map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" ); + vg_tex2d_nearest(); + vg_tex2d_repeat(); + + map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" ); + vg_tex2d_nearest(); + vg_tex2d_repeat(); + + fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" ); + vg_tex2d_nearest(); + vg_tex2d_repeat(); + map_load ( - "#####-#####;aa\n" + "##-#####-##;aaa,aa\n" + "# #;\n" + "# #;\n" "# #;\n" "# #;\n" - "# -;bb\n" "# #;\n" "# #;\n" - "#####+#####;abab\n" + "##+#####+##;aa,aaa\n" ); } void vg_free(void) { map_free(); + + glDeleteVertexArrays( 1, &tile_vao ); + glDeleteVertexArrays( 1, &map.tiles_vao ); + + glDeleteBuffers( 1, &tile_vbo ); + glDeleteBuffers( 1, &map.tiles_vbo ); + + glDeleteTextures( 1, &map.tile_texture ); + glDeleteTextures( 1, &map.flow_texture ); } void vg_ui(void)