X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=c44482d1ac7ce7471f3f1869997fe73450e6212c;hb=a3a603f2f1c566948024a0830581efbc80aa9be6;hp=bb261856b3661e59da76644867c4ec1c69e6f409;hpb=57a968ab8ebab8b69852c81697bc8cd27f4784ed;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index bb26185..c44482d 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,8 +3,8 @@ //#define VG_STEAM #include "vg/vg.h" -#define CELL_SHEET_X 256 -#define CELL_SHEET_Y 256 +#define CELL_SHEET_X 512 +#define CELL_SHEET_Y 512 SHADER_DEFINE( colour_shader, @@ -40,28 +40,65 @@ SHADER_DEFINE( tilemap_shader, "uniform mat4 uPv;" "uniform vec2 uOrigin;" "" - "out vec2 aCoords;" + "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 = (a_co*0.98+0.01 + a_data.xy) * 0.125;" + "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 vec2 aCoords;" + "in vec4 aCoords;" "out vec4 FragColor;" "void main()" "{" - "vec4 glyph = texture( uTexTiles, aCoords );" - "FragColor = vec4( glyph.xyz, 1.0 );" + "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", "uOrigin" }) + 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; @@ -99,6 +136,8 @@ static struct int level; int state; + int flowing[2]; + int source_count; } * cells; @@ -157,6 +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 ) @@ -201,23 +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 { @@ -232,14 +282,136 @@ 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 ]; - for( int i = 0; i < map.x*map.y; i ++ ) + 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 ++ ) { - celldata[i*4+0] = i & 0x7; - celldata[i*4+1] = (i & ~0x7) >> 3; + 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 ); @@ -340,6 +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 == '-' ) @@ -392,7 +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)); @@ -676,6 +850,7 @@ void vg_update(void) GLuint tile_vao; GLuint tile_vbo; +GLuint fish_texture; void vg_render(void) { @@ -685,77 +860,6 @@ 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(); @@ -767,15 +871,37 @@ void vg_render(void) glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, map.tile_texture ); + 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_register(void) { SHADER_INIT( colour_shader ); SHADER_INIT( tilemap_shader ); + SHADER_INIT( fish_shader ); } void vg_start(void) @@ -841,17 +967,23 @@ void vg_start(void) 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" ); }