X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=c44482d1ac7ce7471f3f1869997fe73450e6212c;hb=a3a603f2f1c566948024a0830581efbc80aa9be6;hp=e2d5ec17dfbecaafa68cec236d1d348d8d936323;hpb=76a1eafbf120872d709ce6544ae3dd91e1b94a0d;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index e2d5ec1..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 @@ -22,15 +25,84 @@ 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_pv; mat4 m_mdl; int main( int argc, char *argv[] ) @@ -42,6 +114,14 @@ int main( int argc, char *argv[] ) #define CELL_FLAG_OUTPUT 0x2 #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT) #define CELL_FLAG_WALL 0x4 +#define CELL_FLAG_HOVER 0x8 +#define CELL_FLAG_ITER 0x10 +#define CELL_FLAG_CANAL 0x20 +#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 { @@ -50,11 +130,54 @@ static struct struct cell { u32 flags; + u32 model_id; + char *conditions; + + int level; + int state; + int flowing[2]; + int source_count; } * cells; + struct fish + { + int alive; + int co[2]; + int dir[2]; + char data; + } + fishes[ 20 ]; + int num_fishes; + + vec3 origin; + struct cell *selected; + int select_valid; + int playing; + u32 frame; + u32 *io; + + struct vstack + { + struct vframe + { + int x, y; + int i; + } + frames[ 64 ]; + + int level; + u32 flags; + } + stack; + + GLuint tile_texture; + GLuint flow_texture; + + GLuint tiles_vao; + GLuint tiles_vbo; } map; @@ -73,6 +196,228 @@ 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 ) + return map.cells + pos[1]*map.x + pos[0]; + return NULL; +} + +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; +} + +static void map_stack_refresh(void) +{ + for( int i = 0; i < map.x*map.y; i ++ ) + map.cells[i].flags &= ~CELL_FLAG_VISITED; +} + +static void map_stack_init( int coords[2] ) +{ + map.stack.level = 0; + map.stack.frames[0].i = 0; + map.stack.frames[0].x = coords[0]; + map.stack.frames[0].y = coords[1]; +} + +static struct cell *map_stack_next(void) +{ + struct cell *tile = NULL; + + while( !tile ) + { + struct vframe *frame = &map.stack.frames[ map.stack.level ]; + + int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} }; + + if( frame->i < 3 ) + { + int *dir = output_dirs[ 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 + { + map.stack.level --; + tile = NULL; + + if( map.stack.level < 0 ) + return NULL; + } + } + + 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(); @@ -167,6 +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 == '-' ) @@ -188,22 +535,142 @@ static int map_load( const char *str ) c ++; } + // Origin top left corner + 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; } +static int map_tile_availible( int co[2] ) +{ + // Extract 5x5 grid surrounding tile + u32 blob = 0x1000; + 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( (int[2]){ x, y } ); + + if( cell && (cell->flags & CELL_FLAG_WALKABLE) ) + blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2)); + } + + // Run filter over center 3x3 grid to check for invalid configurations + int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 }; + for( int i = 0; i < vg_list_size(kernel); i ++ ) + { + if( blob & (0x1 << (6+kernel[i])) ) + { + // (reference window: 0x1CE7) Illegal moves + // 0100011100010 ; + // 0000001100011 ; + // 0000011000110 ; + // 0110001100000 ; + // 1100011000000 ; + // 0100001100010 ; + // 0100011000010 ; + + u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 }; + u32 window = blob >> kernel[i]; + + for( int j = 0; j < vg_list_size(invalid); j ++ ) + if((window & invalid[j]) == invalid[j]) + return 0; + } + } + + return 1; +} + 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 ); + + // Compute map update + for( int y = 0; y < map.y; y ++ ) + { + for( int x = 0; x < map.x; x ++ ) + { + 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 ) + { + 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 ) + { + 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( lower ) + { + tile->flags |= CELL_FLAG_SPLIT; + l->flags |= CELL_FLAG_UPLVL; + r->flags |= CELL_FLAG_UPLVL; + } + } + } + } + } - glm_mat4_mul( m_projection, m_view, m_pv ); + // 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; @@ -211,7 +678,7 @@ void vg_update(void) mat4 pv_inverse; vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y }; - glm_mat4_inv( m_pv, pv_inverse ); + glm_mat4_inv( vg_pv, pv_inverse ); glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir ); glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin ); glm_vec3_sub( ray_dir, ray_origin, ray_dir ); @@ -222,50 +689,233 @@ void vg_update(void) vec3 tile_pos; glm_vec3_copy( ray_origin, tile_pos ); glm_vec3_muladds( ray_dir, ray_t, tile_pos ); + glm_vec3_sub( tile_pos, map.origin, tile_pos ); + + int tile_x = floorf( tile_pos[0] ); + int tile_y = floorf( tile_pos[2] ); - tile_pos[0] = floorf( tile_pos[0] + 0.5f ); - tile_pos[2] = floorf( tile_pos[2] + 0.5f ); + map.selected = map_tile_at( (int [2]){tile_x, tile_y} ); + + if( map.playing ) + { + static int fish_counter = 0; + fish_counter ++; - glm_mat4_identity( m_mdl ); - glm_translate( m_mdl, tile_pos ); + if( fish_counter > 20 ) + { + fish_counter = 0; + + // Advance characters + for( int i = 0; i < map.num_fishes; i ++ ) + { + struct fish *fish = map.fishes + i; + + if( !fish->alive ) + continue; + + struct cell *tile, *next; + tile = map_tile_at( fish->co ); + + if( tile->flags & CELL_FLAG_OUTPUT ) + { + vg_info( "Fish got zucced (%d)\n", i ); + fish->alive = 0; + continue; + } + + int die = 0; + if( tile->flags & CELL_FLAG_SPLIT ) + { + die = 1; + int new_dir[][2] = { {0,-1},{1,0},{-1,0} }; + int *test_dir; + + for( int j = 0; j < 3; j ++ ) + { + test_dir = new_dir[ tile->state ]; + tile->state = (tile->state+1)%3; + + next = map_tile_at( (int[2]){ fish->co[0]+test_dir[0], fish->co[1]+test_dir[1] } ); + if( next && (next->flags & (CELL_FLAG_WALKABLE)) ) + { + fish->dir[0] = test_dir[0]; + fish->dir[1] = test_dir[1]; + die = 0; + break; + } + } + } + + next = map_tile_at( (int[2]){ fish->co[0]+fish->dir[0], fish->co[1]+fish->dir[1] } ); + if( !next || (next && !(next->flags & CELL_FLAG_WALKABLE)) ) + { + // Try UP + die = 1; + } + + if( die ) + { + vg_info( "Fish died! (%d)\n", i ); + fish->alive = 0; + continue; + } + + + fish->co[0] += fish->dir[0]; + fish->co[1] += fish->dir[1]; + } + + // Try spawn fish + for( int i = 0; i < arrlen( map.io ); i ++ ) + { + struct cell *input = &map.cells[ map.io[i] ]; + + if( input->flags & CELL_FLAG_INPUT ) + { + if( input->state < arrlen( input->conditions ) ) + { + struct fish *fish = &map.fishes[ map.num_fishes ]; + map_tile_coords_from_index( map.io[i], fish->co ); + + int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} }; + int can_spawn = 0; + + for( int i = 0; i < vg_list_size( output_dirs ); i ++ ) + { + int *dir = output_dirs[i]; + struct cell *next = map_tile_at( (int[2]){ fish->co[0]+dir[0], fish->co[1]+dir[1] } ); + if( next && next->flags & CELL_FLAG_CANAL ) + { + fish->dir[0] = dir[0]; + fish->dir[1] = dir[1]; + can_spawn = 1; + } + } + + if( can_spawn ) + { + fish->alive = 1; + input->state ++; + map.num_fishes ++; + } + } + } + } + + vg_info( "There are now %u active fish\n", map.num_fishes ); + } + + if( vg_get_button_down( "go" ) ) + { + map.playing = 0; + map.num_fishes = 0; + + vg_info( "Ending!\n" ); + } + } + else + { + if( vg_get_button_down( "go" ) ) + { + map.playing = 1; + + // Reset everything + for( int i = 0; i < map.x*map.y; i ++ ) + map.cells[ i ].state = 0; + + vg_info( "Starting!\n" ); + } + + if( map.selected ) + { + map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } ); + + if( map.select_valid ) + { + if( vg_get_button_down("primary") ) + { + if( map.selected->flags & CELL_FLAG_CANAL ) + { + map.selected->flags &= ~(CELL_FLAG_CANAL); + } + else + { + map.selected->flags |= CELL_FLAG_CANAL; + } + } + } + } + } } 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 ); - SHADER_USE( colour_shader ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)m_pv ); - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f ); + glBindVertexArray( map.tiles_vao ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl ); + map_update_visual(); + + SHADER_USE( tilemap_shader ); + glUniformMatrix4fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 ); + 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 ); - glBindVertexArray( tile_vao ); 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 ); @@ -278,25 +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 ( - "###########;\n" - "# + #;abab\n" + "##-#####-##;aaa,aa\n" + "# #;\n" + "# #;\n" + "# #;\n" "# #;\n" "# #;\n" - "# - - #;aa,bb\n" - "###########;\n" + "# #;\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)