X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=e024fca71987265a050db88d2a0be6b4f99317de;hb=f8e80fde4a84a6b990ec17c067b2a95847ae744c;hp=60bfb6a5267e972a047d88a16579edc2d076376d;hpb=2c019052223ebef7734616038839ef2bf2157761;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 60bfb6a..e024fca 100644 --- a/fishladder.c +++ b/fishladder.c @@ -2,129 +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_ball, - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform vec2 uOffset;" - "uniform mat3 uPv;" - "" - "out vec2 aTexCoords;" - "" - "void main()" - "{" - // Create texture coords - "aTexCoords = a_co;" - - // Vertex transform - "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );" - "gl_Position = vec4( uPv * worldpos, 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "" - "uniform sampler2D uTexMain;" - "uniform vec3 uColour;" - "" - "in vec2 aTexCoords;" - "" - "void main()" - "{" - "vec4 glyph = texture( uTexMain, aTexCoords );" - "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );" - "}" - , - UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" }) -) - -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;" - "out vec2 aWorldCoords;" - "" - "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()" - "{" - // 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 );" - - // 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 );" - "aWorldCoords = worldpos.xy;" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "" - "uniform sampler2D uTexGlyphs;" - "uniform sampler2D uTexWood;" - "uniform float uGhost;" - "uniform vec2 uMousePos;" - "uniform vec4 uColour;" - "" - "in vec4 aTexCoords;" - "in vec2 aWorldCoords;" - "" - "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 );" - - "vec4 output_regular = vec4( wood_comp * shadows, glyph.b );" - - "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );" - "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );" - - "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;" - "}" - , - UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour" }) -) +#include "fishladder_resources.h" const char *level_pack[] = { @@ -184,35 +62,6 @@ const char *level_pack[] = "#############;\n" }; -GLuint tex_tile_data; -GLuint tex_tile_detail; -GLuint tex_wood; -GLuint tex_ball; - -sfx_system_t audio_system_sfx = -{ - .vol = 1.f, - .spd = 1.f, - .ch = 1, - .cur = 0, - .vol_src = &g_vol_sfx, - .flags = 0x00, - .fadeout = FADEOUT_LENGTH, - .name = "sfx" -}; - -sfx_set_t audio_tile_mod = -{ - .sources = "\ -sound/mod_01.ogg\0\ -sound/mod_02.ogg\0\ -sound/mod_03.ogg\0\ -sound/mod_04.ogg\0\ -sound/mod_05.ogg\0\ -sound/mod_06.ogg\0", - .flags = 0 -}; - m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; @@ -498,13 +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 ); - SHADER_INIT( shader_ball ); -} - void vg_start(void) { // Quad mesh @@ -554,50 +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(); - - tex_ball = vg_tex2d_rgba( "textures/ball.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_clamp(); - } - - // Audio - { - sfx_set_init( &audio_tile_mod, NULL ); - } + 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 ); - glDeleteTextures( 1, &tex_ball ); - - sfx_set_free( &audio_tile_mod ); } static int cell_interactive( v2i co ) @@ -786,6 +597,7 @@ void vg_update(void) else world.selected = -1; } + else world.selected = -1; // Simulation stop/start if( vg_get_button_down("go") ) @@ -800,11 +612,15 @@ void vg_update(void) world.io[i].recv_count = 0; vg_info( "Stopping simulation!\n" ); + + sfx_system_fadeout( &audio_system_balls_rolling, 44100 ); } else { 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; @@ -825,7 +641,8 @@ void vg_update(void) { while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) ) { - vg_info( "frame: %u\n", world.sim_frame ); + //vg_info( "frame: %u\n", world.sim_frame ); + sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 ); for( int i = 0; i < arrlen( world.io ); i ++ ) { @@ -944,7 +761,10 @@ void vg_update(void) 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 ++; @@ -1049,12 +869,10 @@ void vg_render(void) 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 ); render_tiles( NULL, NULL, colour_default, colour_default ); @@ -1066,8 +884,7 @@ void vg_render(void) SHADER_USE( shader_ball ); glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, tex_ball ); + vg_tex2d_bind( &tex_ball, 0 ); glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 ); // Draw 'fish' @@ -1150,12 +967,10 @@ void vg_render(void) SHADER_USE( shader_tile_main ); // 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 ); render_tiles( NULL, NULL, colour_default, colour_selected ); @@ -1287,4 +1102,5 @@ void vg_render(void) void vg_ui(void) { //ui_test(); + sfx_internal_debug_overlay(); }