X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=4e48534bc82bcf2f6ff0a00d2eb891924d135f67;hb=5276db4a15a6565813bdde22198f8aee4030e56f;hp=4408dcf8784b4ecfe293a7fcb76443099af5c04d;hpb=5c3a8b94f5ef67e6e95d4f9e6b445b1066aca354;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index 4408dcf..4e48534 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -1,13 +1,13 @@ // TEXTURES // =========================================================================================================== -vg_tex2d tex_tile_data = { .path = "textures/tileset.png" }; -vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.png" }; -vg_tex2d tex_wood = { .path = "textures/wood.png" }; -vg_tex2d tex_ball = { .path = "textures/ball.png", .flags = VG_TEXTURE_CLAMP }; -vg_tex2d tex_background = { .path = "textures/background.png" }; +vg_tex2d tex_tile_data = { .path = "textures/tileset.qoi" }; +vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" }; +vg_tex2d tex_wood = { .path = "textures/wood.qoi" }; +vg_tex2d tex_background = { .path = "textures/background.qoi" }; +vg_tex2d tex_ball_noise = { .path = "textures/bnoise.qoi" }; -vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background }; +vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise }; // AUDIO // =========================================================================================================== @@ -144,16 +144,16 @@ SHADER_DEFINE( shader_ball, "uniform vec2 uOffset;" "uniform mat3 uPv;" "" - "out vec2 aTexCoords;" + "out vec4 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 );" + + // Create texture coords + "aTexCoords = vec4( a_co, worldpos.xy );" "}", // FRAGMENT @@ -161,16 +161,33 @@ SHADER_DEFINE( shader_ball, "" "uniform sampler2D uTexMain;" "uniform vec3 uColour;" + "uniform vec2 uTexOffset;" "" - "in vec2 aTexCoords;" + "in vec4 aTexCoords;" "" "void main()" "{" - "vec4 glyph = texture( uTexMain, aTexCoords );" - "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );" + "vec2 center_coords = aTexCoords.xy - 0.5;" + "vec2 center_coords_sqr = center_coords*center_coords;" + "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );" + + "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;" + "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;" + "vec4 noise_sample = texture( uTexMain, warped_coords );" + + "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;" + + "vec2 shadow_coords = center_coords + vec2(0.02,0.07);" + "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;" + "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);" + + "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;" + "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );" + + "FragColor = colour_comp;" "}" , - UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" }) + UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" }) ) SHADER_DEFINE( shader_tile_main, @@ -292,10 +309,234 @@ SHADER_DEFINE( shader_background, UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" }) ) +SHADER_DEFINE( shader_wire, + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform vec3 uStart;" + "uniform vec3 uEnd;" + "uniform mat3 uPv;" + "uniform float uCurve;" + "" + "out vec2 aTexCoords;" + "" + "vec3 sample_curve_time( float t )" + "{" + "vec3 line_coord = mix( uStart, uEnd, t );" + + "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));" + "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );" + "}" + "" + "void main()" + "{" + // Vertex transform + "vec3 p0 = sample_curve_time( a_co.x );" + "vec3 p1 = sample_curve_time( a_co.x + 0.025 );" + + "vec2 line_tangent = normalize(p1.xy-p0.xy);" + "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );" + + "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;" + + "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );" + + // Create texture coords (todo: include stretch adjusted coords?) + "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "" + "uniform sampler2D uTexMain;" + "uniform vec4 uColour;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "FragColor = uColour;" + "}" + , + UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" }) +) + + void vg_register(void) { SHADER_INIT( shader_tile_colour ); SHADER_INIT( shader_tile_main ); SHADER_INIT( shader_ball ); SHADER_INIT( shader_background ); + SHADER_INIT( shader_wire ); } + +/* + 0000 0 | 0001 1 | 0010 2 | 0011 3 + | | | | | + X | X= | X | X= + | | | + 0100 4 | 0101 5 | 0110 6 | 0111 7 + | | | | | + =X | =X= | =X | =X= + | | | + 1000 8 | 1001 9 | 1010 10 | 1011 11 + | | | | | + X | X= | X | X= + | | | | | | | + 1100 12 | 1101 13 | 1110 14 | 1111 15 + | | | | | + =X | =X= | =X | =X= + | | | | | | | +*/ + +float const MESH_NUMBER_0[] = { + #include "fonts/numbers/n0.h" +}; + +float const MESH_NUMBER_1[] = { + #include "fonts/numbers/n1.h" +}; + +float const MESH_NUMBER_2[] = { + #include "fonts/numbers/n2.h" +}; + +float const MESH_NUMBER_3[] = { + #include "fonts/numbers/n3.h" +}; + +float const MESH_NUMBER_4[] = { + #include "fonts/numbers/n4.h" +}; + +float const MESH_NUMBER_5[] = { + #include "fonts/numbers/n5.h" +}; + +float const MESH_NUMBER_6[] = { + #include "fonts/numbers/n6.h" +}; + +float const MESH_NUMBER_7[] = { + #include "fonts/numbers/n7.h" +}; + +float const MESH_NUMBER_8[] = { + #include "fonts/numbers/n8.h" +}; + +float const MESH_NUMBER_9[] = { + #include "fonts/numbers/n9.h" +}; + +float const MESH_NUMBERS_BUFFER[] = +{ + #include "fonts/numbers/n0.h" + #include "fonts/numbers/n1.h" + #include "fonts/numbers/n2.h" + #include "fonts/numbers/n3.h" + #include "fonts/numbers/n4.h" + #include "fonts/numbers/n5.h" + #include "fonts/numbers/n6.h" + #include "fonts/numbers/n7.h" + #include "fonts/numbers/n8.h" + #include "fonts/numbers/n9.h" +}; + +#define MESH_NUMBER_DIVISOR 6 + +u32 const MESH_NUMBERS_OFFSETS[][2] = +{ + { + 0, + vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR + }, + { + vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR, + vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR + }, + { + ( + vg_list_size( MESH_NUMBER_0 ) + + vg_list_size( MESH_NUMBER_1 ) + ) / MESH_NUMBER_DIVISOR, + vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR + }, + { + ( + vg_list_size( MESH_NUMBER_0 ) + + vg_list_size( MESH_NUMBER_1 ) + + vg_list_size( MESH_NUMBER_2 ) + ) / MESH_NUMBER_DIVISOR, + vg_list_size( MESH_NUMBER_3 ) / MESH_NUMBER_DIVISOR + }, + { + ( + vg_list_size( MESH_NUMBER_0 ) + + vg_list_size( MESH_NUMBER_1 ) + + vg_list_size( MESH_NUMBER_2 ) + + vg_list_size( MESH_NUMBER_3 ) + ) / MESH_NUMBER_DIVISOR, + vg_list_size( MESH_NUMBER_4 ) / MESH_NUMBER_DIVISOR + }, + { + ( + vg_list_size( MESH_NUMBER_0 ) + + vg_list_size( MESH_NUMBER_1 ) + + vg_list_size( MESH_NUMBER_2 ) + + vg_list_size( MESH_NUMBER_3 ) + + vg_list_size( MESH_NUMBER_4 ) + ) / MESH_NUMBER_DIVISOR, + vg_list_size( MESH_NUMBER_5 ) / MESH_NUMBER_DIVISOR + }, + { + ( + vg_list_size( MESH_NUMBER_0 ) + + vg_list_size( MESH_NUMBER_1 ) + + vg_list_size( MESH_NUMBER_2 ) + + vg_list_size( MESH_NUMBER_3 ) + + vg_list_size( MESH_NUMBER_4 ) + + vg_list_size( MESH_NUMBER_5 ) + ) / MESH_NUMBER_DIVISOR, + vg_list_size( MESH_NUMBER_6 ) / MESH_NUMBER_DIVISOR + }, + { + ( + vg_list_size( MESH_NUMBER_0 ) + + vg_list_size( MESH_NUMBER_1 ) + + vg_list_size( MESH_NUMBER_2 ) + + vg_list_size( MESH_NUMBER_3 ) + + vg_list_size( MESH_NUMBER_4 ) + + vg_list_size( MESH_NUMBER_5 ) + + vg_list_size( MESH_NUMBER_6 ) + ) / MESH_NUMBER_DIVISOR, + vg_list_size( MESH_NUMBER_7 ) / MESH_NUMBER_DIVISOR + }, + { + ( + vg_list_size( MESH_NUMBER_0 ) + + vg_list_size( MESH_NUMBER_1 ) + + vg_list_size( MESH_NUMBER_2 ) + + vg_list_size( MESH_NUMBER_3 ) + + vg_list_size( MESH_NUMBER_4 ) + + vg_list_size( MESH_NUMBER_5 ) + + vg_list_size( MESH_NUMBER_6 ) + + vg_list_size( MESH_NUMBER_7 ) + ) / MESH_NUMBER_DIVISOR, + vg_list_size( MESH_NUMBER_8 ) / MESH_NUMBER_DIVISOR + }, + { + ( + vg_list_size( MESH_NUMBER_0 ) + + vg_list_size( MESH_NUMBER_1 ) + + vg_list_size( MESH_NUMBER_2 ) + + vg_list_size( MESH_NUMBER_3 ) + + vg_list_size( MESH_NUMBER_4 ) + + vg_list_size( MESH_NUMBER_5 ) + + vg_list_size( MESH_NUMBER_6 ) + + vg_list_size( MESH_NUMBER_7 ) + + vg_list_size( MESH_NUMBER_8 ) + ) / MESH_NUMBER_DIVISOR, + vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR + } +};