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 * 0.25 - 0.125 + 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( glyph.rgb * uColour, glyph.a );"
+ "}"
+ ,
+ UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
+)
+
SHADER_DEFINE( shader_tile_main,
// VERTEX
"layout (location=0) in vec2 a_co;"
"uniform mat3 uPv;"
"uniform mat2 uSubTransform;"
""
- "out vec4 aTexCoords;"
+ "out vec4 aTexCoords;"
""
"vec2 hash22(vec2 p)"
"{"
GLuint tex_tile_data;
GLuint tex_tile_detail;
GLuint tex_wood;
+GLuint tex_ball;
m3x3f m_projection;
m3x3f m_view;
{
SHADER_INIT( shader_tile_colour );
SHADER_INIT( shader_tile_main );
+ SHADER_INIT( shader_ball );
}
void vg_start(void)
vg_tex2d_mipmap();
vg_tex2d_linear_mipmap();
vg_tex2d_repeat();
+
+ tex_ball = vg_tex2d_rgba( "textures/ball_metallic.png" );
+ vg_tex2d_mipmap();
+ vg_tex2d_linear_mipmap();
+ vg_tex2d_clamp();
}
map_load( level_pack[ 0 ] );
glDeleteTextures( 1, &tex_tile_data );
glDeleteTextures( 1, &tex_tile_detail );
glDeleteTextures( 1, &tex_wood );
+ glDeleteTextures( 1, &tex_ball );
}
static int cell_interactive( v2i co )
}
}
- glDisable(GL_BLEND);
-
- SHADER_USE( shader_tile_colour );
- glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- use_mesh( &world.circle );
+ //glDisable(GL_BLEND);
- // Draw i/o arrays
- for( int i = 0; i < arrlen( world.io ); i ++ )
- {
- struct cell_terminal *term = &world.io[ i ];
- int posx = term->id % world.w;
- int posy = (term->id - posx)/world.w;
- int is_input = world.data[ term->id ].state & FLAG_INPUT;
-
- int const filled_start = 0;
- int const filled_count = 32;
- int const empty_start = 32;
- int const empty_count = 32*2;
-
- v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
-
- for( int j = 0; j < arrlen( term->conditions ); j ++ )
- {
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
-
- if( is_input )
- {
- colour_code_v3( term->conditions[j], dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
- // Draw filled if tick not passed, draw empty if empty
- if( world.sim_frame > j )
- draw_mesh( empty_start, empty_count );
- else
- draw_mesh( filled_start, filled_count );
- }
- else
- {
- if( term->recv_count > j )
- {
- colour_code_v3( term->recv[j], dot_colour );
- v3_muls( dot_colour, 0.8f, dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
- draw_mesh( filled_start, filled_count );
- }
-
- colour_code_v3( term->conditions[j], dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
- draw_mesh( empty_start, empty_count );
- }
- }
- }
+ 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 );
+ glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
// Draw 'fish'
if( world.simulating )
{
- v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
-
for( int i = 0; i < world.num_fishes; i ++ )
{
struct fish *fish = &world.fishes[i];
if( !fish->alive )
continue;
-
- colour_code_v3( fish->payload, dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
+
// Evaluate position
struct cell *cell = pcell(fish->pos);
v2f fish_pos;
fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
}
- //vg_line_box( (v2f){fish->pos[0],fish->pos[1]},
- //(v2f){ (float)fish->pos[0]+1.0f, (float)fish->pos[1]+1.0f }, 0xffffffff );
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+ colour_code_v3( fish->payload, dot_colour );
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), fish_pos[0], fish_pos[1], 0.125f );
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+ glUniform2f( SHADER_UNIFORM( shader_ball, "uOffset" ), fish_pos[0], fish_pos[1] );
draw_mesh( 0, 32 );
}
}
+ glDisable(GL_BLEND);
+
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ use_mesh( &world.circle );
+
+ // Draw i/o arrays
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int posx = term->id % world.w;
+ int posy = (term->id - posx)/world.w;
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ int const filled_start = 0;
+ int const filled_count = 32;
+ int const empty_start = 32;
+ int const empty_count = 32*2;
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ for( int j = 0; j < arrlen( term->conditions ); j ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
+
+ if( is_input )
+ {
+ colour_code_v3( term->conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ // Draw filled if tick not passed, draw empty if empty
+ if( world.sim_frame > j )
+ draw_mesh( empty_start, empty_count );
+ else
+ draw_mesh( filled_start, filled_count );
+ }
+ else
+ {
+ if( term->recv_count > j )
+ {
+ colour_code_v3( term->recv[j], dot_colour );
+ v3_muls( dot_colour, 0.8f, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( filled_start, filled_count );
+ }
+
+ colour_code_v3( term->conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( empty_start, empty_count );
+ }
+ }
+ }
+
if( world.simulating )
{
glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );