"uniform mat2 uSubTransform;"
""
"out vec4 aTexCoords;"
+ "out vec2 aWorldCoords;"
""
"vec2 hash22(vec2 p)"
"{"
""
"void main()"
"{"
- // 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 );"
-
// 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
""
"uniform sampler2D uTexGlyphs;"
"uniform sampler2D uTexWood;"
+ "uniform float uGhost;"
+ "uniform vec2 uMousePos;"
+ "uniform vec4 uColour;"
""
"in vec4 aTexCoords;"
+ "in vec2 aWorldCoords;"
""
"void main()"
"{"
"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
- "FragColor = vec4( wood_comp * shadows, glyph.b );"
+ "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" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour" })
)
const char *level_pack[] =
struct mesh tile, circle;
- int selected;
+ int selected, tile_x, tile_y;
+ v2f tile_pos;
struct fish
{
vg_projection_update();
// Input stuff
+ v2_copy( vg_mouse_ws, world.tile_pos );
- v2f tile_pos;
- v2_copy( vg_mouse_ws, tile_pos );
-
- int tile_x = floorf( tile_pos[0] );
- int tile_y = floorf( tile_pos[1] );
+ world.tile_x = floorf( world.tile_pos[0] );
+ world.tile_y = floorf( world.tile_pos[1] );
// Tilemap editing
if( !world.simulating )
{
- if( cell_interactive( (v2i){ tile_x, tile_y } ))
+ if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
{
- world.selected = tile_y * world.w + tile_x;
+ world.selected = world.tile_y * world.w + world.tile_x;
if( vg_get_button_down("primary") )
{
else
sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
- map_reclassify( (v2i){ tile_x -2, tile_y -2 }, (v2i){ tile_x +2, tile_y +2 } );
+ map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
+ (v2i){ world.tile_x +2, world.tile_y +2 } );
}
}
else
}
}
-static void render_tiles(void)
+static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
{
- for( int y = 0; y < world.h; y ++ )
+ v2i full_start = { 0,0 };
+ v2i full_end = { world.w, world.h };
+
+ if( !start || !end )
{
- for( int x = 0; x < world.w; x ++ )
+ start = full_start;
+ end = full_end;
+ }
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+
+ for( int y = start[1]; y < end[1]; y ++ )
+ {
+ for( int x = start[0]; x < end[0]; x ++ )
{
struct cell *cell = pcell((v2i){x,y});
int selected = world.selected == y*world.w + x;
}
glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
- draw_mesh( 0, 2 );
+ if( selected )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
+ draw_mesh( 0, 2 );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+ }
+ else
+ draw_mesh( 0, 2 );
}
}
}
frame_lerp = scaled_time - (float)world.sim_frame;
}
+ v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
+ v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
+
v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
m2x2_identity( subtransform );
glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
// Bind textures
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, tex_wood );
glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
- render_tiles();
+ render_tiles( NULL, NULL, colour_default, colour_default );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture( GL_TEXTURE_2D, tex_wood );
glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
- render_tiles();
+ render_tiles( NULL, NULL, colour_default, colour_selected );
// Draw splitters
}
}
+ // Edit overlay
+ if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
+ {
+ v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
+ v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end );
+
+ m2x2_identity( subtransform );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
+
+ render_tiles( new_begin, new_end, colour_default, colour_default );
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end );
+ }
+
//glDisable(GL_BLEND);
glDisable(GL_BLEND);