"## ##;\n"
"## ##;\n"
"###+#####+###;aa,aaa\n"
- "#############;\n"
+ "#############;\n",
+
+ // Level 5
+ "###############;\n"
+ "####-##########;abcb\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "##########+####;bcba\n"
+ "###############;\n"
};
m3x3f m_projection;
};
v3f colour_sets[] =
-{ { 0.9f, 0.2f, 0.01f },
+{ { 0.9f, 0.6f, 0.20f },
{ 0.2f, 0.9f, 0.14f },
- { 0.1f, 0.3f, 0.85f } };
+ { 0.4f, 0.8f, 1.00f } };
static void colour_code_v3( char cc, v3f target )
{
struct mesh tile, circle;
GLuint background_data;
+ GLuint random_samples;
int selected, tile_x, tile_y;
v2f tile_pos;
world.io = NULL;
}
-static void map_reclassify( v2i start, v2i end );
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
static int map_load( const char *str )
{
map_free();
c ++;
}
- map_reclassify( NULL, NULL );
+ // Update data texture to fill out the background
+ {
+ u8 info_buffer[64*64*4];
+ for( int i = 0; i < 64*64; i ++ )
+ {
+ u8 *px = &info_buffer[i*4];
+ px[0] = 255;
+ px[1] = 0;
+ px[2] = 0;
+ px[3] = 0;
+ }
+
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+ }
+
+ map_reclassify( NULL, NULL, 1 );
vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
return 1;
}
}
// Create info data texture
- glGenTextures( &world.background_data );
- glBindTexture( GL_TEXTURE_2D, texture_name );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
- vg_tex2d_nearest();
+ {
+ glGenTextures( 1, &world.background_data );
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ vg_tex2d_nearest();
+ }
+
+ // Create random smaples texture
+ {
+ u8 *data = malloc(512*512*2);
+ for( int i = 0; i < 512*512*2; i ++ )
+ data[ i ] = rand()/(RAND_MAX/255);
+
+ glGenTextures( 1, &world.random_samples );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
+ vg_tex2d_linear();
+ vg_tex2d_repeat();
+
+ free( data );
+ }
resource_load_main();
{
resource_free_main();
+ glDeleteTextures( 1, &world.background_data );
+ glDeleteTextures( 1, &world.random_samples );
+
free_mesh( &world.tile );
free_mesh( &world.circle );
return 1;
}
-static void map_reclassify( v2i start, v2i end )
+static void map_reclassify( v2i start, v2i end, int update_texbuffer )
{
v2i full_start = { 1,1 };
v2i full_end = { world.w-1, world.h-1 };
start = full_start;
end = full_end;
}
+
+ // Texture data
+ u8 info_buffer[64*64*4];
+ u32 pixel_id = 0;
+
+ int px0 = vg_max( start[0], full_start[0] ),
+ px1 = vg_min( end[0], full_end[0] ),
+ py0 = vg_max( start[1], full_start[1] ),
+ py1 = vg_min( end[1], full_end[1] );
- for( int y = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ )
+ for( int y = py0; y < py1; y ++ )
{
- for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_end[0] ); x ++ )
+ for( int x = px0; x < px1; x ++ )
{
+ struct cell *cell = pcell((v2i){x,y});
+
v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+ u8 height = 0;
u8 config = 0x00;
- if( pcell((v2i){x,y})->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+ if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
{
for( int i = 0; i < vg_list_size( dirs ); i ++ )
{
if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
config |= 0x1 << i;
}
+
+ height = 128;
}
- else config = 0xF;
+ else
+ {
+ if( cell->state & FLAG_WALL )
+ height = 255;
+
+ config = 0xF;
+ }
pcell((v2i){x,y})->config = config;
+
+ u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
+ info_px[0] = height;
+ info_px[1] = cell->state & FLAG_WALL? 0: 255;
+ info_px[2] = 0;
+ info_px[3] = 0;
}
}
+
+ if( update_texbuffer )
+ {
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+ }
}
v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
- (v2i){ world.tile_x +2, world.tile_y +2 } );
+ (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
}
}
else
// Draw background
- if(0){
+ if(1){
SHADER_USE( shader_background );
glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- vg_tex2d_bind( &tex_background, 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
- glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -50, -50, 100 );
+ glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+ glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
draw_mesh( 0, 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 );
+ map_reclassify( new_begin, new_end, 0 );
m2x2_identity( subtransform );
glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
render_tiles( new_begin, new_end, colour_default, colour_default );
world.data[ world.selected ].state ^= FLAG_CANAL;
- map_reclassify( new_begin, new_end );
+ map_reclassify( new_begin, new_end, 0 );
}
//glDisable(GL_BLEND);
for( int j = 0; j < arrlen( term->conditions ); j ++ )
{
- float y_offset = is_input? 0.8f: 0.2f;
+ float y_offset = is_input? 1.2f: -0.2f;
glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
if( is_input )
"{"
"vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
"gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
- "aTexCoords = world_pos * 0.25;"
+ "aTexCoords = a_co;"
"}",
// FRAGMENT
"out vec4 FragColor;"
""
"uniform sampler2D uTexMain;"
+ "uniform sampler2D uSamplerNoise;"
+ "uniform float uVariance;"
""
"in vec2 aTexCoords;"
""
- "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()"
"{"
- "vec2 random_offset = floor( hash22( floor( aTexCoords * 4.0 ) ) * 4.0 ) * 0.25;"
- "vec4 background = texture( uTexMain, aTexCoords );"
- "FragColor = vec4( background.rgb * (1.0+random_offset.r*0.015), 1.0 );"
+ "float ao_accum = 0.0;"
+ "for( int i=0; i<10; ++i )"
+ "{"
+ "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
+ "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
+ "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
+ "}"
+ "ao_accum *= 0.15;"
+
+ "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
+
+ "ao_accum -= data_this_tile.r;"
+
+ "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );"
+
+ "vec2 square_coords = fract( aTexCoords * 64.0 );"
+ "vec2 grid_coords = abs( square_coords - 0.5 );"
+ "float edge_contrast = (1.0-ao_accum*0.2);"
+
+ "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
+ "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
+
+ "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexMain" })
+ UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
)
void vg_register(void)