//#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[] =
{
"#############;\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;
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
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 )
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 );
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'
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 );
--- /dev/null
+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 *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &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
+};
+
+static void resource_load_main(void)
+{
+ // Textures
+ vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
+
+ // Audio
+ sfx_set_init( &audio_tile_mod, NULL );
+}
+
+static void resource_free_main(void)
+{
+ vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
+ sfx_set_free( &audio_tile_mod );
+}
+
+// SHADERS
+// ===========================================================================================================
+
+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" })
+)
+
+void vg_register(void)
+{
+ SHADER_INIT( shader_tile_colour );
+ SHADER_INIT( shader_tile_main );
+ SHADER_INIT( shader_ball );
+}