//#define VG_STEAM
#include "vg/vg.h"
-#define CELL_SHEET_X 512
-#define CELL_SHEET_Y 512
-
-SHADER_DEFINE( colour_shader,
-
- // VERTEX
- "layout (location=0) in vec2 a_co;"
- "uniform mat3 uPv;"
- "uniform mat3 uMdl;"
- ""
- "void main()"
- "{"
- " gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );"
- "}",
-
- // FRAGMENT
- "out vec4 FragColor;"
- "uniform vec4 uColour;"
- ""
- "void main()"
- "{"
- " FragColor = uColour;"
- "}"
- ,
- UNIFORMS({ "uPv", "uMdl", "uColour" })
-)
-
-SHADER_DEFINE( tilemap_shader,
-
- // VERTEX
- "layout (location=0) in vec2 a_co;" // XY
- "layout (location=1) in vec2 a_offset;" // XY offset
- "layout (location=2) in vec4 a_data;" // atlas-uv, amt, other
- "uniform mat3 uPv;"
- "uniform vec2 uOrigin;"
- ""
- "out vec4 aCoords;"
- ""
- "void main()"
- "{"
- "vec2 world_coord = a_co+a_offset+uOrigin;"
- "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
- "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );"
- "}",
-
- // FRAGMENT
- "uniform sampler2D uTexTiles;"
- "uniform sampler2D uTexRipples;"
- "uniform float uTime;"
-
- "in vec4 aCoords;"
- "out vec4 FragColor;"
-
- "void main()"
- "{"
- "vec4 glyph = texture( uTexTiles, aCoords.xy );"
- "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
- "float wstatus = -((aCoords.z/128.0)-1.0);" // -1 := None in, 0.0 := Hold middle, 1.0 := All out
- "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
-
- // TODO: Fix texture instead of doing this..
- "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );"
- "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;"
- "FragColor = vec4( composite, 1.0 );"
- "}"
- ,
- UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" })
-)
-
-SHADER_DEFINE( fish_shader,
- // VERTEX
- "layout (location=0) in vec2 a_co;" // XY UV
-
- "uniform mat3 uPv;"
- "uniform vec3 uPosition;"
-
- "out vec2 aTexCoords;"
-
- "void main()"
- "{"
- "vec2 world_coord = a_co + uPosition.xy;"
- "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
- "aTexCoords = vec2( (a_co.x + uPosition.z) * 0.125, a_co.y );"
- "}",
- // FRAGMENT
- "uniform sampler2D uTexMain;"
- "uniform vec3 uColour;"
-
- "in vec2 aTexCoords;"
- "out vec4 FragColor;"
-
- "void main()"
- "{"
- "vec4 maintex = texture( uTexMain, aTexCoords );"
- "vec3 comp = mix( vec3(0.0,0.03,0.04), uColour, maintex.r );"
- "FragColor = vec4( comp, maintex.g * 0.7 );"
- "}",
- UNIFORMS({ "uPv", "uTexMain", "uColour", "uPosition" })
-)
-
m3x3f m_projection;
m3x3f m_view;
m3x3f m_mdl;
-int main( int argc, char *argv[] )
-{
- vg_init( argc, argv, "FishLadder" );
-}
-
-#define CELL_FLAG_INPUT 0x1
-#define CELL_FLAG_OUTPUT 0x2
- #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT)
-#define CELL_FLAG_WALL 0x4
-#define CELL_FLAG_HOVER 0x8
-#define CELL_FLAG_ITER 0x10
-#define CELL_FLAG_CANAL 0x20
-#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */
-#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL)
-#define CELL_FLAG_VISITED 0x80
-#define CELL_FLAG_UPLVL 0x100
-#define CELL_FLAG_MERGE 0x200
+int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); }
-// Cell data:
-// | byte 3 | byte 2 | byte 1 | byte 0 |
-// | anim | cfg | rflags | sflags |
+void vg_register(void){}
+void vg_start(void){}
+void vg_update(void){}
-// Static flags
-// Level defined (fixed)
-#define FLAG_WALL 0x1 /* Border cells // non passable */
-#define FLAG_LEVEL_CANAL 0x2 /* Used to mark canals from IO or static sections etc */
-
-// Player defined
-#define FLAG_CANAL 0x4 /* Cell is marked as canal and can transport water */
-#define FLAG_UNUSED0 0x8
-#define FLAG_UNUSED1 0x10
-#define FLAG_UNUSED2 0x20
-#define FLAG_UNUSED3 0x40
-#define FLAG_UNUSED4 0x80
-
-// Volatile flags
-#define FLAG_WATER 0x100 /* Does this cell have water flowing through it */
-#define FLAG_UNUSED5 0x200
-#define FLAG_UNUSED6 0x400
-#define FLAG_UNUSED7 0x800
-
-#define FLAG_UNUSED8 0x1000
-#define FLAG_UNUSED9 0x2000
-#define FLAG_UNUSEDA 0x4000
-#define FLAG_UNUSEDB 0x8000
-
-// Combined
-#define CFLAG_TRANSPORT (FLAG_CANAL|FLAG_LEVEL_CANAL)
-
-static struct
-{
- u32 x,y;
-
- v2f origin;
- struct cell *selected;
- int select_valid;
- int playing;
- u32 frame;
-
- u32 *io;
-
- struct vstack
- {
- struct vframe
- {
- int x, y;
- int i;
- }
- frames[ 64 ];
-
- int level;
- u32 flags;
- }
- stack;
-
- GLuint tile_texture;
- GLuint flow_texture;
-
- GLuint tiles_vao;
- GLuint tiles_vbo;
-}
-map;
-
-static void map_free(void)
-{
- for( int i = 0; i < arrlen( map.io ); i ++ )
- {
- arrfree( map.cells[ map.io[i] ].conditions );
- }
-
- arrfree( map.cells );
- arrfree( map.io );
- map.x = 0;
- map.y = 0;
- map.cells = NULL;
- map.io = NULL;
-}
-
-static struct cell *ptile( int pos[2] )
-{
- return map.cells + pos[1]*map.x + pos[0];
-}
-
-static struct cell *gettile( int pos[2] )
-{
- if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
- return map.cells + pos[1]*map.x + pos[0];
- return NULL;
-}
-
-static struct cell *getiftile( int pos[2], u32 flags )
-{
- struct cell *cell = gettile( pos );
- if( cell && (cell->flags & flags) )
- return cell;
-
- return NULL;
-}
-
-static void map_tile_coords_from_index( int i, int coords[2] )
-{
- coords[0] = i % map.x;
- coords[1] = (i - coords[0])/map.x;
-}
-
-static void map_stack_refresh(void)
-{
- for( int i = 0; i < map.x*map.y; i ++ )
- map.cells[i].flags &= ~CELL_FLAG_VISITED;
-}
-
-static void map_stack_init( int coords[2] )
-{
- map.stack.level = 0;
- map.stack.frames[0].i = 0;
- map.stack.frames[0].x = coords[0];
- map.stack.frames[0].y = coords[1];
-}
-
-static struct cell *map_stack_next(void)
-{
- struct cell *tile = NULL;
-
- while( !tile )
- {
- struct vframe *frame = &map.stack.frames[ map.stack.level ];
-
- int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} };
-
- if( frame->i < 3 )
- {
- int *dir = output_dirs[ frame->i ];
- tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
-
- if( tile && !(tile->flags & CELL_FLAG_VISITED) )
- {
- map.stack.level ++;
- frame[1].i = 0;
- frame[1].x = frame[0].x+dir[0];
- frame[1].y = frame[0].y+dir[1];
-
- tile->flags |= CELL_FLAG_VISITED;
-
- if( frame->i == 0 )
- frame->i = 400;
- }
- else
- tile = NULL;
-
- frame->i ++;
- }
- else
- {
- map.stack.level --;
- tile = NULL;
-
- if( map.stack.level < 0 )
- return NULL;
- }
- }
-
- return tile;
-}
-
-static void map_stack_current_coords( int coords[2], int offset )
-{
- coords[0] = map.stack.frames[ map.stack.level+offset ].x;
- coords[1] = map.stack.frames[ map.stack.level+offset ].y;
-}
-
-static void map_reclassify( v4i bounds )
-{
- u8 celldata[ 4096 ];
-
- for( int y = bounds[1]; y < bounds[3]; y ++ )
- {
- for( int x = bounds[0]; x < bounds[2]; x ++ )
- {
- struct cell *cur = map.cells + y*map.x + x;
- u8 *cellbytes = celldata + (y*map.x+x)*4;
-
- if( cur->flags & CELL_FLAG_WALKABLE )
- {
- struct cell *a, *b, *c, *d;
-
- a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
- b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
- c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
- d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
-
- u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0);
- cellbytes[ 0 ] = config;
- }
- else
- {
- // TODO: Random background tiles
- cellbytes[ 0 ] = 15;
- }
-
- cellbytes[ 1 ] = 0x00;
- cellbytes[ 2 ] = 0x00;
- cellbytes[ 3 ] = 0x00;
- }
- }
-
- glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
- glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata );
-}
-
-static int map_load( const char *str )
-{
- map_free();
-
- char const *c = str;
-
- // Scan for width
- for(;; map.x ++)
- {
- if( str[map.x] == ';' )
- break;
- else if( !str[map.x] )
- {
- vg_error( "Unexpected EOF when parsing level!\n" );
- return 0;
- }
- }
-
- struct cell *row = arraddnptr( map.cells, map.x );
- int cx = 0;
- int reg_start = 0, reg_end = 0;
-
- for(;;)
- {
- if( !*c )
- break;
-
- if( *c == ';' )
- {
- c ++;
-
- // Parse attribs
- if( *c != '\n' )
- {
- while( *c )
- {
- if( reg_start < reg_end )
- {
- if( *c >= 'a' && *c <= 'z' )
- {
- arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c );
- }
- else
- {
- if( *c == ',' || *c == '\n' )
- {
- reg_start ++;
-
- if( *c == '\n' )
- break;
- }
- else
- {
- vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y );
- return 0;
- }
- }
- }
- else
- {
- vg_error( "Over-assigned values (row: %u)\n", map.y );
- return 0;
- }
-
- c ++;
- }
- }
-
- if( reg_start != reg_end )
- {
- vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end );
- return 0;
- }
-
- if( cx != map.x )
- {
- vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x );
- return 0;
- }
-
- row = arraddnptr( map.cells, map.x );
- cx = 0;
- map.y ++;
- reg_end = reg_start = arrlen( map.io );
- }
- else
- {
- if( cx == map.x )
- {
- vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x );
- return 0;
- }
-
- row[ cx ].conditions = NULL;
-
- // Parse the various cell types
- if( *c == '+' || *c == '-' )
- {
- arrpush( map.io, cx + map.y*map.x );
- row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT;
- reg_end ++;
- }
- else if( *c == '#' )
- {
- row[ cx ++ ].flags = CELL_FLAG_WALL;
- }
- else
- {
- row[ cx ++ ].flags = 0x00;
- }
- }
-
- c ++;
- }
-
- // Origin top left corner
- map.origin[0] = -((float)map.x) * 0.5f;
- map.origin[1] = -((float)map.y) * 0.5f;
-
- float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) );
-
- for( int y = 0; y < map.y; y ++ )
- {
- for( int x = 0; x < map.x; x ++ )
- {
- float *coord = offset_array + (y*map.x+x)*2;
- coord[0] = x;
- coord[1] = y;
- }
- }
-
- glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
- glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array );
-
- free( offset_array );
- vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
- return 1;
-}
-
-// Determines if tile at position co is contentious
-static int map_tile_availible( int co[2] )
-{
- // Extract tiles area of influence as a 5x5 grid in bitfield format
- u32 blob = 0x1000;
- for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ )
- for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ )
- if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) )
- blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
-
- // Run filter over center 3x3 grid to check for invalid configurations
- // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets
- // to move the kernel as a whole.
- int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
- for( int i = 0; i < vg_list_size(kernel); i ++ )
- if( blob & (0x1 << (6+kernel[i])) )
- {
- // Illegal moves list in bitfield format
- u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
- u32 window = blob >> kernel[i];
-
- for( int j = 0; j < vg_list_size(invalid); j ++ )
- if((window & invalid[j]) == invalid[j])
- return 0;
- }
-
- return 1;
-}
-
-void vg_update(void)
-{
- // Update camera
- float ratio = (float)vg_window_y / (float)vg_window_x;
- float const size = 7.5f;
-
- m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
- m3x3_identity( m_view );
- m3x3_mul( m_projection, m_view, vg_pv );
- vg_projection_update();
-
- // Compute map update
- for( int y = 0; y < map.y; y ++ )
- {
- for( int x = 0; x < map.x; x ++ )
- {
- struct cell *tile, *upper, *lower, *l, *r;
- tile = gettile( (int [2]){ x, y } );
- tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL);
-
- if( tile->flags & CELL_FLAG_WALKABLE )
- {
- r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
- l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
-
- if( r && l )
- {
- upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
- lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
-
- if( upper )
- {
- tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL;
- }
-
- if( lower )
- {
- tile->flags |= CELL_FLAG_SPLIT;
- l->flags |= CELL_FLAG_UPLVL;
- r->flags |= CELL_FLAG_UPLVL;
- }
- }
- }
- }
- }
-
- map_reclassify();
-
- v2f tile_pos;
- v2_copy( vg_mouse_ws, tile_pos );
- v2_sub( tile_pos, map.origin, tile_pos );
-
- int tile_x = floorf( tile_pos[0] );
- int tile_y = floorf( tile_pos[1] );
-
- map.selected = ptile( (int [2]){tile_x, tile_y} );
-
- if( map.playing )
- {
- if( vg_get_button_down( "go" ) )
- {
- map.playing = 0;
- vg_info( "Ending!\n" );
- }
- }
- else
- {
- if( vg_get_button_down( "go" ) )
- {
- map.playing = 1;
- vg_info( "Starting!\n" );
- }
-
- if( map.selected )
- {
- map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } );
-
- if( map.select_valid )
- {
- if( vg_get_button_down("primary") )
- {
- if( map.selected->flags & CELL_FLAG_CANAL )
- {
- map.selected->flags &= ~(CELL_FLAG_CANAL);
- }
- else
- {
- map.selected->flags |= CELL_FLAG_CANAL;
- }
- }
- }
- }
- }
-}
-
-GLuint tile_vao;
-GLuint tile_vbo;
-GLuint fish_texture;
-
-void vg_render(void)
+void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
- //glEnable( GL_DEPTH_TEST );
- glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.1f, 0.1f, 0.2f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- glBindVertexArray( map.tiles_vao );
-
- //map_update_visual();
-
- SHADER_USE( tilemap_shader );
- glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-
- glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 );
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, map.tile_texture );
-
- glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 );
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, map.flow_texture );
-
- glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin );
- glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
-
- glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
-
- /*
- SHADER_USE( fish_shader );
- glUniformMatrix3fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( fish_shader, "uTexMain" ), 0 );
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, fish_texture );
- glUniform3f( SHADER_UNIFORM( fish_shader, "uPosition" ), 0.0f, 0.0f, floorf( vg_time*20.0f ) );
- glUniform3f( SHADER_UNIFORM( fish_shader, "uColour" ), 1.0f, 0.1f, 0.1f );
-
- glEnable( GL_BLEND );
- glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
- glBlendEquation( GL_FUNC_ADD );
-
- glDrawArrays( GL_TRIANGLES, 0, 6 );
-
- glDisable( GL_BLEND );
- */
-}
-
-void vg_register(void)
-{
- SHADER_INIT( colour_shader );
- SHADER_INIT( tilemap_shader );
- SHADER_INIT( fish_shader );
-}
-
-void vg_start(void)
-{
- glGenVertexArrays( 1, &tile_vao );
- glGenBuffers( 1, &tile_vbo );
-
- float quad_mesh[] =
- {
- 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-
- // Padding
- 0.0f, 0.0f, 0.0f, 0.0f
- };
-
- glBindVertexArray( tile_vao );
- glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
- glBufferData
- (
- GL_ARRAY_BUFFER,
- sizeof( quad_mesh ),
- quad_mesh,
- GL_STATIC_DRAW
- );
-
- glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- VG_CHECK_GL();
-
- // Create map buffers
- glGenVertexArrays( 1, &map.tiles_vao );
- glGenBuffers( 1, &map.tiles_vbo );
-
- glBindVertexArray( map.tiles_vao );
- glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
- glBufferData( GL_ARRAY_BUFFER,
- sizeof( quad_mesh ) +
- sizeof( float )*2 * 1024 +
- sizeof( u8 )*4 * 1024,
- NULL,
- GL_DYNAMIC_DRAW
- );
-
- glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh );
-
- // Base quad
- glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- // Offset, data arrays (instancing)
- glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) );
- glEnableVertexAttribArray( 1 );
- glVertexAttribDivisor( 1, 1 );
-
- glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) );
- glEnableVertexAttribArray( 2 );
- glVertexAttribDivisor( 2, 1 );
-
- map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" );
- vg_tex2d_nearest();
- vg_tex2d_repeat();
-
- map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
- vg_tex2d_nearest();
- vg_tex2d_repeat();
-
- fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" );
- vg_tex2d_nearest();
- vg_tex2d_repeat();
-
- map_load
- (
- "##-#####-##;aaa,aa\n"
- "# #;\n"
- "# #;\n"
- "# #;\n"
- "# #;\n"
- "# #;\n"
- "# #;\n"
- "##+#####+##;aa,aaa\n"
- );
+ // Rest of drawing code...
}
-void vg_free(void)
-{
- map_free();
-
- glDeleteVertexArrays( 1, &tile_vao );
- glDeleteVertexArrays( 1, &map.tiles_vao );
-
- glDeleteBuffers( 1, &tile_vbo );
- glDeleteBuffers( 1, &map.tiles_vbo );
-
- glDeleteTextures( 1, &map.tile_texture );
- glDeleteTextures( 1, &map.flow_texture );
-}
-
-void vg_ui(void)
-{
-
-}
+void vg_ui(void){}
+void vg_free(void){}
--- /dev/null
+// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+
+//#define VG_STEAM
+#include "vg/vg.h"
+
+#define CELL_SHEET_X 512
+#define CELL_SHEET_Y 512
+
+SHADER_DEFINE( colour_shader,
+
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform mat3 uPv;"
+ "uniform mat3 uMdl;"
+ ""
+ "void main()"
+ "{"
+ " gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ "uniform vec4 uColour;"
+ ""
+ "void main()"
+ "{"
+ " FragColor = uColour;"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uMdl", "uColour" })
+)
+
+SHADER_DEFINE( tilemap_shader,
+
+ // VERTEX
+ "layout (location=0) in vec2 a_co;" // XY
+ "layout (location=1) in vec2 a_offset;" // XY offset
+ "layout (location=2) in vec4 a_data;" // atlas-uv, amt, other
+ "uniform mat3 uPv;"
+ "uniform vec2 uOrigin;"
+ ""
+ "out vec4 aCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec2 world_coord = a_co+a_offset+uOrigin;"
+ "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
+ "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );"
+ "}",
+
+ // FRAGMENT
+ "uniform sampler2D uTexTiles;"
+ "uniform sampler2D uTexRipples;"
+ "uniform float uTime;"
+
+ "in vec4 aCoords;"
+ "out vec4 FragColor;"
+
+ "void main()"
+ "{"
+ "vec4 glyph = texture( uTexTiles, aCoords.xy );"
+ "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
+ "float wstatus = -((aCoords.z/128.0)-1.0);" // -1 := None in, 0.0 := Hold middle, 1.0 := All out
+ "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
+
+ // TODO: Fix texture instead of doing this..
+ "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );"
+ "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;"
+ "FragColor = vec4( composite, 1.0 );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" })
+)
+
+SHADER_DEFINE( fish_shader,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;" // XY UV
+
+ "uniform mat3 uPv;"
+ "uniform vec3 uPosition;"
+
+ "out vec2 aTexCoords;"
+
+ "void main()"
+ "{"
+ "vec2 world_coord = a_co + uPosition.xy;"
+ "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
+ "aTexCoords = vec2( (a_co.x + uPosition.z) * 0.125, a_co.y );"
+ "}",
+ // FRAGMENT
+ "uniform sampler2D uTexMain;"
+ "uniform vec3 uColour;"
+
+ "in vec2 aTexCoords;"
+ "out vec4 FragColor;"
+
+ "void main()"
+ "{"
+ "vec4 maintex = texture( uTexMain, aTexCoords );"
+ "vec3 comp = mix( vec3(0.0,0.03,0.04), uColour, maintex.r );"
+ "FragColor = vec4( comp, maintex.g * 0.7 );"
+ "}",
+ UNIFORMS({ "uPv", "uTexMain", "uColour", "uPosition" })
+)
+
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+int main( int argc, char *argv[] )
+{
+ vg_init( argc, argv, "FishLadder" );
+}
+
+#define CELL_FLAG_INPUT 0x1
+#define CELL_FLAG_OUTPUT 0x2
+ #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT)
+#define CELL_FLAG_WALL 0x4
+#define CELL_FLAG_HOVER 0x8
+#define CELL_FLAG_ITER 0x10
+#define CELL_FLAG_CANAL 0x20
+#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */
+#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL)
+#define CELL_FLAG_VISITED 0x80
+#define CELL_FLAG_UPLVL 0x100
+#define CELL_FLAG_MERGE 0x200
+
+// Cell data:
+// | byte 3 | byte 2 | byte 1 | byte 0 |
+// | anim | cfg | rflags | sflags |
+
+// Static flags
+// Level defined (fixed)
+#define FLAG_WALL 0x1 /* Border cells // non passable */
+#define FLAG_LEVEL_CANAL 0x2 /* Used to mark canals from IO or static sections etc */
+
+// Player defined
+#define FLAG_CANAL 0x4 /* Cell is marked as canal and can transport water */
+#define FLAG_UNUSED0 0x8
+#define FLAG_UNUSED1 0x10
+#define FLAG_UNUSED2 0x20
+#define FLAG_UNUSED3 0x40
+#define FLAG_UNUSED4 0x80
+
+// Volatile flags
+#define FLAG_WATER 0x100 /* Does this cell have water flowing through it */
+#define FLAG_UNUSED5 0x200
+#define FLAG_UNUSED6 0x400
+#define FLAG_UNUSED7 0x800
+
+#define FLAG_UNUSED8 0x1000
+#define FLAG_UNUSED9 0x2000
+#define FLAG_UNUSEDA 0x4000
+#define FLAG_UNUSEDB 0x8000
+
+// Combined
+#define CFLAG_TRANSPORT (FLAG_CANAL|FLAG_LEVEL_CANAL)
+
+static struct
+{
+ u32 x,y;
+
+ v2f origin;
+ struct cell *selected;
+ int select_valid;
+ int playing;
+ u32 frame;
+
+ u32 *io;
+
+ struct vstack
+ {
+ struct vframe
+ {
+ int x, y;
+ int i;
+ }
+ frames[ 64 ];
+
+ int level;
+ u32 flags;
+ }
+ stack;
+
+ GLuint tile_texture;
+ GLuint flow_texture;
+
+ GLuint tiles_vao;
+ GLuint tiles_vbo;
+}
+map;
+
+static void map_free(void)
+{
+ for( int i = 0; i < arrlen( map.io ); i ++ )
+ {
+ arrfree( map.cells[ map.io[i] ].conditions );
+ }
+
+ arrfree( map.cells );
+ arrfree( map.io );
+ map.x = 0;
+ map.y = 0;
+ map.cells = NULL;
+ map.io = NULL;
+}
+
+static struct cell *ptile( int pos[2] )
+{
+ return map.cells + pos[1]*map.x + pos[0];
+}
+
+static struct cell *gettile( int pos[2] )
+{
+ if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
+ return map.cells + pos[1]*map.x + pos[0];
+ return NULL;
+}
+
+static struct cell *getiftile( int pos[2], u32 flags )
+{
+ struct cell *cell = gettile( pos );
+ if( cell && (cell->flags & flags) )
+ return cell;
+
+ return NULL;
+}
+
+static void map_tile_coords_from_index( int i, int coords[2] )
+{
+ coords[0] = i % map.x;
+ coords[1] = (i - coords[0])/map.x;
+}
+
+static void map_stack_refresh(void)
+{
+ for( int i = 0; i < map.x*map.y; i ++ )
+ map.cells[i].flags &= ~CELL_FLAG_VISITED;
+}
+
+static void map_stack_init( int coords[2] )
+{
+ map.stack.level = 0;
+ map.stack.frames[0].i = 0;
+ map.stack.frames[0].x = coords[0];
+ map.stack.frames[0].y = coords[1];
+}
+
+static struct cell *map_stack_next(void)
+{
+ struct cell *tile = NULL;
+
+ while( !tile )
+ {
+ struct vframe *frame = &map.stack.frames[ map.stack.level ];
+
+ int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} };
+
+ if( frame->i < 3 )
+ {
+ int *dir = output_dirs[ frame->i ];
+ tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
+
+ if( tile && !(tile->flags & CELL_FLAG_VISITED) )
+ {
+ map.stack.level ++;
+ frame[1].i = 0;
+ frame[1].x = frame[0].x+dir[0];
+ frame[1].y = frame[0].y+dir[1];
+
+ tile->flags |= CELL_FLAG_VISITED;
+
+ if( frame->i == 0 )
+ frame->i = 400;
+ }
+ else
+ tile = NULL;
+
+ frame->i ++;
+ }
+ else
+ {
+ map.stack.level --;
+ tile = NULL;
+
+ if( map.stack.level < 0 )
+ return NULL;
+ }
+ }
+
+ return tile;
+}
+
+static void map_stack_current_coords( int coords[2], int offset )
+{
+ coords[0] = map.stack.frames[ map.stack.level+offset ].x;
+ coords[1] = map.stack.frames[ map.stack.level+offset ].y;
+}
+
+static void map_reclassify( v4i bounds )
+{
+ u8 celldata[ 4096 ];
+
+ for( int y = bounds[1]; y < bounds[3]; y ++ )
+ {
+ for( int x = bounds[0]; x < bounds[2]; x ++ )
+ {
+ struct cell *cur = map.cells + y*map.x + x;
+ u8 *cellbytes = celldata + (y*map.x+x)*4;
+
+ if( cur->flags & CELL_FLAG_WALKABLE )
+ {
+ struct cell *a, *b, *c, *d;
+
+ a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
+ b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
+ c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
+ d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
+
+ u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0);
+ cellbytes[ 0 ] = config;
+ }
+ else
+ {
+ // TODO: Random background tiles
+ cellbytes[ 0 ] = 15;
+ }
+
+ cellbytes[ 1 ] = 0x00;
+ cellbytes[ 2 ] = 0x00;
+ cellbytes[ 3 ] = 0x00;
+ }
+ }
+
+ glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+ glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata );
+}
+
+static int map_load( const char *str )
+{
+ map_free();
+
+ char const *c = str;
+
+ // Scan for width
+ for(;; map.x ++)
+ {
+ if( str[map.x] == ';' )
+ break;
+ else if( !str[map.x] )
+ {
+ vg_error( "Unexpected EOF when parsing level!\n" );
+ return 0;
+ }
+ }
+
+ struct cell *row = arraddnptr( map.cells, map.x );
+ int cx = 0;
+ int reg_start = 0, reg_end = 0;
+
+ for(;;)
+ {
+ if( !*c )
+ break;
+
+ if( *c == ';' )
+ {
+ c ++;
+
+ // Parse attribs
+ if( *c != '\n' )
+ {
+ while( *c )
+ {
+ if( reg_start < reg_end )
+ {
+ if( *c >= 'a' && *c <= 'z' )
+ {
+ arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c );
+ }
+ else
+ {
+ if( *c == ',' || *c == '\n' )
+ {
+ reg_start ++;
+
+ if( *c == '\n' )
+ break;
+ }
+ else
+ {
+ vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y );
+ return 0;
+ }
+ }
+ }
+ else
+ {
+ vg_error( "Over-assigned values (row: %u)\n", map.y );
+ return 0;
+ }
+
+ c ++;
+ }
+ }
+
+ if( reg_start != reg_end )
+ {
+ vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end );
+ return 0;
+ }
+
+ if( cx != map.x )
+ {
+ vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x );
+ return 0;
+ }
+
+ row = arraddnptr( map.cells, map.x );
+ cx = 0;
+ map.y ++;
+ reg_end = reg_start = arrlen( map.io );
+ }
+ else
+ {
+ if( cx == map.x )
+ {
+ vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x );
+ return 0;
+ }
+
+ row[ cx ].conditions = NULL;
+
+ // Parse the various cell types
+ if( *c == '+' || *c == '-' )
+ {
+ arrpush( map.io, cx + map.y*map.x );
+ row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT;
+ reg_end ++;
+ }
+ else if( *c == '#' )
+ {
+ row[ cx ++ ].flags = CELL_FLAG_WALL;
+ }
+ else
+ {
+ row[ cx ++ ].flags = 0x00;
+ }
+ }
+
+ c ++;
+ }
+
+ // Origin top left corner
+ map.origin[0] = -((float)map.x) * 0.5f;
+ map.origin[1] = -((float)map.y) * 0.5f;
+
+ float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) );
+
+ for( int y = 0; y < map.y; y ++ )
+ {
+ for( int x = 0; x < map.x; x ++ )
+ {
+ float *coord = offset_array + (y*map.x+x)*2;
+ coord[0] = x;
+ coord[1] = y;
+ }
+ }
+
+ glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+ glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array );
+
+ free( offset_array );
+ vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
+ return 1;
+}
+
+// Determines if tile at position co is contentious
+static int map_tile_availible( int co[2] )
+{
+ // Extract tiles area of influence as a 5x5 grid in bitfield format
+ u32 blob = 0x1000;
+ for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ )
+ for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ )
+ if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) )
+ blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
+
+ // Run filter over center 3x3 grid to check for invalid configurations
+ // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets
+ // to move the kernel as a whole.
+ int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
+ for( int i = 0; i < vg_list_size(kernel); i ++ )
+ if( blob & (0x1 << (6+kernel[i])) )
+ {
+ // Illegal moves list in bitfield format
+ u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
+ u32 window = blob >> kernel[i];
+
+ for( int j = 0; j < vg_list_size(invalid); j ++ )
+ if((window & invalid[j]) == invalid[j])
+ return 0;
+ }
+
+ return 1;
+}
+
+void vg_update(void)
+{
+ // Update camera
+ float ratio = (float)vg_window_y / (float)vg_window_x;
+ float const size = 7.5f;
+
+ m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+ m3x3_identity( m_view );
+ m3x3_mul( m_projection, m_view, vg_pv );
+ vg_projection_update();
+
+ // Compute map update
+ for( int y = 0; y < map.y; y ++ )
+ {
+ for( int x = 0; x < map.x; x ++ )
+ {
+ struct cell *tile, *upper, *lower, *l, *r;
+ tile = gettile( (int [2]){ x, y } );
+ tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL);
+
+ if( tile->flags & CELL_FLAG_WALKABLE )
+ {
+ r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
+ l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
+
+ if( r && l )
+ {
+ upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
+ lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
+
+ if( upper )
+ {
+ tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL;
+ }
+
+ if( lower )
+ {
+ tile->flags |= CELL_FLAG_SPLIT;
+ l->flags |= CELL_FLAG_UPLVL;
+ r->flags |= CELL_FLAG_UPLVL;
+ }
+ }
+ }
+ }
+ }
+
+ map_reclassify();
+
+ v2f tile_pos;
+ v2_copy( vg_mouse_ws, tile_pos );
+ v2_sub( tile_pos, map.origin, tile_pos );
+
+ int tile_x = floorf( tile_pos[0] );
+ int tile_y = floorf( tile_pos[1] );
+
+ map.selected = ptile( (int [2]){tile_x, tile_y} );
+
+ if( map.playing )
+ {
+ if( vg_get_button_down( "go" ) )
+ {
+ map.playing = 0;
+ vg_info( "Ending!\n" );
+ }
+ }
+ else
+ {
+ if( vg_get_button_down( "go" ) )
+ {
+ map.playing = 1;
+ vg_info( "Starting!\n" );
+ }
+
+ if( map.selected )
+ {
+ map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } );
+
+ if( map.select_valid )
+ {
+ if( vg_get_button_down("primary") )
+ {
+ if( map.selected->flags & CELL_FLAG_CANAL )
+ {
+ map.selected->flags &= ~(CELL_FLAG_CANAL);
+ }
+ else
+ {
+ map.selected->flags |= CELL_FLAG_CANAL;
+ }
+ }
+ }
+ }
+ }
+}
+
+GLuint tile_vao;
+GLuint tile_vbo;
+GLuint fish_texture;
+
+void vg_render(void)
+{
+ glViewport( 0,0, vg_window_x, vg_window_y );
+
+ //glEnable( GL_DEPTH_TEST );
+ glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glBindVertexArray( map.tiles_vao );
+
+ //map_update_visual();
+
+ SHADER_USE( tilemap_shader );
+ glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, map.tile_texture );
+
+ glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, map.flow_texture );
+
+ glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin );
+ glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
+
+ glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
+
+ /*
+ SHADER_USE( fish_shader );
+ glUniformMatrix3fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform1i( SHADER_UNIFORM( fish_shader, "uTexMain" ), 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, fish_texture );
+ glUniform3f( SHADER_UNIFORM( fish_shader, "uPosition" ), 0.0f, 0.0f, floorf( vg_time*20.0f ) );
+ glUniform3f( SHADER_UNIFORM( fish_shader, "uColour" ), 1.0f, 0.1f, 0.1f );
+
+ glEnable( GL_BLEND );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glBlendEquation( GL_FUNC_ADD );
+
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+
+ glDisable( GL_BLEND );
+ */
+}
+
+void vg_register(void)
+{
+ SHADER_INIT( colour_shader );
+ SHADER_INIT( tilemap_shader );
+ SHADER_INIT( fish_shader );
+}
+
+void vg_start(void)
+{
+ glGenVertexArrays( 1, &tile_vao );
+ glGenBuffers( 1, &tile_vbo );
+
+ float quad_mesh[] =
+ {
+ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+
+ // Padding
+ 0.0f, 0.0f, 0.0f, 0.0f
+ };
+
+ glBindVertexArray( tile_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
+ glBufferData
+ (
+ GL_ARRAY_BUFFER,
+ sizeof( quad_mesh ),
+ quad_mesh,
+ GL_STATIC_DRAW
+ );
+
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
+
+ // Create map buffers
+ glGenVertexArrays( 1, &map.tiles_vao );
+ glGenBuffers( 1, &map.tiles_vbo );
+
+ glBindVertexArray( map.tiles_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+ glBufferData( GL_ARRAY_BUFFER,
+ sizeof( quad_mesh ) +
+ sizeof( float )*2 * 1024 +
+ sizeof( u8 )*4 * 1024,
+ NULL,
+ GL_DYNAMIC_DRAW
+ );
+
+ glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh );
+
+ // Base quad
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ // Offset, data arrays (instancing)
+ glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) );
+ glEnableVertexAttribArray( 1 );
+ glVertexAttribDivisor( 1, 1 );
+
+ glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) );
+ glEnableVertexAttribArray( 2 );
+ glVertexAttribDivisor( 2, 1 );
+
+ map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" );
+ vg_tex2d_nearest();
+ vg_tex2d_repeat();
+
+ map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
+ vg_tex2d_nearest();
+ vg_tex2d_repeat();
+
+ fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" );
+ vg_tex2d_nearest();
+ vg_tex2d_repeat();
+
+ map_load
+ (
+ "##-#####-##;aaa,aa\n"
+ "# #;\n"
+ "# #;\n"
+ "# #;\n"
+ "# #;\n"
+ "# #;\n"
+ "# #;\n"
+ "##+#####+##;aa,aaa\n"
+ );
+}
+
+void vg_free(void)
+{
+ map_free();
+
+ glDeleteVertexArrays( 1, &tile_vao );
+ glDeleteVertexArrays( 1, &map.tiles_vao );
+
+ glDeleteBuffers( 1, &tile_vbo );
+ glDeleteBuffers( 1, &map.tiles_vbo );
+
+ glDeleteTextures( 1, &map.tile_texture );
+ glDeleteTextures( 1, &map.flow_texture );
+}
+
+void vg_ui(void)
+{
+
+}
--- /dev/null
+// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+
+//#define VG_STEAM
+#include "vg/vg.h"
+
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); }
+
+void vg_register(void){}
+void vg_start(void){}
+void vg_update(void){}
+
+void vg_render(void)
+{
+ glViewport( 0,0, vg_window_x, vg_window_y );
+
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.1f, 0.1f, 0.2f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ // Rest of drawing code...
+}
+
+void vg_ui(void){}
+void vg_free(void){}