int w, h;
struct mesh tile, circle, numbers;
+ struct mesh_wire
+ {
+ GLuint vao, vbo, ebo;
+ u32 em;
+ }
+ wire;
GLuint background_data;
GLuint random_samples;
}
}
+ // Create wire mesh
+ {
+ int const num_segments = 64;
+
+ struct mesh_wire *mw = &world.wire;
+
+ v2f wire_points[ num_segments * 2 ];
+ u16 wire_indices[ 6*(num_segments-1) ];
+
+ for( int i = 0; i < num_segments; i ++ )
+ {
+ float l = (float)i / (float)(num_segments-1);
+
+ v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] );
+ v2_copy( (v2f){ l, 0.5f }, wire_points[i*2+1] );
+
+ if( i < num_segments-1 )
+ {
+ wire_indices[ i*6+0 ] = i*2 + 0;
+ wire_indices[ i*6+1 ] = i*2 + 1;
+ wire_indices[ i*6+2 ] = i*2 + 3;
+ wire_indices[ i*6+3 ] = i*2 + 0;
+ wire_indices[ i*6+4 ] = i*2 + 3;
+ wire_indices[ i*6+5 ] = i*2 + 2;
+ }
+ }
+
+ glGenVertexArrays( 1, &mw->vao );
+ glGenBuffers( 1, &mw->vbo );
+ glGenBuffers( 1, &mw->ebo );
+ glBindVertexArray( mw->vao );
+
+ glBindBuffer( GL_ARRAY_BUFFER, mw->vbo );
+
+ glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW );
+ glBindVertexArray( mw->vao );
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW );
+
+ // XY
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
+
+ mw->em = vg_list_size( wire_indices );
+ }
+
// Create info data texture
{
glGenTextures( 1, &world.background_data );
glDeleteTextures( 1, &world.background_data );
glDeleteTextures( 1, &world.random_samples );
+ glDeleteVertexArrays( 1, &world.wire.vao );
+ glDeleteBuffers( 1, &world.wire.vbo );
+ glDeleteBuffers( 1, &world.wire.ebo );
+
free_mesh( &world.tile );
free_mesh( &world.circle );
free_mesh( &world.numbers );
if( cell->state & FLAG_CANAL )
{
- if( cell->state & FLAG_IS_TRIGGER )
- {
- int trigger_id = cell->links[0]?0:1;
-
- int x2 = cell->links[trigger_id] % world.w;
- int y2 = (cell->links[trigger_id] - x2) / world.w;
-
- v2f startpoint;
- v2f midpoint;
- v2f endpoint;
-
- startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
- startpoint[1] = (float)y2 + 0.25f;
-
- endpoint[0] = x+0.5f;
- endpoint[1] = y+0.5f;
- v2_add( startpoint, endpoint, midpoint );
- v2_muls( midpoint, 0.5f, midpoint );
- midpoint[1] += -0.8f;
-
- float t, ta;
- v2f lastpoint; v2f curpoint;
- v2_copy( startpoint, lastpoint );
-
- for( int i = 0; i < 10; i ++ )
- {
- t = ((float)i+1.f)/10.0f;
- ta = 1.0f-t;
-
- v2_muls( startpoint, ta*ta, curpoint );
- v2_muladds( curpoint, midpoint, 2.0f*ta*t, curpoint );
- v2_muladds( curpoint, endpoint, t*t, curpoint );
-
- vg_line2( lastpoint, curpoint, 0xff444444, 0xff444444 );
- v2_copy( curpoint, lastpoint );
- }
- }
-
if( cell->config == k_cell_type_split )
{
float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
//glDisable(GL_BLEND);
+ // Draw connecting wires
glDisable(GL_BLEND);
+ SHADER_USE( shader_wire );
+ glBindVertexArray( world.wire.vao );
+
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+ glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL )
+ {
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ int trigger_id = cell->links[0]?0:1;
+
+ int x2 = cell->links[trigger_id] % world.w;
+ int y2 = (cell->links[trigger_id] - x2) / world.w;
+
+ v2f startpoint;
+ v2f endpoint;
+
+ startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+ startpoint[1] = (float)y2 + 0.25f;
+
+ endpoint[0] = x+0.5f;
+ endpoint[1] = y+0.5f;
+
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+ }
+ }
+ }
+
SHADER_USE( shader_tile_colour );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
use_mesh( &world.circle );
UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
)
+SHADER_DEFINE( shader_wire,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec3 uStart;"
+ "uniform vec3 uEnd;"
+ "uniform mat3 uPv;"
+ "uniform float uCurve;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "vec3 sample_curve_time( float t )"
+ "{"
+ "vec3 line_coord = mix( uStart, uEnd, t );"
+
+ "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
+ "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
+ "}"
+ ""
+ "void main()"
+ "{"
+ // Vertex transform
+ "vec3 p0 = sample_curve_time( a_co.x );"
+ "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
+
+ "vec2 line_tangent = normalize(p1.xy-p0.xy);"
+ "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
+
+ "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
+
+ "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
+
+ // Create texture coords (todo: include stretch adjusted coords?)
+ "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "FragColor = uColour;"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" })
+)
+
+
void vg_register(void)
{
SHADER_INIT( shader_tile_colour );
SHADER_INIT( shader_tile_main );
SHADER_INIT( shader_ball );
SHADER_INIT( shader_background );
+ SHADER_INIT( shader_wire );
}
/*