// VERTEX
"layout (location=0) in vec2 a_co;"
"uniform mat3 uPv;"
- "uniform vec2 uOffset;"
+ "uniform vec3 uOffset;"
""
"void main()"
"{"
- "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );"
+ "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
"}",
// FRAGMENT
GLuint tile_vao;
GLuint tile_vbo;
+ GLuint circle_vao;
+ GLuint circle_vbo;
int selected;
} world = {};
void vg_start(void)
{
- glGenVertexArrays( 1, &world.tile_vao );
- glGenBuffers( 1, &world.tile_vbo );
-
- float quad_mesh[] =
+ // Quad mesh
{
- 0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f,
- 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f,
+ glGenVertexArrays( 1, &world.tile_vao );
+ glGenBuffers( 1, &world.tile_vbo );
- 0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
- 0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
- 0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left
- 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up
- 0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
+ float quad_mesh[] =
+ {
+ 0.01f, 0.01f, 0.01f, 0.99f, 0.99f, 0.99f,
+ 0.01f, 0.01f, 0.99f, 0.99f, 0.99f, 0.01f,
+
+ 0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
+ 0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
+ 0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left
+ 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up
+ 0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
+ };
- };
-
- glBindVertexArray( world.tile_vao );
- glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo );
- glBufferData
- (
- GL_ARRAY_BUFFER,
- sizeof( quad_mesh ),
- quad_mesh,
- GL_STATIC_DRAW
- );
+ glBindVertexArray( world.tile_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, world.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();
+ }
- glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
- glEnableVertexAttribArray( 0 );
+ // Circle mesh
+ {
+ glGenVertexArrays( 1, &world.circle_vao );
+ glGenBuffers( 1, &world.circle_vbo );
- VG_CHECK_GL();
+ float circle_mesh[32*6*3];
+ int res = vg_list_size( circle_mesh ) / (6*3);
+
+ for( int i = 0; i < res; i ++ )
+ {
+ v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
+ v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
+
+ circle_mesh[ i*6+0 ] = 0.0f;
+ circle_mesh[ i*6+1 ] = 0.0f;
+
+ v2_copy( v0, circle_mesh + 32*6 + i*12 );
+ v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
+ v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
+
+ v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
+ v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
+ v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
+
+ v2_copy( v0, circle_mesh + i*6+4 );
+ v2_copy( v1, circle_mesh + i*6+2 );
+ v2_copy( v0, circle_mesh+i*6+4 );
+ v2_copy( v1, circle_mesh+i*6+2 );
+ }
+
+ glBindVertexArray( world.circle_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, world.circle_vbo );
+ glBufferData( GL_ARRAY_BUFFER, sizeof( circle_mesh ), circle_mesh, GL_STATIC_DRAW );
+
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
+ }
map_load
(
{
glDeleteVertexArrays( 1, &world.tile_vao );
glDeleteBuffers( 1, &world.tile_vbo );
-
+
+ glDeleteVertexArrays( 1, &world.circle_vao );
+ glDeleteBuffers( 1, &world.circle_vbo );
+
map_free();
}
{
for( int x = 0; x < world.w; x ++ )
{
- glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y );
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
v4f colour;
if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); }
else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); }
- else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.2f, 0.3f, 0.7f, 1.0f }, colour ); }
+ else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); }
else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); }
else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
if( cell->water[world.frame&0x1] )
- v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/8.0f), 1.0f }, colour );
+ v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/16.0f), 1.0f }, colour );
if( world.selected == y*world.w + x )
v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
}
}
}
+
+ glBindVertexArray( world.circle_vao );
+
+ // Draw i/o arrays
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int posx = term->id % world.w;
+ int posy = (term->id - posx)/world.w;
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ for( int j = 0; j < arrlen( term->conditions ); j ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.2f, 0.8f, 0.6f, 1.0f );
+ glDrawArrays( GL_TRIANGLES, is_input? 0: 32*3, is_input? 32*3: 32*6 );
+ }
+ }
}
void vg_ui(void){}