"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;"
""
""
"void main()"
"{"
+ // 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 );"
- "gl_Position = vec4( uPv * vec3( a_co + uOffset.xy, 1.0 ), 1.0 );"
+
+ // 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 );"
"}",
// FRAGMENT
"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
- "FragColor = vec4( wood_comp * shadows, 1.0 );"
+ "FragColor = vec4( wood_comp * shadows, glyph.b );"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" })
)
const char *level_pack[] =
#define FLAG_MERGER 0x40
#define FLAG_DROP_R 0x80
#define FLAG_FLIP_FLOP 0x100
+#define FLAG_FLIP_ROTATING 0x200
v3f colour_sets[] =
{ { 0.9f, 0.2f, 0.01f },
// List of 3x3 configurations that we do not allow
static u32 invalid_src[][9] =
{
- /*
{ 0,1,0,
1,1,1,
0,1,0
- },*/
+ },
{ 0,0,0,
0,1,1,
0,1,1
1,1,0,
0,0,0
},
- /*
{ 0,1,0,
0,1,1,
0,1,0
{ 0,1,0,
1,1,0,
0,1,0
- }*/
+ }
};
// Statically compile invalid configurations into bitmasks
if( config == 0x7 ) // splitter
{
- world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
+ struct cell *cell = pcell((v2i){x,y});
+
+ cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
}
else if( config == 0xD )
{
}
}
}
+
+ // Update splitter deltas
+ for( int i = 0; i < world.h*world.w; i ++ )
+ {
+ struct cell *cell = &world.data[i];
+ if( cell->config == 0x7 )
+ {
+ cell->state &= ~FLAG_FLIP_ROTATING;
+ }
+ }
for( int i = 0; i < world.num_fishes; i ++ )
{
fish->pos[0] += fish->dir[0];
fish->pos[1] += fish->dir[1];
+
+ struct cell *cell_entry = pcell( fish->pos );
+ if( cell_entry->config == 0x7 )
+ cell_entry->state |= FLAG_FLIP_ROTATING;
}
}
glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ float scaled_time = 0.0f, frame_lerp = 0.0f;
+
+ if( world.simulating )
+ {
+ scaled_time = (vg_time-world.sim_start)*2.0f;
+ frame_lerp = scaled_time - (float)world.sim_frame;
+ }
+
// Shadow layer
/*
glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
}
*/
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
+ v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
+ v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
+ v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+ v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+
+ v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+ v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
+ float const curve_7_linear_section = 0.1562f;
+
+ // TILE SET RENDERING
+ // ======================================================================
use_mesh( &world.tile );
SHADER_USE( shader_tile_main );
+
+ m2x2f subtransform;
+ m2x2_identity( subtransform );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
// Bind textures
uv[1] = tile_offsets[ cell->config ][1];
}
- glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); // TODO: PICK GLYPH
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
draw_mesh( 0, 2 );
}
}
+
+ // Draw splitters
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
- SHADER_USE( shader_tile_colour );
- glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ for( int y = 0; y < world.h; y ++ )
+ {
+ for( int x = 0; x < world.w; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_SPLIT )
+ {
+ float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+
+ if( cell->state & FLAG_FLIP_ROTATING )
+ {
+ if( (frame_lerp > curve_7_linear_section) )
+ {
+ float const rotation_speed = 0.4f;
+ if( (frame_lerp < 1.0f-rotation_speed) )
+ {
+ float t = frame_lerp - curve_7_linear_section;
+ t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+ t += 1.0f;
+
+ rotation *= t;
+ }
+ else
+ rotation *= -1.0f;
+ }
+ }
+
+ m2x2_create_rotation( subtransform, rotation );
+
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
+ draw_mesh( 0, 2 );
+ }
+ }
+ }
glDisable(GL_BLEND);
-
-
-
+
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
use_mesh( &world.circle );
// Draw i/o arrays
// Draw 'fish'
if( world.simulating )
{
- float scaled_time = (vg_time-world.sim_start)*2.0f;
- float lerp = scaled_time - (float)world.sim_frame;
-
v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
for( int i = 0; i < world.num_fishes; i ++ )
struct cell *cell = pcell(fish->pos);
v2f fish_pos;
- v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
- v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
- v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
- v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
-
- v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
- v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
-
- float const linear_section = 0.1562f;
-
v2f const *curve;
- float t = lerp;
+ float t = frame_lerp;
switch( cell->config )
{
case 9: curve = curve_9; break;
case 12: curve = curve_12; break;
case 7:
- if( t > linear_section )
+ if( t > curve_7_linear_section )
{
- t -= linear_section;
- t *= (1.0f/(1.0f-linear_section));
+ t -= curve_7_linear_section;
+ t *= (1.0f/(1.0f-curve_7_linear_section));
curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
}