From 3622b32fdf26688e503edba0485f70a382f8e474 Mon Sep 17 00:00:00 2001 From: hgn Date: Wed, 22 Sep 2021 00:07:50 +0100 Subject: [PATCH] [VID] working map loader --- fishladder.c | 321 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 321 insertions(+) create mode 100644 fishladder.c diff --git a/fishladder.c b/fishladder.c new file mode 100644 index 0000000..462b268 --- /dev/null +++ b/fishladder.c @@ -0,0 +1,321 @@ +// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved + +//#define VG_STEAM +#include "vg/vg.h" + +SHADER_DEFINE( shader_tile_colour, + + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform mat3 uPv;" + "uniform vec2 uOffset;" + "" + "void main()" + "{" + "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "uniform vec4 uColour;" + "" + "void main()" + "{" + "FragColor = uColour;" + "}" + , + UNIFORMS({ "uPv", "uOffset", "uColour" }) +) + +m3x3f m_projection; +m3x3f m_view; +m3x3f m_mdl; + +#define FLAG_INPUT 0x1 +#define FLAG_OUTPUT 0x2 +#define FLAG_CANAL 0x4 +#define FLAG_WALL 0x8 + +struct world +{ + struct cell + { + u32 state; + } + *data; + + struct cell_terminal + { + char *conditions; + int id; + } + *io; + + u32 w, h; + + GLuint tile_vao; + GLuint tile_vbo; + + int selected; +} world = {}; + +static void map_free(void) +{ + for( int i = 0; i < arrlen( world.io ); i ++ ) + arrfree( world.io[ i ].conditions ); + + arrfree( world.data ); + arrfree( world.io ); + + world.w = 0; + world.h = 0; + world.data = NULL; + world.io = NULL; +} + +static int map_load( const char *str ) +{ + map_free(); + + char const *c = str; + + // Scan for width + for(;; world.w ++) + { + if( str[world.w] == ';' ) + break; + else if( !str[world.w] ) + { + vg_error( "Unexpected EOF when parsing level\n" ); + return 0; + } + } + + struct cell *row = arraddnptr( world.data, world.w ); + 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( world.io[ reg_start ].conditions, *c ); + } + else + { + if( *c == ',' || *c == '\n' ) + { + reg_start ++; + + if( *c == '\n' ) + break; + } + else + { + vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h ); + return 0; + } + } + } + else + { + vg_error( "Too many values to assign (row: %u)\n", world.h ); + return 0; + } + + c ++; + } + } + + if( reg_start != reg_end ) + { + vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end ); + return 0; + } + + if( cx != world.w ) + { + vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w ); + return 0; + } + + row = arraddnptr( world.data, world.w ); + cx = 0; + world.h ++; + reg_end = reg_start = arrlen( world.io ); + } + else + { + if( cx == world.w ) + { + vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w ); + return 0; + } + + // Tile initialization + // row[ cx ] .. etc + + if( *c == '+' || *c == '-' ) + { + struct cell_terminal term = { .id = cx + world.h*world.w }; + arrpush( world.io, term ); + row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; + reg_end ++; + } + else if( *c == '#' ) + { + row[ cx ++ ].state = FLAG_WALL; + } + else + { + row[ cx ++ ].state = 0x00; + } + } + + c ++; + } + + vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); + return 1; +} + +int main( int argc, char *argv[] ) +{ + vg_init( argc, argv, "FishLadder" ); +} + +void vg_register(void) +{ + SHADER_INIT( shader_tile_colour ); +} + +void vg_start(void) +{ + glGenVertexArrays( 1, &world.tile_vao ); + glGenBuffers( 1, &world.tile_vbo ); + + float 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 + }; + + 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(); + + map_load + ( + "#############;\n" + "###-#####-###;aaa,aa\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "###+#####+###;aa,aaa\n" + "#############;\n" + ); +} + +void vg_free(void) +{ + glDeleteVertexArrays( 1, &world.tile_vao ); + glDeleteBuffers( 1, &world.tile_vbo ); + + map_free(); +} + +void vg_update(void) +{ + float ratio = (float)vg_window_y / (float)vg_window_x; + float const size = 9.5f; + + v3f origin; + origin[0] = -0.5f * world.w; + origin[1] = -0.5f * world.h; + origin[2] = 0.0f; + + m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio ); + m3x3_identity( m_view ); + m3x3_translate( m_view, origin ); + m3x3_mul( m_projection, m_view, vg_pv ); + vg_projection_update(); + + v2f tile_pos; + v2_copy( vg_mouse_ws, tile_pos ); + + int tile_x = floorf( tile_pos[0] ); + int tile_y = floorf( tile_pos[1] ); + + if( tile_x >= 0 && tile_x < world.w && tile_y >= 0 && tile_y <= world.h ) + world.selected = tile_y * world.w + tile_x; + else + world.selected = -1; +} + +void vg_render(void) +{ + glViewport( 0,0, vg_window_x, vg_window_y ); + + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.01f, 0.01f, 0.01f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + glBindVertexArray( world.tile_vao ); + 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 ++ ) + { + glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y ); + + v4f colour; + + struct cell *cell = &world.data[y*world.w+x]; + + if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 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_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( world.selected == y*world.w + x ) + v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour ); + + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour ); + + glDrawArrays( GL_TRIANGLES, 0, 6 ); + } + } +} + +void vg_ui(void){} -- 2.25.1