1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
6 SHADER_DEFINE( shader_tile_colour
,
9 "layout (location=0) in vec2 a_co;"
11 "uniform vec2 uOffset;"
15 "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );"
20 "uniform vec4 uColour;"
24 "FragColor = uColour;"
27 UNIFORMS({ "uPv", "uOffset", "uColour" })
34 #define FLAG_INPUT 0x1
35 #define FLAG_OUTPUT 0x2
36 #define FLAG_CANAL 0x4
62 static void map_free(void)
64 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
65 arrfree( world
.io
[ i
].conditions
);
67 arrfree( world
.data
);
76 static int map_load( const char *str
)
85 if( str
[world
.w
] == ';' )
87 else if( !str
[world
.w
] )
89 vg_error( "Unexpected EOF when parsing level\n" );
94 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
96 int reg_start
= 0, reg_end
= 0;
112 if( reg_start
< reg_end
)
114 if( *c
>= 'a' && *c
<= 'z' )
116 arrpush( world
.io
[ reg_start
].conditions
, *c
);
120 if( *c
== ',' || *c
== '\n' )
129 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
136 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
144 if( reg_start
!= reg_end
)
146 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
152 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
156 row
= arraddnptr( world
.data
, world
.w
);
159 reg_end
= reg_start
= arrlen( world
.io
);
165 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
169 // Tile initialization
172 if( *c
== '+' || *c
== '-' )
174 struct cell_terminal term
= { .id
= cx
+ world
.h
*world
.w
};
175 arrpush( world
.io
, term
);
176 row
[ cx
++ ].state
= *c
== '+'? FLAG_INPUT
: FLAG_OUTPUT
;
181 row
[ cx
++ ].state
= FLAG_WALL
;
185 row
[ cx
++ ].state
= 0x00;
192 vg_success( "Map loaded! (%u:%u)\n", world
.w
, world
.h
);
196 int main( int argc
, char *argv
[] )
198 vg_init( argc
, argv
, "FishLadder" );
201 void vg_register(void)
203 SHADER_INIT( shader_tile_colour
);
208 glGenVertexArrays( 1, &world
.tile_vao
);
209 glGenBuffers( 1, &world
.tile_vbo
);
213 0.05f
, 0.05f
, 0.05f
, 0.95f
, 0.95f
, 0.95f
,
214 0.05f
, 0.05f
, 0.95f
, 0.95f
, 0.95f
, 0.05f
217 glBindVertexArray( world
.tile_vao
);
218 glBindBuffer( GL_ARRAY_BUFFER
, world
.tile_vbo
);
227 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
228 glEnableVertexAttribArray( 0 );
235 "###-#####-###;aaa,aa\n"
242 "###+#####+###;aa,aaa\n"
249 glDeleteVertexArrays( 1, &world
.tile_vao
);
250 glDeleteBuffers( 1, &world
.tile_vbo
);
257 float ratio
= (float)vg_window_y
/ (float)vg_window_x
;
258 float const size
= 9.5f
;
261 origin
[0] = -0.5f
* world
.w
;
262 origin
[1] = -0.5f
* world
.h
;
265 m3x3_projection( m_projection
, -size
, size
, size
*ratio
, -size
*ratio
);
266 m3x3_identity( m_view
);
267 m3x3_translate( m_view
, origin
);
268 m3x3_mul( m_projection
, m_view
, vg_pv
);
269 vg_projection_update();
272 v2_copy( vg_mouse_ws
, tile_pos
);
274 int tile_x
= floorf( tile_pos
[0] );
275 int tile_y
= floorf( tile_pos
[1] );
277 if( tile_x
>= 0 && tile_x
< world
.w
&& tile_y
>= 0 && tile_y
<= world
.h
)
278 world
.selected
= tile_y
* world
.w
+ tile_x
;
285 glViewport( 0,0, vg_window_x
, vg_window_y
);
287 glDisable( GL_DEPTH_TEST
);
288 glClearColor( 0.01f
, 0.01f
, 0.01f
, 1.0f
);
289 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
291 glBindVertexArray( world
.tile_vao
);
292 SHADER_USE( shader_tile_colour
);
293 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
295 for( int y
= 0; y
< world
.h
; y
++ )
297 for( int x
= 0; x
< world
.w
; x
++ )
299 glUniform2f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), (float)x
, (float)y
);
303 struct cell
*cell
= &world
.data
[y
*world
.w
+x
];
305 if( cell
->state
& FLAG_WALL
) { v4_copy( (v4f
){ 0.4f
, 0.4f
, 0.4f
, 1.0f
}, colour
); }
306 else if( cell
->state
& FLAG_CANAL
) { v4_copy( (v4f
){ 0.6f
, 0.6f
, 0.6f
, 1.0f
}, colour
); }
307 else if( cell
->state
& FLAG_INPUT
) { v4_copy( (v4f
){ 0.2f
, 0.3f
, 0.7f
, 1.0f
}, colour
); }
308 else if( cell
->state
& FLAG_OUTPUT
) { v4_copy( (v4f
){ 0.2f
, 0.7f
, 0.3f
, 1.0f
}, colour
); }
309 else v4_copy( (v4f
){ 0.9f
, 0.9f
, 0.9f
, 1.0f
}, colour
);
311 if( world
.selected
== y
*world
.w
+ x
)
312 v3_muls( colour
, sinf( vg_time
)*0.25f
+ 0.5f
, colour
);
314 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, colour
);
316 glDrawArrays( GL_TRIANGLES
, 0, 6 );