// VERTEX
"layout (location=0) in vec2 a_co;"
- "uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat3 uPv;"
+ "uniform mat3 uMdl;"
""
"void main()"
"{"
- " vec4 vert_pos = uPv * uMdl * vec4( a_co.x, 0.0, a_co.y, 1.0 );"
- " gl_Position = vert_pos;"
+ " gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );"
"}",
// FRAGMENT
"layout (location=0) in vec2 a_co;" // XY
"layout (location=1) in vec2 a_offset;" // XY offset
"layout (location=2) in vec4 a_data;" // atlas-uv, amt, other
- "uniform mat4 uPv;"
+ "uniform mat3 uPv;"
"uniform vec2 uOrigin;"
""
"out vec4 aCoords;"
"void main()"
"{"
"vec2 world_coord = a_co+a_offset+uOrigin;"
- "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 1.0 );"
- "aCoords = vec4((a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw);"
+ "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
+ "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );"
"}",
// FRAGMENT
"vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
"float wstatus = -((aCoords.z/128.0)-1.0);" // -1 := None in, 0.0 := Hold middle, 1.0 := All out
"float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
- "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * glyph.z;"
+
+ // TODO: Fix texture instead of doing this..
+ "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );"
+ "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;"
"FragColor = vec4( composite, 1.0 );"
"}"
,
// VERTEX
"layout (location=0) in vec2 a_co;" // XY UV
- "uniform mat4 uPv;"
+ "uniform mat3 uPv;"
"uniform vec3 uPosition;"
"out vec2 aTexCoords;"
"void main()"
"{"
"vec2 world_coord = a_co + uPosition.xy;"
- "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 1.0 );"
+ "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
"aTexCoords = vec2( (a_co.x + uPosition.z) * 0.125, a_co.y );"
"}",
// FRAGMENT
UNIFORMS({ "uPv", "uTexMain", "uColour", "uPosition" })
)
-mat4 m_projection;
-mat4 m_view;
-mat4 m_mdl;
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
int main( int argc, char *argv[] )
{
fishes[ 20 ];
int num_fishes;
- vec3 origin;
+ v2f origin;
struct cell *selected;
int select_valid;
int playing;
map.io = NULL;
}
-static struct cell *map_tile( int pos[2] )
+static struct cell *ptile( int pos[2] )
{
return map.cells + pos[1]*map.x + pos[0];
}
-static struct cell *map_tile_at( int pos[2] )
+static struct cell *gettile( int pos[2] )
{
if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
return map.cells + pos[1]*map.x + pos[0];
return NULL;
}
-static struct cell *map_tile_at_cond( int pos[2], u32 flags )
+static struct cell *getiftile( int pos[2], u32 flags )
{
- struct cell *cell = map_tile_at( pos );
+ struct cell *cell = gettile( pos );
if( cell && (cell->flags & flags) )
return cell;
if( frame->i < 3 )
{
int *dir = output_dirs[ frame->i ];
- tile = map_tile_at_cond( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
+ tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
if( tile && !(tile->flags & CELL_FLAG_VISITED) )
{
{
struct cell *a, *b, *c, *d;
- a = map_tile_at_cond( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
- b = map_tile_at_cond( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
- c = map_tile_at_cond( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
- d = map_tile_at_cond( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
+ a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
+ b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
+ c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
+ d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0);
cellbytes[ 0 ] = config;
{
map_tile_coords_from_index( map.io[i], inputcoord );
map_stack_init( inputcoord );
- struct cell *cell = map_tile_at( inputcoord );
+ struct cell *cell = gettile( inputcoord );
int cr[2];
int outrate = outflow == 128? k_rate_flow: 0;
struct cell *a, *b, *d;
- a = map_tile( (int[2]){ cr[0], cr[1]+1 } );
- b = map_tile( (int[2]){ cr[0]+1, cr[1] } );
- d = map_tile( (int[2]){ cr[0]-1, cr[1] } );
+ a = gettile( (int[2]){ cr[0], cr[1]+1 } );
+ b = gettile( (int[2]){ cr[0]+1, cr[1] } );
+ d = gettile( (int[2]){ cr[0]-1, cr[1] } );
int compute_l = 0, compute_r = 0;
{
map_free();
- char *c = str;
+ char const *c = str;
// Scan for width
for(;; map.x ++)
// Origin top left corner
map.origin[0] = -((float)map.x) * 0.5f;
- map.origin[2] = -((float)map.y) * 0.5f;
+ map.origin[1] = -((float)map.y) * 0.5f;
float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) );
return 1;
}
+// Determines if tile at position co is contentious
static int map_tile_availible( int co[2] )
{
- // Extract 5x5 grid surrounding tile
+ // Extract tiles area of influence as a 5x5 grid in bitfield format
u32 blob = 0x1000;
for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ )
for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ )
- {
- struct cell *cell = map_tile( (int[2]){ x, y } );
-
- if( cell && (cell->flags & CELL_FLAG_WALKABLE) )
+ if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) )
blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
- }
// Run filter over center 3x3 grid to check for invalid configurations
+ // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets
+ // to move the kernel as a whole.
int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
for( int i = 0; i < vg_list_size(kernel); i ++ )
- {
if( blob & (0x1 << (6+kernel[i])) )
{
- // (reference window: 0x1CE7) Illegal moves
- // 0100011100010 ;
- // 0000001100011 ;
- // 0000011000110 ;
- // 0110001100000 ;
- // 1100011000000 ;
- // 0100001100010 ;
- // 0100011000010 ;
-
+ // Illegal moves list in bitfield format
u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
u32 window = blob >> kernel[i];
if((window & invalid[j]) == invalid[j])
return 0;
}
- }
return 1;
}
// Update camera
float ratio = (float)vg_window_y / (float)vg_window_x;
float const size = 7.5f;
- glm_ortho( -size, size, -size*ratio, size*ratio, 0.01f, 150.f, m_projection );
-
- glm_mat4_identity( m_view );
- glm_translate_z( m_view, -10.f );
- glm_rotate_x( m_view, 1.5708f, m_view );
- glm_mat4_mul( m_projection, m_view, vg_pv );
+ m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+ m3x3_identity( m_view );
+ m3x3_mul( m_projection, m_view, vg_pv );
+ vg_projection_update();
// Compute map update
for( int y = 0; y < map.y; y ++ )
for( int x = 0; x < map.x; x ++ )
{
struct cell *tile, *upper, *lower, *l, *r;
- tile = map_tile_at( (int [2]){ x, y } );
+ tile = gettile( (int [2]){ x, y } );
tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL);
if( tile->flags & CELL_FLAG_WALKABLE )
{
- r = map_tile_at_cond( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
- l = map_tile_at_cond( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
+ r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
+ l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
if( r && l )
{
- upper = map_tile_at_cond( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
- lower = map_tile_at_cond( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
+ upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
+ lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
if( upper )
{
}
}
}
-
- // Compute classification
- /*
- map_stack_refresh();
-
- for( int i = 0; i < arrlen( map.io ); i ++ )
- {
- struct *cell cell = &map.cells[ map.io ];
- int coords[2];
- if( cell->flags & CELL_FLAG_INPUT )
- {
- map_tile_coords_from_index( map.io, coords );
- map_stack_init( coords );
-
- do
- {
- if( cell->flags & CELL_FLAG_CONNECTOR )
- {
-
- }
- }
- while( (cell = map_stack_next()) );
- }
- }*/
-
- // Get mouse ray
- vec3 ray_origin;
- vec3 ray_dir;
-
- mat4 pv_inverse;
- vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
- glm_mat4_inv( vg_pv, pv_inverse );
- glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir );
- glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin );
- glm_vec3_sub( ray_dir, ray_origin, ray_dir );
-
- // Get floor tile intersection
- float ray_t = -ray_origin[1] / ray_dir[1];
-
- vec3 tile_pos;
- glm_vec3_copy( ray_origin, tile_pos );
- glm_vec3_muladds( ray_dir, ray_t, tile_pos );
- glm_vec3_sub( tile_pos, map.origin, tile_pos );
+ v2f tile_pos;
+ v2_copy( vg_mouse_ws, tile_pos );
+ v2_sub( tile_pos, map.origin, tile_pos );
int tile_x = floorf( tile_pos[0] );
- int tile_y = floorf( tile_pos[2] );
+ int tile_y = floorf( tile_pos[1] );
- map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+ map.selected = ptile( (int [2]){tile_x, tile_y} );
if( map.playing )
{
- static int fish_counter = 0;
- fish_counter ++;
-
- if( fish_counter > 20 )
- {
- fish_counter = 0;
-
- // Advance characters
- for( int i = 0; i < map.num_fishes; i ++ )
- {
- struct fish *fish = map.fishes + i;
-
- if( !fish->alive )
- continue;
-
- struct cell *tile, *next;
- tile = map_tile_at( fish->co );
-
- if( tile->flags & CELL_FLAG_OUTPUT )
- {
- vg_info( "Fish got zucced (%d)\n", i );
- fish->alive = 0;
- continue;
- }
-
- int die = 0;
- if( tile->flags & CELL_FLAG_SPLIT )
- {
- die = 1;
- int new_dir[][2] = { {0,-1},{1,0},{-1,0} };
- int *test_dir;
-
- for( int j = 0; j < 3; j ++ )
- {
- test_dir = new_dir[ tile->state ];
- tile->state = (tile->state+1)%3;
-
- next = map_tile_at( (int[2]){ fish->co[0]+test_dir[0], fish->co[1]+test_dir[1] } );
- if( next && (next->flags & (CELL_FLAG_WALKABLE)) )
- {
- fish->dir[0] = test_dir[0];
- fish->dir[1] = test_dir[1];
- die = 0;
- break;
- }
- }
- }
-
- next = map_tile_at( (int[2]){ fish->co[0]+fish->dir[0], fish->co[1]+fish->dir[1] } );
- if( !next || (next && !(next->flags & CELL_FLAG_WALKABLE)) )
- {
- // Try UP
- die = 1;
- }
-
- if( die )
- {
- vg_info( "Fish died! (%d)\n", i );
- fish->alive = 0;
- continue;
- }
-
-
- fish->co[0] += fish->dir[0];
- fish->co[1] += fish->dir[1];
- }
-
- // Try spawn fish
- for( int i = 0; i < arrlen( map.io ); i ++ )
- {
- struct cell *input = &map.cells[ map.io[i] ];
-
- if( input->flags & CELL_FLAG_INPUT )
- {
- if( input->state < arrlen( input->conditions ) )
- {
- struct fish *fish = &map.fishes[ map.num_fishes ];
- map_tile_coords_from_index( map.io[i], fish->co );
-
- int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
- int can_spawn = 0;
-
- for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
- {
- int *dir = output_dirs[i];
- struct cell *next = map_tile_at( (int[2]){ fish->co[0]+dir[0], fish->co[1]+dir[1] } );
- if( next && next->flags & CELL_FLAG_CANAL )
- {
- fish->dir[0] = dir[0];
- fish->dir[1] = dir[1];
- can_spawn = 1;
- }
- }
-
- if( can_spawn )
- {
- fish->alive = 1;
- input->state ++;
- map.num_fishes ++;
- }
- }
- }
- }
-
- vg_info( "There are now %u active fish\n", map.num_fishes );
- }
-
if( vg_get_button_down( "go" ) )
{
map.playing = 0;
- map.num_fishes = 0;
-
vg_info( "Ending!\n" );
}
}
if( vg_get_button_down( "go" ) )
{
map.playing = 1;
-
- // Reset everything
- for( int i = 0; i < map.x*map.y; i ++ )
- map.cells[ i ].state = 0;
-
vg_info( "Starting!\n" );
}
map_update_visual();
SHADER_USE( tilemap_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 );
glActiveTexture( GL_TEXTURE0 );
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, map.flow_texture );
- glUniform2f( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), map.origin[0], map.origin[2] );
+ glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin );
glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
+ /*
SHADER_USE( fish_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniformMatrix3fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
glUniform1i( SHADER_UNIFORM( fish_shader, "uTexMain" ), 0 );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, fish_texture );
glDrawArrays( GL_TRIANGLES, 0, 6 );
glDisable( GL_BLEND );
+ */
}
void vg_register(void)