X-Git-Url: https://harrygodden.com/git/?p=fishladder.git;a=blobdiff_plain;f=fishladder.c;fp=fishladder.c;h=2a2da7520751101d4ff725de383d1bdd0817622a;hp=e0cfd67458a364ea41326f5c052916e34509662c;hb=ec1dd5de4848534241c8bea3841ef36fe047915b;hpb=3cb144985169da3cea1c21a7b0bfba8d43c28fdb diff --git a/fishladder.c b/fishladder.c index e0cfd67..2a2da75 100644 --- a/fishladder.c +++ b/fishladder.c @@ -399,6 +399,7 @@ m3x3f m_mdl; // =========================================================================================================== static int colour_set_id = 0; +static int world_theme_id = 0; static v3f colour_sets[][4] = { @@ -419,6 +420,31 @@ static v3f colour_sets[][4] = }, }; +static struct world_theme +{ + const char *name; + v3f colour_bg; + vg_tex2d *tex_tiles; +} +world_themes[] = +{ + { + "Wood", + {}, + &tex_tiles_wood + }, + { + "Minimal", + {}, + &tex_tiles_min + }, + { + "Lab", + {}, + &tex_tiles_lab + } +}; + static void colour_code_v3( char const cc, v3f target ) { if( cc >= 'a' && cc <= 'z' ) @@ -2540,6 +2566,16 @@ static void level_selection_buttons(void) } } +static void render_sprite( enum sprites_auto_combine_index id, v3f pos ) +{ + struct vg_sprite *sp = &sprites_auto_combine[ id ]; + + glUniform4fv( SHADER_UNIFORM( shader_sprite, "uUv" ), 1, sp->uv_xywh ); + glUniform3f( SHADER_UNIFORM( shader_sprite, "uPos" ), pos[0], pos[1], pos[2] * world.st.world_transition ); + + draw_mesh( 0, 2 ); +} + void vg_render(void) { glViewport( 0,0, vg_window_x, vg_window_y ); @@ -2557,6 +2593,8 @@ void vg_render(void) int const empty_start = circle_base+32; int const empty_count = circle_base+32*2; + struct world_theme *theme = &world_themes[ world_theme_id ]; + if( !world.initialzed ) return; @@ -2629,8 +2667,8 @@ void vg_render(void) // Bind textures vg_tex2d_bind( &tex_tile_data, 0 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); - - vg_tex2d_bind( &tex_wood, 1 ); + + vg_tex2d_bind( theme->tex_tiles, 1 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); render_tiles( colour_default, colour_default ); @@ -2689,7 +2727,8 @@ void vg_render(void) vg_tex2d_bind( &tex_tile_data, 0 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); - vg_tex2d_bind( &tex_wood, 1 ); + // TODO: is this needed to be rebinded? + vg_tex2d_bind( theme->tex_tiles, 1 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f ); @@ -2832,6 +2871,34 @@ void vg_render(void) if( vg_get_button_up( "primary" ) ) world_button_exec( NULL, NULL, NULL, NULL ); + + // SPRITES + // ======================================================================================================== + SHADER_USE( shader_sprite ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_sprite, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_sprites, 0 ); + glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 ); + + for( int i = 0; i < world.tile_special_count; i ++ ) + { + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( cell->config == k_cell_type_split ) + { + v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f }; + + v3f p0 = { 0.0f, 0.0f, 4.0f }; + v3f p1 = { 0.0f, 0.0f, 4.0f }; + + v2_add( center, (v2f){ -0.25f, -0.25f }, p0 ); + v2_add( center, (v2f){ 0.25f, -0.25f }, p1 ); + + render_sprite( k_sprite_jack_1, p0 ); + render_sprite( k_sprite_jack_2, p1 ); + } + } // TEXT ELEMENTS // ======================================================================================================== @@ -2996,7 +3063,6 @@ void vg_render(void) // SUB SPLITTER DIRECTION // ======================================================================================================== - // TODO: Make this sprites probably glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f ); @@ -3011,12 +3077,48 @@ void vg_render(void) draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 ); } } + + // LIGHT FLARES + // ======================================================================================================== + glBlendFunc(GL_ONE, GL_ONE); + glBlendEquation(GL_FUNC_ADD); + + SHADER_USE( shader_sprite ); + + vg_tex2d_bind( &tex_sprites, 0 ); + glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 ); + for( int i = 0; i < world.tile_special_count; i ++ ) + { + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( cell->config == k_cell_type_split ) + { + v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f }; + + v3f p0 = { 0.0f, 0.0f, 12.0f }; + v3f p1 = { 0.0f, 0.0f, 12.0f }; + + v2_add( center, (v2f){ -0.25f, -0.25f }, p0 ); + v2_add( center, (v2f){ 0.25f, -0.25f }, p1 ); + + if( cell->state & FLAG_FLIP_FLOP ) + render_sprite( k_sprite_flare_y, p1 ); + else + render_sprite( k_sprite_flare_b, p0 ); + } + } + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + // I/O ARRAYS // ======================================================================================================== //glEnable(GL_BLEND); - + SHADER_USE( shader_tile_colour ); + for( int i = 0; i < arrlen( world.io ); i ++ ) { struct cell_terminal *term = &world.io[ i ]; @@ -3476,6 +3578,14 @@ void vg_start(void) .persistent = 1 }); + vg_convar_push( (struct vg_convar){ + .name = "theme", + .data = &world_theme_id, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min = 0, .max = vg_list_size( world_themes )-1, .clamp = 1 }, + .persistent = 1, + }); + // Combined quad, long quad / empty circle / filled circle mesh { float combined_mesh[6*6 + 32*6*3] = {