[VID] working map loader
authorhgn <hgodden00@gmail.com>
Tue, 21 Sep 2021 23:07:50 +0000 (00:07 +0100)
committerhgn <hgodden00@gmail.com>
Tue, 21 Sep 2021 23:07:50 +0000 (00:07 +0100)
fishladder.c [new file with mode: 0644]

diff --git a/fishladder.c b/fishladder.c
new file mode 100644 (file)
index 0000000..462b268
--- /dev/null
@@ -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){}