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improve dragging wire visuals
author
hgn
<hgodden00@gmail.com>
Tue, 30 Nov 2021 00:17:19 +0000
(
00:17
+0000)
committer
hgn
<hgodden00@gmail.com>
Tue, 30 Nov 2021 00:17:19 +0000
(
00:17
+0000)
fishladder.c
patch
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diff --git
a/fishladder.c
b/fishladder.c
index 072c9a09a2592748d4fa65f45c57d775efaaef00..461731df105000130099fc37309ab36d9cb887b6 100644
(file)
--- a/
fishladder.c
+++ b/
fishladder.c
@@
-1110,6
+1110,10
@@
v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},
float const curve_7_linear_section = 0.1562f;
float const curve_7_linear_section = 0.1562f;
+u16 id_drag_from = 0;
+v2f drag_from_co;
+v2f drag_to_co;
+
void vg_update(void)
{
// Fit within screen
void vg_update(void)
{
// Fit within screen
@@
-1137,10
+1141,6
@@
void vg_update(void)
world.tile_x = floorf( world.tile_pos[0] );
world.tile_y = floorf( world.tile_pos[1] );
world.tile_x = floorf( world.tile_pos[0] );
world.tile_y = floorf( world.tile_pos[1] );
- static u16 id_drag_from = 0;
- static v2f drag_from_co;
- static v2f drag_to_co;
-
// Tilemap editing
if( !world.simulating )
{
// Tilemap editing
if( !world.simulating )
{
@@
-1254,14
+1254,8
@@
void vg_update(void)
else
world.selected = -1;
else
world.selected = -1;
- if( vg_get_button("secondary") && id_drag_from )
- {
- vg_line2( drag_from_co, drag_to_co, 0xff00ff00, 0xffffff00 );
- }
- else
- {
+ if( !(vg_get_button("secondary") && id_drag_from) )
id_drag_from = 0;
id_drag_from = 0;
- }
}
else
{
}
else
{
@@
-1894,7
+1888,7
@@
void vg_render(void)
}
// Edit overlay
}
// Edit overlay
- if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
+ if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL)
&& !id_drag_from
)
{
v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
{
v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
@@
-1924,6
+1918,14
@@
void vg_render(void)
glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+ if( id_drag_from )
+ {
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), drag_from_co[0], drag_from_co[1], 0.06f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), drag_to_co[0], drag_to_co[1], 0.06f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+
float rp_x1 = world.frame_lerp*9.0f;
float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
float rp_x1 = world.frame_lerp*9.0f;
float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;