line/curve renderer
authorhgn <hgodden00@gmail.com>
Mon, 29 Nov 2021 16:42:12 +0000 (16:42 +0000)
committerhgn <hgodden00@gmail.com>
Mon, 29 Nov 2021 16:42:12 +0000 (16:42 +0000)
fishladder.c
fishladder_resources.h

index b6c220fbd76f6d5f95e929270d4fd7959492f640..6c5e9962bb79ef613170cc8159caa0e5099e58d5 100644 (file)
@@ -233,6 +233,12 @@ struct world
        int w, h;
        
        struct mesh tile, circle, numbers;
+       struct mesh_wire
+       {
+               GLuint vao, vbo, ebo;
+               u32 em;
+       } 
+       wire;
        
        GLuint background_data;
        GLuint random_samples;
@@ -834,6 +840,55 @@ void vg_start(void)
                }
        }
        
+       // Create wire mesh
+       {
+               int const num_segments = 64;
+       
+               struct mesh_wire *mw = &world.wire;
+       
+               v2f wire_points[ num_segments * 2 ];
+               u16 wire_indices[ 6*(num_segments-1) ];
+               
+               for( int i = 0; i < num_segments; i ++ )
+               {
+                       float l = (float)i / (float)(num_segments-1);
+                       
+                       v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] );
+                       v2_copy( (v2f){ l,  0.5f }, wire_points[i*2+1] );
+                       
+                       if( i < num_segments-1 )
+                       {
+                               wire_indices[ i*6+0 ] = i*2 + 0;
+                               wire_indices[ i*6+1 ] = i*2 + 1;
+                               wire_indices[ i*6+2 ] = i*2 + 3;
+                               wire_indices[ i*6+3 ] = i*2 + 0;
+                               wire_indices[ i*6+4 ] = i*2 + 3;
+                               wire_indices[ i*6+5 ] = i*2 + 2;
+                       }
+               }
+               
+               glGenVertexArrays( 1, &mw->vao );
+               glGenBuffers( 1, &mw->vbo );
+               glGenBuffers( 1, &mw->ebo );
+               glBindVertexArray( mw->vao );
+               
+               glBindBuffer( GL_ARRAY_BUFFER, mw->vbo );
+               
+               glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW );
+               glBindVertexArray( mw->vao );
+               
+               glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo );
+               glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW );
+               
+               // XY
+               glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+               glEnableVertexAttribArray( 0 );
+               
+               VG_CHECK_GL();
+               
+               mw->em = vg_list_size( wire_indices );
+       }
+       
        // Create info data texture
        {
                glGenTextures( 1, &world.background_data );
@@ -874,6 +929,10 @@ void vg_free(void)
        glDeleteTextures( 1, &world.background_data );
        glDeleteTextures( 1, &world.random_samples );
 
+       glDeleteVertexArrays( 1, &world.wire.vao );
+       glDeleteBuffers( 1, &world.wire.vbo );
+       glDeleteBuffers( 1, &world.wire.ebo );
+
        free_mesh( &world.tile );
        free_mesh( &world.circle );
        free_mesh( &world.numbers );
@@ -1784,44 +1843,6 @@ void vg_render(void)
 
                        if( cell->state & FLAG_CANAL )
                        {
-                               if( cell->state & FLAG_IS_TRIGGER )
-                               {
-                                       int trigger_id = cell->links[0]?0:1;
-                                       
-                                       int x2 = cell->links[trigger_id] % world.w;
-                                       int y2 = (cell->links[trigger_id] - x2) / world.w;
-                                       
-                                       v2f startpoint; 
-                                       v2f midpoint;
-                                       v2f endpoint;
-                                       
-                                       startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
-                                       startpoint[1] = (float)y2 + 0.25f;
-                                       
-                                       endpoint[0] = x+0.5f;
-                                       endpoint[1] = y+0.5f;
-                                       v2_add( startpoint, endpoint, midpoint );
-                                       v2_muls( midpoint, 0.5f, midpoint );
-                                       midpoint[1] += -0.8f;
-                                       
-                                       float t, ta;
-                                       v2f lastpoint; v2f curpoint;
-                                       v2_copy( startpoint, lastpoint );
-                                       
-                                       for( int i = 0; i < 10; i ++ )
-                                       {
-                                               t = ((float)i+1.f)/10.0f;
-                                               ta = 1.0f-t;
-                                               
-                                               v2_muls( startpoint, ta*ta, curpoint );
-                                               v2_muladds( curpoint, midpoint, 2.0f*ta*t, curpoint );
-                                               v2_muladds( curpoint, endpoint, t*t, curpoint );
-                                               
-                                               vg_line2( lastpoint, curpoint, 0xff444444, 0xff444444 );
-                                               v2_copy( curpoint, lastpoint );
-                                       }
-                               }
-                       
                                if( cell->config == k_cell_type_split )
                                {
                                        float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
@@ -1876,8 +1897,48 @@ void vg_render(void)
        
        //glDisable(GL_BLEND);
        
+       // Draw connecting wires
        glDisable(GL_BLEND);
 
+       SHADER_USE( shader_wire );
+       glBindVertexArray( world.wire.vao );
+
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+       glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+               
+       for( int y = 2; y < world.h-2; y ++ )
+       {
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+
+                       if( cell->state & FLAG_CANAL )
+                       {
+                               if( cell->state & FLAG_IS_TRIGGER )
+                               {
+                                       int trigger_id = cell->links[0]?0:1;
+                                       
+                                       int x2 = cell->links[trigger_id] % world.w;
+                                       int y2 = (cell->links[trigger_id] - x2) / world.w;
+                                       
+                                       v2f startpoint; 
+                                       v2f endpoint;
+                                       
+                                       startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+                                       startpoint[1] = (float)y2 + 0.25f;
+                                       
+                                       endpoint[0] = x+0.5f;
+                                       endpoint[1] = y+0.5f;
+                                       
+                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
+                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
+                                       glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+                               }
+                       }
+               }
+       }
+
        SHADER_USE( shader_tile_colour );
        glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        use_mesh( &world.circle );
index 147f9aa748a32feba973175d54866f104e4f85b9..2bd1442d125e379b53eb589b77fc3f0b81ba8390 100644 (file)
@@ -292,12 +292,65 @@ SHADER_DEFINE( shader_background,
        UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
 )
 
+SHADER_DEFINE( shader_wire,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec3 uStart;"
+       "uniform vec3 uEnd;"
+       "uniform mat3 uPv;"
+       "uniform float uCurve;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "vec3 sample_curve_time( float t )"
+       "{"
+               "vec3 line_coord = mix( uStart, uEnd, t );"
+
+               "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
+               "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
+       "}"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "vec3 p0 = sample_curve_time( a_co.x );"
+               "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
+               
+               "vec2 line_tangent = normalize(p1.xy-p0.xy);"
+               "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
+               
+               "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
+               
+               "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
+
+               // Create texture coords (todo: include stretch adjusted coords?)
+               "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec4 uColour;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "FragColor = uColour;"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" })
+)
+
+
 void vg_register(void)
 {
        SHADER_INIT( shader_tile_colour );
        SHADER_INIT( shader_tile_main );
        SHADER_INIT( shader_ball );
        SHADER_INIT( shader_background );
+       SHADER_INIT( shader_wire );
 }
 
 /*