fish shader/texture
authorhgn <hgodden00@gmail.com>
Mon, 26 Jul 2021 21:29:54 +0000 (22:29 +0100)
committerhgn <hgodden00@gmail.com>
Mon, 26 Jul 2021 21:29:54 +0000 (22:29 +0100)
fishladder.c
textures/fishe_swim.tga [new file with mode: 0644]

index e1ca2fa9d046826375f563e5631266dc4c5ba7f3..c44482d1ac7ce7471f3f1869997fe73450e6212c 100644 (file)
@@ -70,6 +70,37 @@ SHADER_DEFINE( tilemap_shader,
        UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" })
 )
 
+SHADER_DEFINE( fish_shader,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"     // XY UV
+
+       "uniform mat4 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 );"
+               "aTexCoords = vec2( (a_co.x + uPosition.z) * 0.125, a_co.y );"
+       "}",
+       // FRAGMENT
+       "uniform sampler2D uTexMain;"
+       "uniform vec3 uColour;"
+       
+       "in vec2 aTexCoords;"
+       "out vec4 FragColor;"
+       
+       "void main()"
+       "{"
+               "vec4 maintex = texture( uTexMain, aTexCoords );"
+               "vec3 comp = mix( vec3(0.0,0.03,0.04), uColour, maintex.r );"
+               "FragColor = vec4( comp, maintex.g * 0.7 );"
+       "}",
+       UNIFORMS({ "uPv", "uTexMain", "uColour", "uPosition" })
+)
+
 mat4 m_projection;
 mat4 m_view;
 mat4 m_mdl;
@@ -819,6 +850,7 @@ void vg_update(void)
 
 GLuint tile_vao;
 GLuint tile_vbo;
+GLuint fish_texture;
 
 void vg_render(void)
 {
@@ -828,77 +860,6 @@ void vg_render(void)
        glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       /*
-       glBindVertexArray( tile_vao );
-       
-       SHADER_USE( colour_shader );
-       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       
-       for( int y = 0; y < map.y; y ++ )
-       {
-               for( int x = 0; x < map.x; x ++ )
-               {
-                       glm_mat4_identity( m_mdl );
-                       glm_translate( m_mdl, 
-                               (vec3){ 
-                                       map.origin[0] + (float)x,
-                                       0.f, 
-                                       map.origin[2] + (float)y
-                               } 
-                       );
-                       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
-                       
-                       struct cell *cell = &map.cells[ y*map.x+x ];
-                       
-                       vec4 colour = { 0.7f, 0.7f, 0.7f, 1.f };
-                       
-                       if( cell->flags & CELL_FLAG_INPUT ) glm_vec3_copy( (vec3){ 0.9f,0.5f,0.5f }, colour );
-                       else if( cell->flags & CELL_FLAG_OUTPUT ) glm_vec3_copy( (vec3){ 0.5f,0.9f,0.5f }, colour );
-                       else if( cell->flags & CELL_FLAG_WALL ) glm_vec3_copy( (vec3){ 0.1f,0.1f,0.1f }, colour );
-                       else if( cell->flags & CELL_FLAG_CANAL ) glm_vec3_copy( (vec3){ 0.5f,0.5f,0.8f }, colour );
-                       
-                       if( cell->flags & CELL_FLAG_SPLIT )
-                               glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour );
-                       else if( cell->flags & CELL_FLAG_MERGE )
-                               glm_vec3_copy( (vec3){ 0.f, 0.6f, 0.8f }, colour );
-                       
-                       if( map.selected == cell )
-                       {
-                               if( !map.select_valid )
-                                       glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour );
-                       
-                               float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
-                               glm_vec3_scale( colour, flash, colour );
-                       }
-                                               
-                       glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour );
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
-               }
-       }
-       
-       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f );
-       
-       for( int i = 0; i < map.num_fishes; i ++ )
-       {
-               struct fish *fish = map.fishes + i;
-               
-               if( fish->alive )
-               {               
-                       glm_mat4_identity( m_mdl );
-                       glm_translate( m_mdl,
-                               (vec3){
-                                       map.origin[0] + (float)fish->co[0] + 0.5f,
-                                       0.1f,
-                                       map.origin[2] + (float)fish->co[1] + 0.5f
-                               }
-                       );
-                       glm_scale_uni( m_mdl, 0.2f );
-                       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
-               }
-       }
-       */
-       
        glBindVertexArray( map.tiles_vao );
        
        map_update_visual();
@@ -918,12 +879,29 @@ void vg_render(void)
        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 );
+       glUniform1i( SHADER_UNIFORM( fish_shader, "uTexMain" ), 0 );
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, fish_texture );
+       glUniform3f( SHADER_UNIFORM( fish_shader, "uPosition" ), 0.0f, 0.0f, floorf( vg_time*20.0f ) );
+       glUniform3f( SHADER_UNIFORM( fish_shader, "uColour" ), 1.0f, 0.1f, 0.1f );
+       
+       glEnable( GL_BLEND );
+       glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+       glBlendEquation( GL_FUNC_ADD );
+       
+       glDrawArrays( GL_TRIANGLES, 0, 6 );
+       
+       glDisable( GL_BLEND );
 }
 
 void vg_register(void)
 {
        SHADER_INIT( colour_shader );
        SHADER_INIT( tilemap_shader );
+       SHADER_INIT( fish_shader );
 }
 
 void vg_start(void)
@@ -992,6 +970,10 @@ void vg_start(void)
        vg_tex2d_nearest();
        vg_tex2d_repeat();
        
+       fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" );
+       vg_tex2d_nearest();
+       vg_tex2d_repeat();
+       
        map_load
        ( 
                "##-#####-##;aaa,aa\n"
diff --git a/textures/fishe_swim.tga b/textures/fishe_swim.tga
new file mode 100644 (file)
index 0000000..15f176a
Binary files /dev/null and b/textures/fishe_swim.tga differ