added pull animation to wires
authorhgn <hgodden00@gmail.com>
Tue, 30 Nov 2021 00:11:36 +0000 (00:11 +0000)
committerhgn <hgodden00@gmail.com>
Tue, 30 Nov 2021 00:11:36 +0000 (00:11 +0000)
fishladder.c

index f310bd53ff798ad3f00e018b7a60158163ba610b..072c9a09a2592748d4fa65f45c57d775efaaef00 100644 (file)
@@ -98,7 +98,7 @@ m3x3f m_mdl;
 #define FLAG_WALL 0x40
 
 #define FLAG_FLIP_FLOP 0x100
-#define FLAG_TRIGGER_FLIP 0x200
+#define FLAG_TRIGGERED 0x200
 #define FLAG_FLIP_ROTATING 0x400
 #define FLAG_TARGETED 0x800
 
@@ -1311,6 +1311,8 @@ void vg_update(void)
                                {
                                        cell->state &= ~FLAG_FLIP_ROTATING;
                                }
+                               if( cell->state & FLAG_IS_TRIGGER )
+                                       cell->state &= ~FLAG_TRIGGERED;
                        }
                        
                        int alive_count = 0;
@@ -1443,6 +1445,8 @@ void vg_update(void)
                                                
                                                struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
                                                
+                                               cell_current->state |= FLAG_TRIGGERED;
+                                               
                                                if( trigger_id )
                                                        target_peice->state |= FLAG_FLIP_FLOP;
                                                else
@@ -1918,9 +1922,11 @@ void vg_render(void)
        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 );
-               
+       
+       float rp_x1 = world.frame_lerp*9.0f;
+       float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+       
        for( int y = 2; y < world.h-2; y ++ )
        {
                for( int x = 2; x < world.w-2; x ++ )
@@ -1945,6 +1951,7 @@ void vg_render(void)
                                        endpoint[0] = x+0.5f;
                                        endpoint[1] = y+0.5f;
                                        
+                                       glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
                                        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) );