From: hgn Date: Mon, 29 Nov 2021 16:42:12 +0000 (+0000) Subject: line/curve renderer X-Git-Url: https://harrygodden.com/git/?p=fishladder.git;a=commitdiff_plain;h=8a39a1bbac29228f650cef6c1d36f618f1c3c000 line/curve renderer --- diff --git a/fishladder.c b/fishladder.c index b6c220f..6c5e996 100644 --- a/fishladder.c +++ b/fishladder.c @@ -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 ); diff --git a/fishladder_resources.h b/fishladder_resources.h index 147f9aa..2bd1442 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -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 ); } /*