From: hgn Date: Mon, 26 Jul 2021 21:29:54 +0000 (+0100) Subject: fish shader/texture X-Git-Url: https://harrygodden.com/git/?p=fishladder.git;a=commitdiff_plain;h=a3a603f2f1c566948024a0830581efbc80aa9be6 fish shader/texture --- diff --git a/fishladder.c b/fishladder.c index e1ca2fa..c44482d 100644 --- a/fishladder.c +++ b/fishladder.c @@ -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 index 0000000..15f176a Binary files /dev/null and b/textures/fishe_swim.tga differ