From 883fb555fa4921e0ca8d6f32d47a34edb59aa891 Mon Sep 17 00:00:00 2001 From: hgn Date: Sat, 18 Sep 2021 16:38:11 +0100 Subject: [PATCH] ready for series --- fishladder.c | 752 +----------------------------------------- textures/reference.c | 760 +++++++++++++++++++++++++++++++++++++++++++ vg/template_game.c | 28 ++ 3 files changed, 798 insertions(+), 742 deletions(-) create mode 100644 textures/reference.c create mode 100644 vg/template_game.c diff --git a/fishladder.c b/fishladder.c index f342895..d85cfca 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,758 +3,26 @@ //#define VG_STEAM #include "vg/vg.h" -#define CELL_SHEET_X 512 -#define CELL_SHEET_Y 512 - -SHADER_DEFINE( colour_shader, - - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform mat3 uPv;" - "uniform mat3 uMdl;" - "" - "void main()" - "{" - " gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "uniform vec4 uColour;" - "" - "void main()" - "{" - " FragColor = uColour;" - "}" - , - UNIFORMS({ "uPv", "uMdl", "uColour" }) -) - -SHADER_DEFINE( tilemap_shader, - - // VERTEX - "layout (location=0) in vec2 a_co;" // XY - "layout (location=1) in vec2 a_offset;" // XY offset - "layout (location=2) in vec4 a_data;" // atlas-uv, amt, other - "uniform mat3 uPv;" - "uniform vec2 uOrigin;" - "" - "out vec4 aCoords;" - "" - "void main()" - "{" - "vec2 world_coord = a_co+a_offset+uOrigin;" - "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );" - "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );" - "}", - - // FRAGMENT - "uniform sampler2D uTexTiles;" - "uniform sampler2D uTexRipples;" - "uniform float uTime;" - - "in vec4 aCoords;" - "out vec4 FragColor;" - - "void main()" - "{" - "vec4 glyph = texture( uTexTiles, aCoords.xy );" - "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));" - "float wstatus = -((aCoords.z/128.0)-1.0);" // -1 := None in, 0.0 := Hold middle, 1.0 := All out - "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );" - - // TODO: Fix texture instead of doing this.. - "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );" - "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;" - "FragColor = vec4( composite, 1.0 );" - "}" - , - UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" }) -) - -SHADER_DEFINE( fish_shader, - // VERTEX - "layout (location=0) in vec2 a_co;" // XY UV - - "uniform mat3 uPv;" - "uniform vec3 uPosition;" - - "out vec2 aTexCoords;" - - "void main()" - "{" - "vec2 world_coord = a_co + uPosition.xy;" - "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 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" }) -) - m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; -int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "FishLadder" ); -} - -#define CELL_FLAG_INPUT 0x1 -#define CELL_FLAG_OUTPUT 0x2 - #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT) -#define CELL_FLAG_WALL 0x4 -#define CELL_FLAG_HOVER 0x8 -#define CELL_FLAG_ITER 0x10 -#define CELL_FLAG_CANAL 0x20 -#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */ -#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL) -#define CELL_FLAG_VISITED 0x80 -#define CELL_FLAG_UPLVL 0x100 -#define CELL_FLAG_MERGE 0x200 +int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); } -// Cell data: -// | byte 3 | byte 2 | byte 1 | byte 0 | -// | anim | cfg | rflags | sflags | +void vg_register(void){} +void vg_start(void){} +void vg_update(void){} -// Static flags -// Level defined (fixed) -#define FLAG_WALL 0x1 /* Border cells // non passable */ -#define FLAG_LEVEL_CANAL 0x2 /* Used to mark canals from IO or static sections etc */ - -// Player defined -#define FLAG_CANAL 0x4 /* Cell is marked as canal and can transport water */ -#define FLAG_UNUSED0 0x8 -#define FLAG_UNUSED1 0x10 -#define FLAG_UNUSED2 0x20 -#define FLAG_UNUSED3 0x40 -#define FLAG_UNUSED4 0x80 - -// Volatile flags -#define FLAG_WATER 0x100 /* Does this cell have water flowing through it */ -#define FLAG_UNUSED5 0x200 -#define FLAG_UNUSED6 0x400 -#define FLAG_UNUSED7 0x800 - -#define FLAG_UNUSED8 0x1000 -#define FLAG_UNUSED9 0x2000 -#define FLAG_UNUSEDA 0x4000 -#define FLAG_UNUSEDB 0x8000 - -// Combined -#define CFLAG_TRANSPORT (FLAG_CANAL|FLAG_LEVEL_CANAL) - -static struct -{ - u32 x,y; - - v2f origin; - struct cell *selected; - int select_valid; - int playing; - u32 frame; - - u32 *io; - - struct vstack - { - struct vframe - { - int x, y; - int i; - } - frames[ 64 ]; - - int level; - u32 flags; - } - stack; - - GLuint tile_texture; - GLuint flow_texture; - - GLuint tiles_vao; - GLuint tiles_vbo; -} -map; - -static void map_free(void) -{ - for( int i = 0; i < arrlen( map.io ); i ++ ) - { - arrfree( map.cells[ map.io[i] ].conditions ); - } - - arrfree( map.cells ); - arrfree( map.io ); - map.x = 0; - map.y = 0; - map.cells = NULL; - map.io = NULL; -} - -static struct cell *ptile( int pos[2] ) -{ - return map.cells + pos[1]*map.x + pos[0]; -} - -static struct cell *gettile( int pos[2] ) -{ - if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y ) - return map.cells + pos[1]*map.x + pos[0]; - return NULL; -} - -static struct cell *getiftile( int pos[2], u32 flags ) -{ - struct cell *cell = gettile( pos ); - if( cell && (cell->flags & flags) ) - return cell; - - return NULL; -} - -static void map_tile_coords_from_index( int i, int coords[2] ) -{ - coords[0] = i % map.x; - coords[1] = (i - coords[0])/map.x; -} - -static void map_stack_refresh(void) -{ - for( int i = 0; i < map.x*map.y; i ++ ) - map.cells[i].flags &= ~CELL_FLAG_VISITED; -} - -static void map_stack_init( int coords[2] ) -{ - map.stack.level = 0; - map.stack.frames[0].i = 0; - map.stack.frames[0].x = coords[0]; - map.stack.frames[0].y = coords[1]; -} - -static struct cell *map_stack_next(void) -{ - struct cell *tile = NULL; - - while( !tile ) - { - struct vframe *frame = &map.stack.frames[ map.stack.level ]; - - int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} }; - - if( frame->i < 3 ) - { - int *dir = output_dirs[ frame->i ]; - tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE ); - - if( tile && !(tile->flags & CELL_FLAG_VISITED) ) - { - map.stack.level ++; - frame[1].i = 0; - frame[1].x = frame[0].x+dir[0]; - frame[1].y = frame[0].y+dir[1]; - - tile->flags |= CELL_FLAG_VISITED; - - if( frame->i == 0 ) - frame->i = 400; - } - else - tile = NULL; - - frame->i ++; - } - else - { - map.stack.level --; - tile = NULL; - - if( map.stack.level < 0 ) - return NULL; - } - } - - return tile; -} - -static void map_stack_current_coords( int coords[2], int offset ) -{ - coords[0] = map.stack.frames[ map.stack.level+offset ].x; - coords[1] = map.stack.frames[ map.stack.level+offset ].y; -} - -static void map_reclassify( v4i bounds ) -{ - u8 celldata[ 4096 ]; - - for( int y = bounds[1]; y < bounds[3]; y ++ ) - { - for( int x = bounds[0]; x < bounds[2]; x ++ ) - { - struct cell *cur = map.cells + y*map.x + x; - u8 *cellbytes = celldata + (y*map.x+x)*4; - - if( cur->flags & CELL_FLAG_WALKABLE ) - { - struct cell *a, *b, *c, *d; - - a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE ); - b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE ); - c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE ); - d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE ); - - u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0); - cellbytes[ 0 ] = config; - } - else - { - // TODO: Random background tiles - cellbytes[ 0 ] = 15; - } - - cellbytes[ 1 ] = 0x00; - cellbytes[ 2 ] = 0x00; - cellbytes[ 3 ] = 0x00; - } - } - - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); - glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata ); -} - -static int map_load( const char *str ) -{ - map_free(); - - char const *c = str; - - // Scan for width - for(;; map.x ++) - { - if( str[map.x] == ';' ) - break; - else if( !str[map.x] ) - { - vg_error( "Unexpected EOF when parsing level!\n" ); - return 0; - } - } - - struct cell *row = arraddnptr( map.cells, map.x ); - int cx = 0; - int reg_start = 0, reg_end = 0; - - for(;;) - { - if( !*c ) - break; - - if( *c == ';' ) - { - c ++; - - // Parse attribs - if( *c != '\n' ) - { - while( *c ) - { - if( reg_start < reg_end ) - { - if( *c >= 'a' && *c <= 'z' ) - { - arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c ); - } - else - { - if( *c == ',' || *c == '\n' ) - { - reg_start ++; - - if( *c == '\n' ) - break; - } - else - { - vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y ); - return 0; - } - } - } - else - { - vg_error( "Over-assigned values (row: %u)\n", map.y ); - return 0; - } - - c ++; - } - } - - if( reg_start != reg_end ) - { - vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end ); - return 0; - } - - if( cx != map.x ) - { - vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x ); - return 0; - } - - row = arraddnptr( map.cells, map.x ); - cx = 0; - map.y ++; - reg_end = reg_start = arrlen( map.io ); - } - else - { - if( cx == map.x ) - { - vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x ); - return 0; - } - - row[ cx ].conditions = NULL; - - // Parse the various cell types - if( *c == '+' || *c == '-' ) - { - arrpush( map.io, cx + map.y*map.x ); - row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT; - reg_end ++; - } - else if( *c == '#' ) - { - row[ cx ++ ].flags = CELL_FLAG_WALL; - } - else - { - row[ cx ++ ].flags = 0x00; - } - } - - c ++; - } - - // Origin top left corner - map.origin[0] = -((float)map.x) * 0.5f; - map.origin[1] = -((float)map.y) * 0.5f; - - float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) ); - - for( int y = 0; y < map.y; y ++ ) - { - for( int x = 0; x < map.x; x ++ ) - { - float *coord = offset_array + (y*map.x+x)*2; - coord[0] = x; - coord[1] = y; - } - } - - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); - glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array ); - - free( offset_array ); - vg_success( "Map loaded! (%u:%u)\n", map.x, map.y ); - return 1; -} - -// Determines if tile at position co is contentious -static int map_tile_availible( int co[2] ) -{ - // Extract tiles area of influence as a 5x5 grid in bitfield format - u32 blob = 0x1000; - for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ ) - for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ ) - if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) ) - blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2)); - - // Run filter over center 3x3 grid to check for invalid configurations - // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets - // to move the kernel as a whole. - int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 }; - for( int i = 0; i < vg_list_size(kernel); i ++ ) - if( blob & (0x1 << (6+kernel[i])) ) - { - // Illegal moves list in bitfield format - u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 }; - u32 window = blob >> kernel[i]; - - for( int j = 0; j < vg_list_size(invalid); j ++ ) - if((window & invalid[j]) == invalid[j]) - return 0; - } - - return 1; -} - -void vg_update(void) -{ - // Update camera - float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 7.5f; - - m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio ); - m3x3_identity( m_view ); - m3x3_mul( m_projection, m_view, vg_pv ); - vg_projection_update(); - - // Compute map update - for( int y = 0; y < map.y; y ++ ) - { - for( int x = 0; x < map.x; x ++ ) - { - struct cell *tile, *upper, *lower, *l, *r; - tile = gettile( (int [2]){ x, y } ); - tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL); - - if( tile->flags & CELL_FLAG_WALKABLE ) - { - r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE ); - l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE ); - - if( r && l ) - { - upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE ); - lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE ); - - if( upper ) - { - tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL; - } - - if( lower ) - { - tile->flags |= CELL_FLAG_SPLIT; - l->flags |= CELL_FLAG_UPLVL; - r->flags |= CELL_FLAG_UPLVL; - } - } - } - } - } - - map_reclassify(); - - v2f tile_pos; - v2_copy( vg_mouse_ws, tile_pos ); - v2_sub( tile_pos, map.origin, tile_pos ); - - int tile_x = floorf( tile_pos[0] ); - int tile_y = floorf( tile_pos[1] ); - - map.selected = ptile( (int [2]){tile_x, tile_y} ); - - if( map.playing ) - { - if( vg_get_button_down( "go" ) ) - { - map.playing = 0; - vg_info( "Ending!\n" ); - } - } - else - { - if( vg_get_button_down( "go" ) ) - { - map.playing = 1; - vg_info( "Starting!\n" ); - } - - if( map.selected ) - { - map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } ); - - if( map.select_valid ) - { - if( vg_get_button_down("primary") ) - { - if( map.selected->flags & CELL_FLAG_CANAL ) - { - map.selected->flags &= ~(CELL_FLAG_CANAL); - } - else - { - map.selected->flags |= CELL_FLAG_CANAL; - } - } - } - } - } -} - -GLuint tile_vao; -GLuint tile_vbo; -GLuint fish_texture; - -void vg_render(void) +void vg_render(void) { glViewport( 0,0, vg_window_x, vg_window_y ); - //glEnable( GL_DEPTH_TEST ); - glClearColor( 0.94f, 0.94f, 0.94f, 1.0f ); + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.1f, 0.1f, 0.2f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - glBindVertexArray( map.tiles_vao ); - - //map_update_visual(); - - SHADER_USE( tilemap_shader ); - glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - - glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 ); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, map.tile_texture ); - - glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 ); - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, map.flow_texture ); - - glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin ); - glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f ); - - glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y ); - - /* - SHADER_USE( fish_shader ); - glUniformMatrix3fv( 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) -{ - glGenVertexArrays( 1, &tile_vao ); - glGenBuffers( 1, &tile_vbo ); - - float quad_mesh[] = - { - 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, - - // Padding - 0.0f, 0.0f, 0.0f, 0.0f - }; - - glBindVertexArray( tile_vao ); - glBindBuffer( GL_ARRAY_BUFFER, tile_vbo ); - glBufferData - ( - GL_ARRAY_BUFFER, - sizeof( quad_mesh ), - quad_mesh, - GL_STATIC_DRAW - ); - - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); - - VG_CHECK_GL(); - - // Create map buffers - glGenVertexArrays( 1, &map.tiles_vao ); - glGenBuffers( 1, &map.tiles_vbo ); - - glBindVertexArray( map.tiles_vao ); - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); - glBufferData( GL_ARRAY_BUFFER, - sizeof( quad_mesh ) + - sizeof( float )*2 * 1024 + - sizeof( u8 )*4 * 1024, - NULL, - GL_DYNAMIC_DRAW - ); - - glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh ); - - // Base quad - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); - - // Offset, data arrays (instancing) - glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) ); - glEnableVertexAttribArray( 1 ); - glVertexAttribDivisor( 1, 1 ); - - glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) ); - glEnableVertexAttribArray( 2 ); - glVertexAttribDivisor( 2, 1 ); - - map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" ); - vg_tex2d_nearest(); - vg_tex2d_repeat(); - - map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" ); - 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" - "# #;\n" - "# #;\n" - "# #;\n" - "# #;\n" - "# #;\n" - "# #;\n" - "##+#####+##;aa,aaa\n" - ); + // Rest of drawing code... } -void vg_free(void) -{ - map_free(); - - glDeleteVertexArrays( 1, &tile_vao ); - glDeleteVertexArrays( 1, &map.tiles_vao ); - - glDeleteBuffers( 1, &tile_vbo ); - glDeleteBuffers( 1, &map.tiles_vbo ); - - glDeleteTextures( 1, &map.tile_texture ); - glDeleteTextures( 1, &map.flow_texture ); -} - -void vg_ui(void) -{ - -} +void vg_ui(void){} +void vg_free(void){} diff --git a/textures/reference.c b/textures/reference.c new file mode 100644 index 0000000..f342895 --- /dev/null +++ b/textures/reference.c @@ -0,0 +1,760 @@ +// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved + +//#define VG_STEAM +#include "vg/vg.h" + +#define CELL_SHEET_X 512 +#define CELL_SHEET_Y 512 + +SHADER_DEFINE( colour_shader, + + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform mat3 uPv;" + "uniform mat3 uMdl;" + "" + "void main()" + "{" + " gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "uniform vec4 uColour;" + "" + "void main()" + "{" + " FragColor = uColour;" + "}" + , + UNIFORMS({ "uPv", "uMdl", "uColour" }) +) + +SHADER_DEFINE( tilemap_shader, + + // VERTEX + "layout (location=0) in vec2 a_co;" // XY + "layout (location=1) in vec2 a_offset;" // XY offset + "layout (location=2) in vec4 a_data;" // atlas-uv, amt, other + "uniform mat3 uPv;" + "uniform vec2 uOrigin;" + "" + "out vec4 aCoords;" + "" + "void main()" + "{" + "vec2 world_coord = a_co+a_offset+uOrigin;" + "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );" + "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );" + "}", + + // FRAGMENT + "uniform sampler2D uTexTiles;" + "uniform sampler2D uTexRipples;" + "uniform float uTime;" + + "in vec4 aCoords;" + "out vec4 FragColor;" + + "void main()" + "{" + "vec4 glyph = texture( uTexTiles, aCoords.xy );" + "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));" + "float wstatus = -((aCoords.z/128.0)-1.0);" // -1 := None in, 0.0 := Hold middle, 1.0 := All out + "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );" + + // TODO: Fix texture instead of doing this.. + "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );" + "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;" + "FragColor = vec4( composite, 1.0 );" + "}" + , + UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" }) +) + +SHADER_DEFINE( fish_shader, + // VERTEX + "layout (location=0) in vec2 a_co;" // XY UV + + "uniform mat3 uPv;" + "uniform vec3 uPosition;" + + "out vec2 aTexCoords;" + + "void main()" + "{" + "vec2 world_coord = a_co + uPosition.xy;" + "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 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" }) +) + +m3x3f m_projection; +m3x3f m_view; +m3x3f m_mdl; + +int main( int argc, char *argv[] ) +{ + vg_init( argc, argv, "FishLadder" ); +} + +#define CELL_FLAG_INPUT 0x1 +#define CELL_FLAG_OUTPUT 0x2 + #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT) +#define CELL_FLAG_WALL 0x4 +#define CELL_FLAG_HOVER 0x8 +#define CELL_FLAG_ITER 0x10 +#define CELL_FLAG_CANAL 0x20 +#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */ +#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL) +#define CELL_FLAG_VISITED 0x80 +#define CELL_FLAG_UPLVL 0x100 +#define CELL_FLAG_MERGE 0x200 + +// Cell data: +// | byte 3 | byte 2 | byte 1 | byte 0 | +// | anim | cfg | rflags | sflags | + +// Static flags +// Level defined (fixed) +#define FLAG_WALL 0x1 /* Border cells // non passable */ +#define FLAG_LEVEL_CANAL 0x2 /* Used to mark canals from IO or static sections etc */ + +// Player defined +#define FLAG_CANAL 0x4 /* Cell is marked as canal and can transport water */ +#define FLAG_UNUSED0 0x8 +#define FLAG_UNUSED1 0x10 +#define FLAG_UNUSED2 0x20 +#define FLAG_UNUSED3 0x40 +#define FLAG_UNUSED4 0x80 + +// Volatile flags +#define FLAG_WATER 0x100 /* Does this cell have water flowing through it */ +#define FLAG_UNUSED5 0x200 +#define FLAG_UNUSED6 0x400 +#define FLAG_UNUSED7 0x800 + +#define FLAG_UNUSED8 0x1000 +#define FLAG_UNUSED9 0x2000 +#define FLAG_UNUSEDA 0x4000 +#define FLAG_UNUSEDB 0x8000 + +// Combined +#define CFLAG_TRANSPORT (FLAG_CANAL|FLAG_LEVEL_CANAL) + +static struct +{ + u32 x,y; + + v2f origin; + struct cell *selected; + int select_valid; + int playing; + u32 frame; + + u32 *io; + + struct vstack + { + struct vframe + { + int x, y; + int i; + } + frames[ 64 ]; + + int level; + u32 flags; + } + stack; + + GLuint tile_texture; + GLuint flow_texture; + + GLuint tiles_vao; + GLuint tiles_vbo; +} +map; + +static void map_free(void) +{ + for( int i = 0; i < arrlen( map.io ); i ++ ) + { + arrfree( map.cells[ map.io[i] ].conditions ); + } + + arrfree( map.cells ); + arrfree( map.io ); + map.x = 0; + map.y = 0; + map.cells = NULL; + map.io = NULL; +} + +static struct cell *ptile( int pos[2] ) +{ + return map.cells + pos[1]*map.x + pos[0]; +} + +static struct cell *gettile( int pos[2] ) +{ + if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y ) + return map.cells + pos[1]*map.x + pos[0]; + return NULL; +} + +static struct cell *getiftile( int pos[2], u32 flags ) +{ + struct cell *cell = gettile( pos ); + if( cell && (cell->flags & flags) ) + return cell; + + return NULL; +} + +static void map_tile_coords_from_index( int i, int coords[2] ) +{ + coords[0] = i % map.x; + coords[1] = (i - coords[0])/map.x; +} + +static void map_stack_refresh(void) +{ + for( int i = 0; i < map.x*map.y; i ++ ) + map.cells[i].flags &= ~CELL_FLAG_VISITED; +} + +static void map_stack_init( int coords[2] ) +{ + map.stack.level = 0; + map.stack.frames[0].i = 0; + map.stack.frames[0].x = coords[0]; + map.stack.frames[0].y = coords[1]; +} + +static struct cell *map_stack_next(void) +{ + struct cell *tile = NULL; + + while( !tile ) + { + struct vframe *frame = &map.stack.frames[ map.stack.level ]; + + int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} }; + + if( frame->i < 3 ) + { + int *dir = output_dirs[ frame->i ]; + tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE ); + + if( tile && !(tile->flags & CELL_FLAG_VISITED) ) + { + map.stack.level ++; + frame[1].i = 0; + frame[1].x = frame[0].x+dir[0]; + frame[1].y = frame[0].y+dir[1]; + + tile->flags |= CELL_FLAG_VISITED; + + if( frame->i == 0 ) + frame->i = 400; + } + else + tile = NULL; + + frame->i ++; + } + else + { + map.stack.level --; + tile = NULL; + + if( map.stack.level < 0 ) + return NULL; + } + } + + return tile; +} + +static void map_stack_current_coords( int coords[2], int offset ) +{ + coords[0] = map.stack.frames[ map.stack.level+offset ].x; + coords[1] = map.stack.frames[ map.stack.level+offset ].y; +} + +static void map_reclassify( v4i bounds ) +{ + u8 celldata[ 4096 ]; + + for( int y = bounds[1]; y < bounds[3]; y ++ ) + { + for( int x = bounds[0]; x < bounds[2]; x ++ ) + { + struct cell *cur = map.cells + y*map.x + x; + u8 *cellbytes = celldata + (y*map.x+x)*4; + + if( cur->flags & CELL_FLAG_WALKABLE ) + { + struct cell *a, *b, *c, *d; + + a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE ); + b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE ); + c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE ); + d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE ); + + u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0); + cellbytes[ 0 ] = config; + } + else + { + // TODO: Random background tiles + cellbytes[ 0 ] = 15; + } + + cellbytes[ 1 ] = 0x00; + cellbytes[ 2 ] = 0x00; + cellbytes[ 3 ] = 0x00; + } + } + + glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); + glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata ); +} + +static int map_load( const char *str ) +{ + map_free(); + + char const *c = str; + + // Scan for width + for(;; map.x ++) + { + if( str[map.x] == ';' ) + break; + else if( !str[map.x] ) + { + vg_error( "Unexpected EOF when parsing level!\n" ); + return 0; + } + } + + struct cell *row = arraddnptr( map.cells, map.x ); + int cx = 0; + int reg_start = 0, reg_end = 0; + + for(;;) + { + if( !*c ) + break; + + if( *c == ';' ) + { + c ++; + + // Parse attribs + if( *c != '\n' ) + { + while( *c ) + { + if( reg_start < reg_end ) + { + if( *c >= 'a' && *c <= 'z' ) + { + arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c ); + } + else + { + if( *c == ',' || *c == '\n' ) + { + reg_start ++; + + if( *c == '\n' ) + break; + } + else + { + vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y ); + return 0; + } + } + } + else + { + vg_error( "Over-assigned values (row: %u)\n", map.y ); + return 0; + } + + c ++; + } + } + + if( reg_start != reg_end ) + { + vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end ); + return 0; + } + + if( cx != map.x ) + { + vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x ); + return 0; + } + + row = arraddnptr( map.cells, map.x ); + cx = 0; + map.y ++; + reg_end = reg_start = arrlen( map.io ); + } + else + { + if( cx == map.x ) + { + vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x ); + return 0; + } + + row[ cx ].conditions = NULL; + + // Parse the various cell types + if( *c == '+' || *c == '-' ) + { + arrpush( map.io, cx + map.y*map.x ); + row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT; + reg_end ++; + } + else if( *c == '#' ) + { + row[ cx ++ ].flags = CELL_FLAG_WALL; + } + else + { + row[ cx ++ ].flags = 0x00; + } + } + + c ++; + } + + // Origin top left corner + map.origin[0] = -((float)map.x) * 0.5f; + map.origin[1] = -((float)map.y) * 0.5f; + + float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) ); + + for( int y = 0; y < map.y; y ++ ) + { + for( int x = 0; x < map.x; x ++ ) + { + float *coord = offset_array + (y*map.x+x)*2; + coord[0] = x; + coord[1] = y; + } + } + + glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); + glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array ); + + free( offset_array ); + vg_success( "Map loaded! (%u:%u)\n", map.x, map.y ); + return 1; +} + +// Determines if tile at position co is contentious +static int map_tile_availible( int co[2] ) +{ + // Extract tiles area of influence as a 5x5 grid in bitfield format + u32 blob = 0x1000; + for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ ) + for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ ) + if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) ) + blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2)); + + // Run filter over center 3x3 grid to check for invalid configurations + // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets + // to move the kernel as a whole. + int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 }; + for( int i = 0; i < vg_list_size(kernel); i ++ ) + if( blob & (0x1 << (6+kernel[i])) ) + { + // Illegal moves list in bitfield format + u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 }; + u32 window = blob >> kernel[i]; + + for( int j = 0; j < vg_list_size(invalid); j ++ ) + if((window & invalid[j]) == invalid[j]) + return 0; + } + + return 1; +} + +void vg_update(void) +{ + // Update camera + float ratio = (float)vg_window_y / (float)vg_window_x; + float const size = 7.5f; + + m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio ); + m3x3_identity( m_view ); + m3x3_mul( m_projection, m_view, vg_pv ); + vg_projection_update(); + + // Compute map update + for( int y = 0; y < map.y; y ++ ) + { + for( int x = 0; x < map.x; x ++ ) + { + struct cell *tile, *upper, *lower, *l, *r; + tile = gettile( (int [2]){ x, y } ); + tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL); + + if( tile->flags & CELL_FLAG_WALKABLE ) + { + r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE ); + l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE ); + + if( r && l ) + { + upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE ); + lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE ); + + if( upper ) + { + tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL; + } + + if( lower ) + { + tile->flags |= CELL_FLAG_SPLIT; + l->flags |= CELL_FLAG_UPLVL; + r->flags |= CELL_FLAG_UPLVL; + } + } + } + } + } + + map_reclassify(); + + v2f tile_pos; + v2_copy( vg_mouse_ws, tile_pos ); + v2_sub( tile_pos, map.origin, tile_pos ); + + int tile_x = floorf( tile_pos[0] ); + int tile_y = floorf( tile_pos[1] ); + + map.selected = ptile( (int [2]){tile_x, tile_y} ); + + if( map.playing ) + { + if( vg_get_button_down( "go" ) ) + { + map.playing = 0; + vg_info( "Ending!\n" ); + } + } + else + { + if( vg_get_button_down( "go" ) ) + { + map.playing = 1; + vg_info( "Starting!\n" ); + } + + if( map.selected ) + { + map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } ); + + if( map.select_valid ) + { + if( vg_get_button_down("primary") ) + { + if( map.selected->flags & CELL_FLAG_CANAL ) + { + map.selected->flags &= ~(CELL_FLAG_CANAL); + } + else + { + map.selected->flags |= CELL_FLAG_CANAL; + } + } + } + } + } +} + +GLuint tile_vao; +GLuint tile_vbo; +GLuint fish_texture; + +void vg_render(void) +{ + glViewport( 0,0, vg_window_x, vg_window_y ); + + //glEnable( GL_DEPTH_TEST ); + glClearColor( 0.94f, 0.94f, 0.94f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + glBindVertexArray( map.tiles_vao ); + + //map_update_visual(); + + SHADER_USE( tilemap_shader ); + glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, map.tile_texture ); + + glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 ); + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, map.flow_texture ); + + glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin ); + glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f ); + + glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y ); + + /* + SHADER_USE( fish_shader ); + glUniformMatrix3fv( 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) +{ + glGenVertexArrays( 1, &tile_vao ); + glGenBuffers( 1, &tile_vbo ); + + float quad_mesh[] = + { + 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, + + // Padding + 0.0f, 0.0f, 0.0f, 0.0f + }; + + glBindVertexArray( tile_vao ); + glBindBuffer( GL_ARRAY_BUFFER, tile_vbo ); + glBufferData + ( + GL_ARRAY_BUFFER, + sizeof( quad_mesh ), + quad_mesh, + GL_STATIC_DRAW + ); + + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + VG_CHECK_GL(); + + // Create map buffers + glGenVertexArrays( 1, &map.tiles_vao ); + glGenBuffers( 1, &map.tiles_vbo ); + + glBindVertexArray( map.tiles_vao ); + glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); + glBufferData( GL_ARRAY_BUFFER, + sizeof( quad_mesh ) + + sizeof( float )*2 * 1024 + + sizeof( u8 )*4 * 1024, + NULL, + GL_DYNAMIC_DRAW + ); + + glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh ); + + // Base quad + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + // Offset, data arrays (instancing) + glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) ); + glEnableVertexAttribArray( 1 ); + glVertexAttribDivisor( 1, 1 ); + + glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) ); + glEnableVertexAttribArray( 2 ); + glVertexAttribDivisor( 2, 1 ); + + map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" ); + vg_tex2d_nearest(); + vg_tex2d_repeat(); + + map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" ); + 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" + "# #;\n" + "# #;\n" + "# #;\n" + "# #;\n" + "# #;\n" + "# #;\n" + "##+#####+##;aa,aaa\n" + ); +} + +void vg_free(void) +{ + map_free(); + + glDeleteVertexArrays( 1, &tile_vao ); + glDeleteVertexArrays( 1, &map.tiles_vao ); + + glDeleteBuffers( 1, &tile_vbo ); + glDeleteBuffers( 1, &map.tiles_vbo ); + + glDeleteTextures( 1, &map.tile_texture ); + glDeleteTextures( 1, &map.flow_texture ); +} + +void vg_ui(void) +{ + +} diff --git a/vg/template_game.c b/vg/template_game.c new file mode 100644 index 0000000..d85cfca --- /dev/null +++ b/vg/template_game.c @@ -0,0 +1,28 @@ +// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved + +//#define VG_STEAM +#include "vg/vg.h" + +m3x3f m_projection; +m3x3f m_view; +m3x3f m_mdl; + +int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); } + +void vg_register(void){} +void vg_start(void){} +void vg_update(void){} + +void vg_render(void) +{ + glViewport( 0,0, vg_window_x, vg_window_y ); + + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.1f, 0.1f, 0.2f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + // Rest of drawing code... +} + +void vg_ui(void){} +void vg_free(void){} -- 2.25.1