Map stuff some more, about to do more packing stuff
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@ -17,8 +17,14 @@ void overworldInit() {
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// Test
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OVERWORLD.mapWidth = 16;
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OVERWORLD.mapHeight = 16;
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OVERWORLD.mapLayerCount = 2;
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memset(&OVERWORLD.tileIds, 0x01, sizeof(OVERWORLD.tileIds));
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assertTrue(
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OVERWORLD.mapWidth * OVERWORLD.mapHeight <= OVERWORLD_TILE_COUNT_MAX,
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(
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OVERWORLD.mapWidth * OVERWORLD.mapHeight * OVERWORLD.mapLayerCount
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) <= OVERWORLD_TILE_COUNT_MAX,
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"Map size exceeds tile count."
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);
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@ -16,7 +16,7 @@ typedef struct {
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tileid_t tileIds[OVERWORLD_TILE_COUNT_MAX];
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tiledata_t tileData[OVERWORLD_TILE_COUNT_MAX];
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uint8_t mapWidth, mapHeight;
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uint8_t mapWidth, mapHeight, mapLayerCount;
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} overworld_t;
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extern overworld_t OVERWORLD;
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@ -9,6 +9,8 @@
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#define OVERWORLD_ENTITY_WIDTH 32
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#define OVERWORLD_ENTITY_HEIGHT 32
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#define OVERWORLD_TILE_COUNT_MAX 256
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#define OVERWORLD_TILE_LAYER_COUNT_MAX 2
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#define OVERWORLD_TILE_COUNT_PER_LAYER 256
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#define OVERWORLD_TILE_COUNT_MAX (OVERWORLD_TILE_COUNT_PER_LAYER * OVERWORLD_TILE_LAYER_COUNT_MAX)
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#define OVERWORLD_TILE_WIDTH OVERWORLD_ENTITY_WIDTH
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#define OVERWORLD_TILE_HEIGHT OVERWORLD_ENTITY_HEIGHT
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@ -12,4 +12,6 @@ typedef uint8_t tileid_t;
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typedef struct {
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uint32_t nothing;
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} tiledata_t;
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} tiledata_t;
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#define TILE_ID_NULL 0
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@ -21,6 +21,12 @@ void renderInit() {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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assertNoGLError();
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glEnable(GL_BLEND);
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assertNoGLError();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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assertNoGLError();
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shaderManagerInit();
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quadInit();
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}
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@ -27,7 +27,9 @@ void mapUpdate() {
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memoryCopyRangeSafe(
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&MAP_DATA.tileIds,
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&OVERWORLD.tileIds[0],
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&OVERWORLD.tileIds[OVERWORLD.mapWidth * OVERWORLD.mapHeight],
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&OVERWORLD.tileIds[
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OVERWORLD.mapWidth * OVERWORLD.mapHeight * OVERWORLD.mapLayerCount
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],
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sizeof(MAP_DATA.tileIds)
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);
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@ -35,7 +37,7 @@ void mapUpdate() {
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memoryCopyRangeSafe(
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&MAP_DATA.mapSize,
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&OVERWORLD.mapWidth,
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&OVERWORLD.mapHeight + sizeof(uint8_t),
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&OVERWORLD.mapLayerCount + sizeof(uint8_t),
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sizeof(MAP_DATA.mapSize)
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);
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@ -22,13 +22,25 @@ vec2 mapGetVertice(uint instanceIndex, uint indiceIndex) {
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uint mapWidth = packedGetU8(0u, mapSize);
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uint mapHeight = packedGetU8(1u, mapSize);
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uint mapLayerCount = packedGetU8(2u, mapSize);
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quad += vec2(
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float(instanceIndex % mapWidth),
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float(instanceIndex / mapWidth)
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);
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// Get x and y within layer
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uint x = instanceIndex % mapWidth;
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uint y = (instanceIndex / mapWidth) % mapHeight;
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// Get quad position, consider layer count
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quad += vec2(x, y);
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quad *= mapTileGetSize();
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return quad;
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}
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uint mapGetLayer(uint instanceIndex) {
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uint mapWidth = packedGetU8(0u, mapSize);
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uint mapHeight = packedGetU8(1u, mapSize);
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return instanceIndex / (mapWidth * mapHeight);
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}
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uint mapGetTileId(uint instanceIndex) {
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}
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@ -15,7 +15,7 @@
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typedef struct {
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uvec4_t tileIds[OVERWORLD_TILE_COUNT_MAX / MAP_TILE_PACK_SIZE];
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uint_t mapSize;
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uvec3_t _padding0;
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uvec3_t _p0;
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} mapdata_t;
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extern shaderbuffer_t MAP_BUFFER;
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@ -35,8 +35,8 @@ void transformsUpdate() {
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);
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glm_lookat(
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(vec3){ 300, 300, 300 },
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(vec3){ 0, 0, 0 },
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(vec3){ 0, 0, 300 },
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(vec3){ 0, 32, 0 },
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(vec3){ 0, 1, 0 },
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TRANSFORMS_DATA.view
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);
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@ -4,13 +4,24 @@
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// https://opensource.org/licenses/MIT
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#include "../fragments/header.glsl"
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#include "../data/map.glsl"
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// Inputs from vertex shader
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in vec2 v_TextureCoord;
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flat in uint v_InstanceIndex;
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flat in uint v_IndiceIndex;
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// Frag pixel color
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out vec4 FragColor;
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void main() {
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FragColor = vec4(1, 0, 0, 1);
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}
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uint layer = mapGetLayer(v_InstanceIndex);
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if(layer == 0u) {
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FragColor = vec4(1, 0, 0, 0.5);
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} else {
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FragColor = vec4(0, 1, 0, 0.5);
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}
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// FragColor = vec4(1, 0, 0, 1);
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}
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@ -9,14 +9,20 @@
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// Outputs to fragment shader
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out vec2 v_TextureCoord;
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flat out uint v_InstanceIndex;
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flat out uint v_IndiceIndex;
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void main() {
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uint instanceIndex = uint(gl_InstanceID);
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uint indiceIndex = quadGetIndiceIndex(gl_VertexID);
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uint layer = mapGetLayer(instanceIndex);
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vec2 vert = mapGetVertice(instanceIndex, indiceIndex);
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vec2 uv = quadGetTextureCoordinate(indiceIndex);
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gl_Position = transforms.projection * transforms.view * vec4(vert, 0.0, 1.0);
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gl_Position = transforms.projection * transforms.view * vec4(vert, float(layer) * 64.0, 1.0);
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v_TextureCoord = uv;
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v_InstanceIndex = instanceIndex;
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v_IndiceIndex = indiceIndex;
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}
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@ -12,7 +12,7 @@
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void overworldRender() {
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mapShaderUse();
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quadRender(OVERWORLD.mapWidth * OVERWORLD.mapHeight);
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quadRender(OVERWORLD.mapWidth*OVERWORLD.mapHeight*OVERWORLD.mapLayerCount);
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entityShaderUse();
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quadRender(OVERWORLD.entityCount);
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