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Working on generators
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mgerdes committed Feb 24, 2022
1 parent 5e2f099 commit 11e50be
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Showing 16 changed files with 5,337 additions and 4,885 deletions.
27 changes: 0 additions & 27 deletions data/editor.static_data

This file was deleted.

455 changes: 266 additions & 189 deletions data/levels/level-1.level

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41 changes: 41 additions & 0 deletions data/scripts/spinner_platform.gs
Original file line number Diff line number Diff line change
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void generate(float N, float radius, float width, float height) {
terrain_model_add_point(0, 0, 0);
terrain_model_add_point(width, 0, 0);
terrain_model_add_point(width, 0, height);
terrain_model_add_point(0, 0, height);

for (int i = 0; i < N; i = i + 1) {
float a = 2 * PI * i / N;
float x = r * cos(a);
float y = 0;
float z = r * sin(a);
terrain_model_add_point(x, y, z);
}

for (int i = 0; i < N; i = i + 1) {
int idx0 = 0;
int idx1 = 4 + i;
int idx2 = 4 + i + 1;
if (i == N - 1) {
idx2 = 4;
}

float a = i / N;
if (a < 0.25) {
idx0 = 0;
}
else if (a < 0.5) {
idx1 = 1;
}
else if (a < 0.75) {
idx2 = 2;
}
else {
idx3 = 3;
}

terrain_model_add_face(idx0, idx1, idx2);

print(i);
}
}
39 changes: 39 additions & 0 deletions data/shaders/ball_hidden.glsl
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//@begin_vert
#version 450

layout(binding = 0) uniform vs_params {
mat4 model_mat;
mat4 proj_view_mat;
};

layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;

layout(location = 0) out vec3 frag_normal;

void main() {
frag_normal = normalize((inverse(transpose(model_mat))*vec4(normal, 0.0f)).xyz);
gl_Position = proj_view_mat*model_mat*vec4(position, 1.0);
}
//@end

//@begin_frag
#version 450

layout(binding = 0) uniform fs_params {
vec4 ball_position;
vec4 cam_position;
};

layout(location = 0) in vec3 frag_normal;

layout(location = 0) out vec4 g_frag_color;

void main() {
vec3 dir = normalize(cam_position.xyz - ball_position.xyz);
float d = min(max(dot(frag_normal, dir), 0.0f), 1.0);
float c = 0.2 + 0.5*d;
float a = 0.1 + 0.5*(1.0 - d);
g_frag_color = vec4(c, c, c, a);
}
//@end
128 changes: 128 additions & 0 deletions data/shaders/ball_hidden.glsl.golf_data
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{
"glsl330": {
"fs": {
"source": "#version 330\n\nuniform vec4 fs_params[2];\nin vec3 frag_normal;\nlayout(location = 0) out vec4 g_frag_color;\n\nvoid main()\n{\n vec3 dir = normalize(fs_params[1].xyz - fs_params[0].xyz);\n float d = min(max(dot(frag_normal, dir), 0.0), 1.0);\n float c = 0.20000000298023223876953125 + (0.5 * d);\n float a = 0.100000001490116119384765625 + (0.5 * (1.0 - d));\n g_frag_color = vec4(c, c, c, a);\n}\n\n",
"inputs": [
{
"name": "frag_normal",
"location": 0
}
],
"uniforms": [
{
"name": "fs_params",
"size": 32,
"binding": 0,
"members": [
{
"name": "ball_position",
"offset": 0,
"size": 16
},
{
"name": "cam_position",
"offset": 16,
"size": 16
}
]
}
],
"textures": []
},
"vs": {
"source": "#version 330\n\nuniform vec4 vs_params[8];\nout vec3 frag_normal;\nlayout(location = 1) in vec3 normal;\nlayout(location = 0) in vec3 position;\n\nvoid main()\n{\n frag_normal = normalize((inverse(transpose(mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]))) * vec4(normal, 0.0)).xyz);\n gl_Position = (mat4(vs_params[4], vs_params[5], vs_params[6], vs_params[7]) * mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3])) * vec4(position, 1.0);\n}\n\n",
"inputs": [
{
"name": "normal",
"location": 1
},
{
"name": "position",
"location": 0
}
],
"uniforms": [
{
"name": "vs_params",
"size": 128,
"binding": 0,
"members": [
{
"name": "model_mat",
"offset": 0,
"size": 64
},
{
"name": "proj_view_mat",
"offset": 64,
"size": 64
}
]
}
]
}
},
"gles300": {
"fs": {
"source": "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nuniform highp vec4 fs_params[2];\nin highp vec3 frag_normal;\nlayout(location = 0) out highp vec4 g_frag_color;\n\nvoid main()\n{\n highp vec3 dir = normalize(fs_params[1].xyz - fs_params[0].xyz);\n highp float d = min(max(dot(frag_normal, dir), 0.0), 1.0);\n highp float c = 0.20000000298023223876953125 + (0.5 * d);\n highp float a = 0.100000001490116119384765625 + (0.5 * (1.0 - d));\n g_frag_color = vec4(c, c, c, a);\n}\n\n",
"inputs": [
{
"name": "frag_normal",
"location": 0
}
],
"uniforms": [
{
"name": "fs_params",
"size": 32,
"binding": 0,
"members": [
{
"name": "ball_position",
"offset": 0,
"size": 16
},
{
"name": "cam_position",
"offset": 16,
"size": 16
}
]
}
],
"textures": []
},
"vs": {
"source": "#version 300 es\n\nuniform vec4 vs_params[8];\nout vec3 frag_normal;\nlayout(location = 1) in vec3 normal;\nlayout(location = 0) in vec3 position;\n\nvoid main()\n{\n frag_normal = normalize((inverse(transpose(mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]))) * vec4(normal, 0.0)).xyz);\n gl_Position = (mat4(vs_params[4], vs_params[5], vs_params[6], vs_params[7]) * mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3])) * vec4(position, 1.0);\n}\n\n",
"inputs": [
{
"name": "normal",
"location": 1
},
{
"name": "position",
"location": 0
}
],
"uniforms": [
{
"name": "vs_params",
"size": 128,
"binding": 0,
"members": [
{
"name": "model_mat",
"offset": 0,
"size": 64
},
{
"name": "proj_view_mat",
"offset": 64,
"size": 64
}
]
}
]
}
}
}
65 changes: 44 additions & 21 deletions data/static_data.static_data
Original file line number Diff line number Diff line change
@@ -1,21 +1,44 @@
[
"data/scripts/ramp.gs",
"data/scripts/teseting.gs",
"data/shaders/diffuse_color_material.glsl",
"data/shaders/environment_material.glsl",
"data/shaders/pass_through.glsl",
"data/shaders/solid_color_material.glsl",
"data/shaders/texture_material.glsl",
"data/shaders/render_image.glsl",
"data/shaders/fxaa.glsl",
"data/shaders/ui.glsl",
"data/shaders/water_around_ball.glsl",
"data/ui/main_menu.ui",
"data/models/ui_square.obj",
"data/models/cube.obj",
"data/models/render_image_square.obj",
"data/models/editor/ball_start.obj",
"data/textures/fallback.png",
"data/textures/colors/white.png",
"data/textures/loading.gif"
]
[
"data/config/game.cfg",
"data/config/editor.cfg",

"data/scripts/ramp.gs",
"data/scripts/teseting.gs",
"data/scripts/spinner_platform.gs",

"data/shaders/diffuse_color_material.glsl",
"data/shaders/environment_material.glsl",
"data/shaders/pass_through.glsl",
"data/shaders/solid_color_material.glsl",
"data/shaders/texture_material.glsl",
"data/shaders/render_image.glsl",
"data/shaders/fxaa.glsl",
"data/shaders/ui.glsl",
"data/shaders/aim_line.glsl",
"data/shaders/ball.glsl",
"data/shaders/editor_water.glsl",
"data/shaders/water.glsl",
"data/shaders/water_around_ball.glsl",
"data/shaders/water_ripple.glsl",
"data/shaders/ball_hidden.glsl",

"data/ui/main_menu.ui",

"data/models/ui_square.obj",
"data/models/cube.obj",
"data/models/render_image_square.obj",
"data/models/editor/ball_start.obj",
"data/models/golf_ball.obj",

"data/textures/golf_ball_normal_map.jpg",
"data/textures/fallback.png",
"data/textures/colors/white.png",
"data/textures/colors/red.png",
"data/textures/colors/yellow.png",
"data/textures/aimer.png",
"data/textures/arrow.png",
"data/textures/water_noise_1.png",
"data/textures/water_noise_2.png",
"data/textures/water_noise_3.png",
"data/textures/loading.gif"
]
36 changes: 0 additions & 36 deletions data/title_screen.static_data

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