1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
5 #include "fishladder_resources.h"
7 const char *level_pack_1
[] = {
29 levels
[ vg_list_size( level_pack_1
) ];
31 career
= { .version
= 1 };
34 static void career_serialize(void)
36 vg_asset_write( "sav/game.sav", &career
, sizeof( struct career_state
) );
39 static void career_load(void)
42 struct career_state
*cr
= vg_asset_read_s( "sav/game.sav", &sz
);
44 memset( (void*)career
.levels
, 0, vg_list_size(level_pack_1
) * sizeof(struct career_level
) );
48 if( sz
> sizeof( struct career_state
) )
49 vg_warn( "This save file is too big! Some levels will be lost\n" );
51 if( sz
<= offsetof( struct career_state
, levels
) )
53 vg_error( "This save file is too small to have a header\n" );
58 u32
const size_header
= offsetof(struct career_state
, levels
);
59 u32
const size_levels
= sizeof(struct career_state
)-size_header
;
60 u32
const size_levels_input
= sz
- size_header
;
62 memcpy( (void*)career
.levels
, (void*)cr
->levels
, size_levels_input
);
64 if( sz
< sizeof( struct career_state
) )
66 memset( ((void*)career
.levels
) + size_levels_input
, 0, size_levels
-size_levels_input
);
70 vg_success( "Loaded save file... Info:\n" );
72 for( int i
= 0; i
< vg_list_size( career
.levels
); i
++ )
74 struct career_level
*lvl
= &career
.levels
[i
];
75 vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl
->score
, lvl
->time
, lvl
->completed
);
80 vg_info( "No save file... Using blank one\n" );
88 #define FLAG_CANAL 0x1
89 #define FLAG_IS_TRIGGER 0x2
90 #define FLAG_RESERVED0 0x4
91 #define FLAG_RESERVED1 0x8
93 #define FLAG_INPUT 0x10
94 #define FLAG_OUTPUT 0x20
95 #define FLAG_WALL 0x40
97 #define FLAG_FLIP_FLOP 0x100
98 #define FLAG_FLIP_ROTATING 0x200
99 #define FLAG_TARGETED 0x400
102 0000 0 | 0001 1 | 0010 2 | 0011 3
106 0100 4 | 0101 5 | 0110 6 | 0111 7
110 1000 8 | 1001 9 | 1010 10 | 1011 11
114 1100 12 | 1101 13 | 1110 14 | 1111 15
122 k_cell_type_ramp_right
= 3,
123 k_cell_type_ramp_left
= 6,
124 k_cell_type_split
= 7,
125 k_cell_type_merge
= 13
129 { { 0.9f
, 0.6f
, 0.20f
},
130 { 0.2f
, 0.9f
, 0.14f
},
131 { 0.4f
, 0.8f
, 1.00f
} };
133 static void colour_code_v3( char cc
, v3f target
)
135 if( cc
>= 'a' && cc
<= 'z' )
139 if( id
< vg_list_size( colour_sets
) )
141 v3_copy( colour_sets
[ id
], target
);
146 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, target
);
155 static void init_mesh( struct mesh
*m
, float const *tris
, u32 length
)
157 m
->elements
= length
/3;
158 glGenVertexArrays( 1, &m
->vao
);
159 glGenBuffers( 1, &m
->vbo
);
161 glBindVertexArray( m
->vao
);
162 glBindBuffer( GL_ARRAY_BUFFER
, m
->vbo
);
163 glBufferData( GL_ARRAY_BUFFER
, length
*sizeof(float), tris
, GL_STATIC_DRAW
);
165 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
166 glEnableVertexAttribArray( 0 );
171 static void free_mesh( struct mesh
*m
)
173 glDeleteVertexArrays( 1, &m
->vao
);
174 glDeleteBuffers( 1, &m
->vbo
);
177 static void draw_mesh( int const start
, int const count
)
179 glDrawArrays( GL_TRIANGLES
, start
*3, count
*3 );
182 static void use_mesh( struct mesh
*m
)
184 glBindVertexArray( m
->vao
);
207 int sim_run
, max_runs
;
221 int condition_count
, recv_count
;
233 struct mesh tile
, circle
, numbers
;
235 GLuint background_data
;
236 GLuint random_samples
;
238 int selected
, tile_x
, tile_y
;
256 struct career_level
*ptr_career_level
;
264 static void map_free(void)
266 arrfree( world
.data
);
277 world
.initialzed
= 0;
280 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
);
281 static int map_load( const char *str
, const char *name
)
283 //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data
292 if( str
[world
.w
] == ';' )
294 else if( !str
[world
.w
] )
296 vg_error( "Unexpected EOF when parsing level\n" );
301 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
303 int reg_start
= 0, reg_end
= 0;
305 u32
*links_to_make
= NULL
;
306 int links_satisfied
= 0;
308 char link_id_buffer
[32];
325 if( reg_start
< reg_end
)
327 struct cell_terminal
*terminal
= &world
.io
[ reg_start
];
328 struct terminal_run
*run
= &terminal
->runs
[ terminal
->run_count
-1 ];
330 if( *c
>= 'a' && *c
<= 'z' )
332 run
->conditions
[ run
->condition_count
++ ] = *c
;
336 if( *c
== ',' || *c
== '\n' )
345 terminal
->runs
[ terminal
->run_count
].condition_count
= 0;
346 terminal
->run_count
++;
347 world
.max_runs
= vg_max( world
.max_runs
, terminal
->run_count
);
351 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
358 if( links_satisfied
< arrlen( links_to_make
) )
360 struct cell
*target
= &world
.data
[ links_to_make
[ links_satisfied
] ];
362 if( (((u32
)*c
>= (u32
)'0') && ((u32
)*c
<= (u32
)'9')) || *c
== '-' )
364 if( link_id_n
>= vg_list_size( link_id_buffer
)-1 )
366 vg_error( "Number was way too long to be parsed (row: %u)\n", world
.h
);
370 link_id_buffer
[ link_id_n
++ ] = *c
;
372 else if( *c
== ',' || *c
== '\n' )
374 link_id_buffer
[ link_id_n
] = 0x00;
375 int value
= atoi( link_id_buffer
);
377 target
->links
[value
>= 0? 1:0] = abs(value
);
386 vg_error( "Invalid character '%c' (row: %u)\n", *c
, world
.h
);
392 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
401 // Registry length-error checks
402 if( reg_start
!= reg_end
)
404 vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
408 if( links_satisfied
!= arrlen( links_to_make
) )
410 vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world
.h
, links_satisfied
, arrlen( links_to_make
) );
416 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
420 row
= arraddnptr( world
.data
, world
.w
);
423 reg_end
= reg_start
= arrlen( world
.io
);
425 arrsetlen( links_to_make
, 0 );
432 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
436 // Tile initialization
438 struct cell
*cell
= &row
[ cx
];
440 if( *c
== '+' || *c
== '-' )
442 struct cell_terminal
*term
= arraddnptr( world
.io
, 1 );
443 term
->id
= cx
+ world
.h
*world
.w
;
445 term
->runs
[0].condition_count
= 0;
447 cell
->state
= *c
== '+'? FLAG_INPUT
: FLAG_OUTPUT
;
450 else if( *c
== '#' ) cell
->state
= FLAG_WALL
;
451 else if( ((u32
)*c
>= (u32
)'A') && ((u32
)*c
<= (u32
)'A'+0xf) )
453 // Canal flag bits (4bit/16 value):
459 cell
->state
= ((u32
)*c
- (u32
)'A') & (FLAG_CANAL
|FLAG_IS_TRIGGER
);
461 if( cell
->state
& FLAG_IS_TRIGGER
)
462 arrpush( links_to_make
, cx
+ world
.h
*world
.w
);
468 else cell
->state
= 0x00;
476 // Update data texture to fill out the background
478 u8 info_buffer
[64*64*4];
479 for( int i
= 0; i
< 64*64; i
++ )
481 u8
*px
= &info_buffer
[i
*4];
488 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
489 glTexSubImage2D( GL_TEXTURE_2D
, 0, 0, 0, 64, 64, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
492 arrfree( links_to_make
);
494 map_reclassify( NULL
, NULL
, 1 );
497 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
499 struct cell
*src
= &world
.data
[i
];
500 if( src
->state
& FLAG_IS_TRIGGER
)
502 int link_id
= src
->links
[0]?0:1;
503 if( src
->links
[link_id
] <= world
.h
*world
.w
)
505 struct cell
*target
= &world
.data
[ src
->links
[link_id
] ];
506 if( (target
->state
& FLAG_CANAL
) && (target
->config
== k_cell_type_split
) )
508 if( target
->links
[ link_id
] )
510 vg_error( "Link target was already targeted\n" );
516 target
->links
[ link_id
] = i
;
517 target
->state
|= FLAG_TARGETED
;
522 vg_error( "Link target was invalid\n" );
528 vg_error( "Link target out of bounds\n" );
534 vg_success( "Map '%s' loaded! (%u:%u)\n", name
, world
.w
, world
.h
);
536 strncpy( world
.map_name
, name
, vg_list_size( world
.map_name
)-1 );
537 world
.initialzed
= 1;
541 arrfree( links_to_make
);
546 static struct cell
*pcell( v2i pos
)
548 return &world
.data
[ pos
[1]*world
.w
+ pos
[0] ];
551 static void map_serialize( FILE *stream
)
553 for( int y
= 0; y
< world
.h
; y
++ )
555 for( int x
= 0; x
< world
.w
; x
++ )
557 struct cell
*cell
= pcell( (v2i
){ x
, y
} );
559 if( cell
->state
& FLAG_WALL
) fputc( '#', stream
);
560 else if( cell
->state
& FLAG_INPUT
) fputc( '+', stream
);
561 else if( cell
->state
& FLAG_OUTPUT
) fputc( '-', stream
);
562 else if( cell
->state
& (FLAG_CANAL
|FLAG_IS_TRIGGER
|FLAG_RESERVED0
|FLAG_RESERVED1
) )
564 fputc( (cell
->state
& (FLAG_CANAL
|FLAG_IS_TRIGGER
|FLAG_RESERVED0
|FLAG_RESERVED1
)) + (u32
)'A', stream
);
566 else fputc( ' ', stream
);
569 fputc( ';', stream
);
571 int terminal_write_count
= 0;
573 for( int x
= 0; x
< world
.w
; x
++ )
575 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
577 struct cell_terminal
*term
= &world
.io
[i
];
578 if( term
->id
== y
*world
.w
+x
)
580 if( terminal_write_count
)
581 fputc( ',', stream
);
582 terminal_write_count
++;
584 for( int j
= 0; j
< term
->run_count
; j
++ )
586 struct terminal_run
*run
= &term
->runs
[j
];
588 for( int k
= 0; k
< run
->condition_count
; k
++ )
589 fputc( run
->conditions
[k
], stream
);
591 if( j
< term
->run_count
-1 )
592 fputc( ':', stream
);
598 for( int x
= 0; x
< world
.w
; x
++ )
600 struct cell
*cell
= pcell( (v2i
){ x
,y
} );
601 if( cell
->state
& FLAG_IS_TRIGGER
)
603 if( terminal_write_count
)
604 fputc( ',', stream
);
605 terminal_write_count
++;
607 fprintf( stream
, "%d", cell
->links
[0]? -cell
->links
[0]: cell
->links
[1] );
611 fputc( '\n', stream
);
615 int main( int argc
, char *argv
[] )
617 vg_init( argc
, argv
, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
620 static int console_save_map( int argc
, char const *argv
[] )
622 if( !world
.initialzed
)
624 vg_error( "Tried to save uninitialized map!\n" );
628 char map_path
[ 256 ];
630 strcpy( map_path
, "sav/" );
631 strcat( map_path
, world
.map_name
);
632 strcat( map_path
, ".map" );
634 FILE *test_writer
= fopen( map_path
, "wb" );
637 vg_info( "Saving map to '%s'\n", map_path
);
638 map_serialize( test_writer
);
640 fclose( test_writer
);
645 vg_error( "Unable to open stream for writing\n" );
650 static int console_load_map( int argc
, char const *argv
[] )
652 char map_path
[ 256 ];
657 strcpy( map_path
, "sav/" );
658 strcat( map_path
, argv
[0] );
659 strcat( map_path
, ".map" );
661 char *text_source
= vg_textasset_read( map_path
);
665 strcpy( map_path
, "maps/" );
666 strcat( map_path
, argv
[0] );
667 strcat( map_path
, ".map" );
669 text_source
= vg_textasset_read( map_path
);
674 vg_info( "Loading map: '%s'\n", map_path
);
675 world
.ptr_career_level
= NULL
;
677 if( !map_load( text_source
, argv
[0] ) )
685 for( int i
= 0; i
< vg_list_size( level_pack_1
); i
++ )
687 if( !strcmp( level_pack_1
[i
], argv
[0] ) )
689 world
.ptr_career_level
= career
.levels
+ i
;
698 vg_error( "Missing maps '%s'\n", argv
[0] );
704 vg_error( "Missing argument <map_path>\n" );
709 static void io_reset(void)
711 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
713 struct cell_terminal
*term
= &world
.io
[i
];
715 for( int j
= 0; j
< term
->run_count
; j
++ )
716 term
->runs
[j
].recv_count
= 0;
720 static void simulation_stop(void)
722 world
.simulating
= 0;
723 world
.num_fishes
= 0;
728 sfx_system_fadeout( &audio_system_balls_rolling
, 44100 );
730 vg_info( "Stopping simulation!\n" );
733 static int console_changelevel( int argc
, char const *argv
[] )
737 // Save current level
738 if( console_save_map( 0, NULL
) )
739 if( console_load_map( argc
, argv
) )
747 vg_error( "Missing argument <map_path>\n" );
755 vg_function_push( (struct vg_cmd
){
757 .function
= console_save_map
760 vg_function_push( (struct vg_cmd
){
762 .function
= console_load_map
765 vg_function_push( (struct vg_cmd
){
766 .name
= "changelevel",
767 .function
= console_changelevel
774 0.0f
, 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
,
775 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
, 0.0f
,
777 0.0f
, 0.0f
, 0.0f
, 1.0f
, 4.0f
, 1.0f
,
778 0.0f
, 0.0f
, 4.0f
, 1.0f
, 4.0f
, 0.0f
781 init_mesh( &world
.tile
, quad_mesh
, vg_list_size(quad_mesh
) );
786 float circle_mesh
[32*6*3];
787 int res
= vg_list_size( circle_mesh
) / (6*3);
789 for( int i
= 0; i
< res
; i
++ )
791 v2f v0
= { sinf( ((float)i
/(float)res
)*VG_TAUf
), cosf( ((float)i
/(float)res
)*VG_TAUf
) };
792 v2f v1
= { sinf( ((float)(i
+1)/(float)res
)*VG_TAUf
), cosf( ((float)(i
+1)/(float)res
)*VG_TAUf
) };
794 circle_mesh
[ i
*6+0 ] = 0.0f
;
795 circle_mesh
[ i
*6+1 ] = 0.0f
;
797 v2_copy( v0
, circle_mesh
+ 32*6 + i
*12 );
798 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+2 );
799 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+4 );
801 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+6 );
802 v2_muls( v1
, 0.8f
, circle_mesh
+ 32*6 + i
*12+8 );
803 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+10 );
805 v2_copy( v0
, circle_mesh
+ i
*6+4 );
806 v2_copy( v1
, circle_mesh
+ i
*6+2 );
807 v2_copy( v0
, circle_mesh
+i
*6+4 );
808 v2_copy( v1
, circle_mesh
+i
*6+2 );
811 init_mesh( &world
.circle
, circle_mesh
, vg_list_size( circle_mesh
) );
816 init_mesh( &world
.numbers
,
818 vg_list_size( MESH_NUMBERS_BUFFER
)
821 for( int i
= 0; i
< 10; i
++ )
823 vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS
[i
][0], MESH_NUMBERS_OFFSETS
[i
][1] );
827 // Create info data texture
829 glGenTextures( 1, &world
.background_data
);
830 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
831 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGBA
, 64, 64, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
835 // Create random smaples texture
837 u8
*data
= malloc(512*512*2);
838 for( int i
= 0; i
< 512*512*2; i
++ )
839 data
[ i
] = rand()/(RAND_MAX
/255);
841 glGenTextures( 1, &world
.random_samples
);
842 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
843 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RG
, 512, 512, 0, GL_RG
, GL_UNSIGNED_BYTE
, data
);
850 resource_load_main();
854 console_load_map( 1, level_pack_1
);
859 console_save_map( 0, NULL
);
862 resource_free_main();
864 glDeleteTextures( 1, &world
.background_data
);
865 glDeleteTextures( 1, &world
.random_samples
);
867 free_mesh( &world
.tile
);
868 free_mesh( &world
.circle
);
869 free_mesh( &world
.numbers
);
874 static int cell_interactive( v2i co
)
877 if( co
[0] < 2 || co
[0] >= world
.w
-2 || co
[1] < 2 || co
[1] >= world
.h
-2 )
881 if( world
.data
[ world
.w
*co
[1] + co
[0] ].state
& (FLAG_WALL
|FLAG_INPUT
|FLAG_OUTPUT
) )
884 // List of 3x3 configurations that we do not allow
885 static u32 invalid_src
[][9] =
917 // Statically compile invalid configurations into bitmasks
918 static u32 invalid
[ vg_list_size(invalid_src
) ];
920 for( int i
= 0; i
< vg_list_size(invalid_src
); i
++ )
924 for( int j
= 0; j
< 3; j
++ )
925 for( int k
= 0; k
< 3; k
++ )
926 comped
|= invalid_src
[i
][ j
*3+k
] << ((j
*5)+k
);
931 // Extract 5x5 grid surrounding tile
933 for( int y
= co
[1]-2; y
< co
[1]+3; y
++ )
934 for( int x
= co
[0]-2; x
< co
[0]+3; x
++ )
936 struct cell
*cell
= pcell((v2i
){x
,y
});
938 if( cell
&& (cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
)) )
939 blob
|= 0x1 << ((y
-(co
[1]-2))*5 + x
-(co
[0]-2));
942 // Run filter over center 3x3 grid to check for invalid configurations
943 int kernel
[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
944 for( int i
= 0; i
< vg_list_size(kernel
); i
++ )
946 if( blob
& (0x1 << (6+kernel
[i
])) )
948 u32 window
= blob
>> kernel
[i
];
950 for( int j
= 0; j
< vg_list_size(invalid
); j
++ )
951 if((window
& invalid
[j
]) == invalid
[j
])
959 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
)
961 v2i full_start
= { 1,1 };
962 v2i full_end
= { world
.w
-1, world
.h
-1 };
971 u8 info_buffer
[64*64*4];
974 int px0
= vg_max( start
[0], full_start
[0] ),
975 px1
= vg_min( end
[0], full_end
[0] ),
976 py0
= vg_max( start
[1], full_start
[1] ),
977 py1
= vg_min( end
[1], full_end
[1] );
979 for( int y
= py0
; y
< py1
; y
++ )
981 for( int x
= px0
; x
< px1
; x
++ )
983 struct cell
*cell
= pcell((v2i
){x
,y
});
985 v2i dirs
[] = {{1,0},{0,1},{-1,0},{0,-1}};
990 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
992 for( int i
= 0; i
< vg_list_size( dirs
); i
++ )
994 struct cell
*neighbour
= pcell((v2i
){x
+dirs
[i
][0], y
+dirs
[i
][1]});
995 if( neighbour
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
1003 if( cell
->state
& FLAG_WALL
)
1009 pcell((v2i
){x
,y
})->config
= config
;
1011 u8
*info_px
= &info_buffer
[ (pixel_id
++)*4 ];
1012 info_px
[0] = height
;
1013 info_px
[1] = cell
->state
& FLAG_WALL
? 0: 255;
1019 if( update_texbuffer
)
1021 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
1022 glTexSubImage2D( GL_TEXTURE_2D
, 0, px0
+ 16, py0
+ 16, px1
-px0
, py1
-py0
, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
1026 v2f
const curve_3
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
1027 v2f
const curve_6
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.375f
,0.5f
},{0.0f
,0.5f
}};
1028 v2f
const curve_9
[] = {{1.0f
,0.5f
},{0.625f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
1029 v2f
const curve_12
[]= {{0.0f
,0.5f
},{0.375f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
1031 v2f
const curve_2
[] = {{0.5f
,1.0f
},{0.5f
,0.8f
},{0.5f
,0.3f
},{0.5f
,0.2f
}};
1032 v2f
const curve_8
[] = {{0.5f
,0.8f
},{0.5f
,0.5f
},{0.5f
,0.3f
},{0.5f
,0.0f
}};
1034 v2f
const curve_7
[] = {{0.5f
,0.8438f
},{0.875f
,0.8438f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
1035 v2f
const curve_7_1
[] = {{0.5f
,0.8438f
},{1.0f
-0.875f
,0.8438f
},{1.0-0.625f
,0.5f
},{0.0f
,0.5f
}};
1037 float const curve_7_linear_section
= 0.1562f
;
1039 void vg_update(void)
1041 // Fit within screen
1043 float r1
= (float)vg_window_y
/ (float)vg_window_x
,
1044 r2
= (float)world
.h
/ (float)world
.w
,
1047 size
= ( r2
< r1
? (float)world
.w
* 0.5f
: ((float)world
.h
* 0.5f
) / r1
) + 2.5f
;
1048 m3x3_projection( m_projection
, -size
, size
, -size
*r1
, size
*r1
);
1051 origin
[0] = floorf( -0.5f
* world
.w
);
1052 origin
[1] = floorf( -0.5f
* world
.h
);
1055 m3x3_identity( m_view
);
1056 m3x3_translate( m_view
, origin
);
1057 m3x3_mul( m_projection
, m_view
, vg_pv
);
1058 vg_projection_update();
1061 v2_copy( vg_mouse_ws
, world
.tile_pos
);
1063 world
.tile_x
= floorf( world
.tile_pos
[0] );
1064 world
.tile_y
= floorf( world
.tile_pos
[1] );
1066 static u16 id_drag_from
= 0;
1067 static v2f drag_from_co
;
1068 static v2f drag_to_co
;
1071 if( !world
.simulating
)
1073 v2_copy( vg_mouse_ws
, drag_to_co
);
1075 if( cell_interactive( (v2i
){ world
.tile_x
, world
.tile_y
} ))
1077 world
.selected
= world
.tile_y
* world
.w
+ world
.tile_x
;
1079 static u32 modify_state
= 0;
1081 struct cell
*cell_ptr
= &world
.data
[world
.selected
];
1083 if( vg_get_button_down("primary") )
1085 modify_state
= (cell_ptr
->state
& FLAG_CANAL
) ^ FLAG_CANAL
;
1088 if( vg_get_button("primary") && ((cell_ptr
->state
& FLAG_CANAL
) != modify_state
) )
1090 cell_ptr
->state
&= ~FLAG_CANAL
;
1091 cell_ptr
->state
|= modify_state
;
1093 if( cell_ptr
->state
& FLAG_CANAL
)
1095 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 3, 6 );
1100 if( cell_ptr
->state
& (FLAG_IS_TRIGGER
|FLAG_TARGETED
) )
1102 cell_ptr
->state
&= ~(FLAG_IS_TRIGGER
|FLAG_TARGETED
);
1103 for( u32 i
= 0; i
< 2; i
++ )
1105 if( cell_ptr
->links
[i
] )
1107 struct cell
*other_ptr
= &world
.data
[ cell_ptr
->links
[i
] ];
1108 other_ptr
->links
[ i
] = 0;
1109 other_ptr
->state
&= ~FLAG_IS_TRIGGER
;
1111 if( other_ptr
->links
[ i
^ 0x1 ] == 0 )
1112 other_ptr
->state
&= ~(FLAG_TARGETED
);
1117 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 0, 3 );
1121 cell_ptr
->links
[0] = 0;
1122 cell_ptr
->links
[1] = 0;
1124 map_reclassify( (v2i
){ world
.tile_x
-2, world
.tile_y
-2 },
1125 (v2i
){ world
.tile_x
+2, world
.tile_y
+2 }, 1 );
1128 if( vg_get_button_down("secondary") && !(cell_ptr
->config
== k_cell_type_split
) )
1130 id_drag_from
= world
.selected
;
1131 drag_from_co
[0] = world
.tile_x
+ 0.5f
;
1132 drag_from_co
[1] = world
.tile_y
+ 0.5f
;
1135 if( id_drag_from
&& (cell_ptr
->config
== k_cell_type_split
) )
1137 float local_x
= vg_mouse_ws
[0] - (float)world
.tile_x
;
1138 drag_to_co
[0] = (float)world
.tile_x
+ (local_x
> 0.5f
? 0.75f
: 0.25f
);
1139 drag_to_co
[1] = (float)world
.tile_y
+ 0.25f
;
1141 if( vg_get_button_up("secondary") )
1143 struct cell
*drag_ptr
= &world
.data
[id_drag_from
];
1144 u32 link_id
= local_x
> 0.5f
? 1: 0;
1146 // Cleanup existing connections
1147 if( cell_ptr
->links
[ link_id
] )
1149 vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id
, cell_ptr
->links
[ link_id
] );
1151 struct cell
*current_connection
= &world
.data
[ cell_ptr
->links
[ link_id
]];
1152 current_connection
->state
&= ~FLAG_IS_TRIGGER
;
1153 current_connection
->links
[ link_id
] = 0;
1156 if( drag_ptr
->links
[ link_id
^ 0x1 ] )
1158 vg_warn( "Destroying alternate link %u (%hu)\n", link_id
^ 0x1, drag_ptr
->links
[ link_id
^ 0x1 ] );
1160 struct cell
*current_connection
= &world
.data
[ drag_ptr
->links
[ link_id
^ 0x1 ]];
1161 if( !current_connection
->links
[ link_id
] )
1162 current_connection
->state
&= ~FLAG_TARGETED
;
1164 current_connection
->links
[ link_id
^ 0x1 ] = 0;
1165 drag_ptr
->links
[ link_id
^ 0x1 ] = 0;
1168 // Create the new connection
1169 vg_success( "Creating connection on link %u (%hu)\n", link_id
, id_drag_from
);
1171 cell_ptr
->links
[ link_id
] = id_drag_from
;
1172 drag_ptr
->links
[ link_id
] = world
.selected
;
1174 cell_ptr
->state
|= FLAG_TARGETED
;
1175 drag_ptr
->state
|= FLAG_IS_TRIGGER
;
1181 world
.selected
= -1;
1183 if( vg_get_button("secondary") && id_drag_from
)
1185 vg_line2( drag_from_co
, drag_to_co
, 0xff00ff00, 0xffffff00 );
1194 world
.selected
= -1;
1198 // Simulation stop/start
1199 if( vg_get_button_down("go") )
1201 if( world
.simulating
)
1207 vg_success( "Starting simulation!\n" );
1209 sfx_set_playrnd( &audio_rolls
, &audio_system_balls_rolling
, 0, 1 );
1211 world
.simulating
= 1;
1212 world
.num_fishes
= 0;
1213 world
.sim_frame
= 0;
1214 world
.sim_start
= vg_time
;
1217 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
1218 world
.data
[ i
].state
&= ~FLAG_FLIP_FLOP
;
1225 if( world
.simulating
)
1227 while( world
.sim_frame
< (int)((vg_time
-world
.sim_start
)*2.0f
) )
1229 //vg_info( "frame: %u\n", world.sim_frame );
1230 sfx_set_playrnd( &audio_random
, &audio_system_balls_switching
, 0, 9 );
1232 // Update splitter deltas
1233 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
1235 struct cell
*cell
= &world
.data
[i
];
1236 if( cell
->config
== k_cell_type_split
)
1238 cell
->state
&= ~FLAG_FLIP_ROTATING
;
1242 int alive_count
= 0;
1244 // Update fish positions
1245 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1247 struct fish
*fish
= &world
.fishes
[i
];
1248 struct cell
*cell_current
= pcell( fish
->pos
);
1250 if( fish
->alive
== -1 )
1253 if( fish
->alive
!= 1 )
1257 if( cell_current
->state
& FLAG_OUTPUT
)
1259 for( int j
= 0; j
< arrlen( world
.io
); j
++ )
1261 struct cell_terminal
*term
= &world
.io
[j
];
1263 if( term
->id
== fish
->pos
[1]*world
.w
+ fish
->pos
[0] )
1265 struct terminal_run
*run
= &term
->runs
[ world
.sim_run
];
1266 if( run
->recv_count
< vg_list_size( run
->recieved
) )
1267 run
->recieved
[ run
->recv_count
++ ] = fish
->payload
;
1277 if( cell_current
->config
== k_cell_type_split
)
1280 fish
->dir
[0] = cell_current
->state
&FLAG_FLIP_FLOP
?1:-1;
1283 if( !(cell_current
->state
& FLAG_TARGETED
) )
1284 cell_current
->state
^= FLAG_FLIP_FLOP
;
1286 else if( cell_current
->config
== k_cell_type_merge
)
1294 struct cell
*cell_next
= pcell( (v2i
){ fish
->pos
[0]+fish
->dir
[0], fish
->pos
[1]+fish
->dir
[1] } );
1295 if( !(cell_next
->state
& (FLAG_CANAL
|FLAG_OUTPUT
)) )
1297 // Try other directions for valid, so down, left, right..
1298 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
1299 //vg_info( "Trying some other directions...\n" );
1301 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
1303 if( (dirs
[j
][0] == -fish
->dir
[0]) && (dirs
[j
][1] == -fish
->dir
[1]) )
1306 if( pcell( (v2i
){ fish
->pos
[0]+dirs
[j
][0], fish
->pos
[1]+dirs
[j
][1] } )->state
& (FLAG_CANAL
|FLAG_OUTPUT
) )
1308 fish
->dir
[0] = dirs
[j
][0];
1309 fish
->dir
[1] = dirs
[j
][1];
1315 fish
->pos
[0] += fish
->dir
[0];
1316 fish
->pos
[1] += fish
->dir
[1];
1318 struct cell
*cell_entry
= pcell( fish
->pos
);
1320 if( !(cell_entry
->state
& (FLAG_INPUT
|FLAG_CANAL
|FLAG_OUTPUT
) ))
1326 if( cell_entry
->config
== k_cell_type_split
||
1327 cell_entry
->config
== k_cell_type_ramp_right
||
1328 cell_entry
->config
== k_cell_type_ramp_left
)
1330 // Special death (FALL)
1331 v2_sub( fish
->physics_co
, fish
->physics_v
, fish
->physics_v
);
1332 v2_divs( fish
->physics_v
, vg_time_delta
, fish
->physics_v
);
1335 vg_warn( "Special death (fall)\n" );
1340 if( cell_entry
->config
== k_cell_type_split
)
1342 sfx_set_playrnd( &audio_splitter
, &audio_system_balls_important
, 0, 1 );
1343 cell_entry
->state
|= FLAG_FLIP_ROTATING
;
1346 if( cell_entry
->state
& FLAG_IS_TRIGGER
)
1348 int trigger_id
= cell_entry
->links
[0]?0:1;
1349 int connection_id
= cell_entry
->links
[trigger_id
];
1350 int target_px
= connection_id
% world
.w
;
1351 int target_py
= (connection_id
- target_px
)/world
.w
;
1353 vg_line2( (v2f
){ fish
->pos
[0], fish
->pos
[1] }, (v2f
){ target_px
, target_py
}, 0xffffffff, 0xffffffff );
1355 struct cell
*target_peice
= &world
.data
[ cell_entry
->links
[trigger_id
] ];
1358 target_peice
->state
|= FLAG_FLIP_FLOP
;
1360 target_peice
->state
&= ~FLAG_FLIP_FLOP
;
1368 // Check for collisions
1369 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1371 if( world
.fishes
[i
].alive
== 1 )
1373 for( int j
= i
+1; j
< world
.num_fishes
; j
++ )
1375 if( (world
.fishes
[j
].alive
== 1) && (world
.fishes
[i
].pos
[0] == world
.fishes
[j
].pos
[0]) &&
1376 (world
.fishes
[i
].pos
[1] == world
.fishes
[j
].pos
[1]) )
1378 // Shatter death (+0.5s)
1379 world
.fishes
[i
].alive
= -1;
1380 world
.fishes
[j
].alive
= -1;
1381 world
.fishes
[i
].death_time
= 0.5f
;
1382 world
.fishes
[j
].death_time
= 0.5f
;
1389 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1391 struct cell_terminal
*term
= &world
.io
[ i
];
1392 int posx
= term
->id
% world
.w
;
1393 int posy
= (term
->id
- posx
)/world
.w
;
1394 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1398 if( world
.sim_frame
< term
->runs
[ world
.sim_run
].condition_count
)
1400 struct fish
*fish
= &world
.fishes
[world
.num_fishes
++];
1401 fish
->pos
[0] = posx
;
1402 fish
->pos
[1] = posy
;
1404 fish
->payload
= term
->runs
[ world
.sim_run
].conditions
[ world
.sim_frame
];
1408 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
1409 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
1410 if( pcell( (v2i
){ posx
+dirs
[j
][0], posy
+dirs
[j
][1] } )->state
& FLAG_CANAL
)
1412 fish
->dir
[0] = dirs
[j
][0];
1413 fish
->dir
[1] = dirs
[j
][1];
1426 if( alive_count
== 0 )
1428 world
.completed
= 1;
1430 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1432 struct cell_terminal
*term
= &world
.io
[ i
];
1433 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1437 struct terminal_run
*run
= &term
->runs
[ world
.sim_run
];
1439 if( run
->recv_count
== run
->condition_count
)
1441 for( int j
= 0; j
< run
->condition_count
; j
++ )
1443 if( run
->recieved
[j
] != run
->conditions
[j
] )
1445 world
.completed
= 0;
1452 world
.completed
= 0;
1458 if( world
.completed
)
1460 if( world
.sim_run
< world
.max_runs
-1 )
1462 vg_success( "Run passed, starting next\n" );
1464 world
.sim_frame
= 0;
1465 world
.sim_start
= vg_time
;
1470 vg_success( "Level passed!\n" );
1473 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
1474 if( world
.data
[ i
].state
& FLAG_CANAL
)
1477 world
.score
= score
;
1478 world
.time
= world
.sim_frame
;
1483 vg_error( "Level failed :(\n" );
1486 // Copy into career data
1487 if( world
.ptr_career_level
)
1489 world
.ptr_career_level
->score
= world
.score
;
1490 world
.ptr_career_level
->time
= world
.time
;
1491 world
.ptr_career_level
->completed
= world
.completed
;
1494 simulation_stop(); // TODO: Async?
1501 float scaled_time
= 0.0f
;
1502 scaled_time
= (vg_time
-world
.sim_start
)*2.0f
;
1503 world
.frame_lerp
= scaled_time
- (float)world
.sim_frame
;
1506 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1508 struct fish
*fish
= &world
.fishes
[i
];
1510 if( fish
->alive
== 0 )
1513 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1514 continue; // Todo: particle thing?
1516 if( fish
->alive
== -2 )
1518 v2_muladds( fish
->physics_v
, (v2f
){ 0.0, -9.8f
}, vg_time_delta
, fish
->physics_v
);
1519 v2_muladds( fish
->physics_co
, fish
->physics_v
, vg_time_delta
, fish
->physics_co
);
1523 struct cell
*cell
= pcell(fish
->pos
);
1526 float t
= world
.frame_lerp
;
1528 v2_copy( fish
->physics_co
, fish
->physics_v
);
1530 switch( cell
->config
)
1533 if( fish
->dir
[0] == 1 )
1538 case 2: curve
= curve_2
; break;
1539 case 8: curve
= curve_8
; break;
1540 case 3: curve
= curve_3
; break;
1541 case 6: curve
= curve_6
; break;
1542 case 9: curve
= curve_9
; break;
1543 case 12: curve
= curve_12
; break;
1545 if( t
> curve_7_linear_section
)
1547 t
-= curve_7_linear_section
;
1548 t
*= (1.0f
/(1.0f
-curve_7_linear_section
));
1550 curve
= cell
->state
& FLAG_FLIP_FLOP
? curve_7
: curve_7_1
;
1554 default: curve
= NULL
; break;
1560 float t3
= t
* t
* t
;
1562 float cA
= 3.0f
*t2
- 3.0f
*t3
;
1563 float cB
= 3.0f
*t3
- 6.0f
*t2
+ 3.0f
*t
;
1564 float cC
= 3.0f
*t2
- t3
- 3.0f
*t
+ 1.0f
;
1566 fish
->physics_co
[0] = t3
*curve
[3][0] + cA
*curve
[2][0] + cB
*curve
[1][0] + cC
*curve
[0][0];
1567 fish
->physics_co
[1] = t3
*curve
[3][1] + cA
*curve
[2][1] + cB
*curve
[1][1] + cC
*curve
[0][1];
1568 fish
->physics_co
[0] += (float)fish
->pos
[0];
1569 fish
->physics_co
[1] += (float)fish
->pos
[1];
1574 origin
[0] = (float)fish
->pos
[0] + (float)fish
->dir
[0]*-0.5f
+ 0.5f
;
1575 origin
[1] = (float)fish
->pos
[1] + (float)fish
->dir
[1]*-0.5f
+ 0.5f
;
1577 fish
->physics_co
[0] = origin
[0] + (float)fish
->dir
[0]*t
;
1578 fish
->physics_co
[1] = origin
[1] + (float)fish
->dir
[1]*t
;
1585 static void render_tiles( v2i start
, v2i end
, v4f
const regular_colour
, v4f
const selected_colour
)
1587 v2i full_start
= { 0,0 };
1588 v2i full_end
= { world
.w
, world
.h
};
1590 if( !start
|| !end
)
1596 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1598 for( int y
= start
[1]; y
< end
[1]; y
++ )
1600 for( int x
= start
[0]; x
< end
[0]; x
++ )
1602 struct cell
*cell
= pcell((v2i
){x
,y
});
1603 int selected
= world
.selected
== y
*world
.w
+ x
;
1605 int tile_offsets
[][2] =
1607 {2, 0}, {0, 3}, {0, 2}, {2, 2},
1608 {1, 0}, {2, 3}, {3, 2}, {1, 3},
1609 {3, 1}, {0, 1}, {1, 2}, {2, 1},
1610 {1, 1}, {3, 3}, {2, 1}, {2, 1}
1613 int uv
[2] = { 3, 0 };
1615 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
1617 uv
[0] = tile_offsets
[ cell
->config
][0];
1618 uv
[1] = tile_offsets
[ cell
->config
][1];
1621 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
, uv
[0], uv
[1] );
1624 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, selected_colour
);
1626 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1634 static void draw_numbers( v3f coord
, int number
)
1637 v3_copy( coord
, pos
);
1638 int digits
[8]; int i
= 0;
1640 while( number
> 0 && i
< 8 )
1642 digits
[i
++] = number
% 10;
1643 number
= number
/ 10;
1646 for( int j
= 0; j
< i
; j
++ )
1648 glUniform3fv( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), 1, pos
);
1649 draw_mesh( MESH_NUMBERS_OFFSETS
[digits
[i
-j
-1]][0], MESH_NUMBERS_OFFSETS
[digits
[i
-j
-1]][1] );
1650 pos
[0] += pos
[2] * 0.75f
;
1654 void vg_render(void)
1656 glViewport( 0,0, vg_window_x
, vg_window_y
);
1658 glDisable( GL_DEPTH_TEST
);
1659 glClearColor( 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
1660 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
1662 v4f
const colour_default
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
1663 v4f
const colour_selected
= {0.90f
, 0.92f
, 1.0f
, 1.0f
};
1665 // TILE SET RENDERING
1666 // todo: just slam everything into a mesh...
1667 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1669 // Currently we're uploading a fair amount of data every frame anyway.
1670 // NOTE: this is for final optimisations ONLY!
1671 // ======================================================================
1673 use_mesh( &world
.tile
);
1679 SHADER_USE( shader_background
);
1680 glUniformMatrix3fv( SHADER_UNIFORM( shader_background
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1682 glActiveTexture( GL_TEXTURE0
);
1683 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
1684 glUniform1i( SHADER_UNIFORM( shader_background
, "uTexMain" ), 0 );
1686 glUniform3f( SHADER_UNIFORM( shader_background
, "uOffset" ), -16, -16, 64 );
1687 glUniform1f( SHADER_UNIFORM( shader_background
, "uVariance" ), 0.02f
);
1689 glActiveTexture( GL_TEXTURE1
);
1690 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
1691 glUniform1i( SHADER_UNIFORM( shader_background
, "uSamplerNoise" ), 1 );
1698 SHADER_USE( shader_tile_main
);
1701 m2x2_identity( subtransform
);
1702 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1703 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1704 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 0.0f
);
1705 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 0.0f
);
1708 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1709 glBlendEquation(GL_FUNC_ADD
);
1712 vg_tex2d_bind( &tex_tile_data
, 0 );
1713 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1715 vg_tex2d_bind( &tex_wood
, 1 );
1716 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1718 render_tiles( NULL
, NULL
, colour_default
, colour_default
);
1722 SHADER_USE( shader_ball
);
1723 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1725 vg_tex2d_bind( &tex_ball
, 0 );
1726 glUniform1i( SHADER_UNIFORM( shader_ball
, "uTexMain" ), 0 );
1729 if( world
.simulating
)
1731 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1733 struct fish
*fish
= &world
.fishes
[i
];
1735 if( fish
->alive
== 0 )
1738 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1741 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1742 colour_code_v3( fish
->payload
, dot_colour
);
1744 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uColour" ), 1, dot_colour
);
1745 glUniform2fv( SHADER_UNIFORM( shader_ball
, "uOffset" ), 1, fish
->physics_co
);
1750 SHADER_USE( shader_tile_main
);
1753 vg_tex2d_bind( &tex_tile_data
, 0 );
1754 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1756 vg_tex2d_bind( &tex_wood
, 1 );
1757 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1759 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 1.0f
);
1760 render_tiles( NULL
, NULL
, colour_default
, colour_selected
);
1763 for( int y
= 2; y
< world
.h
-2; y
++ )
1765 for( int x
= 2; x
< world
.w
-2; x
++ )
1767 struct cell
*cell
= pcell((v2i
){x
,y
});
1769 if( cell
->state
& FLAG_CANAL
)
1771 if( cell
->state
& FLAG_IS_TRIGGER
)
1773 int trigger_id
= cell
->links
[0]?0:1;
1775 int x2
= cell
->links
[trigger_id
] % world
.w
;
1776 int y2
= (cell
->links
[trigger_id
] - x2
) / world
.w
;
1782 startpoint
[0] = (float)x2
+ (trigger_id
? 0.75f
: 0.25f
);
1783 startpoint
[1] = (float)y2
+ 0.25f
;
1785 endpoint
[0] = x
+0.5f
;
1786 endpoint
[1] = y
+0.5f
;
1787 v2_add( startpoint
, endpoint
, midpoint
);
1788 v2_muls( midpoint
, 0.5f
, midpoint
);
1789 midpoint
[1] += -0.8f
;
1792 v2f lastpoint
; v2f curpoint
;
1793 v2_copy( startpoint
, lastpoint
);
1795 for( int i
= 0; i
< 10; i
++ )
1797 t
= ((float)i
+1.f
)/10.0f
;
1800 v2_muls( startpoint
, ta
*ta
, curpoint
);
1801 v2_muladds( curpoint
, midpoint
, 2.0f
*ta
*t
, curpoint
);
1802 v2_muladds( curpoint
, endpoint
, t
*t
, curpoint
);
1804 vg_line2( lastpoint
, curpoint
, 0xff444444, 0xff444444 );
1805 v2_copy( curpoint
, lastpoint
);
1809 if( cell
->config
== k_cell_type_split
)
1811 float rotation
= cell
->state
& FLAG_FLIP_FLOP
? vg_rad( -45.0f
): vg_rad( 45.0f
);
1813 if( cell
->state
& FLAG_FLIP_ROTATING
)
1815 if( (world
.frame_lerp
> curve_7_linear_section
) )
1817 float const rotation_speed
= 0.4f
;
1818 if( (world
.frame_lerp
< 1.0f
-rotation_speed
) )
1820 float t
= world
.frame_lerp
- curve_7_linear_section
;
1821 t
*= -2.0f
* (1.0f
/(1.0f
-(curve_7_linear_section
+rotation_speed
)));
1831 m2x2_create_rotation( subtransform
, rotation
);
1833 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1834 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
+ 0.125f
, cell
->state
& FLAG_TARGETED
? 3.0f
: 0.0f
, 0.0f
);
1842 if( world
.selected
!= -1 && !(world
.data
[ world
.selected
].state
& FLAG_CANAL
) )
1844 v2i new_begin
= { world
.tile_x
- 2, world
.tile_y
- 2 };
1845 v2i new_end
= { world
.tile_x
+ 2, world
.tile_y
+ 2 };
1847 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1848 map_reclassify( new_begin
, new_end
, 0 );
1850 m2x2_identity( subtransform
);
1851 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 1.0f
);
1852 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1853 glUniform2fv( SHADER_UNIFORM( shader_tile_main
, "uMousePos" ), 1, world
.tile_pos
);
1855 render_tiles( new_begin
, new_end
, colour_default
, colour_default
);
1857 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1858 map_reclassify( new_begin
, new_end
, 0 );
1861 //glDisable(GL_BLEND);
1863 glDisable(GL_BLEND
);
1865 SHADER_USE( shader_tile_colour
);
1866 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1867 use_mesh( &world
.circle
);
1869 int const filled_start
= 0;
1870 int const filled_count
= 32;
1871 int const empty_start
= 32;
1872 int const empty_count
= 32*2;
1875 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1877 struct cell_terminal
*term
= &world
.io
[ i
];
1878 int posx
= term
->id
% world
.w
;
1879 int posy
= (term
->id
- posx
)/world
.w
;
1880 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1882 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1884 for( int k
= 0; k
< term
->run_count
; k
++ )
1886 for( int j
= 0; j
< term
->runs
[k
].condition_count
; j
++ )
1888 float y_offset
= is_input
? 1.2f
: -0.2f
;
1889 y_offset
+= (is_input
? 0.2f
: -0.2f
) * (float)k
;
1891 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), (float)posx
+ 0.2f
+ 0.2f
* (float)j
, (float)posy
+ y_offset
, 0.1f
);
1895 colour_code_v3( term
->runs
[k
].conditions
[j
], dot_colour
);
1896 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1898 // Draw filled if tick not passed, draw empty if empty
1899 if( world
.sim_frame
> j
&& world
.sim_run
>= k
)
1900 draw_mesh( empty_start
, empty_count
);
1902 draw_mesh( filled_start
, filled_count
);
1906 if( term
->runs
[k
].recv_count
> j
)
1908 colour_code_v3( term
->runs
[k
].recieved
[j
], dot_colour
);
1909 v3_muls( dot_colour
, 0.8f
, dot_colour
);
1910 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1912 draw_mesh( filled_start
, filled_count
);
1915 colour_code_v3( term
->runs
[k
].conditions
[j
], dot_colour
);
1916 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1918 draw_mesh( empty_start
, empty_count
);
1924 if( world
.simulating
)
1926 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.0f
, 0.0f
, 0.0f
, 1.0f
);
1927 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), -0.5f
+ cosf( vg_time
* 4.0f
) * 0.2f
, sinf( vg_time
* 4.0f
) * 0.2f
+ (float)world
.h
* 0.5f
, 0.05f
);
1928 draw_mesh( filled_start
, filled_count
);
1932 float const score_bright
= 1.25f
;
1933 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ),
1934 0.4f
*score_bright
, 0.39f
*score_bright
, 0.45f
*score_bright
, 1.0f
);
1936 use_mesh( &world
.numbers
);
1937 draw_numbers( (v3f
){ 2.0f
, (float)world
.h
-1.875f
, 0.3333f
}, world
.score
);
1939 // Level selection UI
1940 use_mesh( &world
.circle
);
1941 float ratio
= ((float)vg_window_x
/(float)vg_window_y
);
1943 m3x3f ui_view
= M3X3_IDENTITY
;
1944 m3x3_scale( ui_view
, (v3f
){ 1.0f
, ratio
, 1.0f
} );
1945 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)ui_view
);
1947 // Calculate mouse in UIsp
1948 v3f mouse_ui_space
= { ((float)vg_mouse
[0] / (float)(vg_window_x
)) * 2.0f
- 1.0f
,
1949 (((float)vg_mouse
[1] / (float)(vg_window_y
)) * 2.0f
- 1.0f
)*(-1.0f
/ratio
), 0.0125f
};
1951 // Get selected level
1952 const float selection_scale
= 0.05f
;
1953 int const level_count
= vg_list_size( level_pack_1
);
1954 int level_select
= -1;
1956 if( mouse_ui_space
[0] <= -0.8f
)
1958 float levels_range
= (float)level_count
*selection_scale
*0.6f
;
1959 float level_offset
= ((-mouse_ui_space
[1] + levels_range
) / levels_range
) * 0.5f
* (float)level_count
;
1960 level_select
= ceilf( level_offset
);
1963 if( level_select
>= 0 && level_select
< vg_list_size( level_pack_1
) )
1965 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
1967 use_mesh( &world
.tile
);
1968 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ),
1970 ((float)level_count
- (float)level_select
* 2.0f
) * selection_scale
* 0.6f
,
1975 use_mesh( &world
.circle
);
1977 if( vg_get_button_down( "primary" ) )
1979 console_changelevel( 1, level_pack_1
+ level_select
);
1983 else mouse_ui_space
[1] = INFINITY
;
1985 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.4f
, 0.39f
, 0.45f
, 1.0f
);
1988 for( int i
= 0; i
< level_count
; i
++ )
1990 struct career_level
*clevel
= &career
.levels
[i
];
1992 v3f level_ui_space
= {
1994 ((float)level_count
- (float)i
* 2.0f
) * selection_scale
* 0.6f
+ selection_scale
* 0.5f
,
1995 selection_scale
* 0.5f
1998 float scale
= vg_clampf( 1.0f
- fabsf(level_ui_space
[1] - mouse_ui_space
[1]) * 2.0f
, 0.9f
, 1.0f
);
1999 level_ui_space
[2] *= scale
;
2001 glUniform3fv( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), 1, level_ui_space
);
2003 if( clevel
->completed
)
2004 draw_mesh( filled_start
, filled_count
);
2006 draw_mesh( empty_start
, empty_count
);
2010 use_mesh( &world
.numbers
);
2011 for( int i
= 0; i
< level_count
; i
++ )
2013 struct career_level
*clevel
= &career
.levels
[i
];
2015 v3f level_ui_space
= {
2017 ((float)level_count
- (float)i
* 2.0f
) * selection_scale
* 0.6f
+ selection_scale
* 0.5f
,
2021 if( clevel
->completed
)
2023 draw_numbers( level_ui_space
, clevel
->score
);
2027 //use_mesh( &world.numbers );
2028 //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );