mat4 m_projection;
mat4 m_view;
-mat4 m_pv;
mat4 m_mdl;
int main( int argc, char *argv[] )
#define CELL_FLAG_HOVER 0x8
#define CELL_FLAG_ITER 0x10
#define CELL_FLAG_CANAL 0x20
+#define CELL_FLAG_CONNECTOR 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
static struct
{
u32 model_id;
char *conditions;
+
+ int level;
+ int state;
}
* cells;
+ struct fish
+ {
+ int alive;
+ int co[2];
+ int dir[2];
+ char data;
+ }
+ fishes[ 20 ];
+ int num_fishes;
+
vec3 origin;
struct cell *selected;
int select_valid;
+ int playing;
+ u32 frame;
u32 *io;
return NULL;
}
+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 = map_tile_at( (int[2]){frame->x+dir[0], frame->y+dir[1]} );
+ frame->i ++;
+
+ 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];
+ }
+ else
+ tile = NULL;
+ }
+ else
+ {
+ map.stack.level --;
+ tile = NULL;
+
+ if( map.stack.level < 0 )
+ return NULL;
+ }
+ }
+
+ return tile;
+}
+
static int map_load( const char *str )
{
map_free();
return 1;
}
+static int map_tile_availible( int co[2] )
+{
+ // Extract 5x5 grid surrounding tile
+ 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 ++ )
+ {
+ struct cell *cell = map_tile_at( (int[2]){ x, y } );
+
+ if( cell && (cell->flags & 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
+ 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])) )
+ {
+ // (reference window: 0x1CE7) Illegal moves
+ // 0100011100010 ;
+ // 0000001100011 ;
+ // 0000011000110 ;
+ // 0110001100000 ;
+ // 1100011000000 ;
+ // 0100001100010 ;
+ // 0100011000010 ;
+
+ 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
glm_translate_z( m_view, -10.f );
glm_rotate_x( m_view, 1.0f, m_view );
- glm_mat4_mul( m_projection, m_view, m_pv );
+ glm_mat4_mul( m_projection, m_view, vg_pv );
+
+ // Compute map update
+ for( int y = 0; y < map.y; y ++ )
+ {
+ for( int x = 0; x < map.x; x ++ )
+ {
+ // Cell is a connector if it has at least 3 connections
+ int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0}, {0,1} };
+ u32 output_count = 0;
+ struct cell *tile, *thistile;
+ thistile = map_tile_at( (int [2]){x,y} );
+
+ if( thistile->flags & CELL_FLAG_CANAL )
+ {
+ for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
+ {
+ tile = map_tile_at( (int [2]){ x+output_dirs[i][0], y+output_dirs[i][1] } );
+
+ if( tile && tile->flags & CELL_FLAG_CANAL )
+ output_count ++;
+ }
+
+ if( output_count >= 3 )
+ thistile->flags |= CELL_FLAG_CONNECTOR;
+ else
+ thistile->flags &= ~CELL_FLAG_CONNECTOR;
+ }
+ }
+ }
// Get mouse ray
vec3 ray_origin;
mat4 pv_inverse;
vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
- glm_mat4_inv( m_pv, pv_inverse );
+ glm_mat4_inv( vg_pv, pv_inverse );
glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir );
glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin );
glm_vec3_sub( ray_dir, ray_origin, ray_dir );
int tile_y = floorf( tile_pos[2] );
map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+
+ if( map.playing )
+ {
+ static int fish_counter = 0;
+ fish_counter ++;
+
+ if( fish_counter > 20 )
+ {
+ fish_counter = 0;
+
+ // Advance characters
+ for( int i = 0; i < map.num_fishes; i ++ )
+ {
+ struct fish *fish = map.fishes + i;
+
+ if( !fish->alive )
+ continue;
+
+ struct cell *tile, *next;
+ tile = map_tile_at( fish->co );
+
+ if( tile->flags & CELL_FLAG_OUTPUT )
+ {
+ vg_info( "Fish got zucced (%d)\n", i );
+ fish->alive = 0;
+ continue;
+ }
+
+ int die = 0;
+ if( tile->flags & CELL_FLAG_CONNECTOR )
+ {
+ die = 1;
+ int new_dir[][2] = { {0,-1},{1,0},{-1,0} };
+ int *test_dir;
+
+ for( int j = 0; j < 3; j ++ )
+ {
+ test_dir = new_dir[ tile->state ];
+ tile->state = (tile->state+1)%3;
+
+ next = map_tile_at( (int[2]){ fish->co[0]+test_dir[0], fish->co[1]+test_dir[1] } );
+ if( next && (next->flags & (CELL_FLAG_WALKABLE)) )
+ {
+ fish->dir[0] = test_dir[0];
+ fish->dir[1] = test_dir[1];
+ die = 0;
+ break;
+ }
+ }
+ }
+
+ next = map_tile_at( (int[2]){ fish->co[0]+fish->dir[0], fish->co[1]+fish->dir[1] } );
+ if( !next || (next && !(next->flags & CELL_FLAG_WALKABLE)) )
+ {
+ // Try UP
+ die = 1;
+ }
+
+ if( die )
+ {
+ vg_info( "Fish died! (%d)\n", i );
+ fish->alive = 0;
+ continue;
+ }
+
+
+ fish->co[0] += fish->dir[0];
+ fish->co[1] += fish->dir[1];
+ }
+
+ // Try spawn fish
+ for( int i = 0; i < arrlen( map.io ); i ++ )
+ {
+ struct cell *input = &map.cells[ map.io[i] ];
+
+ if( input->flags & CELL_FLAG_INPUT )
+ {
+ if( input->state < arrlen( input->conditions ) )
+ {
+ struct fish *fish = &map.fishes[ map.num_fishes ];
+ map_tile_coords_from_index( map.io[i], fish->co );
+
+ int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
+ int can_spawn = 0;
+
+ for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
+ {
+ int *dir = output_dirs[i];
+ struct cell *next = map_tile_at( (int[2]){ fish->co[0]+dir[0], fish->co[1]+dir[1] } );
+ if( next && next->flags & CELL_FLAG_CANAL )
+ {
+ fish->dir[0] = dir[0];
+ fish->dir[1] = dir[1];
+ can_spawn = 1;
+ }
+ }
+
+ if( can_spawn )
+ {
+ fish->alive = 1;
+ input->state ++;
+ map.num_fishes ++;
+ }
+ }
+ }
+ }
+
+ vg_info( "There are now %u active fish\n", map.num_fishes );
+ }
+
+ if( vg_get_button_down( "go" ) )
+ {
+ map.playing = 0;
+ map.num_fishes = 0;
+
+ vg_info( "Ending!\n" );
+ }
+ }
+ else
+ {
+ if( vg_get_button_down( "go" ) )
+ {
+ map.playing = 1;
+
+ // Reset everything
+ for( int i = 0; i < map.x*map.y; i ++ )
+ map.cells[ i ].state = 0;
+
+ 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 | CELL_FLAG_CONNECTOR);
+ }
+ else
+ {
+ map.selected->flags |= CELL_FLAG_CANAL;
+ }
+ }
+ }
+ }
+ }
}
GLuint tile_vao;
glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glBindVertexArray( tile_vao );
+
SHADER_USE( colour_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)m_pv );
+ glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
for( int y = 0; y < map.y; y ++ )
{
struct cell *cell = &map.cells[ y*map.x+x ];
- if( map.selected != cell )
- {
- if( cell->flags & CELL_FLAG_INPUT )
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.9f, 0.5f, 0.5f, 1.0f );
- else if( cell->flags & CELL_FLAG_OUTPUT )
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.9f, 0.5f, 1.0f );
- else if( cell->flags & CELL_FLAG_WALL )
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.1f, 0.1f, 0.1f, 1.0f );
- else
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.7f, 0.7f, 0.7f, 1.0f );
- }
- else
+ vec4 colour = { 0.7f, 0.7f, 0.7f, 1.f };
+
+ if( cell->flags & CELL_FLAG_INPUT ) glm_vec3_copy( (vec3){ 0.9f,0.5f,0.5f }, colour );
+ else if( cell->flags & CELL_FLAG_OUTPUT ) glm_vec3_copy( (vec3){ 0.5f,0.9f,0.5f }, colour );
+ else if( cell->flags & CELL_FLAG_WALL ) glm_vec3_copy( (vec3){ 0.1f,0.1f,0.1f }, colour );
+ else if( cell->flags & CELL_FLAG_CANAL ) glm_vec3_copy( (vec3){ 0.5f,0.5f,0.8f }, colour );
+
+ if( cell->flags & CELL_FLAG_CONNECTOR )
+ glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour );
+
+ if( map.selected == cell )
{
+ if( !map.select_valid )
+ glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour );
+
float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), flash,flash,flash, 1.0f );
+ glm_vec3_scale( colour, flash, colour );
}
-
+
+ glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+ }
+ }
+
+ glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f );
+
+ for( int i = 0; i < map.num_fishes; i ++ )
+ {
+ struct fish *fish = map.fishes + i;
+
+ if( fish->alive )
+ {
+ glm_mat4_identity( m_mdl );
+ glm_translate( m_mdl,
+ (vec3){
+ map.origin[0] + (float)fish->co[0] + 0.5f,
+ 0.1f,
+ map.origin[2] + (float)fish->co[1] + 0.5f
+ }
+ );
+ glm_scale_uni( m_mdl, 0.2f );
+ glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
glDrawArrays( GL_TRIANGLES, 0, 6 );
}
}