//#define VG_STEAM
#include "vg/vg.h"
-
-SHADER_DEFINE( shader_tile_colour,
-
- // VERTEX
- "layout (location=0) in vec2 a_co;"
- "uniform mat3 uPv;"
- "uniform vec3 uOffset;"
- ""
- "void main()"
- "{"
- "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
- "}",
-
- // FRAGMENT
- "out vec4 FragColor;"
- "uniform vec4 uColour;"
- ""
- "void main()"
- "{"
- "FragColor = uColour;"
- "}"
- ,
- UNIFORMS({ "uPv", "uOffset", "uColour" })
-)
-
-SHADER_DEFINE( shader_ball,
- // VERTEX
- "layout (location=0) in vec2 a_co;"
- "uniform vec2 uOffset;"
- "uniform mat3 uPv;"
- ""
- "out vec2 aTexCoords;"
- ""
- "void main()"
- "{"
- // Create texture coords
- "aTexCoords = a_co;"
-
- // Vertex transform
- "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
- "gl_Position = vec4( uPv * worldpos, 1.0 );"
- "}",
-
- // FRAGMENT
- "out vec4 FragColor;"
- ""
- "uniform sampler2D uTexMain;"
- "uniform vec3 uColour;"
- ""
- "in vec2 aTexCoords;"
- ""
- "void main()"
- "{"
- "vec4 glyph = texture( uTexMain, aTexCoords );"
- "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
- "}"
- ,
- UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
-)
-
-SHADER_DEFINE( shader_tile_main,
- // VERTEX
- "layout (location=0) in vec2 a_co;"
- "uniform vec4 uOffset;" // Tile x/y, uv x/y
- "uniform mat3 uPv;"
- "uniform mat2 uSubTransform;"
- ""
- "out vec4 aTexCoords;"
- ""
- "vec2 hash22(vec2 p)"
- "{"
- "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
- "p3 += dot(p3, p3.yzx+33.33);"
- "return fract((p3.xx+p3.yz)*p3.zy);"
- "}"
- ""
- "void main()"
- "{"
- // Create texture coords
- "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
- "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
- "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
-
- // Vertex transform
- "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
- "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
- "gl_Position = vec4( uPv * worldpos, 1.0 );"
- "}",
-
- // FRAGMENT
- "out vec4 FragColor;"
- ""
- "uniform sampler2D uTexGlyphs;"
- "uniform sampler2D uTexWood;"
- ""
- "in vec4 aTexCoords;"
- ""
- "void main()"
- "{"
- "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
- "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
- "vec4 wood = texture( uTexWood, aTexCoords.zw );"
- "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
- "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
-
- "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
-
- "FragColor = vec4( wood_comp * shadows, glyph.b );"
- "}"
- ,
- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" })
-)
+#include "fishladder_resources.h"
const char *level_pack[] =
{
"#############;\n"
};
-GLuint tex_tile_data;
-GLuint tex_tile_detail;
-GLuint tex_wood;
-GLuint tex_ball;
-
-sfx_system_t audio_system_sfx =
-{
- .vol = 1.f,
- .spd = 1.f,
- .ch = 1,
- .cur = 0,
- .vol_src = &g_vol_sfx,
- .flags = 0x00,
- .fadeout = FADEOUT_LENGTH,
- .name = "sfx"
-};
-
-sfx_set_t audio_tile_mod =
-{
- .sources = "\
-sound/mod00.ogg\0\
-sound/mod01.ogg\0\
-sound/mod02.ogg\0\
-sound/mod03.ogg\0",
- .flags = 0
-};
-
m3x3f m_projection;
m3x3f m_view;
m3x3f m_mdl;
#define FLAG_OUTPUT 0x2
#define FLAG_CANAL 0x4
#define FLAG_WALL 0x8
-#define FLAG_DROP_L 0x10
-#define FLAG_SPLIT 0x20
-#define FLAG_MERGER 0x40
-#define FLAG_DROP_R 0x80
#define FLAG_FLIP_FLOP 0x100
#define FLAG_FLIP_ROTATING 0x200
struct mesh tile, circle;
- int selected;
+ int selected, tile_x, tile_y;
+ v2f tile_pos;
struct fish
{
world.io = NULL;
}
+static void map_reclassify( v2i start, v2i end );
static int map_load( const char *str )
{
map_free();
c ++;
}
+ map_reclassify( NULL, NULL );
vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
return 1;
}
vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
}
-void vg_register(void)
-{
- SHADER_INIT( shader_tile_colour );
- SHADER_INIT( shader_tile_main );
- SHADER_INIT( shader_ball );
-}
-
void vg_start(void)
{
// Quad mesh
init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
}
- // Textures
- {
- tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" );
- vg_tex2d_mipmap();
- vg_tex2d_linear_mipmap();
- vg_tex2d_repeat();
-
- tex_tile_data = vg_tex2d_rgba( "textures/tileset.png" );
- vg_tex2d_mipmap();
- vg_tex2d_linear_mipmap();
- vg_tex2d_repeat();
-
- tex_wood = vg_tex2d_rgba( "textures/wood.png" );
- vg_tex2d_mipmap();
- vg_tex2d_linear_mipmap();
- vg_tex2d_repeat();
-
- tex_ball = vg_tex2d_rgba( "textures/ball.png" );
- vg_tex2d_mipmap();
- vg_tex2d_linear_mipmap();
- vg_tex2d_clamp();
- }
-
- // Audio
- {
- sfx_set_init( &audio_tile_mod, NULL );
- }
+ resource_load_main();
map_load( level_pack[ 0 ] );
}
void vg_free(void)
{
+ resource_free_main();
+
free_mesh( &world.tile );
free_mesh( &world.circle );
map_free();
-
- glDeleteTextures( 1, &tex_tile_data );
- glDeleteTextures( 1, &tex_tile_detail );
- glDeleteTextures( 1, &tex_wood );
- glDeleteTextures( 1, &tex_ball );
-
- sfx_set_free( &audio_tile_mod );
}
static int cell_interactive( v2i co )
return 1;
}
+static void map_reclassify( v2i start, v2i end )
+{
+ v2i full_start = { 2,2 };
+ v2i full_end = { world.w-2, world.h-2 };
+
+ if( !start || !end )
+ {
+ start = full_start;
+ end = full_end;
+ }
+
+ for( int y = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ )
+ {
+ for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_end[0] ); x ++ )
+ {
+ v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+
+ u8 config = 0x00;
+
+ if( pcell((v2i){x,y})->state & FLAG_CANAL )
+ {
+ for( int i = 0; i < vg_list_size( dirs ); i ++ )
+ {
+ struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
+ if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+ config |= 0x1 << i;
+ }
+ }
+ else config = 0xF;
+
+ pcell((v2i){x,y})->config = config;
+ }
+ }
+}
+
void vg_update(void)
{
static int curlevel = 0;
vg_projection_update();
// Input stuff
+ v2_copy( vg_mouse_ws, world.tile_pos );
- v2f tile_pos;
- v2_copy( vg_mouse_ws, tile_pos );
-
- int tile_x = floorf( tile_pos[0] );
- int tile_y = floorf( tile_pos[1] );
+ world.tile_x = floorf( world.tile_pos[0] );
+ world.tile_y = floorf( world.tile_pos[1] );
// Tilemap editing
if( !world.simulating )
{
- if( cell_interactive( (v2i){ tile_x, tile_y } ))
+ if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
{
- world.selected = tile_y * world.w + tile_x;
+ world.selected = world.tile_y * world.w + world.tile_x;
if( vg_get_button_down("primary") )
{
world.data[ world.selected ].state ^= FLAG_CANAL;
- sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx );
+
+ if( world.data[ world.selected ].state & FLAG_CANAL )
+ sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+ else
+ sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+
+ map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
+ (v2i){ world.tile_x +2, world.tile_y +2 } );
}
}
else
{
vg_success( "Starting simulation!\n" );
+ sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
+
world.simulating = 1;
world.num_fishes = 0;
world.sim_frame = 0;
world.io[i].recv_count = 0;
}
}
-
- // Simulation stuff
- // ========================================================
-
- for( int y = 2; y < world.h-2; y ++ )
- {
- for( int x = 2; x < world.w-2; x ++ )
- {
- v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
-
- u8 config = 0x00;
-
- if( pcell((v2i){x,y})->state & FLAG_CANAL )
- {
- for( int i = 0; i < vg_list_size( dirs ); i ++ )
- {
- struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
- if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
- config |= 0x1 << i;
- }
- } else config = 0xF;
-
- pcell((v2i){x,y})->config = config;
- pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER);
- }
- }
-
- for( int y = 2; y < world.h-2; y ++ )
- for( int x = 2; x < world.w-2; x ++ )
- {
- // R,D,L,- 1110 (splitter, 1 drop created)
-
- // R,-,L,U - 1011 (merger, 2 drop created)
-
- u8 config = pcell((v2i){x,y})->config;
-
- if( config == k_cell_type_split ) // splitter
- {
- struct cell *cell = pcell((v2i){x,y});
-
- cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
- }
- else if( config == k_cell_type_merge )
- {
- world.data[y*world.w+x-1].state |= FLAG_DROP_R;
- world.data[y*world.w+x+1].state |= FLAG_DROP_L;
- world.data[y*world.w+x].state |= FLAG_MERGER;
- }
- }
-
+
// Fish ticks
if( world.simulating )
{
continue;
}
- if( cell_current->state & FLAG_SPLIT )
+ if( cell_current->config == k_cell_type_split )
{
// Flip flop L/R
fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
cell_current->state ^= FLAG_FLIP_FLOP;
}
- else if( cell_current->state & FLAG_MERGER )
+ else if( cell_current->config == k_cell_type_merge )
{
// Can only move up
fish->dir[0] = 0;
fish->alive = 0;
else
if( cell_entry->config == k_cell_type_split )
+ {
+ sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
cell_entry->state |= FLAG_FLIP_ROTATING;
+ }
}
world.sim_frame ++;
}
}
-static void render_tiles(void)
+static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
{
- for( int y = 0; y < world.h; y ++ )
+ v2i full_start = { 0,0 };
+ v2i full_end = { world.w, world.h };
+
+ if( !start || !end )
{
- for( int x = 0; x < world.w; x ++ )
+ start = full_start;
+ end = full_end;
+ }
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+
+ for( int y = start[1]; y < end[1]; y ++ )
+ {
+ for( int x = start[0]; x < end[0]; x ++ )
{
struct cell *cell = pcell((v2i){x,y});
int selected = world.selected == y*world.w + x;
}
glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
- draw_mesh( 0, 2 );
+ if( selected )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
+ draw_mesh( 0, 2 );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+ }
+ else
+ draw_mesh( 0, 2 );
}
}
}
frame_lerp = scaled_time - (float)world.sim_frame;
}
+ v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
+ v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
+
v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
m2x2_identity( subtransform );
glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
// Bind textures
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, tex_tile_data );
+ vg_tex2d_bind( &tex_tile_data, 0 );
glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, tex_wood );
+ vg_tex2d_bind( &tex_wood, 1 );
glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
- render_tiles();
+ render_tiles( NULL, NULL, colour_default, colour_default );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
SHADER_USE( shader_ball );
glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, tex_ball );
+ vg_tex2d_bind( &tex_ball, 0 );
glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
// Draw 'fish'
SHADER_USE( shader_tile_main );
// Bind textures
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, tex_tile_data );
+ vg_tex2d_bind( &tex_tile_data, 0 );
glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, tex_wood );
+ vg_tex2d_bind( &tex_wood, 1 );
glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
- render_tiles();
+ render_tiles( NULL, NULL, colour_default, colour_selected );
// Draw splitters
{
struct cell *cell = pcell((v2i){x,y});
- if( cell->state & FLAG_SPLIT )
+ if( cell->config == k_cell_type_split )
{
float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
}
}
+ // Edit overlay
+ if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
+ {
+ v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
+ v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end );
+
+ m2x2_identity( subtransform );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
+
+ render_tiles( new_begin, new_end, colour_default, colour_default );
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end );
+ }
+
//glDisable(GL_BLEND);
glDisable(GL_BLEND);