//#define VG_STEAM
#include "vg/vg.h"
+#include "fishladder_resources.h"
-SHADER_DEFINE( colour_shader,
-
- // VERTEX
- "layout (location=0) in vec3 a_co;"
- "uniform mat4 uPv;"
- "uniform mat4 uMdl;"
- ""
- "void main()"
- "{"
- " vec4 vert_pos = uPv * uMdl * vec4( a_co, 1.0 );"
- " gl_Position = vert_pos;"
- "}",
-
- // FRAGMENT
- "out vec4 FragColor;"
- "uniform vec4 uColour;"
- ""
- "void main()"
- "{"
- " FragColor = uColour;"
- "}"
- ,
- UNIFORMS({ "uPv", "uMdl", "uColour" })
-)
-
-mat4 m_projection;
-mat4 m_view;
-mat4 m_mdl;
+const char *level_pack[] =
+{
+ // Level 0
+ "#########;\n"
+ "###-#####;acac\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "#####+###;acac\n"
+ "#########;\n",
+
+ // Level 1
+ "#########;\n"
+ "##-###-##;b,b\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "####+####;bb\n"
+ "#########;\n",
+
+ // Level 2
+ "###########;\n"
+ "#####-#####;bbbbb\n"
+ "## ##;\n"
+ "## ###;\n"
+ "## # ##;\n"
+ "## ##;\n"
+ "###+##+####;bbb,bb\n"
+ "###########;\n",
+
+ // Level 3
+ "#############;\n"
+ "###-#####-###;a,aaa\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "######+######;aaaa\n"
+ "#############;\n",
+
+ // Level 4
+ "#############;\n"
+ "###-#####-###;aaa,aa\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "###+#####+###;aa,aaa\n"
+ "#############;\n"
+};
-int main( int argc, char *argv[] )
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+#define FLAG_INPUT 0x1
+#define FLAG_OUTPUT 0x2
+#define FLAG_CANAL 0x4
+#define FLAG_WALL 0x8
+#define FLAG_FLIP_FLOP 0x100
+#define FLAG_FLIP_ROTATING 0x200
+
+/*
+ 0000 0 | 0001 1 | 0010 2 | 0011 3
+ | | | | |
+ X | X= | X | X=
+ | | |
+ 0100 4 | 0101 5 | 0110 6 | 0111 7
+ | | | | |
+ =X | =X= | =X | =X=
+ | | |
+ 1000 8 | 1001 9 | 1010 10 | 1011 11
+ | | | | |
+ X | X= | X | X=
+ | | | | | | |
+ 1100 12 | 1101 13 | 1110 14 | 1111 15
+ | | | | |
+ =X | =X= | =X | =X=
+ | | | | | | |
+*/
+
+enum cell_type
{
- vg_init( argc, argv, "FishLadder" );
+ k_cell_type_split = 7,
+ k_cell_type_merge = 13
+};
+
+v3f colour_sets[] =
+{ { 0.9f, 0.2f, 0.01f },
+ { 0.2f, 0.9f, 0.14f },
+ { 0.1f, 0.3f, 0.85f } };
+
+static void colour_code_v3( char cc, v3f target )
+{
+ if( cc >= 'a' && cc <= 'z' )
+ {
+ int id = cc - 'a';
+
+ if( id < vg_list_size( colour_sets ) )
+ {
+ v3_copy( colour_sets[ id ], target );
+ return;
+ }
+ }
+
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
}
-#define CELL_FLAG_INPUT 0x1
-#define CELL_FLAG_OUTPUT 0x2
- #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT)
-#define CELL_FLAG_WALL 0x4
-#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? */
+struct mesh
+{
+ GLuint vao, vbo;
+ u32 elements;
+};
-static struct
+static void init_mesh( struct mesh *m, float *tris, u32 length )
{
- u32 x,y;
+ m->elements = length/3;
+ glGenVertexArrays( 1, &m->vao );
+ glGenBuffers( 1, &m->vbo );
+
+ glBindVertexArray( m->vao );
+ glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
+ glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
+
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+ VG_CHECK_GL();
+}
+
+static void free_mesh( struct mesh *m )
+{
+ glDeleteVertexArrays( 1, &m->vao );
+ glDeleteBuffers( 1, &m->vbo );
+}
+
+static void draw_mesh( int const start, int const count )
+{
+ glDrawArrays( GL_TRIANGLES, start*3, count*3 );
+}
+
+static void use_mesh( struct mesh *m )
+{
+ glBindVertexArray( m->vao );
+}
+
+struct world
+{
struct cell
- {
- u32 flags;
- u32 model_id;
-
- char *conditions;
-
- int level;
- int diff[2];
+ {
+ u32 state;
+ u8 config;
}
- * cells;
+ *data;
- vec3 origin;
- struct cell *selected;
- int select_valid;
u32 frame;
- u32 *io;
+ u32 sim_frame;
+ float sim_start;
+ int simulating;
- struct vstack
+ struct cell_terminal
{
- struct vframe
- {
- int x, y;
- int i;
- }
- frames[ 64 ];
-
- int level;
- u32 flags;
+ // TODO: Split into input/output structures
+ char *conditions;
+ char recv[12];
+ int recv_count;
+ int id;
}
- stack;
-}
-map;
-
-static void map_free(void)
-{
- for( int i = 0; i < arrlen( map.io ); i ++ )
+ *io;
+
+ u32 w, h;
+
+ struct mesh tile, circle;
+
+ int selected, tile_x, tile_y;
+ v2f tile_pos;
+
+ struct fish
{
- arrfree( map.cells[ map.io[i] ].conditions );
+ v2i pos;
+ v2i dir;
+ int alive;
+ char payload;
}
+ fishes[16];
+
+ int num_fishes;
+} world = {};
- arrfree( map.cells );
- arrfree( map.io );
- map.x = 0;
- map.y = 0;
- map.cells = NULL;
- map.io = NULL;
-}
-
-static struct cell *map_tile_at( int pos[2] )
+static void map_free(void)
{
- if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
- return map.cells + pos[1]*map.x + pos[0];
- return NULL;
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ arrfree( world.io[ i ].conditions );
+
+ arrfree( world.data );
+ arrfree( world.io );
+
+ world.w = 0;
+ world.h = 0;
+ world.data = NULL;
+ world.io = NULL;
}
+static void map_reclassify( v2i start, v2i end );
static int map_load( const char *str )
{
map_free();
- char *c = str;
+ char const *c = str;
// Scan for width
- for(;; map.x ++)
+ for(;; world.w ++)
{
- if( str[map.x] == ';' )
+ if( str[world.w] == ';' )
break;
- else if( !str[map.x] )
+ else if( !str[world.w] )
{
- vg_error( "Unexpected EOF when parsing level!\n" );
+ vg_error( "Unexpected EOF when parsing level\n" );
return 0;
}
}
- struct cell *row = arraddnptr( map.cells, map.x );
+ struct cell *row = arraddnptr( world.data, world.w );
int cx = 0;
int reg_start = 0, reg_end = 0;
{
if( *c >= 'a' && *c <= 'z' )
{
- arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c );
+ arrpush( world.io[ reg_start ].conditions, *c );
}
else
{
}
else
{
- vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y );
+ vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
return 0;
}
}
}
else
{
- vg_error( "Over-assigned values (row: %u)\n", map.y );
+ vg_error( "Too many values to assign (row: %u)\n", world.h );
return 0;
}
if( reg_start != reg_end )
{
- vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end );
+ vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
return 0;
}
- if( cx != map.x )
+ if( cx != world.w )
{
- vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x );
+ vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
return 0;
}
- row = arraddnptr( map.cells, map.x );
+ row = arraddnptr( world.data, world.w );
cx = 0;
- map.y ++;
- reg_end = reg_start = arrlen( map.io );
+ world.h ++;
+ reg_end = reg_start = arrlen( world.io );
}
else
{
- if( cx == map.x )
+ if( cx == world.w )
{
- vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x );
+ vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
return 0;
}
- row[ cx ].conditions = NULL;
-
- // Parse the various cell types
+ // Tile initialization
+ // row[ cx ] .. etc
+
if( *c == '+' || *c == '-' )
{
- arrpush( map.io, cx + map.y*map.x );
- row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT;
+ struct cell_terminal term = { .id = cx + world.h*world.w };
+ arrpush( world.io, term );
+ row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
reg_end ++;
}
else if( *c == '#' )
{
- row[ cx ++ ].flags = CELL_FLAG_WALL;
+ row[ cx ++ ].state = FLAG_WALL;
}
else
{
- row[ cx ++ ].flags = 0x00;
+ row[ cx ++ ].state = 0x00;
}
}
c ++;
}
- // Origin top left corner
- map.origin[0] = -((float)map.x) * 0.5f;
- map.origin[2] = -((float)map.y) * 0.5f;
-
- vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
+ map_reclassify( NULL, NULL );
+ vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
return 1;
}
-void vg_update(void)
+static struct cell *pcell( v2i pos )
{
- // Update camera
- float ratio = (float)vg_window_y / (float)vg_window_x;
- float const size = 7.5f;
- glm_ortho( -size, size, -size*ratio, size*ratio, 0.1f, 100.f, m_projection );
+ return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
+int main( int argc, char *argv[] )
+{
+ vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
+}
+
+void vg_start(void)
+{
+ // Quad mesh
+ {
+ float quad_mesh[] =
+ {
+ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+
+ 0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
+ 0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
+ 0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left
+ 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up
+ 0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
+ };
+
+ init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
+ }
+
+ // Circle mesh
+ {
+ float circle_mesh[32*6*3];
+ int res = vg_list_size( circle_mesh ) / (6*3);
+
+ for( int i = 0; i < res; i ++ )
+ {
+ v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
+ v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
+
+ circle_mesh[ i*6+0 ] = 0.0f;
+ circle_mesh[ i*6+1 ] = 0.0f;
+
+ v2_copy( v0, circle_mesh + 32*6 + i*12 );
+ v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
+ v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
+
+ v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
+ v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
+ v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
+
+ v2_copy( v0, circle_mesh + i*6+4 );
+ v2_copy( v1, circle_mesh + i*6+2 );
+ v2_copy( v0, circle_mesh+i*6+4 );
+ v2_copy( v1, circle_mesh+i*6+2 );
+ }
+
+ init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
+ }
+
+ resource_load_main();
+
+ map_load( level_pack[ 0 ] );
+}
- glm_mat4_identity( m_view );
- glm_translate_z( m_view, -10.f );
- glm_rotate_x( m_view, 1.0f, m_view );
+void vg_free(void)
+{
+ resource_free_main();
+
+ free_mesh( &world.tile );
+ free_mesh( &world.circle );
- glm_mat4_mul( m_projection, m_view, vg_pv );
+ map_free();
+}
+
+static int cell_interactive( v2i co )
+{
+ // Bounds check
+ if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 )
+ return 0;
+
+ // Flags check
+ if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
+ return 0;
+
+ // List of 3x3 configurations that we do not allow
+ static u32 invalid_src[][9] =
+ {
+ { 0,1,0,
+ 1,1,1,
+ 0,1,0
+ },
+ { 0,0,0,
+ 0,1,1,
+ 0,1,1
+ },
+ { 0,0,0,
+ 1,1,0,
+ 1,1,0
+ },
+ { 0,1,1,
+ 0,1,1,
+ 0,0,0
+ },
+ { 1,1,0,
+ 1,1,0,
+ 0,0,0
+ },
+ { 0,1,0,
+ 0,1,1,
+ 0,1,0
+ },
+ { 0,1,0,
+ 1,1,0,
+ 0,1,0
+ }
+ };
+
+ // Statically compile invalid configurations into bitmasks
+ static u32 invalid[ vg_list_size(invalid_src) ];
- // Compute map update
- map.frame ^= 0x1;
- for( int y = 0; y < map.y; y ++ )
+ for( int i = 0; i < vg_list_size(invalid_src); i ++ )
+ {
+ u32 comped = 0x00;
+
+ for( int j = 0; j < 3; j ++ )
+ for( int k = 0; k < 3; k ++ )
+ comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
+
+ invalid[i] = comped;
+ }
+
+ // Extract 5x5 grid surrounding tile
+ u32 blob = 0x1000;
+ for( int y = co[1]-2; y < co[1]+3; y ++ )
+ for( int x = co[0]-2; x < co[0]+3; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
+ 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 ++ )
{
- for( int x = 0; x < map.x; x ++ )
+ if( blob & (0x1 << (6+kernel[i])) )
{
- // 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} );
+ u32 window = blob >> kernel[i];
- if( thistile->flags & CELL_FLAG_CANAL )
+ for( int j = 0; j < vg_list_size(invalid); j ++ )
+ if((window & invalid[j]) == invalid[j])
+ return 0;
+ }
+ }
+
+ 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( output_dirs ); i ++ )
+ for( int i = 0; i < vg_list_size( 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 ++;
+ 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;
}
-
- if( output_count >= 3 )
- thistile->flags |= CELL_FLAG_CONNECTOR;
- else
- thistile->flags &= ~CELL_FLAG_CONNECTOR;
- }
+ }
+ else config = 0xF;
+
+ pcell((v2i){x,y})->config = config;
}
}
+}
+
+void vg_update(void)
+{
+ static int curlevel = 0;
+ int changelvl = curlevel;
+ if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
+ else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
- // Get mouse ray
- vec3 ray_origin;
- vec3 ray_dir;
+ if( changelvl != curlevel )
+ {
+ map_load( level_pack[ changelvl ] );
+ curlevel = changelvl;
+
+ // TEMP!!! code dupe
+ world.simulating = 0;
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ world.io[i].recv_count = 0;
+
+ vg_info( "Stopping simulation!\n" );
+ }
- mat4 pv_inverse;
- vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
- 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 );
-
- // Get floor tile intersection
- float ray_t = -ray_origin[1] / ray_dir[1];
-
- vec3 tile_pos;
- glm_vec3_copy( ray_origin, tile_pos );
- glm_vec3_muladds( ray_dir, ray_t, tile_pos );
- glm_vec3_sub( tile_pos, map.origin, tile_pos );
+ float ratio = (float)vg_window_y / (float)vg_window_x;
+ float const size = 9.5f;
- int tile_x = floorf( tile_pos[0] );
- int tile_y = floorf( tile_pos[2] );
+ v3f origin;
+ origin[0] = -0.5f * world.w;
+ origin[1] = -0.5f * world.h;
+ origin[2] = 0.0f;
- map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+ m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio );
+ m3x3_identity( m_view );
+ m3x3_translate( m_view, origin );
+ m3x3_mul( m_projection, m_view, vg_pv );
+ vg_projection_update();
- if( map.selected )
- {
- // Check if valid
- int validation[][2] = { {1,1}, {-1,1}, {-1,-1}, {1,-1} };
- struct cell *a, *b, *c;
+ // Input stuff
+ v2_copy( vg_mouse_ws, world.tile_pos );
- map.select_valid = 1;
- for( int i = 0; i < vg_list_size( validation ); i ++ )
+ 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){ world.tile_x, world.tile_y } ))
{
- a = map_tile_at( (int [2]){ tile_x+validation[i][0], tile_y } );
- b = map_tile_at( (int [2]){ tile_x, tile_y+validation[i][1] } );
+ world.selected = world.tile_y * world.w + world.tile_x;
- if( a && b && (a->flags & b->flags & CELL_FLAG_CANAL) )
+ if( vg_get_button_down("primary") )
{
- c = map_tile_at( (int [2]){ tile_x+validation[i][0], tile_y+validation[i][1] } );
+ world.data[ world.selected ].state ^= FLAG_CANAL;
- if( c && (c->flags & CELL_FLAG_CANAL ) )
- {
- map.select_valid = 0;
- break;
- }
+ 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
+ world.selected = -1;
+ }
- if( map.select_valid )
+ // Simulation stop/start
+ if( vg_get_button_down("go") )
+ {
+ if( world.simulating )
{
- if( vg_get_button_down("primary") )
+ world.simulating = 0;
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ world.io[i].recv_count = 0;
+
+ vg_info( "Stopping simulation!\n" );
+ }
+ 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.sim_start = vg_time;
+
+ for( int i = 0; i < world.w*world.h; i ++ )
+ {
+ world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+ }
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ world.io[i].recv_count = 0;
+ }
+ }
+
+ // Fish ticks
+ if( world.simulating )
+ {
+ while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
+ {
+ vg_info( "frame: %u\n", world.sim_frame );
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int posx = term->id % world.w;
+ int posy = (term->id - posx)/world.w;
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ if( is_input )
+ {
+ if( world.sim_frame < arrlen( term->conditions ) )
+ {
+ struct fish *fish = &world.fishes[world.num_fishes++];
+ fish->pos[0] = posx;
+ fish->pos[1] = posy;
+ fish->alive = 1;
+ fish->payload = term->conditions[world.sim_frame];
+
+ int can_spawn = 0;
+
+ v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+ for( int j = 0; j < vg_list_size(dirs); j ++ )
+ if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
+ {
+ fish->dir[0] = dirs[j][0];
+ fish->dir[1] = dirs[j][1];
+ can_spawn = 1;
+ break;
+ }
+
+ if( !can_spawn )
+ world.num_fishes--;
+ }
+ }
+ }
+
+ // Update splitter deltas
+ for( int i = 0; i < world.h*world.w; i ++ )
+ {
+ struct cell *cell = &world.data[i];
+ if( cell->config == k_cell_type_split )
+ {
+ cell->state &= ~FLAG_FLIP_ROTATING;
+ }
+ }
+
+ for( int i = 0; i < world.num_fishes; i ++ )
{
- if( map.selected->flags & CELL_FLAG_CANAL )
+ struct fish *fish = &world.fishes[i];
+ struct cell *cell_current = pcell( fish->pos );
+
+ if( !fish->alive )
+ continue;
+
+ // Apply to output
+ if( cell_current->state & FLAG_OUTPUT )
{
- map.selected->flags &= ~(CELL_FLAG_CANAL | CELL_FLAG_CONNECTOR);
+ for( int j = 0; j < arrlen( world.io ); j ++ )
+ {
+ struct cell_terminal *term = &world.io[j];
+
+ if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+ {
+ term->recv[ term->recv_count ++ ] = fish->payload;
+ break;
+ }
+ }
+
+ fish->alive = 0;
+ continue;
+ }
+
+ if( cell_current->config == k_cell_type_split )
+ {
+ // Flip flop L/R
+ fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+ fish->dir[1] = 0;
+
+ cell_current->state ^= FLAG_FLIP_FLOP;
+ }
+ else if( cell_current->config == k_cell_type_merge )
+ {
+ // Can only move up
+ fish->dir[0] = 0;
+ fish->dir[1] = -1;
}
else
{
- map.selected->flags |= CELL_FLAG_CANAL;
+ struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
+ if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
+ {
+ // Try other directions for valid, so down, left, right..
+ v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+ vg_info( "Trying some other directions...\n" );
+
+ for( int j = 0; j < vg_list_size(dirs); j ++ )
+ {
+ if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
+ continue;
+
+ if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
+ {
+ fish->dir[0] = dirs[j][0];
+ fish->dir[1] = dirs[j][1];
+ }
+ }
+ }
}
+
+ fish->pos[0] += fish->dir[0];
+ fish->pos[1] += fish->dir[1];
+
+ struct cell *cell_entry = pcell( fish->pos );
+
+ if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
+ 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 ++;
}
}
}
-GLuint tile_vao;
-GLuint tile_vbo;
+static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
+{
+ v2i full_start = { 0,0 };
+ v2i full_end = { world.w, world.h };
+
+ if( !start || !end )
+ {
+ 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;
+
+ int tile_offsets[][2] =
+ {
+ {2, 0}, {0, 3}, {0, 2}, {2, 2},
+ {1, 0}, {2, 3}, {3, 2}, {1, 3},
+ {3, 1}, {0, 1}, {1, 2}, {2, 1},
+ {1, 1}, {3, 3}, {2, 1}, {2, 1}
+ };
+
+ int uv[2] = { 3, 0 };
+
+ if( cell->state & FLAG_CANAL )
+ {
+ uv[0] = tile_offsets[ cell->config ][0];
+ uv[1] = tile_offsets[ cell->config ][1];
+ }
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
+ 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 );
+ }
+ }
+}
void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
- glEnable( GL_DEPTH_TEST );
- glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- glBindVertexArray( tile_vao );
+ float scaled_time = 0.0f, frame_lerp = 0.0f;
+
+ if( world.simulating )
+ {
+ scaled_time = (vg_time-world.sim_start)*2.0f;
+ 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}};
+ v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+
+ v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+ 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}};
+
+ float const curve_7_linear_section = 0.1562f;
+
+ // TILE SET RENDERING
+ // todo: just slam everything into a mesh...
+ // when user modifies a tile the neighbours can be easily uploaded to gpu mem
+ // in ~3 subBuffers
+ // Currently we're uploading a fair amount of data every frame anyway.
+ // NOTE: this is for final optimisations ONLY!
+ // ======================================================================
+
+ use_mesh( &world.tile );
+
+ SHADER_USE( shader_tile_main );
+
+ m2x2f subtransform;
+ 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
+ vg_tex2d_bind( &tex_tile_data, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+
+ vg_tex2d_bind( &tex_wood, 1 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+
+ render_tiles( NULL, NULL, colour_default, colour_default );
- SHADER_USE( colour_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
- for( int y = 0; y < map.y; y ++ )
+ SHADER_USE( shader_ball );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_ball, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
+
+ // Draw 'fish'
+ if( world.simulating )
{
- for( int x = 0; x < map.x; x ++ )
+ for( int i = 0; i < world.num_fishes; i ++ )
{
- glm_mat4_identity( m_mdl );
- glm_translate( m_mdl,
- (vec3){
- map.origin[0] + (float)x + 0.5f,
- 0.f,
- map.origin[2] + (float)y + 0.5f
- }
- );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
-
- struct cell *cell = &map.cells[ y*map.x+x ];
+ struct fish *fish = &world.fishes[i];
- vec4 colour = { 0.7f, 0.7f, 0.7f, 1.f };
+ if( !fish->alive )
+ continue;
+
+ // Evaluate position
+ struct cell *cell = pcell(fish->pos);
+ v2f fish_pos;
- 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 );
+ v2f const *curve;
- if( cell->flags & CELL_FLAG_CONNECTOR )
- glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour );
+ float t = frame_lerp;
- if( map.selected == cell )
+ switch( cell->config )
{
- if( !map.select_valid )
- glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour );
+ case 13:
+ if( fish->dir[0] == 1 )
+ curve = curve_12;
+ else
+ curve = curve_9;
+ break;
+ case 3: curve = curve_3; break;
+ case 6: curve = curve_6; break;
+ case 9: curve = curve_9; break;
+ case 12: curve = curve_12; break;
+ case 7:
+ if( t > curve_7_linear_section )
+ {
+ t -= curve_7_linear_section;
+ t *= (1.0f/(1.0f-curve_7_linear_section));
+
+ curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
+ }
+ else curve = NULL;
+ break;
+ default: curve = NULL; break;
+ }
- float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
- glm_vec3_scale( colour, flash, colour );
+ if( curve )
+ {
+ float t2 = t * t;
+ float t3 = t * t * t;
+
+ float cA = 3.0f*t2 - 3.0f*t3;
+ float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+ float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+ fish_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+ fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+ fish_pos[0] += (float)fish->pos[0];
+ fish_pos[1] += (float)fish->pos[1];
}
-
- glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
+ else
+ {
+ v2f origin;
+ origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+ origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
+
+ fish_pos[0] = origin[0] + (float)fish->dir[0]*t;
+ fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
+ }
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+ colour_code_v3( fish->payload, dot_colour );
+
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+ glUniform2f( SHADER_UNIFORM( shader_ball, "uOffset" ), fish_pos[0], fish_pos[1] );
+ draw_mesh( 0, 32 );
}
}
-}
+
+
+ SHADER_USE( shader_tile_main );
-void vg_start(void)
-{
- SHADER_INIT( colour_shader );
+ // Bind textures
+ vg_tex2d_bind( &tex_tile_data, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
- glGenVertexArrays( 1, &tile_vao );
- glGenBuffers( 1, &tile_vbo );
+ vg_tex2d_bind( &tex_wood, 1 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
- float quad_mesh[] =
+ render_tiles( NULL, NULL, colour_default, colour_selected );
+
+ // Draw splitters
+
+ for( int y = 0; y < world.h; y ++ )
{
- -0.5f, 0.f, -0.5f,
- -0.5f, 0.f, 0.5f,
- 0.5f, 0.f, 0.5f,
- -0.5f, 0.f, -0.5f,
- 0.5f, 0.f, 0.5f,
- 0.5f, 0.f, -0.5f
- };
+ for( int x = 0; x < world.w; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->config == k_cell_type_split )
+ {
+ float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+
+ if( cell->state & FLAG_FLIP_ROTATING )
+ {
+ if( (frame_lerp > curve_7_linear_section) )
+ {
+ float const rotation_speed = 0.4f;
+ if( (frame_lerp < 1.0f-rotation_speed) )
+ {
+ float t = frame_lerp - curve_7_linear_section;
+ t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+ t += 1.0f;
+
+ rotation *= t;
+ }
+ else
+ rotation *= -1.0f;
+ }
+ }
+
+ m2x2_create_rotation( subtransform, rotation );
+
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
+ draw_mesh( 0, 2 );
+ }
+ }
+ }
- glBindVertexArray( tile_vao );
- glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
- glBufferData
- (
- GL_ARRAY_BUFFER,
- sizeof( quad_mesh ),
- quad_mesh,
- GL_STATIC_DRAW
- );
-
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
- glEnableVertexAttribArray( 0 );
+ // 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 };
- VG_CHECK_GL();
+ 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 );
+ }
- map_load
- (
- "#####-#####;aa\n"
- "# #;\n"
- "# #;\n"
- "# -;bb\n"
- "# #;\n"
- "# #;\n"
- "#####+#####;abab\n"
- );
-}
+ //glDisable(GL_BLEND);
+
+ glDisable(GL_BLEND);
-void vg_free(void)
-{
- map_free();
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ use_mesh( &world.circle );
+
+ // Draw i/o arrays
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int posx = term->id % world.w;
+ int posy = (term->id - posx)/world.w;
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ int const filled_start = 0;
+ int const filled_count = 32;
+ int const empty_start = 32;
+ int const empty_count = 32*2;
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ for( int j = 0; j < arrlen( term->conditions ); j ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
+
+ if( is_input )
+ {
+ colour_code_v3( term->conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ // Draw filled if tick not passed, draw empty if empty
+ if( world.sim_frame > j )
+ draw_mesh( empty_start, empty_count );
+ else
+ draw_mesh( filled_start, filled_count );
+ }
+ else
+ {
+ if( term->recv_count > j )
+ {
+ colour_code_v3( term->recv[j], dot_colour );
+ v3_muls( dot_colour, 0.8f, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( filled_start, filled_count );
+ }
+
+ colour_code_v3( term->conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( empty_start, empty_count );
+ }
+ }
+ }
+
+ if( world.simulating )
+ {
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
+ 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 );
+ draw_mesh( 0, 32 );
+ }
}
void vg_ui(void)
{
-
+ //ui_test();
}