//#define VG_STEAM
#include "vg/vg.h"
-#define CELL_SHEET_X 512
-#define CELL_SHEET_Y 512
-
-SHADER_DEFINE( colour_shader,
+SHADER_DEFINE( shader_tile_colour,
// VERTEX
"layout (location=0) in vec2 a_co;"
- "uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat3 uPv;"
+ "uniform vec3 uOffset;"
""
"void main()"
"{"
- " vec4 vert_pos = uPv * uMdl * vec4( a_co.x, 0.0, a_co.y, 1.0 );"
- " gl_Position = vert_pos;"
+ "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
"}",
// FRAGMENT
""
"void main()"
"{"
- " FragColor = uColour;"
+ "FragColor = uColour;"
"}"
,
- UNIFORMS({ "uPv", "uMdl", "uColour" })
+ UNIFORMS({ "uPv", "uOffset", "uColour" })
)
-SHADER_DEFINE( tilemap_shader,
-
- // VERTEX
- "layout (location=0) in vec2 a_co;" // XY
- "layout (location=1) in vec2 a_offset;" // XY offset
- "layout (location=2) in vec4 a_data;" // atlas-uv, amt, other
- "uniform mat4 uPv;"
- "uniform vec2 uOrigin;"
- ""
- "out vec4 aCoords;"
- ""
- "void main()"
- "{"
- "vec2 world_coord = a_co+a_offset+uOrigin;"
- "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 1.0 );"
- "aCoords = vec4((a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw);"
- "}",
-
- // FRAGMENT
- "uniform sampler2D uTexTiles;"
- "uniform sampler2D uTexRipples;"
- "uniform float uTime;"
-
- "in vec4 aCoords;"
- "out vec4 FragColor;"
-
- "void main()"
- "{"
- "vec4 glyph = texture( uTexTiles, aCoords.xy );"
- "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
- "float wstatus = -((aCoords.z/128.0)-1.0);" // -1 := None in, 0.0 := Hold middle, 1.0 := All out
- "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
- "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.1, step( 0.75, glyph.a )*dev ) * glyph.z;"
- "FragColor = vec4( composite, 1.0 );"
- "}"
- ,
- UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" })
-)
-
-mat4 m_projection;
-mat4 m_view;
-mat4 m_mdl;
-
-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_DROP_L 0x10
+#define FLAG_SPLIT 0x20
+#define FLAG_MERGER 0x40
+#define FLAG_DROP_R 0x80
+#define FLAG_FLIP_FLOP 0x100
+
+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 )
{
- vg_init( argc, argv, "FishLadder" );
-}
-
-#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_SPLIT 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
-#define CELL_FLAG_UPLVL 0x100
-#define CELL_FLAG_MERGE 0x200
-
-static struct
-{
- u32 x,y;
-
- struct cell
- {
- u32 flags;
- u32 model_id;
-
- char *conditions;
-
- int level;
- int state;
- int flowing[2];
- }
- * 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;
-
- struct vstack
+ if( cc >= 'a' && cc <= 'z' )
{
- struct vframe
+ int id = cc - 'a';
+
+ if( id < vg_list_size( colour_sets ) )
{
- int x, y;
- int i;
+ v3_copy( colour_sets[ id ], target );
+ return;
}
- frames[ 64 ];
-
- int level;
- u32 flags;
}
- stack;
-
- GLuint tile_texture;
- GLuint flow_texture;
- GLuint tiles_vao;
- GLuint tiles_vbo;
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
}
-map;
-static void map_free(void)
+struct world
{
- for( int i = 0; i < arrlen( map.io ); i ++ )
- {
- arrfree( map.cells[ map.io[i] ].conditions );
- }
-
- arrfree( map.cells );
- arrfree( map.io );
- map.x = 0;
- map.y = 0;
- map.cells = NULL;
- map.io = NULL;
-}
-
-static struct cell *map_tile( int pos[2] )
-{
- return map.cells + pos[1]*map.x + pos[0];
-}
-
-static struct cell *map_tile_at( int pos[2] )
-{
- 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;
-}
-
-static struct cell *map_tile_at_cond( int pos[2], u32 flags )
-{
- struct cell *cell = map_tile_at( pos );
- if( cell && (cell->flags & flags) )
- return cell;
-
- return NULL;
-}
-
-static 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 cell
{
- 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_cond( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
-
- 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];
-
- tile->flags |= CELL_FLAG_VISITED;
-
- if( frame->i == 0 )
- frame->i = 400;
- }
- else
- tile = NULL;
-
- frame->i ++;
- }
- else
- {
- map.stack.level --;
- tile = NULL;
-
- if( map.stack.level < 0 )
- return NULL;
- }
+ u32 state;
+ u8 config;
}
+ *data;
- return tile;
-}
-
-static void map_stack_current_coords( int coords[2], int offset )
-{
- coords[0] = map.stack.frames[ map.stack.level+offset ].x;
- coords[1] = map.stack.frames[ map.stack.level+offset ].y;
-}
-
-static void map_update_visual(void)
-{
- u8 celldata[ 4096 ];
+ u32 frame;
- static int compute_flow_counter = 0;
- compute_flow_counter ^= 0x1;
+ u32 sim_frame;
+ float sim_start;
+ int simulating;
- for( int i = 0; i < map.y*map.x; i ++ )
+ struct cell_terminal
{
- map.cells[i].flowing[compute_flow_counter] = map.cells[i].flowing[compute_flow_counter^0x1];
-
- if( map.cells[i].flowing[compute_flow_counter] )
- map.cells[i].flowing[compute_flow_counter] --;
+ // TODO: Split into input/output structures
+ char *conditions;
+ char recv[12];
+ int recv_count;
+ int id;
}
+ *io;
- for( int y = 0; y < map.y; y ++ )
- {
- for( int x = 0; x < map.x; x ++ )
- {
- struct cell *cur = map.cells + y*map.x + x;
- u8 *cellbytes = celldata + (y*map.x+x)*4;
-
- if( cur->flags & CELL_FLAG_WALKABLE )
- {
- struct cell *a, *b, *c, *d;
-
- a = map_tile_at_cond( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
- b = map_tile_at_cond( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
- c = map_tile_at_cond( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
- d = map_tile_at_cond( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
-
- u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0);
- cellbytes[ 0 ] = config;
-
- if( cur->flags & CELL_FLAG_OUTPUT )
- cur->flowing[ compute_flow_counter ] = 128;
- }
- else
- {
- // TODO: Random background tiles
- cellbytes[ 0 ] = 1;
- }
- }
- }
+ u32 w, h;
- int const k_rate_flow = 16;
+ GLuint tile_vao;
+ GLuint tile_vbo;
+ GLuint circle_vao;
+ GLuint circle_vbo;
- map_stack_refresh();
- for( int i = 0; i < arrlen( map.io ); i ++ )
- {
- int inputcoord[2];
- if( map.cells[ map.io[i] ].flags & CELL_FLAG_OUTPUT )
- {
- map_tile_coords_from_index( map.io[i], inputcoord );
- map_stack_init( inputcoord );
- struct cell *cell = map_tile_at( inputcoord );
-
- int cr[2];
-
- do
- {
- map_stack_current_coords( cr, 0 );
-
- u8 *cellbytes = celldata + (cr[1]*map.x+cr[0])*4;
-
- if( cell->flowing[ compute_flow_counter ^ 0x1 ] == 128 )
- {
- switch( cellbytes[0] )
- {
- // DOWN
- case 1: case 5: case 11: case 9: case 3:
- map_tile( (int[2]){ cr[0], cr[1]+1 } )->flowing[ compute_flow_counter ] += k_rate_flow;
- break;
-
- // R
- case 2: case 6:
- if( celldata[ (cr[1]*map.x+cr[0]+1)*4 ] != 14 )
- map_tile( (int[2]){ cr[0]+1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
- break;
-
- // L
- case 8: case 12:
- if( celldata[ (cr[1]*map.x+cr[0]-1)*4 ] != 14 )
- map_tile( (int[2]){ cr[0]-1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
- break;
-
- // L+R
- case 10: case 14:
- if( celldata[ (cr[1]*map.x+cr[0]+1)*4 ] != 14 )
- map_tile( (int[2]){ cr[0]+1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
- if( celldata[ (cr[1]*map.x+cr[0]-1)*4 ] != 14 )
- map_tile( (int[2]){ cr[0]-1, cr[1] } )->flowing[ compute_flow_counter ] += k_rate_flow;
- break;
- default: break;
- }
- }
-
- if( cellbytes[0] == 10 )
- {
- int crl[2];
- map_stack_current_coords( crl, -1 );
-
- if( crl[0] < cr[0] )
- {
- cellbytes[0] = 15;
- }
- }
- }
- while( (cell = map_stack_next()) );
- }
- }
+ int selected;
- for( int i = 0; i < map.y*map.x; i ++ )
+ struct fish
{
- map.cells[i].flowing[ compute_flow_counter ] = vg_min( 128, map.cells[i].flowing[ compute_flow_counter ] );
- celldata[ i*4+2 ] = map.cells[i].flowing[ compute_flow_counter ];
+ v2i pos;
+ v2i dir;
+ int alive;
+ char payload;
}
+ fishes[16];
- // Trace out route
+ int num_fishes;
+} world = {};
+
+static void map_free(void)
+{
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ arrfree( world.io[ i ].conditions );
+ arrfree( world.data );
+ arrfree( world.io );
- glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
- glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata );
+ world.w = 0;
+ world.h = 0;
+ world.data = NULL;
+ world.io = NULL;
}
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;
- row[ cx ].flowing[ 0 ] = 0;
-
- // 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;
-
- float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) );
+ vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
+ return 1;
+}
+
+static struct cell *pcell( v2i pos )
+{
+ return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
+int main( int argc, char *argv[] )
+{
+ vg_init( argc, argv, "FishLadder" );
+}
+
+void vg_register(void)
+{
+ SHADER_INIT( shader_tile_colour );
+}
+
+void vg_start(void)
+{
+ // Quad mesh
+ {
+ glGenVertexArrays( 1, &world.tile_vao );
+ glGenBuffers( 1, &world.tile_vbo );
+
+ 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
+ };
+
+ glBindVertexArray( world.tile_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo );
+ glBufferData
+ (
+ GL_ARRAY_BUFFER,
+ sizeof( quad_mesh ),
+ quad_mesh,
+ GL_STATIC_DRAW
+ );
+
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
+ }
- for( int y = 0; y < map.y; y ++ )
+ // Circle mesh
{
- for( int x = 0; x < map.x; x ++ )
+ glGenVertexArrays( 1, &world.circle_vao );
+ glGenBuffers( 1, &world.circle_vbo );
+
+ float circle_mesh[32*6*3];
+ int res = vg_list_size( circle_mesh ) / (6*3);
+
+ for( int i = 0; i < res; i ++ )
{
- float *coord = offset_array + (y*map.x+x)*2;
- coord[0] = x;
- coord[1] = y;
+ 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 );
}
+
+ glBindVertexArray( world.circle_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, world.circle_vbo );
+ glBufferData( GL_ARRAY_BUFFER, sizeof( circle_mesh ), circle_mesh, GL_STATIC_DRAW );
+
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
}
- glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
- glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array );
-
- free( offset_array );
- vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
- return 1;
+ map_load
+ (
+ "#############;\n"
+ "###-#####-###;aaa,aa\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "###+#####+###;aa,aaa\n"
+ "#############;\n"
+ );
+}
+
+void vg_free(void)
+{
+ glDeleteVertexArrays( 1, &world.tile_vao );
+ glDeleteBuffers( 1, &world.tile_vbo );
+
+ glDeleteVertexArrays( 1, &world.circle_vao );
+ glDeleteBuffers( 1, &world.circle_vbo );
+
+ map_free();
}
-static int map_tile_availible( int co[2] )
+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) ];
+
+ 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 = 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( (int[2]){ x, y } );
-
- if( cell && (cell->flags & CELL_FLAG_WALKABLE) )
+ 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 ++ )
{
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 0;
}
}
-
+
return 1;
}
void vg_update(void)
{
- // 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, 0.01f, 150.f, m_projection );
-
- glm_mat4_identity( m_view );
- glm_translate_z( m_view, -10.f );
- glm_rotate_x( m_view, 1.5708f, m_view );
+ float const size = 9.5f;
+
+ v3f origin;
+ origin[0] = -0.5f * world.w;
+ origin[1] = -0.5f * world.h;
+ origin[2] = 0.0f;
+
+ 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();
+
+ // Input stuff
- glm_mat4_mul( m_projection, m_view, vg_pv );
+ v2f tile_pos;
+ v2_copy( vg_mouse_ws, tile_pos );
- // Compute map update
- for( int y = 0; y < map.y; y ++ )
+ int tile_x = floorf( tile_pos[0] );
+ int tile_y = floorf( tile_pos[1] );
+
+ // Tilemap editing
+ if( !world.simulating )
{
- for( int x = 0; x < map.x; x ++ )
+ if( cell_interactive( (v2i){ tile_x, tile_y } ))
{
- struct cell *tile, *upper, *lower, *l, *r;
- tile = map_tile_at( (int [2]){ x, y } );
- tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL);
+ world.selected = tile_y * world.w + tile_x;
- if( tile->flags & CELL_FLAG_WALKABLE )
+ if( vg_get_button_down("primary") )
{
- r = map_tile_at_cond( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
- l = map_tile_at_cond( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
-
- if( r && l )
- {
- upper = map_tile_at_cond( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
- lower = map_tile_at_cond( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
-
- if( upper )
- {
- tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL;
- }
-
- if( lower )
- {
- tile->flags |= CELL_FLAG_SPLIT;
- l->flags |= CELL_FLAG_UPLVL;
- r->flags |= CELL_FLAG_UPLVL;
- }
- }
+ world.data[ world.selected ].state ^= FLAG_CANAL;
}
}
+ else
+ world.selected = -1;
}
- // Compute classification
- /*
- map_stack_refresh();
-
- for( int i = 0; i < arrlen( map.io ); i ++ )
+ // Simulation stop/start
+ if( vg_get_button_down("go") )
{
- struct *cell cell = &map.cells[ map.io ];
- int coords[2];
-
- if( cell->flags & CELL_FLAG_INPUT )
+ if( world.simulating )
{
- map_tile_coords_from_index( map.io, coords );
- map_stack_init( coords );
+ world.simulating = 0;
+ world.num_fishes = 0;
+ world.sim_frame = 0;
- do
+ 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" );
+
+ 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 ++ )
{
- if( cell->flags & CELL_FLAG_CONNECTOR )
- {
-
- }
+ world.data[ i ].state &= ~FLAG_FLIP_FLOP;
}
- while( (cell = map_stack_next()) );
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ world.io[i].recv_count = 0;
}
- }*/
-
- // Get mouse ray
- vec3 ray_origin;
- vec3 ray_dir;
-
- 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 );
-
- int tile_x = floorf( tile_pos[0] );
- int tile_y = floorf( tile_pos[2] );
+ }
- map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+ // Simulation stuff
+ // ========================================================
- if( map.playing )
+ // Reclassify world. TODO: Move into own function
+ for( int y = 2; y < world.h-2; y ++ )
{
- static int fish_counter = 0;
- fish_counter ++;
-
- if( fish_counter > 20 )
+ for( int x = 2; x < world.w-2; x ++ )
{
- fish_counter = 0;
-
- // Advance characters
- for( int i = 0; i < map.num_fishes; i ++ )
+ v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+
+ u8 config = 0x00;
+
+ if( pcell((v2i){x,y})->state & FLAG_CANAL )
{
- 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 )
+ for( int i = 0; i < vg_list_size( dirs ); i ++ )
{
- vg_info( "Fish got zucced (%d)\n", i );
- fish->alive = 0;
- continue;
+ 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;
}
-
- int die = 0;
- if( tile->flags & CELL_FLAG_SPLIT )
- {
- 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];
+ } 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 == 0x7 ) // splitter
+ {
+ world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
+ }
+ else if( config == 0xD )
+ {
+ 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 )
+ {
+ while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
+ {
+ vg_info( "frame: %u\n", world.sim_frame );
- // Try spawn fish
- for( int i = 0; i < arrlen( map.io ); i ++ )
+ for( int i = 0; i < arrlen( world.io ); i ++ )
{
- struct cell *input = &map.cells[ map.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( input->flags & CELL_FLAG_INPUT )
+ if( is_input )
{
- if( input->state < arrlen( input->conditions ) )
+ if( world.sim_frame < arrlen( term->conditions ) )
{
- struct fish *fish = &map.fishes[ map.num_fishes ];
- map_tile_coords_from_index( map.io[i], fish->co );
+ 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 output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
int can_spawn = 0;
- for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
+ v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+ for( int j = 0; j < vg_list_size(dirs); j ++ )
{
- 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 )
+ v2i target;
+ if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
{
- fish->dir[0] = dir[0];
- fish->dir[1] = dir[1];
+ fish->dir[0] = dirs[j][0];
+ fish->dir[1] = dirs[j][1];
can_spawn = 1;
+ break;
}
}
- if( can_spawn )
- {
- fish->alive = 1;
- input->state ++;
- map.num_fishes ++;
- }
+ if( !can_spawn )
+ world.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 )
+
+ for( int i = 0; i < world.num_fishes; i ++ )
{
- if( vg_get_button_down("primary") )
+ 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 )
+ {
+ 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->state & (FLAG_INPUT|FLAG_CANAL)) )
+ {
+ fish->alive = 0;
+ }
+ else
{
- if( map.selected->flags & CELL_FLAG_CANAL )
+ if( cell_current->state & FLAG_SPLIT )
{
- map.selected->flags &= ~(CELL_FLAG_CANAL);
+ // 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->state & FLAG_MERGER )
+ {
+ // 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) )
+ {
+ // 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 )
+ {
+ fish->dir[0] = dirs[j][0];
+ fish->dir[1] = dirs[j][1];
+ }
+ }
+ }
}
+
+ fish->pos[0] += fish->dir[0];
+ fish->pos[1] += fish->dir[1];
}
}
+
+ world.sim_frame ++;
}
}
}
-GLuint tile_vao;
-GLuint tile_vbo;
-
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 );
+ glBindVertexArray( world.tile_vao );
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- SHADER_USE( colour_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ // Shadow layer
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
+ for( int y = 0; y < world.h; y ++ )
+ for( int x = 0; x < world.w; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL )
+ {
+ continue;
+ }
+
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f );
+ glDrawArrays( GL_TRIANGLES, 0, 6 );
+ }
- for( int y = 0; y < map.y; y ++ )
+ for( int y = 0; y < world.h; y ++ )
{
- for( int x = 0; x < map.x; x ++ )
+ for( int x = 0; x < world.w; x ++ )
{
- glm_mat4_identity( m_mdl );
- glm_translate( m_mdl,
- (vec3){
- map.origin[0] + (float)x,
- 0.f,
- map.origin[2] + (float)y
- }
- );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
-
- struct cell *cell = &map.cells[ y*map.x+x ];
-
- 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_SPLIT )
- glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour );
- else if( cell->flags & CELL_FLAG_MERGE )
- glm_vec3_copy( (vec3){ 0.f, 0.6f, 0.8f }, colour );
-
- if( map.selected == cell )
- {
- if( !map.select_valid )
- glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour );
+ struct cell *cell = pcell((v2i){x,y});
+ int selected = world.selected == y*world.w + x;
+
+ if( cell->state & FLAG_CANAL && !selected )
+ continue;
+
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
+
+ v4f colour;
+
+ if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); }
+ else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); }
+ else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); }
+ else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); }
+ else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
+
+ //if( cell->water[world.frame&0x1] )
+ // v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/16.0f), 1.0f }, colour );
+
+ if( selected )
+ v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
+
+ //if( cell->state & (FLAG_SPLIT) )
+ // v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour );
+ //if( cell->state & (FLAG_MERGER) )
+ // v4_copy( (v4f){ 0.75f, 0.02f, 0.75f, 1.0f }, colour );
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
- float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
- glm_vec3_scale( colour, flash, colour );
- }
-
- glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour );
glDrawArrays( GL_TRIANGLES, 0, 6 );
+
+ if( cell->state & FLAG_CANAL )
+ {
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f );
+ glDrawArrays( GL_TRIANGLES, 6, 3 );
+ }
}
}
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f );
+ glBindVertexArray( world.circle_vao );
- for( int i = 0; i < map.num_fishes; i ++ )
+ // Draw i/o arrays
+ for( int i = 0; i < arrlen( world.io ); i ++ )
{
- struct fish *fish = map.fishes + 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*3;
+ int const empty_start = 32*3;
+ int const empty_count = 32*6;
- 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
+ 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 )
+ glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+ else
+ glDrawArrays( GL_TRIANGLES, 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 );
+
+ glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
}
- );
- glm_scale_uni( m_mdl, 0.2f );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
+
+ colour_code_v3( term->conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+ }
}
}
- */
-
- glBindVertexArray( map.tiles_vao );
-
- map_update_visual();
-
- SHADER_USE( tilemap_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-
- glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 );
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, map.tile_texture );
-
- glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 );
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, map.flow_texture );
-
- glUniform2f( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), map.origin[0], map.origin[2] );
- glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
-
- glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
-}
-
-void vg_register(void)
-{
- SHADER_INIT( colour_shader );
- SHADER_INIT( tilemap_shader );
-}
-
-void vg_start(void)
-{
- glGenVertexArrays( 1, &tile_vao );
- glGenBuffers( 1, &tile_vbo );
- float quad_mesh[] =
+ // Draw 'fish'
+ if( world.simulating )
{
- 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+ float scaled_time = (vg_time-world.sim_start)*2.0f;
+ float lerp = 1.0f-(scaled_time - (float)world.sim_frame);
- // Padding
- 0.0f, 0.0f, 0.0f, 0.0f
- };
-
- glBindVertexArray( tile_vao );
- glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
- glBufferData
- (
- GL_ARRAY_BUFFER,
- sizeof( quad_mesh ),
- quad_mesh,
- GL_STATIC_DRAW
- );
-
- glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- VG_CHECK_GL();
-
- // Create map buffers
- glGenVertexArrays( 1, &map.tiles_vao );
- glGenBuffers( 1, &map.tiles_vbo );
-
- glBindVertexArray( map.tiles_vao );
- glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
- glBufferData( GL_ARRAY_BUFFER,
- sizeof( quad_mesh ) +
- sizeof( float )*2 * 1024 +
- sizeof( u8 )*4 * 1024,
- NULL,
- GL_DYNAMIC_DRAW
- );
-
- glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh );
-
- // Base quad
- glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- // Offset, data arrays (instancing)
- glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) );
- glEnableVertexAttribArray( 1 );
- glVertexAttribDivisor( 1, 1 );
-
- glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) );
- glEnableVertexAttribArray( 2 );
- glVertexAttribDivisor( 2, 1 );
-
- map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" );
- vg_tex2d_nearest();
- vg_tex2d_repeat();
-
- map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
- vg_tex2d_nearest();
- vg_tex2d_repeat();
-
- map_load
- (
- "##-#####-##;aaa,aa\n"
- "# #;\n"
- "# #;\n"
- "# #;\n"
- "# #;\n"
- "# #;\n"
- "# #;\n"
- "##+#####+##;aa,aaa\n"
- );
-}
-
-void vg_free(void)
-{
- map_free();
-
- glDeleteVertexArrays( 1, &tile_vao );
- glDeleteVertexArrays( 1, &map.tiles_vao );
-
- glDeleteBuffers( 1, &tile_vbo );
- glDeleteBuffers( 1, &map.tiles_vbo );
-
- glDeleteTextures( 1, &map.tile_texture );
- glDeleteTextures( 1, &map.flow_texture );
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( !fish->alive )
+ continue;
+
+ colour_code_v3( fish->payload, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)fish->pos[0] + 0.5f - (float)fish->dir[0]*lerp, (float)fish->pos[1] + 0.25f - (float)fish->dir[1]*lerp, 0.25f );
+ glDrawArrays( GL_TRIANGLES, 0, 32*3 );
+ }
+ }
}
-void vg_ui(void)
-{
-
-}
+void vg_ui(void){}