UNIFORMS({ "uPv", "uOffset", "uColour" })
)
+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"
+};
+
m3x3f m_projection;
m3x3f m_view;
m3x3f m_mdl;
v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
}
+struct mesh
+{
+ GLuint vao, vbo;
+ u32 elements;
+};
+
+static void init_mesh( struct mesh *m, float *tris, u32 length )
+{
+ 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 state;
- u8 water[2];
u8 config;
- u8 water_dir;
}
*data;
u32 w, h;
- GLuint tile_vao;
- GLuint tile_vbo;
- GLuint circle_vao;
- GLuint circle_vbo;
+ struct mesh tile, circle, splitter_l, splitter_r;
int selected;
// Tile initialization
// row[ cx ] .. etc
- row[ cx ].water[0] = 0;
- row[ cx ].water[1] = 0;
if( *c == '+' || *c == '-' )
{
int main( int argc, char *argv[] )
{
- vg_init( argc, argv, "FishLadder" );
+ vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
}
void vg_register(void)
{
// Quad mesh
{
- glGenVertexArrays( 1, &world.tile_vao );
- glGenBuffers( 1, &world.tile_vbo );
-
float quad_mesh[] =
{
- 0.01f, 0.01f, 0.01f, 0.99f, 0.99f, 0.99f,
- 0.01f, 0.01f, 0.99f, 0.99f, 0.99f, 0.01f,
+ 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
0.75f, 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();
+ init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
}
// Circle mesh
{
- 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);
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 );
+ init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
+ }
+
+ // splitters (temp)
+ {
+ float splitter_l[] =
+ {
+ #include "models/splitter_l.obj.h"
+ };
+ float splitter_r[] =
+ {
+ #include "models/splitter_r.obj.h"
+ };
- VG_CHECK_GL();
+ init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) );
+ init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) );
}
- map_load
- (
- "#############;\n"
- "###-#####-###;aaa,aa\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "###+#####+###;aa,aaa\n"
- "#############;\n"
- );
+ map_load( level_pack[ 0 ] );
}
void vg_free(void)
{
- glDeleteVertexArrays( 1, &world.tile_vao );
- glDeleteBuffers( 1, &world.tile_vbo );
-
- glDeleteVertexArrays( 1, &world.circle_vao );
- glDeleteBuffers( 1, &world.circle_vbo );
+ free_mesh( &world.tile );
+ free_mesh( &world.circle );
+ free_mesh( &world.splitter_l );
+ free_mesh( &world.splitter_r );
map_free();
}
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 ++; }
+
+ 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" );
+ }
+
float ratio = (float)vg_window_y / (float)vg_window_x;
float const size = 9.5f;
origin[1] = -0.5f * world.h;
origin[2] = 0.0f;
- m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+ 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 );
int tile_x = floorf( tile_pos[0] );
int tile_y = floorf( tile_pos[1] );
-
+
// Tilemap editing
if( !world.simulating )
{
world.data[y*world.w+x].state |= FLAG_MERGER;
}
}
-
- // Simulate world
- static int update_tick = 0;
- update_tick ++;
-
- if( update_tick > 5 )
- {
- update_tick = 0;
- u32 buffer_id = world.frame & 0x1;
- u32 buffer_next = buffer_id ^ 0x1;
-
- for( int y = 1; y < world.h-1; y ++ )
- {
- for( int x = 1; x < world.w-1; x ++ )
- {
- struct cell *cell = pcell((v2i){x,y});
-
- if( cell->state & FLAG_OUTPUT )
- cell->water[ buffer_next ] = 16;
- else
- {
- int has_source = 0;
- cell->water[ buffer_next ] = 0;
-
- if( cell->state & FLAG_CANAL )
- {
- v2i dirs[] = {{1,0},{-1,0},{0,-1}};
-
- for( int i = 0; i < vg_list_size( dirs ); i ++ )
- {
- struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]];
-
- // Non canals will be ignored
- if( !(neighbour->state & (FLAG_CANAL|FLAG_OUTPUT)) )
- continue;
-
- // Only vertical pulls allowed on neighbour splitters
- if( (neighbour->state & FLAG_SPLIT) && i != 2 )
- continue;
-
- // Only vertical pulls allowed for mergers
- if( (cell->state & FLAG_MERGER) && i != 2 )
- continue;
-
- // Test for renewall cases if we have drop L/R check if i matches direction.
- if( (((cell->state & FLAG_DROP_L)&&i==1) || ((cell->state & FLAG_DROP_R)&&i==0)) && neighbour->water[ buffer_id ] )
- {
- cell->water[ buffer_next ] = 16;
- has_source = 1;
- }
- else
- if( neighbour->water[ buffer_id ] > cell->water[ buffer_next ]+1 )
- {
- has_source = 1;
- cell->water[ buffer_next ] = neighbour->water[ buffer_id ]-1;
- }
- }
- }
-
- if( !has_source && cell->water[ buffer_id ] )
- cell->water[ buffer_next ] = cell->water[ buffer_id ]-1;
- }
- }
- }
-
- world.frame ^= 0x1;
- }
-
// Fish ticks
if( world.simulating )
{
v2i dirs[] = {{1,0},{-1,0},{0,-1}};
for( int j = 0; j < vg_list_size(dirs); j ++ )
- {
- v2i target;
- if( world.data[ (posy+dirs[j][1])*world.w + posx+dirs[j][0] ].water[ world.frame & 0x1 ] )
+ 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--;
continue;
}
- if( !(cell_current->water[ world.frame & 0x1 ] || cell_current->state & (FLAG_INPUT)) )
+ if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) )
{
fish->alive = 0;
}
else
{
struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
- if( !cell_next->water[ world.frame & 0x1 ] )
+ if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
{
- // Try other directions for valid
+ // Try other directions for valid, so down, left, right..
v2i dirs[] = {{1,0},{-1,0},{0,-1}};
vg_info( "Trying some other directions...\n" );
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] } )->water[ world.frame & 0x1 ] )
+ 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];
glViewport( 0,0, vg_window_x, vg_window_y );
glDisable( GL_DEPTH_TEST );
- glClearColor( 0.01f, 0.01f, 0.01f, 1.0f );
+ glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- glBindVertexArray( world.tile_vao );
+ use_mesh( &world.tile );
SHADER_USE( shader_tile_colour );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "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 );
+ draw_mesh( 0, 2 );
+ }
+
for( int y = 0; y < world.h; y ++ )
{
for( int x = 0; x < world.w; x ++ )
{
+ struct cell *cell = pcell((v2i){x,y});
+ int selected = world.selected == y*world.w + x;
+
+ if( cell->state & FLAG_SPLIT )
+ {
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.9f, 0.9f, 1.0f );
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
+
+ struct mesh *splitter = cell->state & FLAG_FLIP_FLOP? &world.splitter_r: &world.splitter_l;
+
+ use_mesh( splitter );
+ draw_mesh( 0, splitter->elements );
+ use_mesh( &world.tile );
+ }
+
+ if( (cell->state & FLAG_CANAL) && !selected )
+ continue;
+
glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
v4f colour;
-
- struct cell *cell = pcell((v2i){x,y});
-
+
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 if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 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( 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( world.selected == y*world.w + x )
+ if( selected )
v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
//if( cell->state & (FLAG_SPLIT) )
glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "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 );
- }
+ draw_mesh( 0, 2 );
}
}
- glBindVertexArray( world.circle_vao );
+ use_mesh( &world.circle );
// Draw i/o arrays
for( int i = 0; i < arrlen( world.io ); i ++ )
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;
+ 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 };
// Draw filled if tick not passed, draw empty if empty
if( world.sim_frame > j )
- glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+ draw_mesh( empty_start, empty_count );
else
- glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
+ draw_mesh( filled_start, filled_count );
}
else
{
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 );
+ draw_mesh( filled_start, filled_count );
}
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 );
+ draw_mesh( empty_start, empty_count );
}
}
}
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] + 0.5f - (float)fish->dir[1]*lerp, 0.25f );
- glDrawArrays( GL_TRIANGLES, 0, 32*3 );
+ 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 );
+ draw_mesh( 0, 32 );
}
}
+
+ 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){}
+void vg_ui(void)
+{
+ ui_test();
+}