//#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_pv;
-mat4 m_mdl;
+const char *level_pack_1[] = {
+ "level0",
+ "level1",
+ "level2",
+ "level3",
+ "level4",
+ "level5",
+ "level6",
+ "level7_combine",
+ "xor_small"
+};
-int main( int argc, char *argv[] )
+#pragma pack(push,1)
+struct career_state
{
- vg_init( argc, argv, "FishLadder" );
+ u32 version;
+
+ struct career_level
+ {
+ u32 score;
+ u32 time;
+ u32 completed;
+ }
+ levels[ vg_list_size( level_pack_1 ) ];
}
+career = { .version = 1 };
+#pragma pack(pop)
-void vg_update(void)
+static void career_serialize(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, 0.1f, 100.f, m_projection );
+ vg_asset_write( "sav/game.sav", &career, sizeof( struct career_state ) );
+}
- glm_mat4_identity( m_view );
- glm_translate_z( m_view, -10.f );
- glm_rotate_x( m_view, -1.0f, m_view );
+static void career_load(void)
+{
+ i64 sz;
+ struct career_state *cr = vg_asset_read_s( "sav/game.sav", &sz );
- glm_mat4_mul( m_projection, m_view, m_pv );
+ memset( (void*)career.levels, 0, vg_list_size(level_pack_1) * sizeof(struct career_level) );
- // Get mouse ray
- vec3 ray_origin;
- vec3 ray_dir;
+ if( cr )
+ {
+ if( sz > sizeof( struct career_state ) )
+ vg_warn( "This save file is too big! Some levels will be lost\n" );
+
+ if( sz <= offsetof( struct career_state, levels ) )
+ {
+ vg_error( "This save file is too small to have a header\n" );
+ free( cr );
+ return;
+ }
+
+ u32 const size_header = offsetof(struct career_state, levels);
+ u32 const size_levels = sizeof(struct career_state)-size_header;
+ u32 const size_levels_input = sz - size_header;
+
+ memcpy( (void*)career.levels, (void*)cr->levels, size_levels_input );
+
+ if( sz < sizeof( struct career_state ) )
+ {
+ memset( ((void*)career.levels) + size_levels_input, 0, size_levels-size_levels_input );
+ }
+
+ free( cr );
+ vg_success( "Loaded save file... Info:\n" );
+
+ for( int i = 0; i < vg_list_size( career.levels ); i ++ )
+ {
+ struct career_level *lvl = &career.levels[i];
+ vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl->score, lvl->time, lvl->completed );
+ }
+ }
+ else
+ {
+ vg_info( "No save file... Using blank one\n" );
+ }
+}
+
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+#define FLAG_CANAL 0x1
+#define FLAG_IS_TRIGGER 0x2
+#define FLAG_RESERVED0 0x4
+#define FLAG_RESERVED1 0x8
+
+#define FLAG_INPUT 0x10
+#define FLAG_OUTPUT 0x20
+#define FLAG_WALL 0x40
+
+#define FLAG_FLIP_FLOP 0x100
+#define FLAG_FLIP_ROTATING 0x200
+#define FLAG_TARGETED 0x400
+
+/*
+ 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
+{
+ k_cell_type_ramp_right = 3,
+ k_cell_type_ramp_left = 6,
+ k_cell_type_split = 7,
+ k_cell_type_merge = 13
+};
+
+v3f colour_sets[] =
+{ { 0.9f, 0.6f, 0.20f },
+ { 0.2f, 0.9f, 0.14f },
+ { 0.4f, 0.8f, 1.00f } };
+
+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;
+ }
+ }
- mat4 pv_inverse;
- vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
- glm_mat4_inv( m_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 );
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
+}
- // Get floor tile intersection
- float ray_t = -ray_origin[1] / ray_dir[1];
+struct mesh
+{
+ GLuint vao, vbo;
+ u32 elements;
+};
- vec3 tile_pos;
- glm_vec3_copy( ray_origin, tile_pos );
- glm_vec3_muladds( ray_dir, ray_t, tile_pos );
+static void init_mesh( struct mesh *m, float const *tris, u32 length )
+{
+ m->elements = length/3;
+ glGenVertexArrays( 1, &m->vao );
+ glGenBuffers( 1, &m->vbo );
- tile_pos[0] = floorf( tile_pos[0] + 0.5f );
- tile_pos[2] = floorf( tile_pos[2] + 0.5f );
+ glBindVertexArray( m->vao );
+ glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
+ glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
- glm_mat4_identity( m_mdl );
- glm_translate( m_mdl, tile_pos );
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
}
-GLuint tile_vao;
-GLuint tile_vbo;
+static void free_mesh( struct mesh *m )
+{
+ glDeleteVertexArrays( 1, &m->vao );
+ glDeleteBuffers( 1, &m->vbo );
+}
-void vg_render(void)
+static void draw_mesh( int const start, int const count )
{
- glViewport( 0,0, vg_window_x, vg_window_y );
+ glDrawArrays( GL_TRIANGLES, start*3, count*3 );
+}
- glEnable( GL_DEPTH_TEST );
- glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+static void use_mesh( struct mesh *m )
+{
+ glBindVertexArray( m->vao );
+}
+
+struct world
+{
+#pragma pack(push,1)
+ struct cell
+ {
+ u16 state;
+ u16 links[2];
+ u8 config;
+ u8 pad0;
+ }
+ *data;
+#pragma pack(pop)
+
+ int frame;
+
+ int initialzed;
+
+ int sim_frame;
+ float sim_start;
+ int simulating;
+ int sim_run, max_runs;
+
+ float frame_lerp;
+
+ struct cell_terminal
+ {
+ //char *conditions;
+ //char recv[12];
+
+ struct terminal_run
+ {
+ char conditions[8];
+ char recieved[8];
+
+ int condition_count, recv_count;
+ }
+ runs[8];
+
+ int run_count;
+
+ int id;
+ }
+ *io;
+
+ int w, h;
+
+ struct mesh tile, circle, numbers;
+
+ GLuint background_data;
+ GLuint random_samples;
+
+ int selected, tile_x, tile_y;
+ v2f tile_pos;
+
+ struct fish
+ {
+ v2i pos;
+ v2i dir;
+ int alive;
+ char payload;
+ float death_time;
+ v2f physics_v;
+ v2f physics_co;
+ }
+ fishes[16];
+
+ int num_fishes;
+
+ char map_name[128];
+ struct career_level *ptr_career_level;
+
+ u32 score;
+ u32 completed;
+ u32 time;
+
+} world = {};
+
+static void map_free(void)
+{
+ arrfree( world.data );
+ arrfree( world.io );
+
+ world.w = 0;
+ world.h = 0;
+ world.data = NULL;
+ world.io = NULL;
+ world.score = 0;
+ world.time = 0;
+ world.completed = 0;
+ world.max_runs = 0;
+ world.initialzed = 0;
+}
+
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
+static int map_load( const char *str, const char *name )
+{
+ //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data
+
+ map_free();
+
+ char const *c = str;
+
+ // Scan for width
+ for(;; world.w ++)
+ {
+ if( str[world.w] == ';' )
+ break;
+ else if( !str[world.w] )
+ {
+ vg_error( "Unexpected EOF when parsing level\n" );
+ return 0;
+ }
+ }
+
+ struct cell *row = arraddnptr( world.data, world.w );
+ int cx = 0;
+ int reg_start = 0, reg_end = 0;
+
+ u32 *links_to_make = NULL;
+ int links_satisfied = 0;
+
+ char link_id_buffer[32];
+ int link_id_n = 0;
+
+ for(;;)
+ {
+ if( !*c )
+ break;
+
+ if( *c == ';' )
+ {
+ c ++;
+
+ // Parse attribs
+ if( *c != '\n' )
+ {
+ while( *c )
+ {
+ if( reg_start < reg_end )
+ {
+ struct cell_terminal *terminal = &world.io[ reg_start ];
+ struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
+
+ if( *c >= 'a' && *c <= 'z' )
+ {
+ run->conditions[ run->condition_count ++ ] = *c;
+ }
+ else
+ {
+ if( *c == ',' || *c == '\n' )
+ {
+ reg_start ++;
+
+ if( *c == '\n' )
+ break;
+ }
+ else if( *c == ':' )
+ {
+ terminal->runs[ terminal->run_count ].condition_count = 0;
+ terminal->run_count ++;
+ world.max_runs = vg_max( world.max_runs, terminal->run_count );
+ }
+ else
+ {
+ vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
+ goto IL_REG_ERROR;
+ }
+ }
+ }
+ else
+ {
+ if( links_satisfied < arrlen( links_to_make ) )
+ {
+ struct cell *target = &world.data[ links_to_make[ links_satisfied ] ];
+
+ if( (((u32)*c >= (u32)'0') && ((u32)*c <= (u32)'9')) || *c == '-' )
+ {
+ if( link_id_n >= vg_list_size( link_id_buffer )-1 )
+ {
+ vg_error( "Number was way too long to be parsed (row: %u)\n", world.h );
+ goto IL_REG_ERROR;
+ }
+
+ link_id_buffer[ link_id_n ++ ] = *c;
+ }
+ else if( *c == ',' || *c == '\n' )
+ {
+ link_id_buffer[ link_id_n ] = 0x00;
+ int value = atoi( link_id_buffer );
+
+ target->links[value >= 0? 1:0] = abs(value);
+ links_satisfied ++;
+ link_id_n = 0;
+
+ if( *c == '\n' )
+ break;
+ }
+ else
+ {
+ vg_error( "Invalid character '%c' (row: %u)\n", *c, world.h );
+ goto IL_REG_ERROR;
+ }
+ }
+ else
+ {
+ vg_error( "Too many values to assign (row: %u)\n", world.h );
+ goto IL_REG_ERROR;
+ }
+ }
+
+ c ++;
+ }
+ }
+
+ // Registry length-error checks
+ if( reg_start != reg_end )
+ {
+ vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
+ goto IL_REG_ERROR;
+ }
+
+ if( links_satisfied != arrlen( links_to_make ) )
+ {
+ vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world.h, links_satisfied, arrlen( links_to_make ) );
+ goto IL_REG_ERROR;
+ }
+
+ if( cx != world.w )
+ {
+ vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
+ goto IL_REG_ERROR;
+ }
+
+ row = arraddnptr( world.data, world.w );
+ cx = 0;
+ world.h ++;
+ reg_end = reg_start = arrlen( world.io );
+
+ arrsetlen( links_to_make, 0 );
+ links_satisfied = 0;
+ }
+ else
+ {
+ if( cx == world.w )
+ {
+ vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
+ goto IL_REG_ERROR;
+ }
+
+ // Tile initialization
+ // row[ cx ] .. etc
+ struct cell *cell = &row[ cx ];
+
+ if( *c == '+' || *c == '-' )
+ {
+ struct cell_terminal *term = arraddnptr( world.io, 1 );
+ term->id = cx + world.h*world.w;
+ term->run_count = 1;
+ term->runs[0].condition_count = 0;
+
+ cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
+ reg_end ++;
+ }
+ else if( *c == '#' ) cell->state = FLAG_WALL;
+ else if( ((u32)*c >= (u32)'A') && ((u32)*c <= (u32)'A'+0xf) )
+ {
+ // Canal flag bits (4bit/16 value):
+ // 0: Canal present
+ // 1: Is trigger
+ // 2: Reserved
+ // 3: Reserved
+
+ cell->state = ((u32)*c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER);
+
+ if( cell->state & FLAG_IS_TRIGGER )
+ arrpush( links_to_make, cx + world.h*world.w );
+
+ cell->links[0] = 0;
+ cell->links[1] = 0;
+ world.score ++;
+ }
+ else cell->state = 0x00;
+
+ cx ++;
+ }
- SHADER_USE( colour_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)m_pv );
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
+ c ++;
+ }
+
+ // Update data texture to fill out the background
+ {
+ u8 info_buffer[64*64*4];
+ for( int i = 0; i < 64*64; i ++ )
+ {
+ u8 *px = &info_buffer[i*4];
+ px[0] = 255;
+ px[1] = 0;
+ px[2] = 0;
+ px[3] = 0;
+ }
+
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+ }
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
+ arrfree( links_to_make );
- glBindVertexArray( tile_vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
+ map_reclassify( NULL, NULL, 1 );
+
+ // Validate links
+ for( int i = 0; i < world.h*world.w; i ++ )
+ {
+ struct cell *src = &world.data[i];
+ if( src->state & FLAG_IS_TRIGGER )
+ {
+ int link_id = src->links[0]?0:1;
+ if( src->links[link_id] <= world.h*world.w )
+ {
+ struct cell *target = &world.data[ src->links[link_id] ];
+ if( (target->state & FLAG_CANAL) && (target->config == k_cell_type_split) )
+ {
+ if( target->links[ link_id ] )
+ {
+ vg_error( "Link target was already targeted\n" );
+ goto IL_REG_ERROR;
+ }
+ else
+ {
+ // Valid link
+ target->links[ link_id ] = i;
+ target->state |= FLAG_TARGETED;
+ }
+ }
+ else
+ {
+ vg_error( "Link target was invalid\n" );
+ goto IL_REG_ERROR;
+ }
+ }
+ else
+ {
+ vg_error( "Link target out of bounds\n" );
+ goto IL_REG_ERROR;
+ }
+ }
+ }
+
+ vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
+
+ strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
+ world.initialzed = 1;
+ return 1;
+
+IL_REG_ERROR:
+ arrfree( links_to_make );
+ map_free();
+ return 0;
+}
+
+static struct cell *pcell( v2i pos )
+{
+ return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
+static void map_serialize( FILE *stream )
+{
+ 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_WALL ) fputc( '#', stream );
+ else if( cell->state & FLAG_INPUT ) fputc( '+', stream );
+ else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream );
+ else if( cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) )
+ {
+ fputc( (cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)) + (u32)'A', stream );
+ }
+ else fputc( ' ', stream );
+ }
+
+ fputc( ';', stream );
+
+ int terminal_write_count = 0;
+
+ for( int x = 0; x < world.w; x ++ )
+ {
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[i];
+ if( term->id == y*world.w+x )
+ {
+ if( terminal_write_count )
+ fputc( ',', stream );
+ terminal_write_count ++;
+
+ for( int j = 0; j < term->run_count; j ++ )
+ {
+ struct terminal_run *run = &term->runs[j];
+
+ for( int k = 0; k < run->condition_count; k ++ )
+ fputc( run->conditions[k], stream );
+
+ if( j < term->run_count-1 )
+ fputc( ':', stream );
+ }
+ }
+ }
+ }
+
+ for( int x = 0; x < world.w; x ++ )
+ {
+ struct cell *cell = pcell( (v2i){ x,y } );
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ if( terminal_write_count )
+ fputc( ',', stream );
+ terminal_write_count ++;
+
+ fprintf( stream, "%d", cell->links[0]? -cell->links[0]: cell->links[1] );
+ }
+ }
+
+ fputc( '\n', stream );
+ }
+}
+
+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" );
+}
+
+static int console_save_map( int argc, char const *argv[] )
+{
+ if( !world.initialzed )
+ {
+ vg_error( "Tried to save uninitialized map!\n" );
+ return 0;
+ }
+
+ char map_path[ 256 ];
+
+ strcpy( map_path, "sav/" );
+ strcat( map_path, world.map_name );
+ strcat( map_path, ".map" );
+
+ FILE *test_writer = fopen( map_path, "wb" );
+ if( test_writer )
+ {
+ vg_info( "Saving map to '%s'\n", map_path );
+ map_serialize( test_writer );
+
+ fclose( test_writer );
+ return 1;
+ }
+ else
+ {
+ vg_error( "Unable to open stream for writing\n" );
+ return 0;
+ }
+}
+
+static int console_load_map( int argc, char const *argv[] )
+{
+ char map_path[ 256 ];
+
+ if( argc >= 1 )
+ {
+ // try from saves
+ strcpy( map_path, "sav/" );
+ strcat( map_path, argv[0] );
+ strcat( map_path, ".map" );
+
+ char *text_source = vg_textasset_read( map_path );
+
+ if( !text_source )
+ {
+ strcpy( map_path, "maps/" );
+ strcat( map_path, argv[0] );
+ strcat( map_path, ".map" );
+
+ text_source = vg_textasset_read( map_path );
+ }
+
+ if( text_source )
+ {
+ vg_info( "Loading map: '%s'\n", map_path );
+ world.ptr_career_level = NULL;
+
+ if( !map_load( text_source, argv[0] ) )
+ {
+ free( text_source );
+ return 0;
+ }
+
+ free( text_source );
+
+ for( int i = 0; i < vg_list_size( level_pack_1 ); i ++ )
+ {
+ if( !strcmp( level_pack_1[i], argv[0] ) )
+ {
+ world.ptr_career_level = career.levels + i;
+ break;
+ }
+ }
+
+ return 1;
+ }
+ else
+ {
+ vg_error( "Missing maps '%s'\n", argv[0] );
+ return 0;
+ }
+ }
+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ return 0;
+ }
+}
+
+static void io_reset(void)
+{
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[i];
+
+ for( int j = 0; j < term->run_count; j ++ )
+ term->runs[j].recv_count = 0;
+ }
+}
+
+static void simulation_stop(void)
+{
+ world.simulating = 0;
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+
+ io_reset();
+
+ sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+
+ vg_info( "Stopping simulation!\n" );
+}
+
+static int console_changelevel( int argc, char const *argv[] )
+{
+ if( argc >= 1 )
+ {
+ // Save current level
+ if( console_save_map( 0, NULL ) )
+ if( console_load_map( argc, argv ) )
+ {
+ simulation_stop();
+ return 1;
+ }
+ }
+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ }
+
+ return 0;
}
void vg_start(void)
{
- SHADER_INIT( colour_shader );
+ vg_function_push( (struct vg_cmd){
+ .name = "_map_write",
+ .function = console_save_map
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "_map_load",
+ .function = console_load_map
+ });
- glGenVertexArrays( 1, &tile_vao );
- glGenBuffers( 1, &tile_vbo );
+ vg_function_push( (struct vg_cmd){
+ .name = "map",
+ .function = console_changelevel
+ });
+
+ // 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,
+
+ 0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f,
+ 0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
+ };
+
+ init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
+ }
- float quad_mesh[] =
+ // Circle mesh
{
- -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
- };
+ 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 ) );
+ }
- 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 );
+ // Numbers mesh
+ {
+ init_mesh( &world.numbers,
+ MESH_NUMBERS_BUFFER,
+ vg_list_size( MESH_NUMBERS_BUFFER )
+ );
+
+ for( int i = 0; i < 10; i ++ )
+ {
+ vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] );
+ }
+ }
- VG_CHECK_GL();
+ // Create info data texture
+ {
+ glGenTextures( 1, &world.background_data );
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ vg_tex2d_nearest();
+ }
+
+ // Create random smaples texture
+ {
+ u8 *data = malloc(512*512*2);
+ for( int i = 0; i < 512*512*2; i ++ )
+ data[ i ] = rand()/(RAND_MAX/255);
+
+ glGenTextures( 1, &world.random_samples );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
+ vg_tex2d_linear();
+ vg_tex2d_repeat();
+
+ free( data );
+ }
+
+ resource_load_main();
+
+ // Restore gamestate
+ career_load();
+ console_load_map( 1, level_pack_1 );
}
void vg_free(void)
{
+ console_save_map( 0, NULL );
+ career_serialize();
+
+ resource_free_main();
+
+ glDeleteTextures( 1, &world.background_data );
+ glDeleteTextures( 1, &world.random_samples );
+
+ free_mesh( &world.tile );
+ free_mesh( &world.circle );
+ free_mesh( &world.numbers );
+ map_free();
}
-void vg_ui(void)
+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 = 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])) )
+ {
+ u32 window = blob >> kernel[i];
+
+ for( int j = 0; j < vg_list_size(invalid); j ++ )
+ if((window & invalid[j]) == invalid[j])
+ return 0;
+ }
+ }
+
+ return 1;
+}
+
+static void map_reclassify( v2i start, v2i end, int update_texbuffer )
+{
+ v2i full_start = { 1,1 };
+ v2i full_end = { world.w-1, world.h-1 };
+
+ if( !start || !end )
+ {
+ start = full_start;
+ end = full_end;
+ }
+
+ // Texture data
+ u8 info_buffer[64*64*4];
+ u32 pixel_id = 0;
+
+ int px0 = vg_max( start[0], full_start[0] ),
+ px1 = vg_min( end[0], full_end[0] ),
+ py0 = vg_max( start[1], full_start[1] ),
+ py1 = vg_min( end[1], full_end[1] );
+
+ for( int y = py0; y < py1; y ++ )
+ {
+ for( int x = px0; x < px1; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+
+ u8 height = 0;
+ u8 config = 0x00;
+
+ if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+ {
+ 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;
+ }
+
+ height = 128;
+ }
+ else
+ {
+ if( cell->state & FLAG_WALL )
+ height = 255;
+
+ config = 0xF;
+ }
+
+ pcell((v2i){x,y})->config = config;
+
+ u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
+ info_px[0] = height;
+ info_px[1] = cell->state & FLAG_WALL? 0: 255;
+ info_px[2] = 0;
+ info_px[3] = 0;
+ }
+ }
+
+ if( update_texbuffer )
+ {
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+ }
+}
+
+
+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_1[] = {{1.0f,0.5f},{0.8f,0.5f},{0.3f,0.5f},{0.2f,0.5f}};
+v2f const curve_4[] = {{0.0f,0.5f},{0.3f,0.5f},{0.5f,0.5f},{0.8f,0.5f}};
+v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
+v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{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;
+
+void vg_update(void)
+{
+ // Fit within screen
+
+ float r1 = (float)vg_window_y / (float)vg_window_x,
+ r2 = (float)world.h / (float)world.w,
+ size;
+
+ size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f;
+ m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
+
+ v3f origin;
+ origin[0] = floorf( -0.5f * world.w );
+ origin[1] = floorf( -0.5f * world.h );
+ origin[2] = 0.0f;
+ m3x3_identity( m_view );
+ m3x3_translate( m_view, origin );
+ m3x3_mul( m_projection, m_view, vg_pv );
+ vg_projection_update();
+
+ // Input stuff
+ v2_copy( vg_mouse_ws, world.tile_pos );
+
+ world.tile_x = floorf( world.tile_pos[0] );
+ world.tile_y = floorf( world.tile_pos[1] );
+
+ static u16 id_drag_from = 0;
+ static v2f drag_from_co;
+ static v2f drag_to_co;
+
+ // Tilemap editing
+ if( !world.simulating )
+ {
+ v2_copy( vg_mouse_ws, drag_to_co );
+
+ if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
+ {
+ world.selected = world.tile_y * world.w + world.tile_x;
+
+ static u32 modify_state = 0;
+
+ struct cell *cell_ptr = &world.data[world.selected];
+
+ if( vg_get_button_down("primary") )
+ {
+ modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL;
+ }
+
+ if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) )
+ {
+ cell_ptr->state &= ~FLAG_CANAL;
+ cell_ptr->state |= modify_state;
+
+ if( cell_ptr->state & FLAG_CANAL )
+ {
+ sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+ world.score ++;
+ }
+ else
+ {
+ if( cell_ptr->state & (FLAG_IS_TRIGGER|FLAG_TARGETED) )
+ {
+ cell_ptr->state &= ~(FLAG_IS_TRIGGER|FLAG_TARGETED);
+ for( u32 i = 0; i < 2; i ++ )
+ {
+ if( cell_ptr->links[i] )
+ {
+ struct cell *other_ptr = &world.data[ cell_ptr->links[i] ];
+ other_ptr->links[ i ] = 0;
+ other_ptr->state &= ~FLAG_IS_TRIGGER;
+
+ if( other_ptr->links[ i ^ 0x1 ] == 0 )
+ other_ptr->state &= ~(FLAG_TARGETED);
+ }
+ }
+ }
+
+ sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+ world.score --;
+ }
+
+ cell_ptr->links[0] = 0;
+ cell_ptr->links[1] = 0;
+
+ map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
+ (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
+ }
+
+ if( vg_get_button_down("secondary") && !(cell_ptr->config == k_cell_type_split) )
+ {
+ id_drag_from = world.selected;
+ drag_from_co[0] = world.tile_x + 0.5f;
+ drag_from_co[1] = world.tile_y + 0.5f;
+ }
+
+ if( id_drag_from && (cell_ptr->config == k_cell_type_split) )
+ {
+ float local_x = vg_mouse_ws[0] - (float)world.tile_x;
+ drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
+ drag_to_co[1] = (float)world.tile_y + 0.25f;
+
+ if( vg_get_button_up("secondary") )
+ {
+ struct cell *drag_ptr = &world.data[id_drag_from];
+ u32 link_id = local_x > 0.5f? 1: 0;
+
+ // Cleanup existing connections
+ if( cell_ptr->links[ link_id ] )
+ {
+ vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] );
+
+ struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+ current_connection->state &= ~FLAG_IS_TRIGGER;
+ current_connection->links[ link_id ] = 0;
+ }
+
+ if( drag_ptr->links[ link_id ^ 0x1 ] )
+ {
+ vg_warn( "Destroying alternate link %u (%hu)\n", link_id ^ 0x1, drag_ptr->links[ link_id ^ 0x1 ] );
+
+ struct cell *current_connection = &world.data[ drag_ptr->links[ link_id ^ 0x1 ]];
+ if( !current_connection->links[ link_id ] )
+ current_connection->state &= ~FLAG_TARGETED;
+
+ current_connection->links[ link_id ^ 0x1 ] = 0;
+ drag_ptr->links[ link_id ^ 0x1 ] = 0;
+ }
+
+ // Create the new connection
+ vg_success( "Creating connection on link %u (%hu)\n", link_id, id_drag_from );
+
+ cell_ptr->links[ link_id ] = id_drag_from;
+ drag_ptr->links[ link_id ] = world.selected;
+
+ cell_ptr->state |= FLAG_TARGETED;
+ drag_ptr->state |= FLAG_IS_TRIGGER;
+ id_drag_from = 0;
+ }
+ }
+ }
+ else
+ world.selected = -1;
+
+ if( vg_get_button("secondary") && id_drag_from )
+ {
+ vg_line2( drag_from_co, drag_to_co, 0xff00ff00, 0xffffff00 );
+ }
+ else
+ {
+ id_drag_from = 0;
+ }
+ }
+ else
+ {
+ world.selected = -1;
+ id_drag_from = 0;
+ }
+
+ // Simulation stop/start
+ if( vg_get_button_down("go") )
+ {
+ if( world.simulating )
+ {
+ simulation_stop();
+ }
+ 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;
+ world.sim_run = 0;
+
+ for( int i = 0; i < world.w*world.h; i ++ )
+ world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+
+ io_reset();
+ }
+ }
+
+ // 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 );
+ sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
+
+ // 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;
+ }
+ }
+
+ int alive_count = 0;
+
+ // Update fish positions
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+ struct cell *cell_current = pcell( fish->pos );
+
+ if( fish->alive == -1 )
+ fish->alive = 0;
+
+ if( fish->alive != 1 )
+ 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] )
+ {
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+ if( run->recv_count < vg_list_size( run->recieved ) )
+ run->recieved[ run->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;
+
+ if( !(cell_current->state & FLAG_TARGETED) )
+ 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
+ {
+ 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( fish->dir[0] )
+ {
+ if( cell_entry->config == k_cell_type_split ||
+ cell_entry->config == k_cell_type_ramp_right ||
+ cell_entry->config == k_cell_type_ramp_left )
+ {
+ // Special death (FALL)
+ v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
+ v2_divs( fish->physics_v, vg_time_delta, fish->physics_v );
+
+ fish->alive = -2;
+ vg_warn( "Special death (fall)\n" );
+ continue;
+ }
+ }
+
+ 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;
+ }
+
+ if( cell_entry->state & FLAG_IS_TRIGGER )
+ {
+ int trigger_id = cell_entry->links[0]?0:1;
+ int connection_id = cell_entry->links[trigger_id];
+ int target_px = connection_id % world.w;
+ int target_py = (connection_id - target_px)/world.w;
+
+ vg_line2( (v2f){ fish->pos[0], fish->pos[1] }, (v2f){ target_px, target_py }, 0xffffffff, 0xffffffff );
+
+ struct cell *target_peice = &world.data[ cell_entry->links[trigger_id] ];
+
+ if( trigger_id )
+ target_peice->state |= FLAG_FLIP_FLOP;
+ else
+ target_peice->state &= ~FLAG_FLIP_FLOP;
+ }
+ }
+
+ if( fish->alive )
+ alive_count ++;
+ }
+
+ // Check for collisions
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ if( world.fishes[i].alive == 1 )
+ {
+ for( int j = i+1; j < world.num_fishes; j ++ )
+ {
+ if( (world.fishes[j].alive == 1) && (world.fishes[i].pos[0] == world.fishes[j].pos[0]) &&
+ (world.fishes[i].pos[1] == world.fishes[j].pos[1]) )
+ {
+ // Shatter death (+0.5s)
+ world.fishes[i].alive = -1;
+ world.fishes[j].alive = -1;
+ world.fishes[i].death_time = 0.5f;
+ world.fishes[j].death_time = 0.5f;
+ }
+ }
+ }
+ }
+
+ // Spawn fishes
+ 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 < term->runs[ world.sim_run ].condition_count )
+ {
+ struct fish *fish = &world.fishes[world.num_fishes++];
+ fish->pos[0] = posx;
+ fish->pos[1] = posy;
+ fish->alive = 1;
+ fish->payload = term->runs[ world.sim_run ].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--;
+ else
+ alive_count ++;
+ }
+ }
+ }
+
+ if( alive_count == 0 )
+ {
+ world.completed = 1;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ if( !is_input )
+ {
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+
+ if( run->recv_count == run->condition_count )
+ {
+ for( int j = 0; j < run->condition_count; j ++ )
+ {
+ if( run->recieved[j] != run->conditions[j] )
+ {
+ world.completed = 0;
+ break;
+ }
+ }
+ }
+ else
+ {
+ world.completed = 0;
+ break;
+ }
+ }
+ }
+
+ if( world.completed )
+ {
+ if( world.sim_run < world.max_runs-1 )
+ {
+ vg_success( "Run passed, starting next\n" );
+ world.sim_run ++;
+ world.sim_frame = 0;
+ world.sim_start = vg_time;
+ continue;
+ }
+ else
+ {
+ vg_success( "Level passed!\n" );
+
+ u32 score = 0;
+ for( int i = 0; i < world.w*world.h; i ++ )
+ if( world.data[ i ].state & FLAG_CANAL )
+ score ++;
+
+ world.score = score;
+ world.time = world.sim_frame;
+ }
+ }
+ else
+ {
+ vg_error( "Level failed :(\n" );
+ }
+
+ // Copy into career data
+ if( world.ptr_career_level )
+ {
+ world.ptr_career_level->score = world.score;
+ world.ptr_career_level->time = world.time;
+ world.ptr_career_level->completed = world.completed;
+ }
+
+ simulation_stop(); // TODO: Async?
+ break;
+ }
+
+ world.sim_frame ++;
+ }
+
+ float scaled_time = 0.0f;
+ scaled_time = (vg_time-world.sim_start)*2.0f;
+ world.frame_lerp = scaled_time - (float)world.sim_frame;
+
+ // Update positions
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->alive == 0 )
+ continue;
+
+ if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+ continue; // Todo: particle thing?
+
+ if( fish->alive == -2 )
+ {
+ v2_muladds( fish->physics_v, (v2f){ 0.0, -9.8f }, vg_time_delta, fish->physics_v );
+ v2_muladds( fish->physics_co, fish->physics_v, vg_time_delta, fish->physics_co );
+ }
+ else
+ {
+ struct cell *cell = pcell(fish->pos);
+ v2f const *curve;
+
+ float t = world.frame_lerp;
+
+ v2_copy( fish->physics_co, fish->physics_v );
+
+ switch( cell->config )
+ {
+ case 13:
+ if( fish->dir[0] == 1 )
+ curve = curve_12;
+ else
+ curve = curve_9;
+ break;
+ case 1: curve = curve_1; break;
+ case 4: curve = curve_4; break;
+ case 2: curve = curve_2; break;
+ case 8: curve = curve_8; 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;
+ }
+
+ 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->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+ fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+ fish->physics_co[0] += (float)fish->pos[0];
+ fish->physics_co[1] += (float)fish->pos[1];
+ }
+ 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->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
+ fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
+ }
+ }
+ }
+ }
+}
+
+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|FLAG_INPUT|FLAG_OUTPUT) )
+ {
+ uv[0] = tile_offsets[ cell->config ][0];
+ uv[1] = tile_offsets[ cell->config ][1];
+ } else continue;
+
+ 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 );
+ }
+ }
+}
+
+static void draw_numbers( v3f coord, int number )
+{
+ v3f pos;
+ v3_copy( coord, pos );
+ int digits[8]; int i = 0;
+
+ while( number > 0 && i < 8 )
+ {
+ digits[i ++] = number % 10;
+ number = number / 10;
+ }
+
+ for( int j = 0; j < i; j ++ )
+ {
+ glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos );
+ draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] );
+ pos[0] += pos[2] * 0.75f;
+ }
+}
+
+void vg_render(void)
+{
+ glViewport( 0,0, vg_window_x, vg_window_y );
+
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
+ v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
+
+ // 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 );
+
+ // Draw background
+
+ if(1){
+
+ SHADER_USE( shader_background );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
+
+ glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+ glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+
+ draw_mesh( 0, 2 );
+
+ }
+
+
+ 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 );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ // 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( 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 i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->alive == 0 )
+ continue;
+
+ if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+ continue;
+
+ 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 );
+ glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
+ draw_mesh( 0, 32 );
+ }
+ }
+
+ SHADER_USE( shader_tile_main );
+
+ // 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 );
+
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
+ render_tiles( NULL, NULL, colour_default, colour_selected );
+
+ // Draw splitters
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell->state & FLAG_CANAL )
+ {
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ int trigger_id = cell->links[0]?0:1;
+
+ int x2 = cell->links[trigger_id] % world.w;
+ int y2 = (cell->links[trigger_id] - x2) / world.w;
+
+ v2f startpoint;
+ v2f midpoint;
+ v2f endpoint;
+
+ startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+ startpoint[1] = (float)y2 + 0.25f;
+
+ endpoint[0] = x+0.5f;
+ endpoint[1] = y+0.5f;
+ v2_add( startpoint, endpoint, midpoint );
+ v2_muls( midpoint, 0.5f, midpoint );
+ midpoint[1] += -0.8f;
+
+ float t, ta;
+ v2f lastpoint; v2f curpoint;
+ v2_copy( startpoint, lastpoint );
+
+ for( int i = 0; i < 10; i ++ )
+ {
+ t = ((float)i+1.f)/10.0f;
+ ta = 1.0f-t;
+
+ v2_muls( startpoint, ta*ta, curpoint );
+ v2_muladds( curpoint, midpoint, 2.0f*ta*t, curpoint );
+ v2_muladds( curpoint, endpoint, t*t, curpoint );
+
+ vg_line2( lastpoint, curpoint, 0xff444444, 0xff444444 );
+ v2_copy( curpoint, lastpoint );
+ }
+ }
+
+ 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( (world.frame_lerp > curve_7_linear_section) )
+ {
+ float const rotation_speed = 0.4f;
+ if( (world.frame_lerp < 1.0f-rotation_speed) )
+ {
+ float t = world.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, cell->state & FLAG_TARGETED? 3.0f: 0.0f, 0.0f );
+ draw_mesh( 0, 2 );
+ }
+ }
+ }
+ }
+
+ // 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, 0 );
+
+ 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, 0 );
+ }
+
+ //glDisable(GL_BLEND);
+
+ glDisable(GL_BLEND);
+
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ use_mesh( &world.circle );
+
+ int const filled_start = 0;
+ int const filled_count = 32;
+ int const empty_start = 32;
+ int const empty_count = 32*2;
+
+ // 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;
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ for( int k = 0; k < term->run_count; k ++ )
+ {
+ for( int j = 0; j < term->runs[k].condition_count; j ++ )
+ {
+ float y_offset = is_input? 1.2f: -0.2f;
+ y_offset += (is_input? 0.2f: -0.2f) * (float)k;
+
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
+
+ if( is_input )
+ {
+ colour_code_v3( term->runs[k].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 && world.sim_run >= k )
+ draw_mesh( empty_start, empty_count );
+ else
+ draw_mesh( filled_start, filled_count );
+ }
+ else
+ {
+ if( term->runs[k].recv_count > j )
+ {
+ colour_code_v3( term->runs[k].recieved[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->runs[k].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( filled_start, filled_count );
+ }
+
+ // Draw score
+ float const score_bright = 1.25f;
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
+ 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
+
+ use_mesh( &world.numbers );
+ draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
+
+ // Level selection UI
+ use_mesh( &world.circle );
+ float ratio = ((float)vg_window_x/(float)vg_window_y);
+
+ m3x3f ui_view = M3X3_IDENTITY;
+ m3x3_scale( ui_view, (v3f){ 1.0f, ratio, 1.0f } );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view );
+
+ // Calculate mouse in UIsp
+ v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f,
+ (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(-1.0f/ratio), 0.0125f };
+
+ // Get selected level
+ const float selection_scale = 0.05f;
+ int const level_count = vg_list_size( level_pack_1 );
+ int level_select = -1;
+
+ if( mouse_ui_space[0] <= -0.8f )
+ {
+ float levels_range = (float)level_count*selection_scale*0.6f;
+ float level_offset = ((-mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
+ level_select = ceilf( level_offset );
+
+ // Draw selector
+ if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
+ {
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f );
+
+ use_mesh( &world.tile );
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ -1.0f,
+ ((float)level_count - (float)level_select * 2.0f ) * selection_scale * 0.6f,
+ selection_scale
+ );
+ draw_mesh( 2, 2 );
+
+ use_mesh( &world.circle );
+
+ if( vg_get_button_down( "primary" ) )
+ {
+ console_changelevel( 1, level_pack_1 + level_select );
+ }
+ }
+ }
+ else mouse_ui_space[1] = INFINITY;
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
+
+ // Draw levels
+ for( int i = 0; i < level_count; i ++ )
+ {
+ struct career_level *clevel = &career.levels[i];
+
+ v3f level_ui_space = {
+ -0.97f,
+ ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+ selection_scale * 0.5f
+ };
+
+ float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f );
+ level_ui_space[2] *= scale;
+
+ glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
+
+ if( clevel->completed )
+ draw_mesh( filled_start, filled_count );
+ else
+ draw_mesh( empty_start, empty_count );
+ }
+
+ // Level scores
+ use_mesh( &world.numbers );
+ for( int i = 0; i < level_count; i ++ )
+ {
+ struct career_level *clevel = &career.levels[i];
+
+ v3f level_ui_space = {
+ -0.94f,
+ ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+ 0.02f
+ };
+
+ if( clevel->completed )
+ {
+ draw_numbers( level_ui_space, clevel->score );
+ }
+ }
+
+ //use_mesh( &world.numbers );
+ //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );
+}
+
+void vg_ui(void)
+{
+ //ui_test();
}