+
+ for( u32 i = 0; i < 2; i ++ )
+ {
+ if( drag_ptr->links[ i ] )
+ {
+ vg_warn( "Destroying link %u (%hu)\n", i, drag_ptr->links[ i ] );
+
+ struct cell *current_connection = &world.data[ drag_ptr->links[ i ]];
+ if( current_connection->links[ i ^ 0x1 ] == 0 )
+ current_connection->state &= ~FLAG_TARGETED;
+
+ current_connection->links[ i ] = 0;
+ drag_ptr->links[ i ] = 0;
+ }
+ }
+
+ // Create the new connection
+ vg_success( "Creating connection on link %u (%hu)\n", link_id, world.id_drag_from );
+
+ cell_ptr->links[ link_id ] = world.id_drag_from;
+ drag_ptr->links[ link_id ] = world.selected;
+
+ cell_ptr->state |= FLAG_TARGETED;
+ drag_ptr->state |= FLAG_IS_TRIGGER;
+ world.id_drag_from = 0;
+ }
+ }
+ }
+ else
+ {
+ world.selected = -1;
+ }
+
+ if( !(vg_get_button("secondary") && world.id_drag_from) )
+ world.id_drag_from = 0;
+ }
+ else
+ {
+ world.selected = -1;
+ world.id_drag_from = 0;
+ }
+
+ // Marble state updates
+ // ========================================================================================================
+ if( is_simulation_running() )
+ {
+ float old_time = world.sim_internal_time;
+
+ if( !world.st.buttons[ k_world_button_pause ].state )
+ world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed;
+ else
+ world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f );
+ world.sim_internal_delta = world.sim_internal_time-old_time;
+
+ world.sim_target = (int)floorf(world.sim_internal_time);
+
+ int success_this_frame = 0;
+ int failure_this_frame = 0;
+
+ while( world.sim_frame < world.sim_target )
+ {
+ sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 );
+
+ // 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;
+ }
+ if( cell->state & (FLAG_IS_TRIGGER|FLAG_EMITTER) )
+ cell->state &= ~FLAG_TRIGGERED;
+ }
+
+ int alive_count = 0;
+
+ // Update fish positions
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->state == k_fish_state_soon_dead )
+ fish->state = k_fish_state_dead;
+
+ if( fish->state == k_fish_state_soon_alive )
+ fish->state = k_fish_state_alive;
+
+ if( fish->state < k_fish_state_alive )
+ continue;
+
+ struct cell *cell_current = pcell( fish->pos );
+
+ if( fish->state == k_fish_state_alive )
+ {
+ // 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( v2i_eq( term->pos, fish->pos ) )
+ {
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+ if( run->recv_count < vg_list_size( run->recieved ) )
+ {
+ if( fish->colour == run->steps[ run->recv_count ] )
+ success_this_frame = 1;
+ else
+ failure_this_frame = 1;
+
+ run->recieved[ run->recv_count ++ ] = fish->colour;
+ }
+ else
+ failure_this_frame = 1;
+
+ break;
+ }
+ }
+
+ fish->state = k_fish_state_dead;
+ fish->death_time = -1000.0f;
+ continue;
+ }
+
+
+ if( cell_current->config == k_cell_type_merge )
+ {
+ // Can only move up
+ fish->dir[0] = 0;
+ fish->dir[1] = -1;
+ fish->flow_reversed = 0;
+ }
+ else
+ {
+ 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
+ {
+ // Apply cell out-flow
+ struct cell_description *desc = &cell_descriptions[ cell_current->config ];
+
+ v2i_copy( fish->flow_reversed? desc->start: desc->end, fish->dir );
+ }
+
+ v2i pos_next;
+ v2i_add( fish->pos, fish->dir, pos_next );
+
+ struct cell *cell_next = pcell( pos_next );
+
+ if( cell_next->state & (FLAG_CANAL|FLAG_OUTPUT) )
+ {
+ struct cell_description *desc = &cell_descriptions[ cell_next->config ];
+
+ if( cell_next->config == k_cell_type_merge )
+ {
+ if( fish->dir[0] == 0 )
+ {
+ fish->state = k_fish_state_dead;
+ fish->death_time = world.sim_internal_time;
+ }
+ else
+ fish->flow_reversed = 0;
+ }
+ else
+ {
+ if( cell_next->config == k_cell_type_split )
+ {
+ if( fish->dir[0] == 0 )
+ {
+ sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
+ cell_next->state |= FLAG_FLIP_ROTATING;
+
+ fish->flow_reversed = 0;
+ }
+ else
+ {
+ fish->state = k_fish_state_dead;
+ fish->death_time = world.sim_internal_time;
+ }
+ }
+ else
+ fish->flow_reversed = ( fish->dir[0] != -desc->start[0] ||
+ fish->dir[1] != -desc->start[1] )? 1: 0;
+ }
+ }
+ else
+ {
+ if( world_check_pos_ok( fish->pos, 2 ) )
+ fish->state = k_fish_state_bg;
+ else
+ {
+ fish->state = k_fish_state_dead;
+ fish->death_time = world.sim_internal_time;
+ }
+ }
+ }
+
+ //v2i_add( fish->pos, fish->dir, fish->pos );
+ }
+ else if( fish->state == k_fish_state_bg )
+ {
+ v2i_add( fish->pos, fish->dir, fish->pos );
+
+ if( !world_check_pos_ok( fish->pos, 2 ) )
+ {
+ fish->state = k_fish_state_dead;
+ fish->death_time = -1000.0f;
+ }
+ else
+ {
+ struct cell *cell_entry = pcell( fish->pos );
+
+ if( cell_entry->state & FLAG_CANAL )
+ {
+ if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u
+ || cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d )
+ {
+ #ifdef VG_STEAM
+ sw_set_achievement( "CAN_DO_THAT" );
+ #endif
+
+ fish->state = k_fish_state_soon_alive;
+
+ fish->dir[0] = 0;
+ fish->dir[1] = 0;
+ fish->flow_reversed = 1;
+
+ switch( cell_entry->config )
+ {
+ case k_cell_type_con_r: fish->dir[0] = 1; break;
+ case k_cell_type_con_l: fish->dir[0] = -1; break;
+ case k_cell_type_con_u: fish->dir[1] = 1; break;
+ case k_cell_type_con_d: fish->dir[1] = -1; break;
+ }
+ }
+ }
+ }
+ }
+ else { vg_error( "fish behaviour unimplemented for behaviour type (%d)\n" ); }
+
+ if( fish->state >= k_fish_state_alive )
+ alive_count ++;
+ }
+
+ // Second pass (triggers)
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ // Apply movement
+ if( fish->state == k_fish_state_alive )
+ v2i_add( fish->pos, fish->dir, fish->pos );
+
+ if( fish->state == k_fish_state_alive || fish->state == k_fish_state_soon_alive )
+ {
+ struct cell *cell_current = pcell( fish->pos );
+
+ if( cell_current->state & FLAG_IS_TRIGGER )
+ {
+ int trigger_id = cell_current->links[0]?0:1;
+
+ struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
+
+ // Spawn new marble
+ if( (target_peice->state & FLAG_EMITTER) && !(target_peice->state & FLAG_TRIGGERED))
+ {
+ if( world.num_fishes < vg_list_size( world.fishes ) )
+ {
+ struct fish *fish = &world.fishes[ world.num_fishes ];
+ lcell( cell_current->links[trigger_id], fish->pos );
+
+ fish->state = k_fish_state_soon_alive;
+ fish->colour = target_peice->emit[ trigger_id ];
+
+ if( target_peice->config != k_cell_type_stub )
+ {
+ struct cell_description *desc = &cell_descriptions[ target_peice->config ];
+ v2i_copy( desc->start, fish->dir );
+ fish->flow_reversed = 1;
+
+ world.num_fishes ++;
+ alive_count ++;
+ }
+ }
+ else
+ vg_warn( "Max marbles exceeded\n" );
+ }
+ else
+ {
+ if( trigger_id )
+ target_peice->state |= FLAG_FLIP_FLOP;
+ else
+ target_peice->state &= ~FLAG_FLIP_FLOP;
+ }
+
+ cell_current->state |= FLAG_TRIGGERED;
+ }
+ }
+ }
+
+ // Third pass (collisions)
+ struct fish *fi, *fj;
+
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ fi = &world.fishes[i];
+
+ if( (fi->state == k_fish_state_alive) |
+ (fi->state == k_fish_state_soon_alive) )
+ {
+ int continue_again = 0;
+
+ for( int j = i+1; j < world.num_fishes; j ++ )
+ {
+ fj = &world.fishes[j];
+
+ if( (fj->state == k_fish_state_alive) |
+ (fj->state == k_fish_state_soon_alive) )
+ {
+ v2i fi_prev;
+ v2i fj_prev;
+
+ v2i_sub( fi->pos, fi->dir, fi_prev );
+ v2i_sub( fj->pos, fj->dir, fj_prev );
+
+ int
+ collide_next_frame = (
+ (fi->pos[0] == fj->pos[0]) &&
+ (fi->pos[1] == fj->pos[1]))? 1: 0,
+ collide_this_frame = (
+ (fi_prev[0] == fj->pos[0]) &&
+ (fi_prev[1] == fj->pos[1]) &&
+ (fj_prev[0] == fi->pos[0]) &&
+ (fj_prev[1] == fi->pos[1])
+ )? 1: 0;
+
+ if( collide_next_frame || collide_this_frame )
+ {
+ #ifdef VG_STEAM
+ sw_set_achievement( "BANG" );
+ #endif
+
+ // Shatter death (+0.5s)
+ float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f );
+
+ fi->state = k_fish_state_soon_dead;
+ fj->state = k_fish_state_soon_dead;
+ fi->death_time = death_time;
+ fj->death_time = death_time;
+
+ continue_again = 1;
+ break;
+ }
+ }
+ }
+ if( continue_again )
+ continue;
+ }
+ }
+
+ // Spawn fishes
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int is_input = pcell(term->pos)->state & FLAG_INPUT;
+
+ if( is_input )
+ {
+ if( world.sim_frame < term->runs[ world.sim_run ].step_count )
+ {
+ i8 emit = term->runs[ world.sim_run ].steps[ world.sim_frame ];
+ if( emit == -1 )
+ continue;
+
+ struct fish *fish = &world.fishes[ world.num_fishes ];
+ v2i_copy( term->pos, fish->pos );
+
+ fish->state = k_fish_state_alive;
+ fish->colour = emit;
+
+ struct cell *cell_ptr = pcell( fish->pos );
+
+ if( cell_ptr->config != k_cell_type_stub )
+ {
+ if( world.num_fishes < vg_list_size(world.fishes))
+ {
+ struct cell_description *desc = &cell_descriptions[ cell_ptr->config ];
+
+ v2i_copy( desc->start, fish->dir );
+ fish->flow_reversed = 1;
+
+ world.num_fishes ++;
+ alive_count ++;
+ }
+ else
+ vg_warn( "Max marbles exceeded\n" );
+ }
+ }
+ }
+ }
+
+ if( alive_count == 0 )
+ {
+ world.completed = 1;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+
+ if( pcell(term->pos)->state & FLAG_OUTPUT )
+ {
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+
+ if( run->recv_count == run->step_count )
+ {
+ for( int j = 0; j < run->step_count; j ++ )
+ {
+ if( run->recieved[j] != run->steps[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_target = 0;
+ world.num_fishes = 0;
+
+ // Reset timing reference points
+ world.sim_delta_ref = vg_time;
+ world.sim_internal_ref = 0.0f;
+
+ if( world.st.buttons[ k_world_button_pause ].state )
+ world.pause_offset_target = 0.5f;
+ else
+ world.pause_offset_target = 0.0f;
+
+ world.sim_internal_time = 0.0f;
+
+ for( int i = 0; i < world.w*world.h; i ++ )
+ world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+
+ 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;
+
+ // Copy into career data
+ if( world.pCmpLevel )
+ {
+ career_pass_level( world.pCmpLevel, world.score, 1 );
+ }
+
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 9 );
+ failure_this_frame = 0;
+ success_this_frame = 0;
+ }
+ }
+ else
+ {
+ #ifdef VG_STEAM
+ if( world.sim_run > 0 )
+ sw_set_achievement( "GOOD_ENOUGH" );
+ #endif
+
+ vg_error( "Level failed :(\n" );
+ }
+
+ simulation_stop();
+ break;
+ }
+
+ world.sim_frame ++;
+ }
+
+ // Sounds
+ if( failure_this_frame )
+ {
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 0 );
+ }
+ else if( success_this_frame )
+ {
+ static int succes_counter = 0;
+
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 1+(succes_counter++) );
+
+ if( succes_counter == 7 )
+ succes_counter = 0;
+ }
+
+ // Position update
+ // =====================================================================================================
+
+ world.frame_lerp = world.sim_internal_time - floorf( world.sim_internal_time );
+
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->state == k_fish_state_dead )
+ continue;
+
+ if( fish->state == k_fish_state_soon_dead && (world.sim_internal_time > fish->death_time) )
+ continue; // Todo: particle thing?
+
+ struct cell *cell = pcell(fish->pos);
+ struct cell_description *desc = &cell_descriptions[ cell->config ];
+
+ v2f const *curve;
+
+ float t = world.frame_lerp;
+ if( fish->flow_reversed && !desc->is_linear )
+ t = 1.0f-t;
+
+ v2_copy( fish->physics_co, fish->physics_v );
+
+ switch( cell->config )
+ {
+ case k_cell_type_merge:
+ if( fish->dir[0] == 1 )
+ curve = curve_12;
+ else
+ curve = curve_9;
+ break;
+ case k_cell_type_con_r: curve = curve_1; break;
+ case k_cell_type_con_l: curve = curve_4; break;
+ case k_cell_type_con_u: curve = curve_2; break;
+ case k_cell_type_con_d: 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;
+ }
+
+ v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
+ v2_divs( fish->physics_v, world.sim_internal_delta, fish->physics_v );
+ }
+ }
+}
+
+static void render_tile( v2i pos, struct cell *ptr, v4f const regular_colour,
+ v4f const selected_colour, int with_glow )
+{
+ int selected = world.selected == pos[1]*world.w + pos[0];
+ int uv[2];
+
+ uv[0] = ptr->config & 0x3;
+ uv[1] = ptr->config >> 2;
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ),
+ (float)pos[0],
+ (float)pos[1],
+ uv[0],
+ uv[1]
+ );
+
+ if( with_glow )
+ {
+ glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uGlowA" ),
+ 1, ptr->glow[0] );
+ glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uGlowB" ),
+ 1, ptr->glow[1] );
+ }
+ else
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_main, "uGlowA" ),
+ 0.0f,
+ 0.0f,
+ 0.0f );
+ glUniform3f( SHADER_UNIFORM( shader_tile_main, "uGlowB" ),
+ 0.0f,
+ 0.0f,
+ 0.0f );
+ }
+
+ 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 );
+}
+
+// Renders specific chunk of tiles
+static void render_tile_block( 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;
+ }
+
+ for( int y = start[1]; y < end[1]; y ++ )
+ {
+ for( int x = start[0]; x < end[0]; x ++ )
+ {
+ v2i pos = { x, y };
+ struct cell *cell = pcell( pos );
+
+ if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) )
+ render_tile( pos, cell, regular_colour, selected_colour, 0 );
+ }
+ }
+}
+
+// Renders all tiles in the command list
+static void render_tiles( v4f const regular_colour, v4f const selected_colour,
+ int with_glow )
+{
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+
+ struct render_list
+ {
+ struct render_cmd *arr;
+ u32 count;
+ }
+ render_lists[] = {
+ { world.cmd_buf_tiles, world.tile_count },
+ { world.cmd_buf_specials, world.tile_special_count }
+ };
+
+ int world_paused = world.st.buttons[k_world_button_pause].state;
+ if( with_glow && !world_paused )
+ {
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( !(fish->state == k_fish_state_alive ||
+ fish->state == k_fish_state_soon_alive) ) continue;
+
+ struct cell *cell_x = pcell( fish->pos );
+ v3f glow_colour;
+ colour_code_v3( fish->colour, glow_colour );
+
+ int c = 0;
+ if( cell_x->config == k_cell_type_split )
+ c = cell_x->state & FLAG_FLIP_FLOP? 1:0;
+
+ if( cell_x->config == k_cell_type_merge )
+ c = fish->dir[0]==-1?1:0;
+
+ v3_muladds( cell_x->glow[c], glow_colour,
+ powf(world.frame_lerp,2.0f)*0.03f * world.sim_delta_speed,
+ cell_x->glow[c]);
+ }
+ }
+
+ for( int i = 0; i < vg_list_size( render_lists ); i ++ )
+ {
+ struct render_list *list = &render_lists[i];
+ for( int j = 0; j < list->count; j ++ )
+ {
+ struct render_cmd *cmd = &list->arr[j];
+ struct cell *cell = cmd->ptr;
+
+ render_tile( cmd->pos, cell, regular_colour, selected_colour, with_glow );
+ }
+ }
+}
+
+static int world_button_exec( struct world_button *btn, v2f texture, v3f colour, enum world_button_status *status )
+{
+ static v2i click_grab = { -9999, -9999 };
+
+ // Reset click_grab
+ if( !btn )
+ {
+ click_grab[0] = -9999;
+ click_grab[1] = -9999;
+ return 0;
+ }
+
+ v2i click_tile = { world.tile_x, world.tile_y };
+
+ int triggered = 0;
+ int is_hovering = v2i_eq( click_tile, btn->position ) && !gui_want_mouse();
+
+ // Set up light targets before logic runs
+ if( btn->state )
+ btn->light_target = is_hovering? 0.7f: 0.6f;
+ else
+ btn->light_target = is_hovering? 0.2f: 0.0f;
+
+ if( vg_get_button( "primary" ) && is_hovering )
+ btn->light_target = 1.0f;
+
+ // Process click action
+ if( is_hovering )
+ {
+ if( vg_get_button_down( "primary" ) && is_hovering )
+ v2i_copy( click_tile, click_grab );
+ else if( v2i_eq( click_grab, click_tile ) && vg_get_button_up( "primary" ) )
+ {
+ // Click event
+ *status = btn->state? k_world_button_on_disable: k_world_button_on_enable;
+
+ if( btn->mode == k_world_button_mode_toggle )
+ btn->state ^= 0x1;
+
+ sfx_set_play( &audio_clicks, &audio_system_ui, btn->state? 1:0 );
+ triggered = 1;
+ }
+ }
+
+ // Drawing stage
+ v4f final_colour;
+
+ btn->light = vg_lerpf( btn->light, btn->light_target + btn->extra_light, vg_time_delta*26.0f );
+
+ v3_copy( colour, final_colour );
+ final_colour[3] = btn->light;
+
+ glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
+ btn->position[0],
+ btn->position[1],
+ texture[0],
+ texture[1]
+ );
+ glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
+ draw_mesh( 0, 2 );
+
+ return triggered;
+}
+
+static void level_selection_buttons(void)
+{
+ v3f tutorial_colour = { 0.204f, 0.345f, 0.553f };
+ v3f locked_colour = { 0.2f, 0.2f, 0.2f };
+
+ struct cmp_level *switch_level_to = NULL;
+
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+ {
+ struct career_level_pack *grid = &career_packs[i];
+
+ for( int j = 0; j < grid->count; j ++ )
+ {
+ struct cmp_level *lvl = &grid->pack[ j ];
+
+ if( world.pCmpLevel == lvl )
+ lvl->btn.extra_light = 0.35f + fabsf(sinf( vg_time * 2.0f )) * 0.05f;
+ else lvl->btn.extra_light = 0.2f;
+
+ if( lvl->completed_score )
+ lvl->btn.extra_light += 0.6f;
+
+ enum world_button_status status;
+ if( world_button_exec(
+ &lvl->btn,
+ (v2f){0.0f,0.0f},
+ lvl->unlocked? (lvl->is_tutorial? tutorial_colour: grid->primary_colour): locked_colour,
+ &status
+ ))
+ {
+ if( status == k_world_button_on_enable && lvl->unlocked )
+ switch_level_to = lvl;
+ }
+ }
+ }
+
+ if( switch_level_to )
+ {
+ world.st.lvl_to_load = switch_level_to;
+ world.st.lvl_load_time = vg_time + 0.25f;
+ world.st.world_transition = 1.0f;
+
+ /*
+ if( console_changelevel( 1, &switch_level_to->map_name ) )
+ {
+ world.pCmpLevel = switch_level_to;
+ gen_level_text( world.pCmpLevel );
+ }
+ */
+ }
+}
+
+static void render_sprite( enum sprites_auto_combine_index id, v3f pos )
+{
+ struct vg_sprite *sp = &sprites_auto_combine[ id ];
+
+ glUniform4fv( SHADER_UNIFORM( shader_sprite, "uUv" ), 1, sp->uv_xywh );
+ glUniform3f( SHADER_UNIFORM( shader_sprite, "uPos" ),
+ pos[0], pos[1], pos[2] * world.st.world_transition );
+
+ draw_mesh( 0, 2 );
+}
+
+static void vg_framebuffer_resize(int w, int h)
+{
+ glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
+
+ for( int i=0; i<2; i++ )
+ {
+ glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[i] );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
+ w/EFFECT_BUFFER_RATIO, h/EFFECT_BUFFER_RATIO,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
+ }
+}
+
+void vg_render(void)
+{
+ if( enable_bloom || enable_vignette )
+ glBindFramebuffer( GL_FRAMEBUFFER, world.st.framebuffer );
+ else
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+ glViewport( 0,0, vg_window_x, vg_window_y );
+
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.14f, 0.14f, 0.14f, 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};
+
+ int const circle_base = 6;
+ int const filled_start = circle_base+0;
+ int const filled_count = circle_base+32;
+ int const empty_start = circle_base+32;
+ int const empty_count = circle_base+32*2;
+
+#if 0
+ struct world_theme *theme = &world_themes[ world_theme_id ];
+#else
+ struct world_theme *theme = &world_themes[ 0 ];
+#endif
+
+ if( !world.initialzed )
+ return;
+
+ // Extract render commands
+ world.tile_count = 0;
+ world.tile_special_count = 0;
+
+ 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_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER|FLAG_INPUT_NICE) )
+ {
+ struct render_cmd *cmd;
+
+ if(
+ (cell->config == k_cell_type_split && (cell->state & FLAG_CANAL))
+ || (cell->state & (FLAG_EMITTER|FLAG_IS_TRIGGER))
+ )
+ cmd = &world.cmd_buf_tiles[ world.max_commands - (++ world.tile_special_count) ];
+ else
+ cmd = &world.cmd_buf_tiles[ world.tile_count ++ ];
+
+ cmd->pos[0] = x;
+ cmd->pos[1] = y;
+ cmd->ptr = cell;
+
+ int world_paused = world.st.buttons[k_world_button_pause].state;
+ if( !world_paused )
+ {
+ float decay = 1.0f - world.sim_delta_speed*0.005f;
+ v3_muls( cell->glow[0], decay, cell->glow[0] );
+ v3_muls( cell->glow[1], decay, cell->glow[1] );
+ }
+ }
+ }
+ }
+
+ world.cmd_buf_specials = &world.cmd_buf_tiles[ world.max_commands - world.tile_special_count ];
+
+ // BACKGROUND
+ // ========================================================================================================
+ use_mesh( &world.shapes );
+
+ 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" ), 0.05f );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+ glUniform1f( SHADER_UNIFORM( shader_background, "uVisibility" ), 1.0f ); //world.st.world_transition );
+
+ draw_mesh( 0, 2 );
+
+ // TILESET BACKGROUND LAYER
+ // ========================================================================================================
+ use_mesh( &world.shapes );
+ 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 );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uVisibility" ), world.st.world_transition * 2.0f );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ // rebind textures
+ vg_tex2d_bind( &tex_tile_data, 0 );
+ vg_tex2d_bind( theme->tex_tiles, 1 );
+ vg_tex2d_bind( &tex_tile_glow, 2 );
+
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlow" ), 2 );
+
+ glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uShadowing" ), 1, theme->col_shadow );
+
+ render_tiles( colour_default, colour_default, 1 );
+
+ // MARBLES
+ // ========================================================================================================
+ SHADER_USE( shader_ball );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_ball_noise, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
+
+ if( world.st.buttons[ k_world_button_sim ].state )
+ {
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+ v3f render_pos;
+ render_pos[2] = 1.0f;
+
+ if( fish->state == k_fish_state_dead || fish->state == k_fish_state_soon_dead )
+ {
+ float death_anim_time = world.sim_internal_time - fish->death_time;
+
+ // Death animation
+ if( death_anim_time > 0.0f && death_anim_time < 1.0f )
+ {
+ float amt = 1.0f-death_anim_time*death_anim_time;
+
+ v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta * amt, fish->physics_co );
+ render_pos[2] = amt;
+ }
+ else if( world.sim_internal_time > fish->death_time )
+ continue;
+ }
+ else if( fish->state == k_fish_state_bg )
+ continue;
+
+ v2_copy( fish->physics_co, render_pos );
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+ colour_code_v3( fish->colour, dot_colour );
+
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos );
+ glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
+ draw_mesh( 0, 2 );
+ }
+ }
+
+ // TILESET FOREGROUND LAYER
+ // ========================================================================================================
+ SHADER_USE( shader_tile_main );
+
+ // Re Bind textures
+ vg_tex2d_bind( &tex_tile_data, 0 );
+ vg_tex2d_bind( theme->tex_tiles, 1 );
+ vg_tex2d_bind( &tex_tile_glow, 2 );
+
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
+ render_tiles( colour_default, colour_selected, 0 );
+
+ // Draw splitters
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ 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)cmd->pos[0],
+ (float)cmd->pos[1] + 0.125f,
+ cell->state & FLAG_TARGETED? 3.0f: 2.0f,
+ 3.0f
+ );
+ draw_mesh( 0, 2 );
+ }
+ }
+
+ // EDIT OVERLAY
+ // ========================================================================================================
+ if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !world.id_drag_from )
+ {
+ 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_tile_block( new_begin, new_end, colour_default, colour_default );
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end, 0 );
+ }
+
+ // BUTTONS
+ // ========================================================================================================
+ SHADER_USE( shader_buttons );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_buttons, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
+
+ enum world_button_status stat;
+ int world_paused = world.st.buttons[k_world_button_pause].state;
+ int world_running = world.st.buttons[k_world_button_sim].state;
+
+ float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f);
+
+ v3f btn_dark_blue = { 0.204f, 0.345f, 0.553f };
+ v3f btn_orange = { 0.553f, 0.345f, 0.204f };
+
+ if( world_button_exec( &world.st.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, btn_dark_blue, &stat ))
+ {
+ if( stat == k_world_button_on_enable )
+ {
+ simulation_start();
+
+ if( world_paused )
+ world.pause_offset_target = 0.5f;
+ }
+ else
+ {
+ if( world_paused )
+ {
+ // Trigger single step
+ world.pause_offset_target += 1.0f;
+ world.st.buttons[k_world_button_sim].state = 1;
+ }
+ else
+ {
+ simulation_stop();
+ }
+ }
+ }
+
+ if( world_button_exec( &world.st.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, btn_dark_blue, &stat ))
+ {
+ world.sim_internal_ref = world.sim_internal_time;
+ world.sim_delta_ref = vg_time;
+
+ if( stat == k_world_button_on_enable )
+ {
+ float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
+ world.pause_offset_target = 0.5f - time_frac;
+ }
+ else
+ world.pause_offset_target = 0.0f;
+ }
+
+ if( world_button_exec( &world.st.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, btn_orange, &stat ))
+ {
+ world.sim_delta_speed = stat == k_world_button_on_enable? 10.0f: 2.5f;
+
+ if( !world_paused )
+ {
+ world.sim_delta_ref = vg_time;
+ world.sim_internal_ref = world.sim_internal_time;
+ }
+ }
+
+ if( world_button_exec( &world.st.buttons[k_world_button_settings], (v2f){ 1.0f, 2.0f }, btn_orange, &stat ))
+ {
+ world.st.state = stat == k_world_button_on_enable?
+ k_game_state_settings: k_game_state_main;
+ }
+
+ level_selection_buttons();
+
+ if( vg_get_button_up( "primary" ) )
+ world_button_exec( NULL, NULL, NULL, NULL );
+
+ // I/O ARRAYS
+ // ========================================================================================================
+
+ //glEnable(GL_BLEND);
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ struct cell *cell = pcell(term->pos);
+
+ int is_input = cell->state & FLAG_INPUT;
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ if( cell->state & FLAG_EMITTER )
+ {
+ for( int j = 0; j < 2; j ++ )
+ {
+ if( cell->emit[j] != -1 )
+ {
+ colour_code_v3( cell->emit[j], dot_colour );
+
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ term->pos[0] + 0.25f + (float)j * 0.5f,
+ term->pos[1] + 0.25f,
+ 0.12f
+ );
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+ draw_mesh( filled_start, filled_count );
+ }
+ }
+ continue;
+ }
+
+ for( int k = 0; k < term->run_count; k ++ )
+ {
+ float arr_base = is_input? 1.2f: -0.2f,
+ run_offset = (is_input? 0.2f: -0.2f) * (float)k,
+ y_position = is_input?
+ (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset:
+ (float)term->pos[1] + arr_base + run_offset;
+
+ v4f bar_colour;
+ int bar_draw = 0;
+
+ if( is_simulation_running() )
+ {
+ if( k == world.sim_run )
+ {
+ float a = fabsf(sinf( vg_time * 2.0f )) * 0.075f + 0.075f;
+
+ v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, a }, bar_colour );
+ }
+ else
+ v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
+
+ bar_draw = 1;
+ }
+ else if( 1 || k & 0x1 )
+ {
+ if( k & 0x1 )
+ v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, 0.07f }, bar_colour );
+ else
+ v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
+
+ bar_draw = 1;
+ }
+
+ if( bar_draw )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, bar_colour );
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ (float)term->pos[0], y_position - 0.1f, 1.0f );
+
+ draw_mesh( 2, 2 );
+ }
+
+ for( int j = 0; j < term->runs[k].step_count; j ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ (float)term->pos[0] + 0.2f + 0.2f * (float)j,
+ y_position,
+ 0.1f
+ );
+
+ if( is_input )
+ {
+ i8 colour = term->runs[k].steps[j];
+ if( colour != -1 )
+ {
+ colour_code_v3( colour, 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) || 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].steps[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( empty_start, empty_count );
+ }
+ }
+ }
+ }
+
+ // SPRITES
+ // ========================================================================================================
+ SHADER_USE( shader_sprite );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_sprite, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_sprites, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 );
+
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( (cell->config == k_cell_type_split) || (cell->state & FLAG_EMITTER) )
+ {
+ v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f };
+
+ v3f p0 = { 0.0f, 0.0f, 4.0f };
+ v3f p1 = { 0.0f, 0.0f, 4.0f };
+
+ v2_add( center, (v2f){ -0.25f, -0.25f }, p0 );
+ v2_add( center, (v2f){ 0.25f, -0.25f }, p1 );
+
+ render_sprite( k_sprite_jack_1, p0 );
+ render_sprite( k_sprite_jack_2, p1 );
+ }
+ else if( cell->state & FLAG_IS_TRIGGER )
+ {
+ v3f p0 = { 0.0f, 0.0f, 4.0f };
+
+ struct cell_description *desc = &cell_descriptions[ cell->config ];
+
+ v2_add( (v2f){ cmd->pos[0], cmd->pos[1] }, desc->trigger_pos, p0 );
+ render_sprite( desc->trigger_sprite, p0 );
+ }
+ }
+
+ // TEXT ELEMENTS
+ // ========================================================================================================
+ // Old style
+ m3x3f mvp_text;
+ m3x3_identity( mvp_text );
+ m3x3_scale( mvp_text, (v3f){
+ 1.0f/ ((float)UI_GLYPH_SPACING_X*4.0f),
+ 1.0f/ -((float)UI_GLYPH_SPACING_X*4.0f),
+ 1.0f
+ });
+
+ m3x3_mul( vg_pv, mvp_text, mvp_text );
+ ui_draw( &world.st.world_text, mvp_text );
+
+ // WIRES
+ // ========================================================================================================
+ glEnable(GL_BLEND);
+
+ SHADER_USE( shader_wire );
+ glBindVertexArray( world.wire.vao );
+
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ v4f const wire_left_colour = { 0.9f, 0.9f, 0.9f, 1.0f };
+ v4f const wire_right_colour = { 0.5f, 0.5f, 0.5f, 1.0f };
+ v4f const wire_drag_colour = { 0.3f, 0.3f, 0.3f, 0.6f };
+
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uTime" ), world.frame_lerp );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), 0.0f );
+
+ if( world.id_drag_from )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_drag_colour );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.20f*world.st.world_transition );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f*world.st.world_transition );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+
+ // Pulling animation
+ float rp_x1 = world.frame_lerp*9.0f;
+ float rp_xa = rp_x1*expf(1.0f-rp_x1)* 0.36f;
+ float rp_x2 = 1.0f-rp_xa;
+
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( cell->state & FLAG_TARGETED )
+ {
+ for( int j = 0; j < 2; j ++ )
+ {
+ if( !cell->links[j] )
+ continue;
+
+ struct cell *other_cell = &world.data[ cell->links[ j ]];
+ struct cell_description *desc = &cell_descriptions[ other_cell->config ];
+
+ int x2 = cell->links[j] % world.w;
+ int y2 = (cell->links[j] - x2) / world.w;
+
+ v2f startpoint;
+ v2f endpoint;
+
+ endpoint[0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f);
+ endpoint[1] = (float)cmd->pos[1] + 0.25f;
+
+ startpoint[0] = x2;
+ startpoint[1] = y2;
+
+ v2_add( desc->trigger_pos, startpoint, startpoint );
+
+ if( cmd->ptr->state & FLAG_EMITTER )
+ {
+ v4f wire_colour;
+ colour_code_v3( cmd->ptr->emit[j], wire_colour );
+ wire_colour[3] = 1.0f;
+
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_colour );
+ }
+ else
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, j? wire_right_colour: wire_left_colour );
+
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), other_cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), other_cell->state & FLAG_TRIGGERED? rp_xa: 0.0f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), startpoint[0], startpoint[1], 0.18f*world.st.world_transition );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), endpoint[0], endpoint[1], 0.18f*world.st.world_transition );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+ }
+ }
+
+ // WIRE ENDPOINTS
+ // ========================================================================================================
+
+ SHADER_USE( shader_tile_colour );
+ use_mesh( &world.shapes );
+
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( cell->state & FLAG_TARGETED )
+ {
+ for( int j = 0; j < 2; j ++ )
+ {
+ if( !cell->links[j] )
+ continue;
+
+ struct cell *other_cell = &world.data[ cell->links[ j ]];
+ struct cell_description *desc = &cell_descriptions[ other_cell->config ];
+
+ int x2 = cell->links[j] % world.w;
+ int y2 = (cell->links[j] - x2) / world.w;
+
+ v2f pts[2];
+
+ pts[0][0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f);
+ pts[0][1] = (float)cmd->pos[1] + 0.25f;
+
+ pts[1][0] = x2;
+ pts[1][1] = y2;
+
+ v2_add( desc->trigger_pos, pts[1], pts[1] );
+
+ if( cell->state & FLAG_EMITTER )
+ {
+ v4f wire_colour;
+ colour_code_v3( cell->emit[j], wire_colour );
+
+ v3_muls( wire_colour, 0.8f, wire_colour );
+ wire_colour[3] = 1.0f;
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, wire_colour );
+ }
+ else
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1,j?wire_right_colour: wire_left_colour );
+
+ for( int i = 0; i < 2; i ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ pts[i][0],
+ pts[i][1],
+ 0.08f * world.st.world_transition
+ );
+ draw_mesh( filled_start, filled_count );
+ }
+ }
+ }
+ }
+
+ // SUB SPLITTER DIRECTION
+ // ========================================================================================================
+
+ /*
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f );
+
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( cell->state & FLAG_TARGETED && cell->config == k_cell_type_split )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), cmd->pos[0], cmd->pos[1], 1.0f );
+ draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 );
+ }
+ }
+ */
+
+ // LIGHT FLARES
+ // ========================================================================================================
+ glBlendFunc(GL_ONE, GL_ONE);
+ glBlendEquation(GL_FUNC_ADD);
+
+ SHADER_USE( shader_sprite );
+
+ vg_tex2d_bind( &tex_sprites, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 );
+
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( cell->config == k_cell_type_split )
+ {
+ v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f };
+
+ v3f p0 = { 0.0f, 0.0f, 12.0f };
+ v3f p1 = { 0.0f, 0.0f, 12.0f };
+
+ v2_add( center, (v2f){ -0.25f, -0.25f }, p0 );
+ v2_add( center, (v2f){ 0.25f, -0.25f }, p1 );
+
+ if( cell->state & FLAG_TARGETED )
+ {
+ if( cell->state & FLAG_FLIP_FLOP )
+ render_sprite( k_sprite_flare_y, p1 );
+ else
+ render_sprite( k_sprite_flare_b, p0 );
+ }
+ else
+ render_sprite( k_sprite_flare_w, cell->state &FLAG_FLIP_FLOP? p1: p0 );
+ }
+ }
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ glDisable(GL_BLEND);
+
+ // 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 );
+ */
+
+ if( !enable_bloom )
+ {
+ if( enable_vignette )
+ goto image_composite;
+
+ return;
+ }
+
+ /* Scale down image and remap colour values */
+ glViewport( 0,0,
+ vg_window_x/EFFECT_BUFFER_RATIO, vg_window_y/EFFECT_BUFFER_RATIO );
+ glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[0] );
+
+ SHADER_USE( shader_post_darken );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+ glUniform1i( SHADER_UNIFORM( shader_post_darken, "uTexMain" ), 0 );
+
+ draw_mesh( 0, 2 );
+
+ /* Two pass blur */
+ v2f res_inv, blur_dir;
+ res_inv[0] = 1.0f / (float)( vg_window_x/EFFECT_BUFFER_RATIO );
+ res_inv[1] = 1.0f / (float)( vg_window_y/EFFECT_BUFFER_RATIO );
+
+ SHADER_USE( shader_post_blur );
+ glUniform1i( SHADER_UNIFORM( shader_post_blur, "uTexMain" ), 0 );
+
+ for( int i=0; i<1; i++ )
+ {
+ glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[1] );
+
+ v2_mul( (v2f){ 1.0f*(float)(i+1), 0.0f }, res_inv, blur_dir );
+
+ glUniform2fv( SHADER_UNIFORM(shader_post_blur,"uDir"), 1, blur_dir );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[0] );
+
+ draw_mesh( 0, 2 );
+
+ v2_mul( (v2f){ 0.0f, 1.0f*(float)(i+1) }, res_inv, blur_dir );
+
+ glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[0] );
+ glUniform2fv( SHADER_UNIFORM(shader_post_blur,"uDir"), 1, blur_dir );
+ glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[1] );
+ draw_mesh( 0, 2 );
+ }
+
+ /* Scene composite */
+ glViewport( 0,0, vg_window_x, vg_window_y );
+
+image_composite:
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+ SHADER_USE( shader_post_comp );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+ glUniform1i( SHADER_UNIFORM( shader_post_comp, "uTexMain" ), 0 );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[0] );
+ glUniform1i( SHADER_UNIFORM( shader_post_comp, "uTexBloom" ), 1 );
+
+ glUniform2f( SHADER_UNIFORM( shader_post_comp, "uComp" ),
+ enable_bloom? 1.0f: 0.0f,
+ enable_vignette? 0.0f: 1.0f );
+
+ draw_mesh( 0, 2 );
+}
+
+void vg_ui(void)
+{
+ // Drawing world name
+ if( world.pCmpLevel )
+ {
+ gui_text( (ui_px [2]){ vg_window_x / 2, 4 }, world.pCmpLevel->title, 2, k_text_align_center );
+ gui_text( (ui_px [2]){ vg_window_x / 2, 28 }, world.pCmpLevel->description, 1, k_text_align_center );
+ }
+
+#if 0
+ if( world.st.state == k_game_state_update )
+ {
+ gui_group_id( 34 );
+
+ ui_global_ctx.cursor[2] = 458;
+ ui_global_ctx.cursor[3] = 316;
+ ui_global_ctx.cursor[0] = vg_window_x / 2 - 229;
+ ui_global_ctx.cursor[1] = vg_window_y / 2 - 158;
+
+ gui_new_node();
+ {
+ gui_capture_mouse( 200 );
+ gui_fill_rect( ui_global_ctx.cursor, 0xE8303030 );
+
+ ui_px title_pos[2];
+ title_pos[0] = ui_global_ctx.cursor[0] + 229;
+ title_pos[1] = ui_global_ctx.cursor[1] + 16;
+
+ gui_text( title_pos, "Update 1.5", 2, k_text_align_center );
+
+ gui_text( (ui_px [2]){ ui_global_ctx.cursor[0] + 16, title_pos[1] + 45 },
+ "Welcome to the first update to marble computing!"
+ "\n"
+ "New features have been added:\n"
+ "\n"
+ " - Settings menu\n"
+ " - Map skins\n"
+ " - More levels and a new block type\n"
+ " - Scores for each level\n"
+ " - Zooming and panning (mousewheel)\n"
+ "\n"
+ "There is much more in the works, such as a\n"
+ "soundtrack, and the rest of the levels for the\n"
+ "3 bit computer!\n"
+ "\n"
+ "Thank you everyone for enjoying my game :)\n",
+ 1, k_text_align_left
+ );
+
+ ui_global_ctx.cursor[2] = 100;
+ ui_global_ctx.cursor[3] = 30;
+ ui_global_ctx.cursor[0] += 229 - 50;
+ ui_global_ctx.cursor[1] += 316 - 30 - 16;
+
+ if( gui_button( 1 ) )
+ {
+ world.st.state = k_game_state_main;
+ }
+ gui_text( (ui_px [2]){ ui_global_ctx.cursor[0] + 50,
+ ui_global_ctx.cursor[1] + 4 }, "OK", 1, k_text_align_center );
+ gui_end();
+ }
+ gui_end();
+ }
+ else
+#endif
+ if( world.st.state == k_game_state_settings )
+ {
+ gui_group_id( 35 );
+
+ ui_global_ctx.cursor[2] = 225;
+ gui_fill_y();
+ gui_align_right();
+
+ gui_new_node();
+ {
+ gui_capture_mouse( 200 );
+
+ gui_fill_rect( ui_global_ctx.cursor, 0xC0202020 );
+ ui_rect_pad( ui_global_ctx.cursor, 8 );
+
+ ui_global_ctx.cursor[3] = 25;
+
+ gui_new_node();
+ {
+ gui_text( ui_global_ctx.cursor, "SETTINGS", 2, 0 );
+
+ ui_global_ctx.cursor[2] = 25;
+ gui_align_right();
+
+ if( gui_button(4) == k_button_click )
+ {
+ world.st.buttons[ k_world_button_settings ].state = 0;
+ world.st.state = k_game_state_main;
+ vg_info( "exit\n" );
+ }
+ ui_global_ctx.cursor[0] += 4;
+ ui_global_ctx.cursor[1] -= 4;
+ gui_text( ui_global_ctx.cursor, "x", 2, 0 );
+ gui_end();
+ }
+ gui_end();
+
+ // Colour scheme selection
+ ui_global_ctx.cursor[1] += 30;
+
+ gui_text( ui_global_ctx.cursor, "Colour Scheme", 1, 0 );
+ ui_global_ctx.cursor[1] += 25;
+
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[2] = 50;
+
+ for( int i = 0; i < 4; i ++ )
+ {
+ gui_new_node();
+ {
+ // Convert to RGB
+ u32 rgb = 0xff000000;
+
+ for( int j = 0; j < 3; j ++ )
+ rgb |= (u32)(colour_sets[ colour_set_id ][i][j]*255.0f) << j * 8;
+
+ gui_fill_rect( ui_global_ctx.cursor, rgb );
+ }
+ gui_end_right();
+ }
+ }
+ gui_end_down();
+
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[2] = 25;
+ if( gui_button( 0 ) == k_button_click )
+ {
+ if( colour_set_id > 0 )
+ colour_set_id --;
+ }
+ gui_text( ui_global_ctx.cursor, "<", 2, 0 );
+ gui_end_right();
+
+ ui_global_ctx.cursor[2] = 150;
+ gui_new_node();
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff );
+ gui_text(
+ (ui_px [2]){ ui_global_ctx.cursor[0] + 75, ui_global_ctx.cursor[1] + 6 },
+ (const char *[]){ "Normal", "Extra1", "Extra2" }[ colour_set_id ],
+ 1, k_text_align_center
+ );
+ }
+ gui_end_right();
+
+ ui_global_ctx.cursor[2] = 25;
+ if( gui_button( 1 ) == k_button_click )
+ {
+ if( colour_set_id < vg_list_size( colour_sets )-1 )
+ colour_set_id ++;
+ }
+ gui_text( ui_global_ctx.cursor, ">", 2, 0 );
+ gui_end_down();