+ 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();
+ }
+ gui_end_down();
+
+ // Theme select
+ ui_global_ctx.cursor[1] += 16;
+
+#if 0
+ gui_text( ui_global_ctx.cursor, "Tile Theme", 1, 0 );
+ ui_global_ctx.cursor[1] += 20;
+
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[2] = 25;
+ if( gui_button( 2 ) == k_button_click )
+ {
+ if( world_theme_id > 0 )
+ world_theme_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 },
+ world_themes[ world_theme_id ].name, 1, k_text_align_center
+ );
+ }
+ gui_end_right();
+
+ ui_global_ctx.cursor[2] = 25;
+ if( gui_button( 3 ) == k_button_click )
+ {
+ if( world_theme_id < vg_list_size( world_themes )-1 )
+ world_theme_id ++;
+ }
+ gui_text( ui_global_ctx.cursor, ">", 2, 0 );
+ gui_end_down();
+ }
+ gui_end_down();
+#endif
+
+ gui_text( ui_global_ctx.cursor, "Graphics", 1, 0 );
+ ui_global_ctx.cursor[1] += 20;
+
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[2] = 200;
+ if( gui_button( 5 ) == k_button_click )
+ {
+ enable_bloom ^= 0x1;
+ }
+ ui_global_ctx.cursor[0] += 4;
+ ui_global_ctx.cursor[1] += 4;
+ gui_text( ui_global_ctx.cursor, enable_bloom?
+ "Bloom: ENABLED":
+ "Bloom: DISABLED", 1, 0 );
+ gui_end_down();
+ }
+ gui_end_down();
+
+ ui_global_ctx.cursor[1] += 10;
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[2] = 200;
+ if( gui_button( 6 ) == k_button_click )
+ {
+ enable_vignette ^= 0x1;
+ }
+ ui_global_ctx.cursor[0] += 4;
+ ui_global_ctx.cursor[1] += 4;
+ gui_text( ui_global_ctx.cursor, enable_vignette?
+ "Vignette: ENABLED":
+ "Vignette: DISABLED", 1, 0 );
+ gui_end_down();
+ }
+ gui_end_down();
+
+ ui_global_ctx.cursor[1] += 16;
+ gui_text( ui_global_ctx.cursor, "Music Volume", 1, 0 );
+ ui_global_ctx.cursor[1] += 20;
+
+ gui_new_node();
+ {
+ ui_px slider_start = ui_global_ctx.cursor[0];
+
+ float const bar_width = 45.0f,
+ bar_total = 200.0f,
+ bar_movement = bar_total-bar_width,
+ bar_start = bar_width * 0.5f;
+
+ ui_global_ctx.cursor[2] = bar_total;
+ ui_fill_rect( &ui_global_ctx,
+ ui_global_ctx.cursor,
+ 0xff111111 );
+
+ ui_global_ctx.cursor[2] = bar_width;
+ ui_global_ctx.cursor[0] = slider_start + music_volume * bar_movement;
+
+ int status = gui_button( 7 );
+
+ static ui_px drag_start = 0.0f;
+
+ if( status == k_button_start_click )
+ drag_start = ui_global_ctx.mouse[0];
+ else if( ui_global_ctx.capture_lock &&
+ (ui_global_ctx.capture_mouse_id == ui_group_id(&ui_global_ctx,7)))
+ {
+ ui_px drag_offset = ui_global_ctx.mouse[0] - drag_start;
+ float offset_local = (drag_start + drag_offset - slider_start - bar_start) / bar_movement;
+
+ music_volume = vg_minf( vg_maxf( offset_local, 0.0f ), 1.0f );
+ music_volume_update();
+ }
+
+ ui_global_ctx.cursor[0] += 4;
+ ui_global_ctx.cursor[1] += 4;
+
+ char volbuf[12];
+ snprintf( volbuf, 12, "%.2f", music_volume );
+ gui_text( ui_global_ctx.cursor, volbuf, 1, 0 );
+ gui_end_down();
+ }
+ gui_end_down();
+ }
+ gui_end();
+ }
+}
+
+#if STEAM_LEADERBOARDS
+void leaderboard_dispatch_score(void)
+{
+
+ sw_upload_leaderboard_score(
+ ui_data.upload_request.level->steam_leaderboard,
+ k_ELeaderboardUploadScoreMethodKeepBest,
+ ui_data.upload_request.score,
+ NULL,
+ 0
+ );
+
+ ui_data.upload_request.is_waiting = 0;