+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ return 0;
+ }
+}
+
+static void simulation_stop(void)
+{
+ world.simulating = 0;
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+ world.sim_run = 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
+ 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)
+{
+ 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
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "map",
+ .function = console_changelevel
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "credits",
+ .function = console_credits
+ });
+
+ // 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) );
+ }
+
+ // Circle mesh
+ {
+ 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 ) );
+ }
+
+ // 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] );
+ }
+ }
+
+ // Create wire mesh
+ {
+ int const num_segments = 64;
+
+ struct mesh_wire *mw = &world.wire;
+
+ v2f wire_points[ num_segments * 2 ];
+ u16 wire_indices[ 6*(num_segments-1) ];
+
+ for( int i = 0; i < num_segments; i ++ )
+ {
+ float l = (float)i / (float)(num_segments-1);
+
+ v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] );
+ v2_copy( (v2f){ l, 0.5f }, wire_points[i*2+1] );
+
+ if( i < num_segments-1 )
+ {
+ wire_indices[ i*6+0 ] = i*2 + 0;
+ wire_indices[ i*6+1 ] = i*2 + 1;
+ wire_indices[ i*6+2 ] = i*2 + 3;
+ wire_indices[ i*6+3 ] = i*2 + 0;
+ wire_indices[ i*6+4 ] = i*2 + 3;
+ wire_indices[ i*6+5 ] = i*2 + 2;
+ }
+ }
+
+ glGenVertexArrays( 1, &mw->vao );
+ glGenBuffers( 1, &mw->vbo );
+ glGenBuffers( 1, &mw->ebo );
+ glBindVertexArray( mw->vao );
+
+ glBindBuffer( GL_ARRAY_BUFFER, mw->vbo );
+
+ glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW );
+ glBindVertexArray( mw->vao );
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW );
+
+ // XY
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
+
+ mw->em = vg_list_size( wire_indices );
+ }
+
+ // 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 );