"level5",
"level6",
"level7_combine",
- "xor_small"
+ "xor_small",
+ "sort",
+ "thirds"
};
#pragma pack(push,1)
#define FLAG_WALL 0x40
#define FLAG_FLIP_FLOP 0x100
-#define FLAG_FLIP_ROTATING 0x200
-#define FLAG_TARGETED 0x400
+#define FLAG_TRIGGERED 0x200
+#define FLAG_FLIP_ROTATING 0x400
+#define FLAG_TARGETED 0x800
/*
0000 0 | 0001 1 | 0010 2 | 0011 3
int w, h;
struct mesh tile, circle, numbers;
+ struct mesh_wire
+ {
+ GLuint vao, vbo, ebo;
+ u32 em;
+ }
+ wire;
GLuint background_data;
GLuint random_samples;
world.initialzed = 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 map_reclassify( v2i start, v2i end, int update_texbuffer );
static int map_load( const char *str, const char *name )
{
if( !*c )
break;
+ if( *c == '\r' ) { c ++; continue; } // fuck off windows
+
if( *c == ';' )
{
c ++;
-
+
+ if( *c == '\r' ) c ++;
+
// Parse attribs
if( *c != '\n' )
{
while( *c )
{
+ if( *c == '\r' ) { c ++; continue; }
+
if( reg_start < reg_end )
{
struct cell_terminal *terminal = &world.io[ reg_start ];
vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
+ io_reset();
+
strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
world.initialzed = 1;
return 1;
}
}
-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;
if( argc >= 1 )
{
// Save current level
- if( console_save_map( 0, NULL ) )
- if( console_load_map( argc, argv ) )
- {
- simulation_stop();
- return 1;
- }
+ console_save_map( 0, NULL );
+ if( console_load_map( argc, argv ) )
+ {
+ simulation_stop();
+ return 1;
+ }
}
else
{
}
}
+ // 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 );
glDeleteTextures( 1, &world.background_data );
glDeleteTextures( 1, &world.random_samples );
+ glDeleteVertexArrays( 1, &world.wire.vao );
+ glDeleteBuffers( 1, &world.wire.vbo );
+ glDeleteBuffers( 1, &world.wire.ebo );
+
free_mesh( &world.tile );
free_mesh( &world.circle );
free_mesh( &world.numbers );
{
cell->state &= ~FLAG_FLIP_ROTATING;
}
+ if( cell->state & FLAG_IS_TRIGGER )
+ cell->state &= ~FLAG_TRIGGERED;
}
int alive_count = 0;
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;
+ struct cell *cell_current = pcell( fish->pos );
+
// Apply to output
if( cell_current->state & FLAG_OUTPUT )
{
sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
cell_entry->state |= FLAG_FLIP_ROTATING;
}
-
- if( cell_entry->state & FLAG_IS_TRIGGER )
+ }
+
+ if( fish->alive )
+ alive_count ++;
+ }
+
+ // Second pass (triggers)
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->alive == 1 )
+ {
+ struct cell *cell_current = pcell( fish->pos );
+
+ if( cell_current->state & FLAG_IS_TRIGGER )
{
- int trigger_id = cell_entry->links[0]?0:1;
- int connection_id = cell_entry->links[trigger_id];
+ int trigger_id = cell_current->links[0]?0:1;
+ int connection_id = cell_current->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] ];
+ struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
+
+ cell_current->state |= FLAG_TRIGGERED;
if( trigger_id )
target_peice->state |= FLAG_FLIP_FLOP;
target_peice->state &= ~FLAG_FLIP_FLOP;
}
}
-
- if( fish->alive )
- alive_count ++;
}
- // Check for collisions
+ // Third pass (collisions)
for( int i = 0; i < world.num_fishes; i ++ )
{
if( world.fishes[i].alive == 1 )
world.sim_run ++;
world.sim_frame = 0;
world.sim_start = vg_time;
+ world.num_fishes = 0;
continue;
}
else
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 );
//glDisable(GL_BLEND);
+ // Draw connecting wires
glDisable(GL_BLEND);
+ SHADER_USE( shader_wire );
+ glBindVertexArray( world.wire.vao );
+
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+
+ float rp_x1 = world.frame_lerp*9.0f;
+ float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+
+ 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 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;
+
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+ }
+ }
+ }
+
SHADER_USE( shader_tile_colour );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
use_mesh( &world.circle );