#define FLAG_OUTPUT 0x2
#define FLAG_CANAL 0x4
#define FLAG_WALL 0x8
+#define FLAG_DROP 0x10
+#define FLAG_SPLIT 0x20
struct world
{
struct cell
{
u32 state;
- }
+ u8 water[2];
+ u8 config;
+ }
*data;
+ u32 frame;
+
struct cell_terminal
{
char *conditions;
// Tile initialization
// row[ cx ] .. etc
+ row[ cx ].water[0] = 0;
+ row[ cx ].water[1] = 0;
if( *c == '+' || *c == '-' )
{
map_free();
}
+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 = &world.data[ world.w*y + x ];
+
+ 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;
+}
+
void vg_update(void)
{
float ratio = (float)vg_window_y / (float)vg_window_x;
int tile_x = floorf( tile_pos[0] );
int tile_y = floorf( tile_pos[1] );
- if( tile_x >= 0 && tile_x < world.w && tile_y >= 0 && tile_y <= world.h )
- world.selected = tile_y * world.h + tile_x;
+ if( cell_interactive( (v2i){ tile_x, tile_y } ))
+ {
+ world.selected = tile_y * world.w + tile_x;
+
+ if( vg_get_button_down("primary") )
+ {
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ }
+ }
else
world.selected = -1;
+
+ // Reclassify world. TODO: Move into own function
+ for( int y = 2; y < world.h-2; y ++ )
+ {
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+
+ u8 config = 0x00;
+
+ if( world.data[y*world.w+x].state & FLAG_CANAL )
+ {
+ for( int i = 0; i < vg_list_size( dirs ); i ++ )
+ {
+ struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]];
+ if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+ config |= 0x1 << i;
+ }
+ } else config = 0xF;
+
+ world.data[ y*world.w+x ].config = config;
+ world.data[ y*world.w+x ].state &= ~(FLAG_DROP|FLAG_SPLIT);
+ }
+ }
+
+ for( int y = 2; y < world.h-2; y ++ )
+ for( int x = 2; x < world.w-2; x ++ )
+ {
+ // R,D,L,- 1110 (splitter, 1 drop created)
+
+ // R,-,L,U - 1011 (merger, 2 drop created)
+
+ u8 config = world.data[y*world.w+x].config;
+
+ if( config == 0x7 )
+ {
+ world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP);
+ }
+ else if( config == 0xD )
+ {
+ world.data[y*world.w+x-1].state |= FLAG_DROP;
+ world.data[y*world.w+x+1].state |= FLAG_DROP;
+ }
+ }
+
+ /*
+ canals
+ x
+ xxxxx
+ x x
+ x xxx
+ x x x
+ x xxx
+ x x
+ xxxxx
+ x
+ x
+
+ configs (Downlevels marked)
+ x
+ xDxDx
+ x x
+ x DxD
+ x x x
+ x xDx
+ x x
+ xxxDx
+ x
+ x
+
+ Path tracing with min function
+ 0
+ 11011
+ 1 .
+ 1 D.D
+ 1 . .
+ 1 .D.
+ 1 .
+ 1112.
+ 2
+ 2
+
+ Path tracing with min function
+ 0
+ 11011
+ 1 1
+ 1 212
+ 1 2 2
+ 1 232
+ 1 3
+ 11143
+ 4
+ 4
+
+ L to R fill
+ 0000000
+ 1101111
+ 1111111
+ 1112122
+ 1112222
+ 1112322
+ 1111333
+ 1114333
+ 4444444
+ 4444444
+ */
+
+ // Simulate world
+ static int update_tick = 0;
+ update_tick ++;
+
+ if( update_tick > 5 )
+ {
+ update_tick = 0;
+
+ u32 buffer_id = world.frame & 0x1;
+ u32 buffer_next = buffer_id ^ 0x1;
+
+ for( int y = 1; y < world.h-1; y ++ )
+ {
+ for( int x = 1; x < world.w-1; x ++ )
+ {
+ struct cell *cell = &world.data[y*world.w+x];
+
+ if( cell->state & (FLAG_OUTPUT|FLAG_DROP) )
+ cell->water[ buffer_next ] = 16;
+ else
+ {
+ int has_source = 0;
+ cell->water[ buffer_next ] = 0;
+
+ if( cell->state & FLAG_CANAL )
+ {
+ v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+
+ for( int i = 0; i < vg_list_size( dirs ); i ++ )
+ {
+ struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]];
+
+ if( neighbour->water[ buffer_id ] > cell->water[ buffer_next ]+1 )
+ {
+ has_source = 1;
+ cell->water[ buffer_next ] = neighbour->water[ buffer_id ]-1;
+ }
+ }
+ }
+
+ if( !has_source && cell->water[ buffer_id ] )
+ cell->water[ buffer_next ] = cell->water[ buffer_id ]-1;
+ }
+ }
+ }
+
+ world.frame ++;
+ }
}
void vg_render(void)
v4f colour;
- struct cell *cell = &world.data[y*world.h+x];
+ struct cell *cell = &world.data[y*world.w+x];
- if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); }
+ if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); }
else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); }
else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.2f, 0.3f, 0.7f, 1.0f }, colour ); }
else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); }
- else v4_copy( (v4f){ 1.0f, 0.0f, 0.0f, 1.0f }, colour );
+ else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
+
+ if( cell->water[world.frame&0x1] )
+ v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/8.0f), 1.0f }, colour );
- if( world.selected == y*world.h + x )
+ if( world.selected == y*world.w + x )
v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
-
+
+ if( cell->state & (FLAG_DROP|FLAG_SPLIT) )
+ v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour );
+
glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
glDrawArrays( GL_TRIANGLES, 0, 6 );
}
}
-void vg_ui(void){}
\ No newline at end of file
+void vg_ui(void){}