//#define VG_STEAM
#include "vg/vg.h"
+SHADER_DEFINE( shader_tile_colour,
+
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform mat3 uPv;"
+ "uniform vec2 uOffset;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ "uniform vec4 uColour;"
+ ""
+ "void main()"
+ "{"
+ "FragColor = uColour;"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uOffset", "uColour" })
+)
+
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+#define FLAG_INPUT 0x1
+#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;
+ int id;
+ }
+ *io;
+
+ u32 w, h;
+
+ GLuint tile_vao;
+ GLuint tile_vbo;
+
+ int selected;
+} world = {};
+
+static void map_free(void)
+{
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ arrfree( world.io[ i ].conditions );
+
+ arrfree( world.data );
+ arrfree( world.io );
+
+ world.w = 0;
+ world.h = 0;
+ world.data = NULL;
+ world.io = NULL;
+}
+
+static int map_load( const char *str )
+{
+ map_free();
+
+ char const *c = str;
+
+ // Scan for width
+ for(;; world.w ++)
+ {
+ if( str[world.w] == ';' )
+ break;
+ else if( !str[world.w] )
+ {
+ vg_error( "Unexpected EOF when parsing level\n" );
+ return 0;
+ }
+ }
+
+ struct cell *row = arraddnptr( world.data, world.w );
+ int cx = 0;
+ int reg_start = 0, reg_end = 0;
+
+ for(;;)
+ {
+ if( !*c )
+ break;
+
+ if( *c == ';' )
+ {
+ c ++;
+
+ // Parse attribs
+ if( *c != '\n' )
+ {
+ while( *c )
+ {
+ if( reg_start < reg_end )
+ {
+ if( *c >= 'a' && *c <= 'z' )
+ {
+ arrpush( world.io[ reg_start ].conditions, *c );
+ }
+ else
+ {
+ if( *c == ',' || *c == '\n' )
+ {
+ reg_start ++;
+
+ if( *c == '\n' )
+ break;
+ }
+ else
+ {
+ vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
+ return 0;
+ }
+ }
+ }
+ else
+ {
+ vg_error( "Too many values to assign (row: %u)\n", world.h );
+ return 0;
+ }
+
+ c ++;
+ }
+ }
+
+ if( reg_start != reg_end )
+ {
+ vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
+ return 0;
+ }
+
+ if( cx != world.w )
+ {
+ vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
+ return 0;
+ }
+
+ row = arraddnptr( world.data, world.w );
+ cx = 0;
+ world.h ++;
+ reg_end = reg_start = arrlen( world.io );
+ }
+ else
+ {
+ if( cx == world.w )
+ {
+ vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
+ return 0;
+ }
+
+ // Tile initialization
+ // row[ cx ] .. etc
+ row[ cx ].water[0] = 0;
+ row[ cx ].water[1] = 0;
+
+ if( *c == '+' || *c == '-' )
+ {
+ struct cell_terminal term = { .id = cx + world.h*world.w };
+ arrpush( world.io, term );
+ row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
+ reg_end ++;
+ }
+ else if( *c == '#' )
+ {
+ row[ cx ++ ].state = FLAG_WALL;
+ }
+ else
+ {
+ row[ cx ++ ].state = 0x00;
+ }
+ }
+
+ c ++;
+ }
+
+ vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
+ return 1;
+}
+
int main( int argc, char *argv[] )
{
vg_init( argc, argv, "FishLadder" );
}
+void vg_register(void)
+{
+ SHADER_INIT( shader_tile_colour );
+}
+
void vg_start(void)
{
+ glGenVertexArrays( 1, &world.tile_vao );
+ glGenBuffers( 1, &world.tile_vbo );
+
+ float quad_mesh[] =
+ {
+ 0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f,
+ 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f
+ };
+
+ glBindVertexArray( world.tile_vao );
+ glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo );
+ glBufferData
+ (
+ GL_ARRAY_BUFFER,
+ sizeof( quad_mesh ),
+ quad_mesh,
+ GL_STATIC_DRAW
+ );
+
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
+
+ map_load
+ (
+ "#############;\n"
+ "###-#####-###;aaa,aa\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "###+#####+###;aa,aaa\n"
+ "#############;\n"
+ );
+}
+void vg_free(void)
+{
+ glDeleteVertexArrays( 1, &world.tile_vao );
+ glDeleteBuffers( 1, &world.tile_vbo );
+
+ map_free();
}
-void vg_update(void)
+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_render(void)
+void vg_update(void)
{
+ float ratio = (float)vg_window_y / (float)vg_window_x;
+ float const size = 9.5f;
+ v3f origin;
+ origin[0] = -0.5f * world.w;
+ origin[1] = -0.5f * world.h;
+ origin[2] = 0.0f;
+
+ m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+ m3x3_identity( m_view );
+ m3x3_translate( m_view, origin );
+ m3x3_mul( m_projection, m_view, vg_pv );
+ vg_projection_update();
+
+ v2f tile_pos;
+ v2_copy( vg_mouse_ws, tile_pos );
+
+ int tile_x = floorf( tile_pos[0] );
+ int tile_y = floorf( tile_pos[1] );
+
+ 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_free(void)
+void vg_render(void)
{
+ glViewport( 0,0, vg_window_x, vg_window_y );
+
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.01f, 0.01f, 0.01f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glBindVertexArray( world.tile_vao );
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ for( int y = 0; y < world.h; y ++ )
+ {
+ for( int x = 0; x < world.w; x ++ )
+ {
+ glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y );
+
+ v4f colour;
+
+ struct cell *cell = &world.data[y*world.w+x];
+
+ 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){ 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.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){}