int is_linear;
v2f trigger_pos;
+ enum sprites_auto_combine_index trigger_sprite;
}
cell_descriptions[] =
{
// 0-3
{},
- { .start = { 1, 0 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f } },
- { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f } },
- { .start = { 0, 1 }, .end = { 1, 0 }, .trigger_pos = { 0.25f, 0.25f } },
+ { .start = { 1, 0 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d },
+ { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l },
+ { .start = { 0, 1 }, .end = { 1, 0 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l },
// 4-7
- { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f } },
- { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .is_linear = 1 },
- { .start = { 0, 1 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f } },
+ { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d },
+ { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d, .is_linear = 1 },
+ { .start = { 0, 1 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d },
{ .start = { 0, 1 }, .is_special = 1 },
// 8-11
- { .start = { 0, -1 }, .end = { 0, 1 }, .trigger_pos = { 0.25f, 0.5f } },
- { .start = { 1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.75f } },
- { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .is_linear = 1 },
+ { .start = { 0, -1 }, .end = { 0, 1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l },
+ { .start = { 1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l },
+ { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l, .is_linear = 1 },
{ },
// 12-15
- { .start = { -1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.75f, 0.75f } },
- { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f } },
+ { .start = { -1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.5f, 0.75f }, .trigger_sprite = k_sprite_brk_u },
+ { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f }, .trigger_sprite = k_sprite_brk_u },
{ },
{ }
};
}
st;
-#pragma pack(push,1)
struct cell
{
u16 state;
u16 links[2];
u8 config;
- char cc;
+ i8 emit[2];
}
*data;
-#pragma pack(pop)
struct render_cmd
{
{
struct terminal_run
{
- char conditions[8];
- char recieved[8];
+ i8 steps[8];
+ i8 recieved[8];
- int condition_count, recv_count;
+ int step_count, recv_count;
}
runs[8];
v2i pos;
v2i dir;
enum e_fish_state state;
- char payload;
+ i8 colour;
int flow_reversed;
float death_time;
v2f physics_v;
// Utility functions
// -----------------
-static void colour_code_v3( char const cc, v3f target );
+static void colour_code_v3( i8 cc, v3f target );
static int hash21i( v2i p, u32 umod );
// Mesh functions
// ===========================================================================================================
static int colour_set_id = 0;
+static int world_theme_id = 0;
static v3f colour_sets[][4] =
{
},
};
-static void colour_code_v3( char const cc, v3f target )
+static struct world_theme
{
- if( cc >= 'a' && cc <= 'z' )
- {
- int id = cc - 'a';
-
- if( id < vg_list_size( colour_sets[0] ) )
- {
- v3_copy( colour_sets[colour_set_id][ id ], target );
- return;
- }
- }
+ const char *name;
+ v3f col_shadow;
+
+ vg_tex2d *tex_tiles;
+}
+world_themes[] =
+{
+ {
+ "Wood",
+ { 0.89f, 0.8f, 0.7f },
+ &tex_tiles_wood
+ },
+ {
+ "Minimal",
+ { 0.8f, 0.8f, 0.8f },
+ &tex_tiles_min
+ },
+ {
+ "Lab",
+ { 0.7f, 0.7f, 0.7f },
+ &tex_tiles_lab
+ }
+};
+
+static void colour_code_v3( i8 cc, v3f target )
+{
+ if( (cc >= 0) && (cc < vg_list_size( colour_sets[0] )) )
+ {
+ v3_copy( colour_sets[colour_set_id][ cc ], target );
+ return;
+ }
+ vg_error( "Invalid colour code used '%d'\n", (int)cc );
v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
}
arrfree( world.io );
free( world.cmd_buf_tiles );
-
+ world.cmd_buf_tiles = NULL;
+
world.w = 0;
world.h = 0;
world.data = NULL;
static int map_load( const char *str, const char *name )
{
- //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data
-
map_free();
char const *c = str;
struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
if( (*c >= 'a' && *c <= 'z') || *c == ' ' )
- {
- run->conditions[ run->condition_count ++ ] = *c;
+ {
+ i8 code = -1;
+ if( *c != ' ' )
+ code = *c - 'a';
+
+ run->steps[ run->step_count ++ ] = code;
}
else
{
}
else if( *c == ':' )
{
- terminal->runs[ terminal->run_count ].condition_count = 0;
+ terminal->runs[ terminal->run_count ].step_count = 0;
terminal->run_count ++;
world.max_runs = vg_max( world.max_runs, terminal->run_count );
}
term->pos[1] = world.h;
term->run_count = 1;
- term->runs[0].condition_count = 0;
+ term->runs[0].step_count = 0;
switch( *c )
{
c ++;
}
- // Fix emitter CC code
+ // Assign emitter codes
for( int i = 0; i < arrlen( world.io ); i ++ )
{
struct cell_terminal *term = &world.io[i];
if( cell->state & FLAG_EMITTER )
{
- cell->cc = term->runs[0].conditions[0];
+ if( (term->run_count > 0) && (term->runs[0].step_count >= 2) )
+ {
+ cell->emit[0] = term->runs[0].steps[0];
+ cell->emit[1] = term->runs[0].steps[1];
+ }
+ else
+ {
+ vg_error( "Emitter was not assigned emit values\n" );
+ goto IL_REG_ERROR;
+ }
}
}
}
}
+ // ==========================================================
+ // Successful load
+
vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
io_reset();
{
struct terminal_run *run = &term->runs[j];
- for( int k = 0; k < run->condition_count; k ++ )
- fputc( run->conditions[k], stream );
+ for( int k = 0; k < run->step_count; k ++ )
+ {
+ i8 step = run->steps[k];
+ fputc( step == -1? ' ': ('a' + run->steps[k]), stream );
+ }
if( j < term->run_count-1 )
fputc( ':', stream );
struct terminal_run *run = &term->runs[ world.sim_run ];
if( run->recv_count < vg_list_size( run->recieved ) )
{
- if( fish->payload == run->conditions[ run->recv_count ] )
+ if( fish->colour == run->steps[ run->recv_count ] )
success_this_frame = 1;
else
failure_this_frame = 1;
- run->recieved[ run->recv_count ++ ] = fish->payload;
+ run->recieved[ run->recv_count ++ ] = fish->colour;
}
else
failure_this_frame = 1;
lcell( cell_current->links[trigger_id], fish->pos );
fish->state = k_fish_state_soon_alive;
- fish->payload = target_peice->cc;
+ fish->colour = target_peice->emit[ trigger_id ];
if( target_peice->config != k_cell_type_stub )
{
if( is_input )
{
- if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
+ if( world.sim_frame < term->runs[ world.sim_run ].step_count )
{
- char emit = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
- if( emit == ' ' )
+ i8 emit = term->runs[ world.sim_run ].steps[ world.sim_frame ];
+ if( emit == -1 )
continue;
struct fish *fish = &world.fishes[ world.num_fishes ];
v2i_copy( term->pos, fish->pos );
fish->state = k_fish_state_alive;
- fish->payload = emit;
+ fish->colour = emit;
struct cell *cell_ptr = pcell( fish->pos );
{
struct terminal_run *run = &term->runs[ world.sim_run ];
- if( run->recv_count == run->condition_count )
+ if( run->recv_count == run->step_count )
{
- for( int j = 0; j < run->condition_count; j ++ )
+ for( int j = 0; j < run->step_count; j ++ )
{
- if( run->recieved[j] != run->conditions[j] )
+ if( run->recieved[j] != run->steps[j] )
{
world.completed = 0;
break;
}
}
+static void render_sprite( enum sprites_auto_combine_index id, v3f pos )
+{
+ struct vg_sprite *sp = &sprites_auto_combine[ id ];
+
+ glUniform4fv( SHADER_UNIFORM( shader_sprite, "uUv" ), 1, sp->uv_xywh );
+ glUniform3f( SHADER_UNIFORM( shader_sprite, "uPos" ), pos[0], pos[1], pos[2] * world.st.world_transition );
+
+ draw_mesh( 0, 2 );
+}
+
void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
int const empty_start = circle_base+32;
int const empty_count = circle_base+32*2;
+ struct world_theme *theme = &world_themes[ world_theme_id ];
+
if( !world.initialzed )
return;
{
struct render_cmd *cmd;
- if( cell->config == k_cell_type_split || (cell->state & FLAG_EMITTER ) )
+ if( cell->config == k_cell_type_split || (cell->state & FLAG_EMITTER || cell->state & FLAG_IS_TRIGGER) )
cmd = &world.cmd_buf_tiles[ world.max_commands - (++ world.tile_special_count) ];
else
cmd = &world.cmd_buf_tiles[ world.tile_count ++ ];
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
- // Bind textures
+ // rebind textures
vg_tex2d_bind( &tex_tile_data, 0 );
- glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
-
- vg_tex2d_bind( &tex_wood, 1 );
- glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
-
+ vg_tex2d_bind( theme->tex_tiles, 1 );
+
+ glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uShadowing" ), 1, theme->col_shadow );
+
render_tiles( colour_default, colour_default );
// MARBLES
v2_copy( fish->physics_co, render_pos );
v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
- colour_code_v3( fish->payload, dot_colour );
+ 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 );
vg_tex2d_bind( &tex_tile_data, 0 );
glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
- vg_tex2d_bind( &tex_wood, 1 );
+ // TODO: is this needed to be rebinded?
+ vg_tex2d_bind( theme->tex_tiles, 1 );
glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
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
// ========================================================================================================
{
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 );
- glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f );
+ 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) );
}
if( cmd->ptr->state & FLAG_EMITTER )
{
v4f wire_colour;
- colour_code_v3( other_cell->cc, 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 );
- glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), endpoint[0], endpoint[1], 0.18f );
+ 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) );
}
}
// ========================================================================================================
SHADER_USE( shader_tile_colour );
- glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
use_mesh( &world.shapes );
for( int i = 0; i < world.tile_special_count; i ++ )
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;
v2_add( desc->trigger_pos, pts[1], pts[1] );
- if( other_cell->state & FLAG_EMITTER )
+ if( cell->state & FLAG_EMITTER )
{
v4f wire_colour;
- colour_code_v3( other_cell->cc, 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_wire, "uColour" ), 1, wire_colour );
}
else
- {
- glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, j? wire_right_colour: wire_left_colour );
- }
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "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
+ 0.08f * world.st.world_transition
);
draw_mesh( filled_start, filled_count );
}
// SUB SPLITTER DIRECTION
// ========================================================================================================
- // TODO: Make this sprites probably
-
+
+ /*
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 ++ )
draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 );
}
}
-
- // I/O ARRAYS
+ */
+
+ // LIGHT FLARES
// ========================================================================================================
+ glBlendFunc(GL_ONE, GL_ONE);
+ glBlendEquation(GL_FUNC_ADD);
- //glEnable(GL_BLEND);
+ SHADER_USE( shader_sprite );
+
+ vg_tex2d_bind( &tex_sprites, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 );
- for( int i = 0; i < arrlen( world.io ); i ++ )
+ for( int i = 0; i < world.tile_special_count; i ++ )
{
- struct cell_terminal *term = &world.io[ i ];
-
- if( pcell(term->pos)->state & FLAG_EMITTER )
- continue;
-
- int is_input = pcell(term->pos)->state & FLAG_INPUT;
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
- v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
-
- for( int k = 0; k < term->run_count; k ++ )
+ if( cell->config == k_cell_type_split )
{
- 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].condition_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 )
- {
- char cc = term->runs[k].conditions[j];
- if( cc != ' ' )
- {
- colour_code_v3( cc, 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].conditions[j], dot_colour );
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-
- draw_mesh( empty_start, empty_count );
- }
- }
+ 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_FLIP_FLOP )
+ render_sprite( k_sprite_flare_y, p1 );
+ else
+ render_sprite( k_sprite_flare_b, p0 );
}
}
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
glDisable(GL_BLEND);
ui_global_ctx.cursor[2] = 150;
gui_new_node();
{
+ gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff );
ui_global_ctx.cursor[0] += 45;
ui_global_ctx.cursor[1] += 6;
gui_text( (const char *[]){ "Normal", "Extra1", "Extra2" }[ colour_set_id ], 2 );
gui_end_down();
}
gui_end_down();
+
+ // Theme select
+ // TODO: remove code dupe
+ ui_global_ctx.cursor[1] += 16;
+
+ gui_text( "Tile Theme", 2 );
+ ui_global_ctx.cursor[1] += 20;
+
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[2] = 25;
+ if( gui_button( 0 ) == k_button_click )
+ {
+ if( world_theme_id > 0 )
+ world_theme_id --;
+ }
+ gui_text( "<", 2 );
+ gui_end_right();
+
+ ui_global_ctx.cursor[2] = 150;
+ gui_new_node();
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff );
+ ui_global_ctx.cursor[0] += 45;
+ ui_global_ctx.cursor[1] += 6;
+ gui_text( world_themes[ world_theme_id ].name, 2 );
+ }
+ gui_end_right();
+
+ ui_global_ctx.cursor[2] = 25;
+ if( gui_button( 1 ) == k_button_click )
+ {
+ if( world_theme_id < vg_list_size( world_themes )-1 )
+ world_theme_id ++;
+ }
+ gui_text( ">", 2 );
+ gui_end_down();
+ }
+ gui_end_down();
}
gui_end();
}
.persistent = 1
});
+ vg_convar_push( (struct vg_convar){
+ .name = "theme",
+ .data = &world_theme_id,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min = 0, .max = vg_list_size( world_themes )-1, .clamp = 1 },
+ .persistent = 1,
+ });
+
// Combined quad, long quad / empty circle / filled circle mesh
{
float combined_mesh[6*6 + 32*6*3] = {