refactor cell classification
[fishladder.git] / fishladder.c
index 4e41b5ad924ba80ba678ed55eb7fd3ec6162cde8..54e1a537926a36f78a3c4adf5a8e719233b81196 100644 (file)
@@ -41,7 +41,7 @@ SHADER_DEFINE( shader_ball,
                "aTexCoords = a_co;"
                
                // Vertex transform
-               "vec3 worldpos = vec3( a_co * 0.25 - 0.125 + uOffset, 1.0 );"
+               "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
                "gl_Position = vec4( uPv * worldpos, 1.0 );"
        "}",
        
@@ -56,7 +56,7 @@ SHADER_DEFINE( shader_ball,
        "void main()"
        "{"
                "vec4 glyph = texture( uTexMain, aTexCoords );"
-               "FragColor = vec4( glyph.rgb * uColour, glyph.a );"
+               "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
        "}"
        ,
        UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
@@ -178,6 +178,30 @@ GLuint tex_tile_detail;
 GLuint tex_wood;
 GLuint tex_ball;
 
+sfx_system_t audio_system_sfx = 
+{
+ .vol = 1.f,
+ .spd = 1.f,
+ .ch = 1,
+ .cur = 0,
+ .vol_src = &g_vol_sfx,
+ .flags = 0x00,
+ .fadeout = FADEOUT_LENGTH,
+ .name = "sfx"
+};
+
+sfx_set_t audio_tile_mod = 
+{
+ .sources = "\
+sound/mod_01.ogg\0\
+sound/mod_02.ogg\0\
+sound/mod_03.ogg\0\
+sound/mod_04.ogg\0\
+sound/mod_05.ogg\0\
+sound/mod_06.ogg\0",
+ .flags = 0
+};
+
 m3x3f m_projection;
 m3x3f m_view;
 m3x3f m_mdl;
@@ -186,10 +210,6 @@ m3x3f m_mdl;
 #define FLAG_OUTPUT 0x2
 #define FLAG_CANAL 0x4
 #define FLAG_WALL 0x8
-#define FLAG_DROP_L 0x10
-#define FLAG_SPLIT 0x20
-#define FLAG_MERGER 0x40
-#define FLAG_DROP_R 0x80
 #define FLAG_FLIP_FLOP 0x100
 #define FLAG_FLIP_ROTATING 0x200
 
@@ -537,12 +557,17 @@ void vg_start(void)
                vg_tex2d_linear_mipmap();
                vg_tex2d_repeat();
                
-               tex_ball = vg_tex2d_rgba( "textures/ball_metallic.png" );
+               tex_ball = vg_tex2d_rgba( "textures/ball.png" );
                vg_tex2d_mipmap();
                vg_tex2d_linear_mipmap();
                vg_tex2d_clamp();
        }
        
+       // Audio
+       {
+               sfx_set_init( &audio_tile_mod, NULL );
+       }
+       
        map_load( level_pack[ 0 ] );
 }
 
@@ -557,6 +582,8 @@ void vg_free(void)
        glDeleteTextures( 1, &tex_tile_detail );
        glDeleteTextures( 1, &tex_wood );
        glDeleteTextures( 1, &tex_ball );
+       
+       sfx_set_free( &audio_tile_mod );
 }
 
 static int cell_interactive( v2i co )
@@ -644,6 +671,35 @@ static int cell_interactive( v2i co )
        return 1;
 }
 
+// Entire world: 2 -> worldx/y-2
+
+static void fl_world_update( v2i start, v2i end )
+{
+       for( int y = start[1]; y < end[1]; y ++ )
+       {
+               for( int x = start[0]; x < end[0]; x ++ )
+               {
+                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                       
+                       u8 config = 0x00;
+                       
+                       if( pcell((v2i){x,y})->state & FLAG_CANAL )
+                       {
+                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                               {
+                                       struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
+                                       if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                                               config |= 0x1 << i;
+                               }
+                               
+                               
+                       } else config = 0xF;
+                       
+                       pcell((v2i){x,y})->config = config;
+               }
+       }
+}
+
 void vg_update(void)
 {
        static int curlevel = 0;
@@ -699,6 +755,11 @@ void vg_update(void)
                        if( vg_get_button_down("primary") )
                        {
                                world.data[ world.selected ].state ^= FLAG_CANAL;
+                               
+                               if( world.data[ world.selected ].state & FLAG_CANAL )
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+                               else
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
                        }
                }
                else
@@ -737,56 +798,10 @@ void vg_update(void)
                                world.io[i].recv_count = 0;
                }
        }
+
+       // There was world reconfiguarion here previously...
+       fl_world_update( (v2i){2,2}, (v2i){world.w-2,world.h-2} );
        
-       // Simulation stuff
-       // ========================================================
-       
-       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( pcell((v2i){x,y})->state & FLAG_CANAL )
-                       {
-                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
-                               {
-                                       struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
-                                       if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
-                                               config |= 0x1 << i;
-                               }
-                       } else config = 0xF;
-                       
-                       pcell((v2i){x,y})->config = config;
-                       pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER);
-               }
-       }
-       
-       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 = pcell((v2i){x,y})->config;
-                       
-                       if( config == k_cell_type_split ) // splitter
-                       {
-                               struct cell *cell = pcell((v2i){x,y});
-                       
-                               cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
-                       }
-                       else if( config == k_cell_type_merge )
-                       {
-                               world.data[y*world.w+x-1].state |= FLAG_DROP_R;
-                               world.data[y*world.w+x+1].state |= FLAG_DROP_L;
-                               world.data[y*world.w+x].state |= FLAG_MERGER;
-                       }
-               }
-               
        // Fish ticks
        if( world.simulating )
        {
@@ -865,57 +880,53 @@ void vg_update(void)
                                        continue;
                                }
                                
-                               if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) )
+                               if( cell_current->config == k_cell_type_split )
                                {
-                                       fish->alive = 0;
+                                       // Flip flop L/R
+                                       fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+                                       fish->dir[1] = 0;
+                                       
+                                       cell_current->state ^= FLAG_FLIP_FLOP;
+                               }
+                               else if( cell_current->config == k_cell_type_merge )
+                               {
+                                       // Can only move up
+                                       fish->dir[0] = 0;
+                                       fish->dir[1] = -1;
                                }
                                else
                                {
-                                       if( cell_current->state & FLAG_SPLIT )
+                                       struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
+                                       if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
                                        {
-                                               // Flip flop L/R
-                                               fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
-                                               fish->dir[1] = 0;
+                                               // Try other directions for valid, so down, left, right..
+                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               vg_info( "Trying some other directions...\n" );
                                                
-                                               cell_current->state ^= FLAG_FLIP_FLOP;
-                                       }
-                                       else if( cell_current->state & FLAG_MERGER )
-                                       {
-                                               // Can only move up
-                                               fish->dir[0] = 0;
-                                               fish->dir[1] = -1;
-                                       }
-                                       else
-                                       {
-                                               struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
-                                               if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
+                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
                                                {
-                                                       // Try other directions for valid, so down, left, right..
-                                                       v2i dirs[] = {{1,0},{-1,0},{0,-1}};
-                                                       vg_info( "Trying some other directions...\n" );
-                                                       
-                                                       for( int j = 0; j < vg_list_size(dirs); j ++ )
+                                                       if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
+                                                               continue;
+                                               
+                                                       if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
                                                        {
-                                                               if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
-                                                                       continue;
-                                                       
-                                                               if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
-                                                               {
-                                                                       fish->dir[0] = dirs[j][0];
-                                                                       fish->dir[1] = dirs[j][1];
-                                                               }
+                                                               fish->dir[0] = dirs[j][0];
+                                                               fish->dir[1] = dirs[j][1];
                                                        }
                                                }
                                        }
-                                       
-                                       fish->pos[0] += fish->dir[0];
-                                       fish->pos[1] += fish->dir[1];
-                                       
-                                       struct cell *cell_entry = pcell( fish->pos );
-                                       
+                               }
+                               
+                               fish->pos[0] += fish->dir[0];
+                               fish->pos[1] += fish->dir[1];
+                               
+                               struct cell *cell_entry = pcell( fish->pos );
+                               
+                               if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
+                                       fish->alive = 0;
+                               else
                                        if( cell_entry->config == k_cell_type_split )
                                                cell_entry->state |= FLAG_FLIP_ROTATING;
-                               }
                        }
                        
                        world.sim_frame ++;
@@ -923,6 +934,37 @@ void vg_update(void)
        }
 }
 
+static void render_tiles(void)
+{
+       for( int y = 0; y < world.h; y ++ )
+       {
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+                       int selected = world.selected == y*world.w + x;
+                       
+                       int tile_offsets[][2] =
+                       {
+                               {2, 0}, {0, 3}, {0, 2}, {2, 2},
+                               {1, 0}, {2, 3}, {3, 2}, {1, 3},
+                               {3, 1}, {0, 1}, {1, 2}, {2, 1},
+                               {1, 1}, {3, 3}, {2, 1}, {2, 1}
+                       };
+                       
+                       int uv[2] = { 3, 0 };
+                       
+                       if( cell->state & FLAG_CANAL )
+                       {
+                               uv[0] = tile_offsets[ cell->config ][0];
+                               uv[1] = tile_offsets[ cell->config ][1];
+                       }
+                       
+                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
+                       draw_mesh( 0, 2 );
+               }
+       }
+}
+
 void vg_render(void)
 {
        glViewport( 0,0, vg_window_x, vg_window_y );
@@ -949,9 +991,16 @@ void vg_render(void)
        
        float const curve_7_linear_section = 0.1562f;
        
-       // TILE SET RENDERING
+       // TILE SET RENDERING 
+       //      todo: just slam everything into a mesh...
+       //          when user modifies a tile the neighbours can be easily uploaded to gpu mem
+       //          in ~3 subBuffers
+       //          Currently we're uploading a fair amount of data every frame anyway.
+       //          NOTE: this is for final optimisations ONLY!
        // ======================================================================
+
        use_mesh( &world.tile );
+       
        SHADER_USE( shader_tile_main );
 
        m2x2f subtransform;
@@ -968,78 +1017,12 @@ void vg_render(void)
        glBindTexture( GL_TEXTURE_2D, tex_wood );
        glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
        
-       for( int y = 0; y < world.h; y ++ )
-       {
-               for( int x = 0; x < world.w; x ++ )
-               {
-                       struct cell *cell = pcell((v2i){x,y});
-                       int selected = world.selected == y*world.w + x;
-                       
-                       int tile_offsets[][2] =
-                       {
-                               {2, 0}, {0, 3}, {0, 2}, {2, 2},
-                               {1, 0}, {2, 3}, {3, 2}, {1, 3},
-                               {3, 1}, {0, 1}, {1, 2}, {2, 1},
-                               {1, 1}, {3, 3}, {2, 1}, {2, 1}
-                       };
-                       
-                       int uv[2] = { 3, 0 };
-                       
-                       if( cell->state & FLAG_CANAL )
-                       {
-                               uv[0] = tile_offsets[ cell->config ][0];
-                               uv[1] = tile_offsets[ cell->config ][1];
-                       }
-                       
-                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
-                       draw_mesh( 0, 2 );
-               }
-       }
-
-       //      Draw splitters
+       render_tiles();
+       
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glBlendEquation(GL_FUNC_ADD);
        
-       for( int y = 0; y < world.h; y ++ )
-       {
-               for( int x = 0; x < world.w; x ++ )
-               {
-                       struct cell *cell = pcell((v2i){x,y});
-                       
-                       if( cell->state & FLAG_SPLIT )
-                       {
-                               float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
-                               
-                               if( cell->state & FLAG_FLIP_ROTATING )
-                               {
-                                       if( (frame_lerp > curve_7_linear_section) )
-                                       {
-                                               float const rotation_speed = 0.4f;
-                                               if( (frame_lerp < 1.0f-rotation_speed) )
-                                               {
-                                                       float t = frame_lerp - curve_7_linear_section;
-                                                       t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
-                                                       t += 1.0f;
-                                                       
-                                                       rotation *= t;
-                                               }
-                                               else
-                                                       rotation *= -1.0f;
-                                       }
-                               }
-
-                               m2x2_create_rotation( subtransform, rotation );
-
-                               glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
-                               glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
-                               draw_mesh( 0, 2 );
-                       }
-               }
-       }
-       
-       //glDisable(GL_BLEND);
-       
        SHADER_USE( shader_ball );
        glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        
@@ -1123,6 +1106,61 @@ void vg_render(void)
                }
        }
        
+       
+       SHADER_USE( shader_tile_main );
+
+       // Bind textures
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, tex_tile_data );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+       
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, tex_wood );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+       
+       render_tiles();
+
+       //      Draw splitters
+
+       for( int y = 0; y < world.h; y ++ )
+       {
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+                       
+                       if( cell->config == k_cell_type_split )
+                       {
+                               float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+                               
+                               if( cell->state & FLAG_FLIP_ROTATING )
+                               {
+                                       if( (frame_lerp > curve_7_linear_section) )
+                                       {
+                                               float const rotation_speed = 0.4f;
+                                               if( (frame_lerp < 1.0f-rotation_speed) )
+                                               {
+                                                       float t = frame_lerp - curve_7_linear_section;
+                                                       t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+                                                       t += 1.0f;
+                                                       
+                                                       rotation *= t;
+                                               }
+                                               else
+                                                       rotation *= -1.0f;
+                                       }
+                               }
+
+                               m2x2_create_rotation( subtransform, rotation );
+
+                               glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+                               glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
+                               draw_mesh( 0, 2 );
+                       }
+               }
+       }
+       
+       //glDisable(GL_BLEND);
+       
        glDisable(GL_BLEND);
 
        SHADER_USE( shader_tile_colour );