fix bug with rolling over output
[fishladder.git] / fishladder.c
index c928a816437a9342f5246cf7b1eb254aa8424180..9c573084c3daa3fe9deeaf3d01dc0caece1f201f 100644 (file)
@@ -62,6 +62,44 @@ static void colour_code_v3( char cc, v3f target )
        v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
 }
 
+struct mesh
+{
+       GLuint vao, vbo;
+       u32 elements;
+};
+
+static void init_mesh( struct mesh *m, float *tris, u32 length )
+{
+       m->elements = length/3;
+       glGenVertexArrays( 1, &m->vao );
+       glGenBuffers( 1, &m->vbo );
+       
+       glBindVertexArray( m->vao );
+       glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
+       glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
+       
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+       glEnableVertexAttribArray( 0 );
+       
+       VG_CHECK_GL();
+}
+
+static void free_mesh( struct mesh *m )
+{
+       glDeleteVertexArrays( 1, &m->vao );
+       glDeleteBuffers( 1, &m->vbo );
+}
+
+static void draw_mesh( int const start, int const count )
+{
+       glDrawArrays( GL_TRIANGLES, start*3, count*3 );
+}
+
+static void use_mesh( struct mesh *m )
+{
+       glBindVertexArray( m->vao );
+}
+
 struct world
 {
        struct cell
@@ -89,10 +127,7 @@ struct world
        
        u32 w, h;
        
-       GLuint tile_vao;
-       GLuint tile_vbo;
-       GLuint circle_vao;
-       GLuint circle_vbo;
+       struct mesh tile, circle, splitter_l, splitter_r;
        
        int selected;
        
@@ -261,9 +296,6 @@ void vg_start(void)
 {
        // Quad mesh
        {
-               glGenVertexArrays( 1, &world.tile_vao );
-               glGenBuffers( 1, &world.tile_vbo );
-               
                float quad_mesh[] =
                {
                        0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
@@ -276,27 +308,11 @@ void vg_start(void)
                        0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
                };
                
-               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();
+               init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
        }
        
        // Circle mesh
        {
-               glGenVertexArrays( 1, &world.circle_vao );
-               glGenBuffers( 1, &world.circle_vbo );
-       
                float circle_mesh[32*6*3];
                int res = vg_list_size( circle_mesh ) / (6*3);
 
@@ -322,14 +338,22 @@ void vg_start(void)
                        v2_copy( v1, circle_mesh+i*6+2 );
                }
                
-               glBindVertexArray( world.circle_vao );
-               glBindBuffer( GL_ARRAY_BUFFER, world.circle_vbo );
-               glBufferData( GL_ARRAY_BUFFER, sizeof( circle_mesh ), circle_mesh, GL_STATIC_DRAW );
-               
-               glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
-               glEnableVertexAttribArray( 0 );
+               init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
+       }
+       
+       // splitters (temp)
+       {
+               float splitter_l[] =
+               {
+                       #include "models/splitter_l.obj.h"
+               };
+               float splitter_r[] =
+               {
+                       #include "models/splitter_r.obj.h"
+               };
                
-               VG_CHECK_GL();
+               init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) );
+               init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) );
        }
        
        map_load
@@ -349,11 +373,10 @@ void vg_start(void)
 
 void vg_free(void)
 {
-       glDeleteVertexArrays( 1, &world.tile_vao );
-       glDeleteBuffers( 1, &world.tile_vbo );
-
-       glDeleteVertexArrays( 1, &world.circle_vao );
-       glDeleteBuffers( 1, &world.circle_vbo );
+       free_mesh( &world.tile );
+       free_mesh( &world.circle );
+       free_mesh( &world.splitter_l );
+       free_mesh( &world.splitter_r );
 
        map_free();
 }
@@ -658,7 +681,7 @@ void vg_update(void)
                                        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) )
+                                               if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
                                                {
                                                        // Try other directions for valid, so down, left, right..
                                                        v2i dirs[] = {{1,0},{-1,0},{0,-1}};
@@ -669,7 +692,7 @@ void vg_update(void)
                                                                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 )
+                                                               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];
@@ -696,7 +719,7 @@ void vg_render(void)
        glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       glBindVertexArray( world.tile_vao );
+       use_mesh( &world.tile );
        SHADER_USE( shader_tile_colour );
        glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        
@@ -713,7 +736,7 @@ void vg_render(void)
                        }
                        
                        glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f );
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
+                       draw_mesh( 0, 2 );
                }
        
        for( int y = 0; y < world.h; y ++ )
@@ -723,7 +746,19 @@ void vg_render(void)
                        struct cell *cell = pcell((v2i){x,y});
                        int selected = world.selected == y*world.w + x;
                
-                       if( cell->state & FLAG_CANAL && !selected )
+                       if( cell->state & FLAG_SPLIT )
+                       {
+                               glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.9f, 0.9f, 1.0f );
+                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
+                               
+                               struct mesh *splitter = cell->state & FLAG_FLIP_FLOP? &world.splitter_r: &world.splitter_l;
+                               
+                               use_mesh( splitter );
+                               draw_mesh( 0, splitter->elements );
+                               use_mesh( &world.tile );
+                       }
+               
+                       if( (cell->state & FLAG_CANAL) && !selected )
                                continue;
                
                        glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
@@ -749,17 +784,11 @@ void vg_render(void)
                        
                        glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
                        
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
-                       
-                       if( cell->state & FLAG_CANAL )
-                       {
-                               glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f );
-                               glDrawArrays( GL_TRIANGLES, 6, 3 );
-                       }
+                       draw_mesh( 0, 2 );
                }
        }
        
-       glBindVertexArray( world.circle_vao );
+       use_mesh( &world.circle );
        
        // Draw i/o arrays
        for( int i = 0; i < arrlen( world.io ); i ++ )
@@ -770,9 +799,9 @@ void vg_render(void)
                int is_input = world.data[ term->id ].state & FLAG_INPUT;
                
                int const filled_start = 0;
-               int const filled_count = 32*3;
-               int const empty_start = 32*3;
-               int const empty_count = 32*6;
+               int const filled_count = 32;
+               int const empty_start = 32;
+               int const empty_count = 32*2;
                
                v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
                
@@ -787,9 +816,9 @@ void vg_render(void)
                        
                                // Draw filled if tick not passed, draw empty if empty
                                if( world.sim_frame > j )
-                                       glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+                                       draw_mesh( empty_start, empty_count );
                                else
-                                       glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
+                                       draw_mesh( filled_start, filled_count );
                        }
                        else
                        {
@@ -799,13 +828,13 @@ void vg_render(void)
                                        v3_muls( dot_colour, 0.8f, dot_colour );
                                        glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
                                        
-                                       glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
+                                       draw_mesh( filled_start, filled_count );
                                }
                                
                                colour_code_v3( term->conditions[j], dot_colour );
                                glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
                                
-                               glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+                               draw_mesh( empty_start, empty_count );
                        }
                }
        }
@@ -829,7 +858,7 @@ void vg_render(void)
                        glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
                        
                        glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)fish->pos[0] + 0.5f - (float)fish->dir[0]*lerp, (float)fish->pos[1] + 0.25f - (float)fish->dir[1]*lerp, 0.25f );
-                       glDrawArrays( GL_TRIANGLES, 0, 32*3 );
+                       draw_mesh( 0, 32 );
                }
        }
 }