UNIFORMS({ "uPv", "uOffset", "uColour" })
)
+SHADER_DEFINE( shader_tile_main,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec4 uOffset;" // Tile x/y, uv x/y
+ "uniform mat3 uPv;"
+ "uniform mat2 uSubTransform;"
+ ""
+ "out vec4 aTexCoords;"
+ ""
+ "vec2 hash22(vec2 p)"
+ "{"
+ "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
+ "p3 += dot(p3, p3.yzx+33.33);"
+ "return fract((p3.xx+p3.yz)*p3.zy);"
+ "}"
+ ""
+ "void main()"
+ "{"
+ // Create texture coords
+ "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
+ "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
+ "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
+
+ // Vertex transform
+ "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
+ "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
+ "gl_Position = vec4( uPv * worldpos, 1.0 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexGlyphs;"
+ "uniform sampler2D uTexWood;"
+ ""
+ "in vec4 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
+ "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
+ "vec4 wood = texture( uTexWood, aTexCoords.zw );"
+ "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
+ "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
+
+ "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+
+ "FragColor = vec4( wood_comp * shadows, glyph.b );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" })
+)
+
+const char *level_pack[] =
+{
+ // Level 0
+ "#########;\n"
+ "###-#####;acac\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "#####+###;acac\n"
+ "#########;\n",
+
+ // Level 1
+ "#########;\n"
+ "##-###-##;b,b\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "####+####;bb\n"
+ "#########;\n",
+
+ // Level 2
+ "###########;\n"
+ "#####-#####;bbbbb\n"
+ "## ##;\n"
+ "## ###;\n"
+ "## # ##;\n"
+ "## ##;\n"
+ "###+##+####;bbb,bb\n"
+ "###########;\n",
+
+ // Level 3
+ "#############;\n"
+ "###-#####-###;a,aaa\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "######+######;aaaa\n"
+ "#############;\n",
+
+ // Level 4
+ "#############;\n"
+ "###-#####-###;aaa,aa\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "## ##;\n"
+ "###+#####+###;aa,aaa\n"
+ "#############;\n"
+};
+
+GLuint tex_tile_data;
+GLuint tex_tile_detail;
+GLuint tex_wood;
+
m3x3f m_projection;
m3x3f m_view;
m3x3f m_mdl;
#define FLAG_MERGER 0x40
#define FLAG_DROP_R 0x80
#define FLAG_FLIP_FLOP 0x100
+#define FLAG_FLIP_ROTATING 0x200
+
+/*
+ 0000 0 | 0001 1 | 0010 2 | 0011 3
+ | | | | |
+ X | X= | X | X=
+ | | |
+ 0100 4 | 0101 5 | 0110 6 | 0111 7
+ | | | | |
+ =X | =X= | =X | =X=
+ | | |
+ 1000 8 | 1001 9 | 1010 10 | 1011 11
+ | | | | |
+ X | X= | X | X=
+ | | | | | | |
+ 1100 12 | 1101 13 | 1110 14 | 1111 15
+ | | | | |
+ =X | =X= | =X | =X=
+ | | | | | | |
+*/
+
+enum cell_type
+{
+ k_cell_type_split = 7,
+ k_cell_type_merge = 13
+};
v3f colour_sets[] =
{ { 0.9f, 0.2f, 0.01f },
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
{
u32 state;
- u8 water[2];
u8 config;
- u8 water_dir;
}
*data;
u32 w, h;
- GLuint tile_vao;
- GLuint tile_vbo;
- GLuint circle_vao;
- GLuint circle_vbo;
+ struct mesh tile, circle;
int selected;
// Tile initialization
// row[ cx ] .. etc
- row[ cx ].water[0] = 0;
- row[ cx ].water[1] = 0;
if( *c == '+' || *c == '-' )
{
int main( int argc, char *argv[] )
{
- vg_init( argc, argv, "FishLadder" );
+ vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
}
void vg_register(void)
{
SHADER_INIT( shader_tile_colour );
+ SHADER_INIT( shader_tile_main );
}
void vg_start(void)
{
// Quad mesh
{
- glGenVertexArrays( 1, &world.tile_vao );
- glGenBuffers( 1, &world.tile_vbo );
-
float quad_mesh[] =
{
- 0.01f, 0.01f, 0.01f, 0.99f, 0.99f, 0.99f,
- 0.01f, 0.01f, 0.99f, 0.99f, 0.99f, 0.01f,
+ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
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);
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 );
+ init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
+ }
+
+ // Textures
+ {
+ tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" );
+ vg_tex2d_mipmap();
+ vg_tex2d_linear_mipmap();
+ vg_tex2d_repeat();
- glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
- glEnableVertexAttribArray( 0 );
+ tex_tile_data = vg_tex2d_rgba( "textures/tileset.png" );
+ vg_tex2d_mipmap();
+ vg_tex2d_linear_mipmap();
+ vg_tex2d_repeat();
- VG_CHECK_GL();
+ tex_wood = vg_tex2d_rgba( "textures/wood.png" );
+ vg_tex2d_mipmap();
+ vg_tex2d_linear_mipmap();
+ vg_tex2d_repeat();
}
- map_load
- (
- "#############;\n"
- "###-#####-###;aaa,aa\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "## ##;\n"
- "###+#####+###;aa,aaa\n"
- "#############;\n"
- );
+ map_load( level_pack[ 0 ] );
}
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 );
+
map_free();
+
+ glDeleteTextures( 1, &tex_tile_data );
+ glDeleteTextures( 1, &tex_tile_detail );
+ glDeleteTextures( 1, &tex_wood );
}
static int cell_interactive( v2i co )
void vg_update(void)
{
+ static int curlevel = 0;
+ int changelvl = curlevel;
+ if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
+ else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
+
+ if( changelvl != curlevel )
+ {
+ map_load( level_pack[ changelvl ] );
+ curlevel = changelvl;
+
+ // TEMP!!! code dupe
+ world.simulating = 0;
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ world.io[i].recv_count = 0;
+
+ vg_info( "Stopping simulation!\n" );
+ }
+
float ratio = (float)vg_window_y / (float)vg_window_x;
float const size = 9.5f;
origin[1] = -0.5f * world.h;
origin[2] = 0.0f;
- m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+ 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 );
int tile_x = floorf( tile_pos[0] );
int tile_y = floorf( tile_pos[1] );
-
+
// Tilemap editing
if( !world.simulating )
{
// Simulation stuff
// ========================================================
- // 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 ++ )
u8 config = pcell((v2i){x,y})->config;
- if( config == 0x7 ) // splitter
+ if( config == k_cell_type_split ) // splitter
{
- world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
+ struct cell *cell = pcell((v2i){x,y});
+
+ cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
}
- else if( config == 0xD )
+ 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;
}
}
-
- // 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 = pcell((v2i){x,y});
-
- if( cell->state & FLAG_OUTPUT )
- cell->water[ buffer_next ] = 16;
- else
- {
- int has_source = 0;
- cell->water[ buffer_next ] = 0;
-
- if( cell->state & FLAG_CANAL )
- {
- v2i dirs[] = {{1,0},{-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]];
-
- // Non canals will be ignored
- if( !(neighbour->state & (FLAG_CANAL|FLAG_OUTPUT)) )
- continue;
-
- // Only vertical pulls allowed on neighbour splitters
- if( (neighbour->state & FLAG_SPLIT) && i != 2 )
- continue;
-
- // Only vertical pulls allowed for mergers
- if( (cell->state & FLAG_MERGER) && i != 2 )
- continue;
-
- // Test for renewall cases if we have drop L/R check if i matches direction.
- if( (((cell->state & FLAG_DROP_L)&&i==1) || ((cell->state & FLAG_DROP_R)&&i==0)) && neighbour->water[ buffer_id ] )
- {
- cell->water[ buffer_next ] = 16;
- has_source = 1;
- }
- else
- 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 ^= 0x1;
- }
-
// Fish ticks
if( world.simulating )
{
v2i dirs[] = {{1,0},{-1,0},{0,-1}};
for( int j = 0; j < vg_list_size(dirs); j ++ )
- {
- v2i target;
- if( world.data[ (posy+dirs[j][1])*world.w + posx+dirs[j][0] ].water[ world.frame & 0x1 ] )
+ if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
{
fish->dir[0] = dirs[j][0];
fish->dir[1] = dirs[j][1];
can_spawn = 1;
break;
}
- }
if( !can_spawn )
world.num_fishes--;
}
}
}
+
+ // Update splitter deltas
+ for( int i = 0; i < world.h*world.w; i ++ )
+ {
+ struct cell *cell = &world.data[i];
+ if( cell->config == k_cell_type_split )
+ {
+ cell->state &= ~FLAG_FLIP_ROTATING;
+ }
+ }
for( int i = 0; i < world.num_fishes; i ++ )
{
continue;
}
- if( !(cell_current->water[ world.frame & 0x1 ] || cell_current->state & (FLAG_INPUT)) )
+ if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) )
{
fish->alive = 0;
}
else
{
struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
- if( !cell_next->water[ world.frame & 0x1 ] )
+ if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
{
- // Try other directions for valid
+ // Try other directions for valid, so down, left, right..
v2i dirs[] = {{1,0},{-1,0},{0,-1}};
vg_info( "Trying some other directions...\n" );
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] } )->water[ world.frame & 0x1 ] )
+ 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->pos[0] += fish->dir[0];
fish->pos[1] += fish->dir[1];
+
+ struct cell *cell_entry = pcell( fish->pos );
+
+ if( cell_entry->config == k_cell_type_split )
+ cell_entry->state |= FLAG_FLIP_ROTATING;
}
}
glViewport( 0,0, vg_window_x, vg_window_y );
glDisable( GL_DEPTH_TEST );
- glClearColor( 0.01f, 0.01f, 0.01f, 1.0f );
+ glClearColor( 0.8f, 0.8f, 0.8f, 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 );
+ float scaled_time = 0.0f, frame_lerp = 0.0f;
+
+ if( world.simulating )
+ {
+ scaled_time = (vg_time-world.sim_start)*2.0f;
+ frame_lerp = scaled_time - (float)world.sim_frame;
+ }
+
+ v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
+ v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
+ v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+ v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+
+ v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+ v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
+
+ float const curve_7_linear_section = 0.1562f;
+
+ // TILE SET RENDERING
+ // ======================================================================
+ use_mesh( &world.tile );
+ SHADER_USE( shader_tile_main );
+
+ m2x2f subtransform;
+ m2x2_identity( subtransform );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ // 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 );
for( int y = 0; y < world.h; y ++ )
{
for( int x = 0; x < world.w; x ++ )
{
- glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
-
- v4f colour;
-
struct cell *cell = pcell((v2i){x,y});
+ int selected = world.selected == 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){ 0.5f, 0.5f, 0.5f, 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/16.0f), 1.0f }, colour );
-
- if( world.selected == y*world.w + x )
- v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
+ 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}
+ };
- //if( cell->state & (FLAG_SPLIT) )
- // v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour );
- //if( cell->state & (FLAG_MERGER) )
- // v4_copy( (v4f){ 0.75f, 0.02f, 0.75f, 1.0f }, colour );
+ int uv[2] = { 3, 0 };
- glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
+ if( cell->state & FLAG_CANAL )
+ {
+ uv[0] = tile_offsets[ cell->config ][0];
+ uv[1] = tile_offsets[ cell->config ][1];
+ }
- glDrawArrays( GL_TRIANGLES, 0, 6 );
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
+ draw_mesh( 0, 2 );
+ }
+ }
+
+ // Draw splitters
+ 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_CANAL )
+ if( cell->state & FLAG_SPLIT )
{
- glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f );
- glDrawArrays( GL_TRIANGLES, 6, 3 );
+ 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 );
}
}
}
- glBindVertexArray( world.circle_vao );
+ glDisable(GL_BLEND);
+
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ use_mesh( &world.circle );
// Draw i/o arrays
for( int i = 0; i < arrlen( world.io ); i ++ )
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 };
// 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
{
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 );
}
}
}
// Draw 'fish'
if( world.simulating )
{
- float scaled_time = (vg_time-world.sim_start)*2.0f;
- float lerp = 1.0f-(scaled_time - (float)world.sim_frame);
-
v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
for( int i = 0; i < world.num_fishes; i ++ )
colour_code_v3( fish->payload, dot_colour );
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] + 0.5f - (float)fish->dir[1]*lerp, 0.25f );
- glDrawArrays( GL_TRIANGLES, 0, 32*3 );
+ // Evaluate position
+ struct cell *cell = pcell(fish->pos);
+ v2f fish_pos;
+
+ v2f const *curve;
+
+ float t = frame_lerp;
+
+ switch( cell->config )
+ {
+ case 13:
+ if( fish->dir[0] == 1 )
+ curve = curve_12;
+ else
+ curve = curve_9;
+ break;
+ case 3: curve = curve_3; break;
+ case 6: curve = curve_6; break;
+ case 9: curve = curve_9; break;
+ case 12: curve = curve_12; break;
+ case 7:
+ if( t > curve_7_linear_section )
+ {
+ t -= curve_7_linear_section;
+ t *= (1.0f/(1.0f-curve_7_linear_section));
+
+ curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
+ }
+ else curve = NULL;
+ break;
+ default: curve = NULL; break;
+ }
+
+ if( curve )
+ {
+ float t2 = t * t;
+ float t3 = t * t * t;
+
+ float cA = 3.0f*t2 - 3.0f*t3;
+ float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+ float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+ fish_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+ fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+ fish_pos[0] += (float)fish->pos[0];
+ fish_pos[1] += (float)fish->pos[1];
+ }
+ else
+ {
+ v2f origin;
+ origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+ origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
+
+ fish_pos[0] = origin[0] + (float)fish->dir[0]*t;
+ fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
+ }
+
+ //vg_line_box( (v2f){fish->pos[0],fish->pos[1]},
+ //(v2f){ (float)fish->pos[0]+1.0f, (float)fish->pos[1]+1.0f }, 0xffffffff );
+
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), fish_pos[0], fish_pos[1], 0.125f );
+ draw_mesh( 0, 32 );
}
}
+
+ if( world.simulating )
+ {
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), -0.5f + cosf( vg_time * 4.0f ) * 0.2f, sinf( vg_time * 4.0f ) * 0.2f + (float)world.h * 0.5f, 0.05f );
+ draw_mesh( 0, 32 );
+ }
}
-void vg_ui(void){}
+void vg_ui(void)
+{
+ //ui_test();
+}