switch to marbles and create model compiler
[fishladder.git] / fishladder.c
index 6929cffb9a8b2eab9ca77417c795efb9a54fc3e9..c928a816437a9342f5246cf7b1eb254aa8424180 100644 (file)
@@ -39,23 +39,50 @@ m3x3f m_mdl;
 #define FLAG_SPLIT 0x20
 #define FLAG_MERGER 0x40
 #define FLAG_DROP_R 0x80
+#define FLAG_FLIP_FLOP 0x100
+
+v3f colour_sets[] =
+{ { 0.9f, 0.2f, 0.01f },
+  { 0.2f, 0.9f, 0.14f },
+  { 0.1f, 0.3f, 0.85f } };
+
+static void colour_code_v3( char cc, v3f target )
+{
+       if( cc >= 'a' && cc <= 'z' )
+       {
+               int id = cc - 'a';
+               
+               if( id < vg_list_size( colour_sets ) )
+               {
+                       v3_copy( colour_sets[ id ], target );
+                       return;
+               }
+       }
+       
+       v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
+}
 
 struct world
 {
        struct cell
        {
                u32 state;
-               u8 water[2];
                u8 config;
-               u8 water_dir;
        }
        *data;
        
        u32 frame;
        
+       u32 sim_frame;
+       float sim_start;
+       int simulating;
+       
        struct cell_terminal
        {
+               // TODO: Split into input/output structures
                char *conditions;
+               char recv[12];
+               int recv_count;
                int id;
        }
        *io;
@@ -68,6 +95,17 @@ struct world
        GLuint circle_vbo;
        
        int selected;
+       
+       struct fish
+       {
+               v2i pos;
+               v2i dir;
+               int alive;
+               char payload;
+       }
+       fishes[16];
+       
+       int num_fishes;
 } world = {};
 
 static void map_free(void)
@@ -179,8 +217,6 @@ static int map_load( const char *str )
                        
                        // Tile initialization
                        // row[ cx ] .. etc
-                       row[ cx ].water[0] = 0;
-                       row[ cx ].water[1] = 0;
                        
                        if( *c == '+' || *c == '-' )
                        {
@@ -206,6 +242,11 @@ static int map_load( const char *str )
        return 1;
 }
 
+static struct cell *pcell( v2i pos )
+{
+       return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
 int main( int argc, char *argv[] )
 {
        vg_init( argc, argv, "FishLadder" );
@@ -225,8 +266,8 @@ void vg_start(void)
                
                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
@@ -379,7 +420,7 @@ static int cell_interactive( v2i co )
        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 ];
+                       struct cell *cell = pcell((v2i){x,y});
 
                        if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
                                blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
@@ -412,29 +453,71 @@ void vg_update(void)
        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 );
        vg_projection_update();
        
+       // Input stuff
+       
        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 } ))
+       // Tilemap editing
+       if( !world.simulating )
        {
-               world.selected = tile_y * world.w + tile_x;
-               
-               if( vg_get_button_down("primary") )
+               if( cell_interactive( (v2i){ tile_x, tile_y } ))
                {
-                       world.data[ world.selected ].state ^= FLAG_CANAL;
+                       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;
        }
-       else
-               world.selected = -1;
+       
+       // Simulation stop/start
+       if( vg_get_button_down("go") )
+       {
+               if( world.simulating )
+               {
+                       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" );
+               }
+               else
+               {
+                       vg_success( "Starting simulation!\n" );
+                       
+                       world.simulating = 1;
+                       world.num_fishes = 0;
+                       world.sim_frame = 0;
+                       world.sim_start = vg_time;
+                       
+                       for( int i = 0; i < world.w*world.h; i ++ )
+                       {
+                               world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+                       }
+                       
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                               world.io[i].recv_count = 0;
+               }
+       }
+       
+       // Simulation stuff
+       // ========================================================
        
        // Reclassify world. TODO: Move into own function
        for( int y = 2; y < world.h-2; y ++ )
@@ -445,18 +528,18 @@ void vg_update(void)
                        
                        u8 config = 0x00;
                        
-                       if( world.data[y*world.w+x].state & FLAG_CANAL )
+                       if( pcell((v2i){x,y})->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]];
+                                       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;
                        
-                       world.data[ y*world.w+x ].config = config;
-                       world.data[ y*world.w+x ].state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER);
+                       pcell((v2i){x,y})->config = config;
+                       pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER);
                }
        }
        
@@ -467,7 +550,7 @@ void vg_update(void)
                        
                        // R,-,L,U - 1011 (merger, 2 drop created)
                        
-                       u8 config = world.data[y*world.w+x].config;
+                       u8 config = pcell((v2i){x,y})->config;
                        
                        if( config == 0x7 ) // splitter
                        {
@@ -480,135 +563,128 @@ void vg_update(void)
                                world.data[y*world.w+x].state |= FLAG_MERGER;
                        }
                }
-       
-       /*
-          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 ++ )
+       // Fish ticks
+       if( world.simulating )
+       {
+               while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
                {
-                       for( int x = 1; x < world.w-1; x ++ )
+                       vg_info( "frame: %u\n", world.sim_frame );
+                       
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
                        {
-                               struct cell *cell = &world.data[y*world.w+x];
+                               struct cell_terminal *term = &world.io[ i ];
+                               int posx = term->id % world.w;
+                               int posy = (term->id - posx)/world.w;
+                               int is_input = world.data[ term->id ].state & FLAG_INPUT;
+                               
+                               if( is_input )
+                               {
+                                       if( world.sim_frame < arrlen( term->conditions ) )
+                                       {
+                                               struct fish *fish = &world.fishes[world.num_fishes++];
+                                               fish->pos[0] = posx;
+                                               fish->pos[1] = posy;
+                                               fish->alive = 1;
+                                               fish->payload = term->conditions[world.sim_frame];
+                                               
+                                               int can_spawn = 0;
+                                               
+                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
+                                               {
+                                                       v2i target;
+                                                       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--;
+                                       }
+                               }
+                       }
 
-                               if( cell->state & FLAG_OUTPUT )
-                                       cell->water[ buffer_next ] = 16;
-                               else
+                       for( int i = 0; i < world.num_fishes; i ++ )
+                       {
+                               struct fish *fish = &world.fishes[i];
+                               struct cell *cell_current = pcell( fish->pos );
+                               
+                               if( !fish->alive )
+                                       continue;
+                               
+                               // Apply to output
+                               if( cell_current->state & FLAG_OUTPUT )
                                {
-                                       int has_source = 0;
-                                       cell->water[ buffer_next ] = 0;
+                                       for( int j = 0; j < arrlen( world.io ); j ++ )
+                                       {
+                                               struct cell_terminal *term = &world.io[j];
+                                               
+                                               if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+                                               {
+                                                       term->recv[ term->recv_count ++ ] = fish->payload;
+                                                       break;
+                                               }
+                                       }
                                        
-                                       if( cell->state & FLAG_CANAL )
+                                       fish->alive = 0;
+                                       continue;
+                               }
+                               
+                               if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) )
+                               {
+                                       fish->alive = 0;
+                               }
+                               else
+                               {
+                                       if( cell_current->state & FLAG_SPLIT )
                                        {
-                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               // Flip flop L/R
+                                               fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+                                               fish->dir[1] = 0;
                                                
-                                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                                               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) )
                                                {
-                                                       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;
+                                                       // Try other directions for valid, so down, left, right..
+                                                       v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                                       vg_info( "Trying some other directions...\n" );
                                                        
-                                                       // 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 )
+                                                       for( int j = 0; j < vg_list_size(dirs); j ++ )
                                                        {
-                                                               has_source = 1;
-                                                               cell->water[ buffer_next ] = neighbour->water[ buffer_id ]-1;
+                                                               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 )
+                                                               {
+                                                                       fish->dir[0] = dirs[j][0];
+                                                                       fish->dir[1] = dirs[j][1];
+                                                               }
                                                        }
                                                }
                                        }
                                        
-                                       if( !has_source && cell->water[ buffer_id ] )
-                                               cell->water[ buffer_next ] = cell->water[ buffer_id ]-1;
+                                       fish->pos[0] += fish->dir[0];
+                                       fish->pos[1] += fish->dir[1];
                                }
                        }
+                       
+                       world.sim_frame ++;
                }
-               
-               world.frame ++;
        }
 }
 
@@ -617,33 +693,53 @@ 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 );
+       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 );
        
+       // Shadow layer
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
+       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 )
+                       {
+                               continue;
+                       }
+                       
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f );
+                       glDrawArrays( GL_TRIANGLES, 0, 6 );
+               }
+       
        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;
+               
+                       if( cell->state & FLAG_CANAL && !selected )
+                               continue;
+               
                        glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
                        
                        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){ 0.5f, 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( 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 )
+                       if( selected )
                                v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
                        
                        //if( cell->state & (FLAG_SPLIT) )
@@ -673,11 +769,67 @@ void vg_render(void)
                int posy = (term->id - posx)/world.w;
                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;
+               
+               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+               
                for( int j = 0; j < arrlen( term->conditions ); j ++ )
                {
                        glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
-                       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.2f, 0.8f, 0.6f, 1.0f );
-                       glDrawArrays( GL_TRIANGLES, is_input? 0: 32*3, is_input? 32*3: 32*6 );
+                       
+                       if( is_input )
+                       {
+                               colour_code_v3( term->conditions[j], 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 )
+                                       glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+                               else
+                                       glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
+                       }
+                       else
+                       {
+                               if( term->recv_count > j )
+                               {
+                                       colour_code_v3( term->recv[j], dot_colour );
+                                       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 );
+                               }
+                               
+                               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 '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 ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
+                       
+                       if( !fish->alive )
+                               continue;
+                       
+                       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] + 0.25f - (float)fish->dir[1]*lerp, 0.25f );
+                       glDrawArrays( GL_TRIANGLES, 0, 32*3 );
                }
        }
 }