struct cell
{
u32 state;
- u8 water[2];
u8 config;
- u8 water_dir;
}
*data;
// Tile initialization
// row[ cx ] .. etc
- row[ cx ].water[0] = 0;
- row[ cx ].water[1] = 0;
if( *c == '+' || *c == '-' )
{
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
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));
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 );
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);
}
}
// 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
{
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 = &world.data[y*world.w+x];
-
- 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 )
{
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];
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) )
{
- // 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 )
{
fish->dir[0] = dirs[j][0];
fish->dir[1] = dirs[j][1];
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) )
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 );
+ 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 );
}
}