switch to marbles and create model compiler
[fishladder.git] / fishladder.c
index 8d1443b93cbc00af95013aa1e3e54482d70fb280..c928a816437a9342f5246cf7b1eb254aa8424180 100644 (file)
@@ -67,9 +67,7 @@ struct world
        struct cell
        {
                u32 state;
-               u8 water[2];
                u8 config;
-               u8 water_dir;
        }
        *data;
        
@@ -219,8 +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 == '-' )
                        {
@@ -270,8 +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
@@ -424,7 +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));
@@ -457,7 +453,7 @@ 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 );
@@ -532,18 +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);
                }
        }
        
@@ -554,7 +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
                        {
@@ -567,75 +563,7 @@ void vg_update(void)
                                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 )
        {
@@ -666,7 +594,7 @@ void vg_update(void)
                                                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];
@@ -707,7 +635,7 @@ void vg_update(void)
                                        continue;
                                }
                                
-                               if( !(cell_current->water[ world.frame & 0x1 ] || cell_current->state & (FLAG_INPUT)) )
+                               if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) )
                                {
                                        fish->alive = 0;
                                }
@@ -730,9 +658,9 @@ 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->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" );
                                                        
@@ -741,7 +669,7 @@ 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] } )->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];
@@ -765,33 +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) )
@@ -880,7 +828,7 @@ void vg_render(void)
                        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 );
                }
        }