X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=09bcf43e605f77f8ec421d7087c300aaaec073ee;hb=155f3c26eb39c89057d52d72b45898819edfe640;hp=6d6486be3cbb1741602233b1a25505594dfb1141;hpb=076dd0fbd6e35277edaf474b041e570728575f56;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 6d6486b..09bcf43 100644 --- a/fishladder.c +++ b/fishladder.c @@ -2,118 +2,7 @@ //#define VG_STEAM #include "vg/vg.h" - -SHADER_DEFINE( shader_tile_colour, - - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform mat3 uPv;" - "uniform vec3 uOffset;" - "" - "void main()" - "{" - "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "uniform vec4 uColour;" - "" - "void main()" - "{" - "FragColor = uColour;" - "}" - , - UNIFORMS({ "uPv", "uOffset", "uColour" }) -) - -SHADER_DEFINE( shader_ball, - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform vec2 uOffset;" - "uniform mat3 uPv;" - "" - "out vec2 aTexCoords;" - "" - "void main()" - "{" - // Create texture coords - "aTexCoords = a_co;" - - // Vertex transform - "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );" - "gl_Position = vec4( uPv * worldpos, 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "" - "uniform sampler2D uTexMain;" - "uniform vec3 uColour;" - "" - "in vec2 aTexCoords;" - "" - "void main()" - "{" - "vec4 glyph = texture( uTexMain, aTexCoords );" - "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );" - "}" - , - UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" }) -) - -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" }) -) +#include "fishladder_resources.h" const char *level_pack[] = { @@ -170,34 +59,22 @@ const char *level_pack[] = "## ##;\n" "## ##;\n" "###+#####+###;aa,aaa\n" - "#############;\n" -}; - -GLuint tex_tile_data; -GLuint tex_tile_detail; -GLuint tex_wood; -GLuint tex_ball; - -sfx_system_t audio_system_sfx = -{ - .vol = 1.f, - .spd = 1.f, - .ch = 1, - .cur = 0, - .vol_src = &g_vol_sfx, - .flags = 0x00, - .fadeout = FADEOUT_LENGTH, - .name = "sfx" -}; - -sfx_set_t audio_tile_mod = -{ - .sources = "\ -sound/mod00.ogg\0\ -sound/mod01.ogg\0\ -sound/mod02.ogg\0\ -sound/mod03.ogg\0", - .flags = 0 + "#############;\n", + + // Level 5 + "###############;\n" + "####-##########;abcb\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "##########+####;bcba\n" + "###############;\n" }; m3x3f m_projection; @@ -208,10 +85,6 @@ m3x3f m_mdl; #define FLAG_OUTPUT 0x2 #define FLAG_CANAL 0x4 #define FLAG_WALL 0x8 -#define FLAG_DROP_L 0x10 -#define FLAG_SPLIT 0x20 -#define FLAG_MERGER 0x40 -#define FLAG_DROP_R 0x80 #define FLAG_FLIP_FLOP 0x100 #define FLAG_FLIP_ROTATING 0x200 @@ -236,14 +109,16 @@ m3x3f m_mdl; enum cell_type { + k_cell_type_ramp_right = 3, + k_cell_type_ramp_left = 6, k_cell_type_split = 7, k_cell_type_merge = 13 }; v3f colour_sets[] = -{ { 0.9f, 0.2f, 0.01f }, +{ { 0.9f, 0.6f, 0.20f }, { 0.2f, 0.9f, 0.14f }, - { 0.1f, 0.3f, 0.85f } }; + { 0.4f, 0.8f, 1.00f } }; static void colour_code_v3( char cc, v3f target ) { @@ -314,6 +189,8 @@ struct world float sim_start; int simulating; + float frame_lerp; + struct cell_terminal { // TODO: Split into input/output structures @@ -328,7 +205,11 @@ struct world struct mesh tile, circle; - int selected; + GLuint background_data; + GLuint random_samples; + + int selected, tile_x, tile_y; + v2f tile_pos; struct fish { @@ -336,6 +217,9 @@ struct world v2i dir; int alive; char payload; + float death_time; + v2f physics_v; + v2f physics_co; } fishes[16]; @@ -356,6 +240,7 @@ static void map_free(void) world.io = NULL; } +static void map_reclassify( v2i start, v2i end, int update_texbuffer ); static int map_load( const char *str ) { map_free(); @@ -451,27 +336,42 @@ static int map_load( const char *str ) // Tile initialization // row[ cx ] .. etc + struct cell *cell = &row[ cx ]; if( *c == '+' || *c == '-' ) { struct cell_terminal term = { .id = cx + world.h*world.w }; arrpush( world.io, term ); - row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; + cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; reg_end ++; } - else if( *c == '#' ) - { - row[ cx ++ ].state = FLAG_WALL; - } - else - { - row[ cx ++ ].state = 0x00; - } + else if( *c == '#' ) cell->state = FLAG_WALL; + else if( *c == '*' ) cell->state = FLAG_CANAL; + else cell->state = 0x00; + + cx ++; } c ++; } + // Update data texture to fill out the background + { + u8 info_buffer[64*64*4]; + for( int i = 0; i < 64*64; i ++ ) + { + u8 *px = &info_buffer[i*4]; + px[0] = 255; + px[1] = 0; + px[2] = 0; + px[3] = 0; + } + + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } + + map_reclassify( NULL, NULL, 1 ); vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); return 1; } @@ -481,20 +381,90 @@ static struct cell *pcell( v2i pos ) return &world.data[ pos[1]*world.w + pos[0] ]; } +static void map_serialize( FILE *stream ) +{ + 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_WALL ) fputc( '#', stream ); + else if( cell->state & FLAG_INPUT ) fputc( '+', stream ); + else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream ); + else if( cell->state & FLAG_CANAL ) fputc( '*', stream ); + else fputc( ' ', stream ); + } + + fputc( ';', stream ); + + int terminal_write_count = 0; + + for( int x = 0; x < world.w; x ++ ) + { + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[i]; + if( term->id == y*world.w+x ) + { + if( terminal_write_count ) + fputc( ',', stream ); + terminal_write_count ++; + + for( int j = 0; j < arrlen( term->conditions ); j ++ ) + fputc( term->conditions[j], stream ); + } + } + } + + fputc( '\n', stream ); + } +} + int main( int argc, char *argv[] ) { vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" ); } -void vg_register(void) +static void console_save_map( int argc, char *argv[] ) { - SHADER_INIT( shader_tile_colour ); - SHADER_INIT( shader_tile_main ); - SHADER_INIT( shader_ball ); + if( argc >= 1 ) + { + FILE *test_writer = fopen( argv[0], "wb" ); + if( test_writer ) + { + map_serialize( test_writer ); + + fclose( test_writer ); + } + } +} + +static void console_load_map( int argc, char *argv[] ) +{ + if( argc >= 1 ) + { + char *text_source = vg_textasset_read( argv[0] ); + + if( text_source ) + map_load( text_source ); + + free( text_source ); + } } void vg_start(void) { + vg_function_push( (struct vg_cmd){ + .name = "map_write", + .function = console_save_map + }); + + vg_function_push( (struct vg_cmd){ + .name = "map_load", + .function = console_load_map + }); + // Quad mesh { float quad_mesh[] = @@ -542,50 +512,45 @@ void vg_start(void) init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) ); } - // Textures + // Create info data texture { - tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_repeat(); - - tex_tile_data = vg_tex2d_rgba( "textures/tileset.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_repeat(); + glGenTextures( 1, &world.background_data ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); + vg_tex2d_nearest(); + } + + // Create random smaples texture + { + u8 *data = malloc(512*512*2); + for( int i = 0; i < 512*512*2; i ++ ) + data[ i ] = rand()/(RAND_MAX/255); - tex_wood = vg_tex2d_rgba( "textures/wood.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); + glGenTextures( 1, &world.random_samples ); + glBindTexture( GL_TEXTURE_2D, world.random_samples ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data ); + vg_tex2d_linear(); vg_tex2d_repeat(); - tex_ball = vg_tex2d_rgba( "textures/ball.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_clamp(); + free( data ); } - // Audio - { - sfx_set_init( &audio_tile_mod, NULL ); - } + resource_load_main(); map_load( level_pack[ 0 ] ); } void vg_free(void) { + resource_free_main(); + + glDeleteTextures( 1, &world.background_data ); + glDeleteTextures( 1, &world.random_samples ); + free_mesh( &world.tile ); free_mesh( &world.circle ); map_free(); - - glDeleteTextures( 1, &tex_tile_data ); - glDeleteTextures( 1, &tex_tile_detail ); - glDeleteTextures( 1, &tex_wood ); - glDeleteTextures( 1, &tex_ball ); - - sfx_set_free( &audio_tile_mod ); } static int cell_interactive( v2i co ) @@ -673,6 +638,86 @@ static int cell_interactive( v2i co ) return 1; } +static void map_reclassify( v2i start, v2i end, int update_texbuffer ) +{ + v2i full_start = { 1,1 }; + v2i full_end = { world.w-1, world.h-1 }; + + if( !start || !end ) + { + start = full_start; + end = full_end; + } + + // Texture data + u8 info_buffer[64*64*4]; + u32 pixel_id = 0; + + int px0 = vg_max( start[0], full_start[0] ), + px1 = vg_min( end[0], full_end[0] ), + py0 = vg_max( start[1], full_start[1] ), + py1 = vg_min( end[1], full_end[1] ); + + for( int y = py0; y < py1; y ++ ) + { + for( int x = px0; x < px1; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + u8 height = 0; + u8 config = 0x00; + + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + { + for( int i = 0; i < vg_list_size( dirs ); i ++ ) + { + 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; + } + + height = 128; + } + else + { + if( cell->state & FLAG_WALL ) + height = 255; + + config = 0xF; + } + + pcell((v2i){x,y})->config = config; + + u8 *info_px = &info_buffer[ (pixel_id ++)*4 ]; + info_px[0] = height; + info_px[1] = cell->state & FLAG_WALL? 0: 255; + info_px[2] = 0; + info_px[3] = 0; + } + } + + if( update_texbuffer ) + { + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } +} + +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_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}}; +v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{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; + void vg_update(void) { static int curlevel = 0; @@ -696,44 +741,55 @@ void vg_update(void) vg_info( "Stopping simulation!\n" ); } - float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 9.5f; + // Fit within screen + + float r1 = (float)vg_window_y / (float)vg_window_x, + r2 = (float)world.h / (float)world.w, + size; + + size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; + m3x3_projection( m_projection, -size, size, -size*r1, size*r1 ); v3f origin; - origin[0] = -0.5f * world.w; - origin[1] = -0.5f * world.h; + origin[0] = floorf( -0.5f * world.w ); + origin[1] = floorf( -0.5f * world.h ); origin[2] = 0.0f; - 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 + v2_copy( vg_mouse_ws, world.tile_pos ); - v2f tile_pos; - v2_copy( vg_mouse_ws, tile_pos ); - - int tile_x = floorf( tile_pos[0] ); - int tile_y = floorf( tile_pos[1] ); + world.tile_x = floorf( world.tile_pos[0] ); + world.tile_y = floorf( world.tile_pos[1] ); // Tilemap editing if( !world.simulating ) { - if( cell_interactive( (v2i){ tile_x, tile_y } )) + if( cell_interactive( (v2i){ world.tile_x, world.tile_y } )) { - world.selected = tile_y * world.w + tile_x; + world.selected = world.tile_y * world.w + world.tile_x; if( vg_get_button_down("primary") ) { world.data[ world.selected ].state ^= FLAG_CANAL; - sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx ); + + if( world.data[ world.selected ].state & FLAG_CANAL ) + sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 ); + else + sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 ); + + map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 }, + (v2i){ world.tile_x +2, world.tile_y +2 }, 1 ); } } else world.selected = -1; } + else world.selected = -1; // Simulation stop/start if( vg_get_button_down("go") ) @@ -748,11 +804,15 @@ void vg_update(void) world.io[i].recv_count = 0; vg_info( "Stopping simulation!\n" ); + + sfx_system_fadeout( &audio_system_balls_rolling, 44100 ); } else { vg_success( "Starting simulation!\n" ); + sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 ); + world.simulating = 1; world.num_fishes = 0; world.sim_frame = 0; @@ -767,98 +827,15 @@ void vg_update(void) world.io[i].recv_count = 0; } } - - // Simulation stuff - // ======================================================== - - for( int y = 2; y < world.h-2; y ++ ) - { - for( int x = 2; x < world.w-2; x ++ ) - { - v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; - - u8 config = 0x00; - - if( pcell((v2i){x,y})->state & FLAG_CANAL ) - { - for( int i = 0; i < vg_list_size( dirs ); i ++ ) - { - 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; - - pcell((v2i){x,y})->config = config; - pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER); - } - } - - for( int y = 2; y < world.h-2; y ++ ) - for( int x = 2; x < world.w-2; x ++ ) - { - // R,D,L,- 1110 (splitter, 1 drop created) - - // R,-,L,U - 1011 (merger, 2 drop created) - - u8 config = pcell((v2i){x,y})->config; - - if( config == k_cell_type_split ) // splitter - { - struct cell *cell = pcell((v2i){x,y}); - - cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R); - } - 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; - } - } - + // Fish ticks if( world.simulating ) - { + { while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) ) { - vg_info( "frame: %u\n", world.sim_frame ); - - for( int i = 0; i < arrlen( world.io ); i ++ ) - { - 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 ++ ) - 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--; - } - } - } - + //vg_info( "frame: %u\n", world.sim_frame ); + sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 ); + // Update splitter deltas for( int i = 0; i < world.h*world.w; i ++ ) { @@ -868,13 +845,17 @@ void vg_update(void) cell->state &= ~FLAG_FLIP_ROTATING; } } - + + // Update fish positions 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 ) + if( fish->alive == -1 ) + fish->alive = 0; + + if( fish->alive != 1 ) continue; // Apply to output @@ -895,7 +876,7 @@ void vg_update(void) continue; } - if( cell_current->state & FLAG_SPLIT ) + if( cell_current->config == k_cell_type_split ) { // Flip flop L/R fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; @@ -903,7 +884,7 @@ void vg_update(void) cell_current->state ^= FLAG_FLIP_FLOP; } - else if( cell_current->state & FLAG_MERGER ) + else if( cell_current->config == k_cell_type_merge ) { // Can only move up fish->dir[0] = 0; @@ -940,20 +921,190 @@ void vg_update(void) if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) )) fish->alive = 0; else + { + if( fish->dir[0] ) + { + if( cell_entry->config == k_cell_type_split || + cell_entry->config == k_cell_type_ramp_right || + cell_entry->config == k_cell_type_ramp_left ) + { + // Special death (FALL) + v2_sub( fish->physics_co, fish->physics_v, fish->physics_v ); + v2_divs( fish->physics_v, vg_time_delta, fish->physics_v ); + + fish->alive = -2; + vg_warn( "Special death (fall)\n" ); + continue; + } + } + if( cell_entry->config == k_cell_type_split ) + { + sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 ); cell_entry->state |= FLAG_FLIP_ROTATING; + } + } + } + + // Check for collisions + for( int i = 0; i < world.num_fishes; i ++ ) + { + if( world.fishes[i].alive == 1 ) + { + for( int j = i+1; j < world.num_fishes; j ++ ) + { + if( (world.fishes[j].alive == 1) && (world.fishes[i].pos[0] == world.fishes[j].pos[0]) && + (world.fishes[i].pos[1] == world.fishes[j].pos[1]) ) + { + // Shatter death (+0.5s) + world.fishes[i].alive = -1; + world.fishes[j].alive = -1; + world.fishes[i].death_time = 0.5f; + world.fishes[j].death_time = 0.5f; + } + } + } + } + + // Spawn fishes + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + 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 ++ ) + 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--; + } + } } world.sim_frame ++; } + + float scaled_time = 0.0f; + scaled_time = (vg_time-world.sim_start)*2.0f; + world.frame_lerp = scaled_time - (float)world.sim_frame; + + // Update positions + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( fish->alive == 0 ) + continue; + + if( fish->alive == -1 && (world.frame_lerp > fish->death_time) ) + continue; // Todo: particle thing? + + if( fish->alive == -2 ) + { + v2_muladds( fish->physics_v, (v2f){ 0.0, -9.8f }, vg_time_delta, fish->physics_v ); + v2_muladds( fish->physics_co, fish->physics_v, vg_time_delta, fish->physics_co ); + } + else + { + struct cell *cell = pcell(fish->pos); + v2f const *curve; + + float t = world.frame_lerp; + + v2_copy( fish->physics_co, fish->physics_v ); + + switch( cell->config ) + { + case 13: + if( fish->dir[0] == 1 ) + curve = curve_12; + else + curve = curve_9; + break; + case 2: curve = curve_2; break; + case 8: curve = curve_8; 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->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0]; + fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1]; + fish->physics_co[0] += (float)fish->pos[0]; + fish->physics_co[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->physics_co[0] = origin[0] + (float)fish->dir[0]*t; + fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t; + } + } + } } } -static void render_tiles(void) +static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour ) { - for( int y = 0; y < world.h; y ++ ) + v2i full_start = { 0,0 }; + v2i full_end = { world.w, world.h }; + + if( !start || !end ) { - for( int x = 0; x < world.w; x ++ ) + start = full_start; + end = full_end; + } + + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + + for( int y = start[1]; y < end[1]; y ++ ) + { + for( int x = start[0]; x < end[0]; x ++ ) { struct cell *cell = pcell((v2i){x,y}); int selected = world.selected == y*world.w + x; @@ -968,14 +1119,21 @@ static void render_tiles(void) int uv[2] = { 3, 0 }; - if( cell->state & FLAG_CANAL ) + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) { uv[0] = tile_offsets[ cell->config ][0]; uv[1] = tile_offsets[ cell->config ][1]; - } + } else continue; glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); - draw_mesh( 0, 2 ); + if( selected ) + { + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour ); + draw_mesh( 0, 2 ); + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + } + else + draw_mesh( 0, 2 ); } } } @@ -985,27 +1143,12 @@ void vg_render(void) glViewport( 0,0, vg_window_x, vg_window_y ); glDisable( GL_DEPTH_TEST ); - glClearColor( 0.8f, 0.8f, 0.8f, 1.0f ); + glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - 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; - + v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f}; + v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f}; + // TILE SET RENDERING // todo: just slam everything into a mesh... // when user modifies a tile the neighbours can be easily uploaded to gpu mem @@ -1016,33 +1159,57 @@ void vg_render(void) use_mesh( &world.tile ); + // Draw background + + if(1){ + + SHADER_USE( shader_background ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 ); + + glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 ); + glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f ); + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world.random_samples ); + glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 ); + + draw_mesh( 0, 2 ); + + } + + 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 ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f ); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); // Bind textures - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, tex_tile_data ); + vg_tex2d_bind( &tex_tile_data, 0 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, tex_wood ); + vg_tex2d_bind( &tex_wood, 1 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); - render_tiles(); + render_tiles( NULL, NULL, colour_default, colour_default ); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBlendEquation(GL_FUNC_ADD); + SHADER_USE( shader_ball ); glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, tex_ball ); + vg_tex2d_bind( &tex_ball, 0 ); glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 ); // Draw 'fish' @@ -1052,88 +1219,32 @@ void vg_render(void) { struct fish *fish = &world.fishes[i]; - if( !fish->alive ) + if( fish->alive == 0 ) continue; - - // 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; - } + if( fish->alive == -1 && (world.frame_lerp > fish->death_time) ) + continue; v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; colour_code_v3( fish->payload, dot_colour ); glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour ); - glUniform2f( SHADER_UNIFORM( shader_ball, "uOffset" ), fish_pos[0], fish_pos[1] ); + glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co ); draw_mesh( 0, 32 ); } } - SHADER_USE( shader_tile_main ); // Bind textures - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, tex_tile_data ); + vg_tex2d_bind( &tex_tile_data, 0 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, tex_wood ); + vg_tex2d_bind( &tex_wood, 1 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); - render_tiles(); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f ); + render_tiles( NULL, NULL, colour_default, colour_selected ); // Draw splitters @@ -1143,18 +1254,18 @@ void vg_render(void) { struct cell *cell = pcell((v2i){x,y}); - if( cell->state & FLAG_SPLIT ) + if( cell->config == k_cell_type_split ) { 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) ) + if( (world.frame_lerp > curve_7_linear_section) ) { float const rotation_speed = 0.4f; - if( (frame_lerp < 1.0f-rotation_speed) ) + if( (world.frame_lerp < 1.0f-rotation_speed) ) { - float t = frame_lerp - curve_7_linear_section; + float t = world.frame_lerp - curve_7_linear_section; t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed))); t += 1.0f; @@ -1174,6 +1285,26 @@ void vg_render(void) } } + // Edit overlay + if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) ) + { + v2i new_begin = { world.tile_x - 2, world.tile_y - 2 }; + v2i new_end = { world.tile_x + 2, world.tile_y + 2 }; + + world.data[ world.selected ].state ^= FLAG_CANAL; + map_reclassify( new_begin, new_end, 0 ); + + m2x2_identity( subtransform ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f ); + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos ); + + render_tiles( new_begin, new_end, colour_default, colour_default ); + + world.data[ world.selected ].state ^= FLAG_CANAL; + map_reclassify( new_begin, new_end, 0 ); + } + //glDisable(GL_BLEND); glDisable(GL_BLEND); @@ -1199,7 +1330,8 @@ void vg_render(void) 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 ); + float y_offset = is_input? 1.2f: -0.2f; + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f ); if( is_input ) {