X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=0abe4b52946b9490dfa3f85bd8c53291a9020136;hb=3a55f20f6b627db61294523f7bf34344514e7166;hp=dec99e2c266da40d93d327e18c01164bcdf7421c;hpb=5f7656147f3566b32e4eb8c5dffd554e233bdefb;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index dec99e2..0abe4b5 100644 --- a/fishladder.c +++ b/fishladder.c @@ -4,6 +4,14 @@ #include "vg/vg.h" #include "fishladder_resources.h" +const char *level_pack_1[] = { + "level0", + "level1", + "level2", + "level3", + "level4" +}; + const char *level_pack[] = { // Level 0 @@ -59,7 +67,22 @@ const char *level_pack[] = "## ##;\n" "## ##;\n" "###+#####+###;aa,aaa\n" - "#############;\n" + "#############;\n", + + // Level 5 + "###############;\n" + "####-##########;abcb\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "##########+####;bcba\n" + "###############;\n" }; m3x3f m_projection; @@ -94,14 +117,16 @@ 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 ) { @@ -172,6 +197,8 @@ struct world float sim_start; int simulating; + float frame_lerp; + struct cell_terminal { // TODO: Split into input/output structures @@ -186,6 +213,9 @@ struct world struct mesh tile, circle; + GLuint background_data; + GLuint random_samples; + int selected, tile_x, tile_y; v2f tile_pos; @@ -195,10 +225,15 @@ struct world v2i dir; int alive; char payload; + float death_time; + v2f physics_v; + v2f physics_co; } fishes[16]; int num_fishes; + + char map_name[128]; } world = {}; static void map_free(void) @@ -215,8 +250,8 @@ static void map_free(void) world.io = NULL; } -static void map_reclassify( v2i start, v2i end ); -static int map_load( const char *str ) +static void map_reclassify( v2i start, v2i end, int update_texbuffer ); +static int map_load( const char *str, const char *name ) { map_free(); @@ -311,29 +346,45 @@ 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 ++; } - map_reclassify( NULL, NULL ); - vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); + // 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 '%s' loaded! (%u:%u)\n", name, world.w, world.h ); + + strncpy( world.map_name, name, vg_list_size( world.map_name )-1 ); return 1; } @@ -342,13 +393,166 @@ 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" ); } +static int console_save_map( int argc, char const *argv[] ) +{ + char map_path[ 256 ]; + + strcpy( map_path, "sav/" ); + strcat( map_path, world.map_name ); + strcat( map_path, ".map" ); + + FILE *test_writer = fopen( map_path, "wb" ); + if( test_writer ) + { + map_serialize( test_writer ); + + fclose( test_writer ); + return 1; + } + else + { + vg_error( "Unable to open stream for writing\n" ); + return 0; + } +} + +static int console_load_map( int argc, char const *argv[] ) +{ + char map_path[ 256 ]; + + if( argc >= 1 ) + { + // try from saves + strcpy( map_path, "sav/" ); + strcat( map_path, argv[0] ); + strcat( map_path, ".map" ); + + char *text_source = vg_textasset_read( map_path ); + + if( !text_source ) + { + strcpy( map_path, "maps/" ); + strcat( map_path, argv[0] ); + strcat( map_path, ".map" ); + + text_source = vg_textasset_read( map_path ); + } + + if( text_source ) + { + map_load( text_source, argv[0] ); + free( text_source ); + return 1; + } + else + { + vg_error( "Missing maps '%s'\n", argv[0] ); + return 0; + } + } + else + { + vg_error( "Missing argument \n" ); + return 0; + } +} + +static void simulation_stop(void) +{ + 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; + + sfx_system_fadeout( &audio_system_balls_rolling, 44100 ); + + vg_info( "Stopping simulation!\n" ); +} + +static int console_changelevel( int argc, char const *argv[] ) +{ + if( argc >= 1 ) + { + // Save current level + if( console_save_map( 0, NULL ) ) + if( console_load_map( argc, argv ) ) + { + simulation_stop(); + return 1; + } + } + else + { + vg_error( "Missing argument \n" ); + } + + return 0; +} + 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 + }); + + vg_function_push( (struct vg_cmd){ + .name = "changelevel", + .function = console_changelevel + }); + // Quad mesh { float quad_mesh[] = @@ -356,11 +560,8 @@ void vg_start(void) 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 - 0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left - 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up - 0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f + 0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f, + 0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f }; init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) ); @@ -396,15 +597,43 @@ void vg_start(void) init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) ); } + // Create info data texture + { + 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); + + 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(); + + free( data ); + } + resource_load_main(); - map_load( level_pack[ 0 ] ); + console_load_map( 1, level_pack_1 ); } void vg_free(void) { + console_save_map( 0, NULL ); + resource_free_main(); + glDeleteTextures( 1, &world.background_data ); + glDeleteTextures( 1, &world.random_samples ); + free_mesh( &world.tile ); free_mesh( &world.circle ); @@ -496,26 +725,38 @@ static int cell_interactive( v2i co ) return 1; } -static void map_reclassify( v2i start, v2i end ) +static void map_reclassify( v2i start, v2i end, int update_texbuffer ) { - v2i full_start = { 2,2 }; - v2i full_end = { world.w-2, world.h-2 }; + 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 = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ ) + for( int y = py0; y < py1; y ++ ) { - for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_end[0] ); x ++ ) + 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( pcell((v2i){x,y})->state & FLAG_CANAL ) + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) { for( int i = 0; i < vg_list_size( dirs ); i ++ ) { @@ -523,14 +764,47 @@ static void map_reclassify( v2i start, v2i end ) if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) config |= 0x1 << i; } + + height = 128; } - else config = 0xF; + 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; @@ -538,31 +812,20 @@ void vg_update(void) 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" ); - } + // Fit within screen + + float r1 = (float)vg_window_y / (float)vg_window_x, + r2 = (float)world.h / (float)world.w, + size; - float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 9.5f; + 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 ); @@ -591,31 +854,27 @@ void vg_update(void) 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 } ); + (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") ) { 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" ); + simulation_stop(); } 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; @@ -633,46 +892,12 @@ void vg_update(void) // 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 ++ ) { @@ -682,13 +907,17 @@ 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 @@ -754,12 +983,171 @@ 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; + } + } + } } } @@ -793,11 +1181,11 @@ static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f cons 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] ); if( selected ) @@ -817,30 +1205,12 @@ 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; - } - v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f}; v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f}; - - 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 // todo: just slam everything into a mesh... // when user modifies a tile the neighbours can be easily uploaded to gpu mem @@ -851,6 +1221,29 @@ 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; @@ -858,6 +1251,11 @@ void vg_render(void) 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 vg_tex2d_bind( &tex_tile_data, 0 ); @@ -868,9 +1266,7 @@ void vg_render(void) 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 ); @@ -885,76 +1281,21 @@ 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 @@ -964,6 +1305,7 @@ void vg_render(void) vg_tex2d_bind( &tex_wood, 1 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f ); render_tiles( NULL, NULL, colour_default, colour_selected ); // Draw splitters @@ -980,12 +1322,12 @@ void vg_render(void) 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; @@ -1012,7 +1354,7 @@ void vg_render(void) v2i new_end = { world.tile_x + 2, world.tile_y + 2 }; world.data[ world.selected ].state ^= FLAG_CANAL; - map_reclassify( new_begin, new_end ); + map_reclassify( new_begin, new_end, 0 ); m2x2_identity( subtransform ); glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f ); @@ -1022,7 +1364,7 @@ void vg_render(void) render_tiles( new_begin, new_end, colour_default, colour_default ); world.data[ world.selected ].state ^= FLAG_CANAL; - map_reclassify( new_begin, new_end ); + map_reclassify( new_begin, new_end, 0 ); } //glDisable(GL_BLEND); @@ -1032,6 +1374,11 @@ void vg_render(void) SHADER_USE( shader_tile_colour ); glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); use_mesh( &world.circle ); + + int const filled_start = 0; + int const filled_count = 32; + int const empty_start = 32; + int const empty_count = 32*2; // Draw i/o arrays for( int i = 0; i < arrlen( world.io ); i ++ ) @@ -1040,17 +1387,13 @@ void vg_render(void) int posx = term->id % world.w; 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; - int const empty_start = 32; - int const empty_count = 32*2; - + 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 ); + 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 ) { @@ -1086,8 +1429,73 @@ void vg_render(void) { 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 ); + draw_mesh( filled_start, filled_count ); + } + + // Level selection UI + float ratio = ((float)vg_window_x/(float)vg_window_y); + + m3x3f ui_view = M3X3_IDENTITY; + m3x3_scale( ui_view, (v3f){ 1.0f, -ratio, 1.0f } ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view ); + + // Calculate mouse in UIsp + v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f, + (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(1.0f/ratio), 0.0125f }; + + // Get selected level + const float selection_scale = 0.05f; + int const level_count = vg_list_size( level_pack_1 ); + int level_select = -1; + + if( mouse_ui_space[0] <= -0.8f ) + { + float levels_range = (float)level_count*selection_scale*0.6f; + float level_offset = ((mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count; + level_select = floorf( level_offset ); + + // Draw selector + if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) ) + { + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f ); + + use_mesh( &world.tile ); + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + -1.0f, + (-(float)level_count + (float)level_select * 2.0f ) * selection_scale * 0.6f, + selection_scale + ); + draw_mesh( 2, 2 ); + + use_mesh( &world.circle ); + + if( vg_get_button_down( "primary" ) ) + { + console_changelevel( 1, level_pack_1 + level_select ); + } + } + } + + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f ); + + // Draw levels + for( int i = 0; i < level_count; i ++ ) + { + v3f level_ui_space = { + -0.97f, + (-(float)level_count + (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f, + selection_scale * 0.5f + }; + + float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f ); + level_ui_space[2] *= scale; + + glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space ); + draw_mesh( empty_start, empty_count ); } + + glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space ); + draw_mesh( empty_start, empty_count ); } void vg_ui(void)