X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=1d93a6088e15d24f782e55fb63b274140aa102d9;hb=eb539f4993a936fee522af4a977e39186de47396;hp=f342895d4ed669f445e3cb69b16f1477b4dc4af6;hpb=fcade4e4bb54428d1cd3d365bfcf5c41b372e5dc;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index f342895..1d93a60 100644 --- a/fishladder.c +++ b/fishladder.c @@ -2,359 +2,286 @@ //#define VG_STEAM #include "vg/vg.h" +#include "fishladder_resources.h" -#define CELL_SHEET_X 512 -#define CELL_SHEET_Y 512 - -SHADER_DEFINE( colour_shader, - - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform mat3 uPv;" - "uniform mat3 uMdl;" - "" - "void main()" - "{" - " gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "uniform vec4 uColour;" - "" - "void main()" - "{" - " FragColor = uColour;" - "}" - , - UNIFORMS({ "uPv", "uMdl", "uColour" }) -) - -SHADER_DEFINE( tilemap_shader, - - // VERTEX - "layout (location=0) in vec2 a_co;" // XY - "layout (location=1) in vec2 a_offset;" // XY offset - "layout (location=2) in vec4 a_data;" // atlas-uv, amt, other - "uniform mat3 uPv;" - "uniform vec2 uOrigin;" - "" - "out vec4 aCoords;" - "" - "void main()" - "{" - "vec2 world_coord = a_co+a_offset+uOrigin;" - "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );" - "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );" - "}", - - // FRAGMENT - "uniform sampler2D uTexTiles;" - "uniform sampler2D uTexRipples;" - "uniform float uTime;" - - "in vec4 aCoords;" - "out vec4 FragColor;" - - "void main()" - "{" - "vec4 glyph = texture( uTexTiles, aCoords.xy );" - "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));" - "float wstatus = -((aCoords.z/128.0)-1.0);" // -1 := None in, 0.0 := Hold middle, 1.0 := All out - "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );" - - // TODO: Fix texture instead of doing this.. - "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );" - "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;" - "FragColor = vec4( composite, 1.0 );" - "}" - , - UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" }) -) - -SHADER_DEFINE( fish_shader, - // VERTEX - "layout (location=0) in vec2 a_co;" // XY UV - - "uniform mat3 uPv;" - "uniform vec3 uPosition;" - - "out vec2 aTexCoords;" - - "void main()" - "{" - "vec2 world_coord = a_co + uPosition.xy;" - "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );" - "aTexCoords = vec2( (a_co.x + uPosition.z) * 0.125, a_co.y );" - "}", - // FRAGMENT - "uniform sampler2D uTexMain;" - "uniform vec3 uColour;" - - "in vec2 aTexCoords;" - "out vec4 FragColor;" - - "void main()" - "{" - "vec4 maintex = texture( uTexMain, aTexCoords );" - "vec3 comp = mix( vec3(0.0,0.03,0.04), uColour, maintex.r );" - "FragColor = vec4( comp, maintex.g * 0.7 );" - "}", - UNIFORMS({ "uPv", "uTexMain", "uColour", "uPosition" }) -) +const char *level_pack_1[] = { + "level0", + "level1", + "level2", + "level3", + "level4", + "level5", + "level6" +}; -m3x3f m_projection; -m3x3f m_view; -m3x3f m_mdl; +#pragma pack(push,1) +struct career_state +{ + u32 version; -int main( int argc, char *argv[] ) + struct career_level + { + u32 score; + u32 time; + u32 completed; + } + levels[ vg_list_size( level_pack_1 ) ]; +} +career = { .version = 1 }; +#pragma pack(pop) + +static void career_serialize(void) { - vg_init( argc, argv, "FishLadder" ); + vg_asset_write( "sav/game.sav", &career, sizeof( struct career_state ) ); } -#define CELL_FLAG_INPUT 0x1 -#define CELL_FLAG_OUTPUT 0x2 - #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT) -#define CELL_FLAG_WALL 0x4 -#define CELL_FLAG_HOVER 0x8 -#define CELL_FLAG_ITER 0x10 -#define CELL_FLAG_CANAL 0x20 -#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */ -#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL) -#define CELL_FLAG_VISITED 0x80 -#define CELL_FLAG_UPLVL 0x100 -#define CELL_FLAG_MERGE 0x200 - -// Cell data: -// | byte 3 | byte 2 | byte 1 | byte 0 | -// | anim | cfg | rflags | sflags | - -// Static flags -// Level defined (fixed) -#define FLAG_WALL 0x1 /* Border cells // non passable */ -#define FLAG_LEVEL_CANAL 0x2 /* Used to mark canals from IO or static sections etc */ - -// Player defined -#define FLAG_CANAL 0x4 /* Cell is marked as canal and can transport water */ -#define FLAG_UNUSED0 0x8 -#define FLAG_UNUSED1 0x10 -#define FLAG_UNUSED2 0x20 -#define FLAG_UNUSED3 0x40 -#define FLAG_UNUSED4 0x80 - -// Volatile flags -#define FLAG_WATER 0x100 /* Does this cell have water flowing through it */ -#define FLAG_UNUSED5 0x200 -#define FLAG_UNUSED6 0x400 -#define FLAG_UNUSED7 0x800 - -#define FLAG_UNUSED8 0x1000 -#define FLAG_UNUSED9 0x2000 -#define FLAG_UNUSEDA 0x4000 -#define FLAG_UNUSEDB 0x8000 - -// Combined -#define CFLAG_TRANSPORT (FLAG_CANAL|FLAG_LEVEL_CANAL) - -static struct +static void career_load(void) { - u32 x,y; - - v2f origin; - struct cell *selected; - int select_valid; - int playing; - u32 frame; + i64 sz; + struct career_state *cr = vg_asset_read_s( "sav/game.sav", &sz ); - u32 *io; + memset( (void*)career.levels, 0, vg_list_size(level_pack_1) * sizeof(struct career_level) ); - struct vstack + if( cr ) { - struct vframe + if( sz > sizeof( struct career_state ) ) + vg_warn( "This save file is too big! Some levels will be lost\n" ); + + if( sz <= offsetof( struct career_state, levels ) ) + { + vg_error( "This save file is too small to have a header\n" ); + free( cr ); + return; + } + + u32 const size_header = offsetof(struct career_state, levels); + u32 const size_levels = sizeof(struct career_state)-size_header; + u32 const size_levels_input = sz - size_header; + + memcpy( (void*)career.levels, (void*)cr->levels, size_levels_input ); + + if( sz < sizeof( struct career_state ) ) { - int x, y; - int i; + memset( ((void*)career.levels) + size_levels_input, 0, size_levels-size_levels_input ); } - frames[ 64 ]; - int level; - u32 flags; + free( cr ); + vg_success( "Loaded save file... Info:\n" ); + + for( int i = 0; i < vg_list_size( career.levels ); i ++ ) + { + struct career_level *lvl = &career.levels[i]; + vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl->score, lvl->time, lvl->completed ); + } + } + else + { + vg_info( "No save file... Using blank one\n" ); } - stack; - - GLuint tile_texture; - GLuint flow_texture; - - GLuint tiles_vao; - GLuint tiles_vbo; } -map; -static void map_free(void) +m3x3f m_projection; +m3x3f m_view; +m3x3f m_mdl; + +#define FLAG_INPUT 0x1 +#define FLAG_OUTPUT 0x2 +#define FLAG_CANAL 0x4 +#define FLAG_WALL 0x8 +#define FLAG_FLIP_FLOP 0x100 +#define FLAG_FLIP_ROTATING 0x200 + +/* + 0000 0 | 0001 1 | 0010 2 | 0011 3 + | | | | | + X | X= | X | X= + | | | + 0100 4 | 0101 5 | 0110 6 | 0111 7 + | | | | | + =X | =X= | =X | =X= + | | | + 1000 8 | 1001 9 | 1010 10 | 1011 11 + | | | | | + X | X= | X | X= + | | | | | | | + 1100 12 | 1101 13 | 1110 14 | 1111 15 + | | | | | + =X | =X= | =X | =X= + | | | | | | | +*/ + +enum cell_type { - for( int i = 0; i < arrlen( map.io ); i ++ ) - { - arrfree( map.cells[ map.io[i] ].conditions ); - } + k_cell_type_ramp_right = 3, + k_cell_type_ramp_left = 6, + k_cell_type_split = 7, + k_cell_type_merge = 13 +}; - arrfree( map.cells ); - arrfree( map.io ); - map.x = 0; - map.y = 0; - map.cells = NULL; - map.io = NULL; -} +v3f colour_sets[] = +{ { 0.9f, 0.6f, 0.20f }, + { 0.2f, 0.9f, 0.14f }, + { 0.4f, 0.8f, 1.00f } }; -static struct cell *ptile( int pos[2] ) +static void colour_code_v3( char cc, v3f target ) { - return map.cells + pos[1]*map.x + pos[0]; + 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 ); } -static struct cell *gettile( int pos[2] ) +struct mesh { - if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y ) - return map.cells + pos[1]*map.x + pos[0]; - return NULL; -} + GLuint vao, vbo; + u32 elements; +}; -static struct cell *getiftile( int pos[2], u32 flags ) +static void init_mesh( struct mesh *m, float const *tris, u32 length ) { - struct cell *cell = gettile( pos ); - if( cell && (cell->flags & flags) ) - return cell; - - return NULL; + m->elements = length/3; + glGenVertexArrays( 1, &m->vao ); + glGenBuffers( 1, &m->vbo ); + + glBindVertexArray( m->vao ); + glBindBuffer( GL_ARRAY_BUFFER, m->vbo ); + glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW ); + + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + VG_CHECK_GL(); } -static void map_tile_coords_from_index( int i, int coords[2] ) +static void free_mesh( struct mesh *m ) { - coords[0] = i % map.x; - coords[1] = (i - coords[0])/map.x; + glDeleteVertexArrays( 1, &m->vao ); + glDeleteBuffers( 1, &m->vbo ); } -static void map_stack_refresh(void) +static void draw_mesh( int const start, int const count ) { - for( int i = 0; i < map.x*map.y; i ++ ) - map.cells[i].flags &= ~CELL_FLAG_VISITED; + glDrawArrays( GL_TRIANGLES, start*3, count*3 ); } -static void map_stack_init( int coords[2] ) +static void use_mesh( struct mesh *m ) { - map.stack.level = 0; - map.stack.frames[0].i = 0; - map.stack.frames[0].x = coords[0]; - map.stack.frames[0].y = coords[1]; + glBindVertexArray( m->vao ); } -static struct cell *map_stack_next(void) +struct world { - struct cell *tile = NULL; + struct cell + { + u32 state; + u8 config; + } + *data; + + u32 frame; + + u32 sim_frame; + float sim_start; + int simulating; + u32 sim_run; - while( !tile ) + float frame_lerp; + + struct cell_terminal { - struct vframe *frame = &map.stack.frames[ map.stack.level ]; - - int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} }; + //char *conditions; + //char recv[12]; - if( frame->i < 3 ) - { - int *dir = output_dirs[ frame->i ]; - tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE ); - - if( tile && !(tile->flags & CELL_FLAG_VISITED) ) - { - map.stack.level ++; - frame[1].i = 0; - frame[1].x = frame[0].x+dir[0]; - frame[1].y = frame[0].y+dir[1]; - - tile->flags |= CELL_FLAG_VISITED; - - if( frame->i == 0 ) - frame->i = 400; - } - else - tile = NULL; - - frame->i ++; - } - else + struct terminal_run { - map.stack.level --; - tile = NULL; + char conditions[8]; + char recieved[8]; - if( map.stack.level < 0 ) - return NULL; + int condition_count, recv_count; } + runs[8]; + + int run_count; + + int id; } + *io; - return tile; -} - -static void map_stack_current_coords( int coords[2], int offset ) -{ - coords[0] = map.stack.frames[ map.stack.level+offset ].x; - coords[1] = map.stack.frames[ map.stack.level+offset ].y; -} - -static void map_reclassify( v4i bounds ) -{ - u8 celldata[ 4096 ]; + int w, h; + + struct mesh tile, circle, numbers; + + GLuint background_data; + GLuint random_samples; - for( int y = bounds[1]; y < bounds[3]; y ++ ) + int selected, tile_x, tile_y; + v2f tile_pos; + + struct fish { - for( int x = bounds[0]; x < bounds[2]; x ++ ) - { - struct cell *cur = map.cells + y*map.x + x; - u8 *cellbytes = celldata + (y*map.x+x)*4; - - if( cur->flags & CELL_FLAG_WALKABLE ) - { - struct cell *a, *b, *c, *d; - - a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE ); - b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE ); - c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE ); - d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE ); - - u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0); - cellbytes[ 0 ] = config; - } - else - { - // TODO: Random background tiles - cellbytes[ 0 ] = 15; - } - - cellbytes[ 1 ] = 0x00; - cellbytes[ 2 ] = 0x00; - cellbytes[ 3 ] = 0x00; - } + v2i pos; + v2i dir; + int alive; + char payload; + float death_time; + v2f physics_v; + v2f physics_co; } + fishes[16]; + + int num_fishes; + + char map_name[128]; + struct career_level *ptr_career_level; + + u32 score; + u32 completed; + u32 time; - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); - glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata ); +} world = {}; + +static void map_free(void) +{ + arrfree( world.data ); + arrfree( world.io ); + + world.w = 0; + world.h = 0; + world.data = NULL; + world.io = NULL; + world.score = 0; + world.time = 0; + world.completed = 0; } -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(); char const *c = str; // Scan for width - for(;; map.x ++) + for(;; world.w ++) { - if( str[map.x] == ';' ) + if( str[world.w] == ';' ) break; - else if( !str[map.x] ) + else if( !str[world.w] ) { - vg_error( "Unexpected EOF when parsing level!\n" ); + vg_error( "Unexpected EOF when parsing level\n" ); return 0; } } - struct cell *row = arraddnptr( map.cells, map.x ); + struct cell *row = arraddnptr( world.data, world.w ); int cx = 0; int reg_start = 0, reg_end = 0; @@ -374,9 +301,12 @@ static int map_load( const char *str ) { if( reg_start < reg_end ) { + struct cell_terminal *terminal = &world.io[ reg_start ]; + struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ]; + if( *c >= 'a' && *c <= 'z' ) - { - arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c ); + { + run->conditions[ run->condition_count ++ ] = *c; } else { @@ -387,16 +317,21 @@ static int map_load( const char *str ) if( *c == '\n' ) break; } + else if( *c == ':' ) + { + terminal->runs[ terminal->run_count ].condition_count = 0; + terminal->run_count ++; + } else { - vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y ); + vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h ); return 0; } } } else { - vg_error( "Over-assigned values (row: %u)\n", map.y ); + vg_error( "Too many values to assign (row: %u)\n", world.h ); return 0; } @@ -406,355 +341,1370 @@ static int map_load( const char *str ) if( reg_start != reg_end ) { - vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end ); + vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end ); return 0; } - if( cx != map.x ) + if( cx != world.w ) { - vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x ); + vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w ); return 0; } - row = arraddnptr( map.cells, map.x ); + row = arraddnptr( world.data, world.w ); cx = 0; - map.y ++; - reg_end = reg_start = arrlen( map.io ); + world.h ++; + reg_end = reg_start = arrlen( world.io ); } else { - if( cx == map.x ) + if( cx == world.w ) { - vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x ); + vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w ); return 0; } - row[ cx ].conditions = NULL; - - // Parse the various cell types + // Tile initialization + // row[ cx ] .. etc + struct cell *cell = &row[ cx ]; + if( *c == '+' || *c == '-' ) { - arrpush( map.io, cx + map.y*map.x ); - row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT; + struct cell_terminal *term = arraddnptr( world.io, 1 ); + term->id = cx + world.h*world.w; + term->run_count = 1; + term->runs[0].condition_count = 0; + + cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; reg_end ++; } - else if( *c == '#' ) - { - row[ cx ++ ].flags = CELL_FLAG_WALL; - } - else - { - row[ cx ++ ].flags = 0x00; - } + else if( *c == '#' ) cell->state = FLAG_WALL; + else if( *c == '*' ) { cell->state = FLAG_CANAL; world.score ++; } + else cell->state = 0x00; + + cx ++; } c ++; } - // Origin top left corner - map.origin[0] = -((float)map.x) * 0.5f; - map.origin[1] = -((float)map.y) * 0.5f; - - float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) ); - - for( int y = 0; y < map.y; y ++ ) + // Update data texture to fill out the background { - for( int x = 0; x < map.x; x ++ ) + u8 info_buffer[64*64*4]; + for( int i = 0; i < 64*64; i ++ ) { - float *coord = offset_array + (y*map.x+x)*2; - coord[0] = x; - coord[1] = y; + 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 ); } - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); - glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array ); + map_reclassify( NULL, NULL, 1 ); + vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h ); - free( offset_array ); - vg_success( "Map loaded! (%u:%u)\n", map.x, map.y ); + strncpy( world.map_name, name, vg_list_size( world.map_name )-1 ); return 1; } -// Determines if tile at position co is contentious -static int map_tile_availible( int co[2] ) +static struct cell *pcell( v2i pos ) { - // Extract tiles area of influence as a 5x5 grid in bitfield format - u32 blob = 0x1000; - for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ ) - for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ ) - if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) ) - blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2)); - - // Run filter over center 3x3 grid to check for invalid configurations - // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets - // to move the kernel as a whole. - int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 }; - for( int i = 0; i < vg_list_size(kernel); i ++ ) - if( blob & (0x1 << (6+kernel[i])) ) - { - // Illegal moves list in bitfield format - u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 }; - u32 window = blob >> kernel[i]; - - for( int j = 0; j < vg_list_size(invalid); j ++ ) - if((window & invalid[j]) == invalid[j]) - return 0; - } - - return 1; + return &world.data[ pos[1]*world.w + pos[0] ]; } -void vg_update(void) +static void map_serialize( FILE *stream ) { - // Update camera - float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 7.5f; - - m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio ); - m3x3_identity( m_view ); - m3x3_mul( m_projection, m_view, vg_pv ); - vg_projection_update(); - - // Compute map update - for( int y = 0; y < map.y; y ++ ) + for( int y = 0; y < world.h; y ++ ) { - for( int x = 0; x < map.x; x ++ ) + for( int x = 0; x < world.w; x ++ ) { - struct cell *tile, *upper, *lower, *l, *r; - tile = gettile( (int [2]){ x, y } ); - tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL); + struct cell *cell = pcell( (v2i){ x, y } ); - if( tile->flags & CELL_FLAG_WALKABLE ) + 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 ++ ) { - r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE ); - l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE ); - - if( r && l ) + struct cell_terminal *term = &world.io[i]; + if( term->id == y*world.w+x ) { - upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE ); - lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE ); - - if( upper ) - { - tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL; - } - - if( lower ) + if( terminal_write_count ) + fputc( ',', stream ); + terminal_write_count ++; + + for( int j = 0; j < term->run_count; j ++ ) { - tile->flags |= CELL_FLAG_SPLIT; - l->flags |= CELL_FLAG_UPLVL; - r->flags |= CELL_FLAG_UPLVL; + struct terminal_run *run = &term->runs[j]; + + for( int k = 0; k < run->condition_count; k ++ ) + fputc( run->conditions[k], stream ); + + if( j < term->run_count-1 ) + fputc( ':', stream ); } } } } - } - - map_reclassify(); - v2f tile_pos; - v2_copy( vg_mouse_ws, tile_pos ); - v2_sub( tile_pos, map.origin, tile_pos ); - - int tile_x = floorf( tile_pos[0] ); - int tile_y = floorf( tile_pos[1] ); - - map.selected = ptile( (int [2]){tile_x, tile_y} ); - - if( map.playing ) + 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 ) { - if( vg_get_button_down( "go" ) ) - { - map.playing = 0; - vg_info( "Ending!\n" ); - } + map_serialize( test_writer ); + + fclose( test_writer ); + return 1; } else { - if( vg_get_button_down( "go" ) ) + 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 ) { - map.playing = 1; - vg_info( "Starting!\n" ); + strcpy( map_path, "maps/" ); + strcat( map_path, argv[0] ); + strcat( map_path, ".map" ); + + text_source = vg_textasset_read( map_path ); } - - if( map.selected ) + + if( text_source ) { - map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } ); + if( !map_load( text_source, argv[0] ) ) + map_free(); - if( map.select_valid ) + free( text_source ); + + // Update career link + world.ptr_career_level = NULL; + + for( int i = 0; i < vg_list_size( level_pack_1 ); i ++ ) { - if( vg_get_button_down("primary") ) + if( !strcmp( level_pack_1[i], argv[0] ) ) { - if( map.selected->flags & CELL_FLAG_CANAL ) - { - map.selected->flags &= ~(CELL_FLAG_CANAL); - } - else - { - map.selected->flags |= CELL_FLAG_CANAL; - } + world.ptr_career_level = career.levels + i; + break; } } + + return 1; + } + else + { + vg_error( "Missing maps '%s'\n", argv[0] ); + return 0; } } + else + { + vg_error( "Missing argument \n" ); + return 0; + } } -GLuint tile_vao; -GLuint tile_vbo; -GLuint fish_texture; - -void vg_render(void) +static void io_reset(void) { - glViewport( 0,0, vg_window_x, vg_window_y ); + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[i]; + + for( int j = 0; j < term->run_count; j ++ ) + term->runs[j].recv_count = 0; + } +} - //glEnable( GL_DEPTH_TEST ); - glClearColor( 0.94f, 0.94f, 0.94f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - glBindVertexArray( map.tiles_vao ); - - //map_update_visual(); - - SHADER_USE( tilemap_shader ); - glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - - glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 ); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, map.tile_texture ); - - glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 ); - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, map.flow_texture ); - - glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin ); - glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f ); - - glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y ); - - /* - SHADER_USE( fish_shader ); - glUniformMatrix3fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - glUniform1i( SHADER_UNIFORM( fish_shader, "uTexMain" ), 0 ); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, fish_texture ); - glUniform3f( SHADER_UNIFORM( fish_shader, "uPosition" ), 0.0f, 0.0f, floorf( vg_time*20.0f ) ); - glUniform3f( SHADER_UNIFORM( fish_shader, "uColour" ), 1.0f, 0.1f, 0.1f ); +static void simulation_stop(void) +{ + world.simulating = 0; + world.num_fishes = 0; + world.sim_frame = 0; - glEnable( GL_BLEND ); - glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); - glBlendEquation( GL_FUNC_ADD ); + io_reset(); - glDrawArrays( GL_TRIANGLES, 0, 6 ); + sfx_system_fadeout( &audio_system_balls_rolling, 44100 ); - glDisable( GL_BLEND ); - */ + vg_info( "Stopping simulation!\n" ); } -void vg_register(void) +static int console_changelevel( int argc, char const *argv[] ) { - SHADER_INIT( colour_shader ); - SHADER_INIT( tilemap_shader ); - SHADER_INIT( fish_shader ); + 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) { - glGenVertexArrays( 1, &tile_vao ); - glGenBuffers( 1, &tile_vbo ); - - float quad_mesh[] = + 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 { - 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, + float quad_mesh[] = + { + 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, + + 0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f, + 0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f + }; - // Padding - 0.0f, 0.0f, 0.0f, 0.0f - }; - - glBindVertexArray( tile_vao ); - glBindBuffer( GL_ARRAY_BUFFER, tile_vbo ); - glBufferData - ( - GL_ARRAY_BUFFER, - sizeof( quad_mesh ), - quad_mesh, - GL_STATIC_DRAW - ); - - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); + init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) ); + } - VG_CHECK_GL(); + // Circle mesh + { + float circle_mesh[32*6*3]; + int res = vg_list_size( circle_mesh ) / (6*3); + + for( int i = 0; i < res; i ++ ) + { + v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) }; + v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) }; + + circle_mesh[ i*6+0 ] = 0.0f; + circle_mesh[ i*6+1 ] = 0.0f; + + v2_copy( v0, circle_mesh + 32*6 + i*12 ); + v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 ); + v2_copy( v1, circle_mesh + 32*6 + i*12+4 ); + + v2_copy( v1, circle_mesh + 32*6 + i*12+6 ); + v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 ); + v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 ); + + v2_copy( v0, circle_mesh + i*6+4 ); + v2_copy( v1, circle_mesh + i*6+2 ); + v2_copy( v0, circle_mesh+i*6+4 ); + v2_copy( v1, circle_mesh+i*6+2 ); + } + + init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) ); + } - // Create map buffers - glGenVertexArrays( 1, &map.tiles_vao ); - glGenBuffers( 1, &map.tiles_vbo ); + // Numbers mesh + { + init_mesh( &world.numbers, + MESH_NUMBERS_BUFFER, + vg_list_size( MESH_NUMBERS_BUFFER ) + ); + + for( int i = 0; i < 10; i ++ ) + { + vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] ); + } + } - glBindVertexArray( map.tiles_vao ); - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); - glBufferData( GL_ARRAY_BUFFER, - sizeof( quad_mesh ) + - sizeof( float )*2 * 1024 + - sizeof( u8 )*4 * 1024, - NULL, - GL_DYNAMIC_DRAW - ); + // 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(); + } - glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh ); + // 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 ); + } - // Base quad - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); + resource_load_main(); - // Offset, data arrays (instancing) - glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) ); - glEnableVertexAttribArray( 1 ); - glVertexAttribDivisor( 1, 1 ); - - glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) ); - glEnableVertexAttribArray( 2 ); - glVertexAttribDivisor( 2, 1 ); - - map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" ); - vg_tex2d_nearest(); - vg_tex2d_repeat(); - - map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" ); - vg_tex2d_nearest(); - vg_tex2d_repeat(); - - fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" ); - vg_tex2d_nearest(); - vg_tex2d_repeat(); - - map_load - ( - "##-#####-##;aaa,aa\n" - "# #;\n" - "# #;\n" - "# #;\n" - "# #;\n" - "# #;\n" - "# #;\n" - "##+#####+##;aa,aaa\n" - ); + // Restore gamestate + career_load(); + console_load_map( 1, level_pack_1 ); } void vg_free(void) { - map_free(); - - glDeleteVertexArrays( 1, &tile_vao ); - glDeleteVertexArrays( 1, &map.tiles_vao ); - - glDeleteBuffers( 1, &tile_vbo ); - glDeleteBuffers( 1, &map.tiles_vbo ); + console_save_map( 0, NULL ); + career_serialize(); + + resource_free_main(); + + glDeleteTextures( 1, &world.background_data ); + glDeleteTextures( 1, &world.random_samples ); + + free_mesh( &world.tile ); + free_mesh( &world.circle ); + free_mesh( &world.numbers ); - glDeleteTextures( 1, &map.tile_texture ); - glDeleteTextures( 1, &map.flow_texture ); + map_free(); } -void vg_ui(void) +static int cell_interactive( v2i co ) { - + // Bounds check + if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 ) + return 0; + + // Flags check + if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) ) + return 0; + + // List of 3x3 configurations that we do not allow + static u32 invalid_src[][9] = + { + { 0,1,0, + 1,1,1, + 0,1,0 + }, + { 0,0,0, + 0,1,1, + 0,1,1 + }, + { 0,0,0, + 1,1,0, + 1,1,0 + }, + { 0,1,1, + 0,1,1, + 0,0,0 + }, + { 1,1,0, + 1,1,0, + 0,0,0 + }, + { 0,1,0, + 0,1,1, + 0,1,0 + }, + { 0,1,0, + 1,1,0, + 0,1,0 + } + }; + + // Statically compile invalid configurations into bitmasks + static u32 invalid[ vg_list_size(invalid_src) ]; + + for( int i = 0; i < vg_list_size(invalid_src); i ++ ) + { + u32 comped = 0x00; + + for( int j = 0; j < 3; j ++ ) + for( int k = 0; k < 3; k ++ ) + comped |= invalid_src[i][ j*3+k ] << ((j*5)+k); + + invalid[i] = comped; + } + + // Extract 5x5 grid surrounding tile + u32 blob = 0x1000; + 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 = 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)); + } + + // Run filter over center 3x3 grid to check for invalid configurations + int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 }; + for( int i = 0; i < vg_list_size(kernel); i ++ ) + { + if( blob & (0x1 << (6+kernel[i])) ) + { + u32 window = blob >> kernel[i]; + + for( int j = 0; j < vg_list_size(invalid); j ++ ) + if((window & invalid[j]) == invalid[j]) + return 0; + } + } + + 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) +{ + // 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] = floorf( -0.5f * world.w ); + origin[1] = floorf( -0.5f * world.h ); + origin[2] = 0.0f; + + 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 ); + + 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){ world.tile_x, world.tile_y } )) + { + world.selected = world.tile_y * world.w + world.tile_x; + + static u32 modify_state = 0; + + struct cell *cell_ptr = &world.data[world.selected]; + + if( vg_get_button_down("primary") ) + { + modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL; + } + + if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) ) + { + cell_ptr->state &= ~FLAG_CANAL; + cell_ptr->state |= modify_state; + + if( cell_ptr->state & FLAG_CANAL ) + { + sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 ); + world.score ++; + } + else + { + sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 ); + world.score --; + } + + 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") ) + { + if( world.simulating ) + { + 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; + world.sim_start = vg_time; + + for( int i = 0; i < world.w*world.h; i ++ ) + world.data[ i ].state &= ~FLAG_FLIP_FLOP; + + io_reset(); + } + } + + // 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 ); + sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 ); + + // Update splitter deltas + for( int i = 0; i < world.h*world.w; i ++ ) + { + struct cell *cell = &world.data[i]; + if( cell->config == k_cell_type_split ) + { + cell->state &= ~FLAG_FLIP_ROTATING; + } + } + + int alive_count = 0; + + // 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 == -1 ) + fish->alive = 0; + + if( fish->alive != 1 ) + continue; + + // Apply to output + if( cell_current->state & FLAG_OUTPUT ) + { + 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] ) + { + struct terminal_run *run = &term->runs[ world.sim_run ]; + if( run->recv_count < vg_list_size( run->recieved ) ) + run->recieved[ run->recv_count ++ ] = fish->payload; + + break; + } + } + + fish->alive = 0; + continue; + } + + if( cell_current->config == k_cell_type_split ) + { + // Flip flop L/R + fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; + fish->dir[1] = 0; + + cell_current->state ^= FLAG_FLIP_FLOP; + } + else if( cell_current->config == k_cell_type_merge ) + { + // 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|FLAG_OUTPUT)) ) + { + // Try other directions for valid, so down, left, right.. + v2i dirs[] = {{1,0},{-1,0},{0,-1}}; + vg_info( "Trying some other directions...\n" ); + + for( int j = 0; j < vg_list_size(dirs); j ++ ) + { + 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|FLAG_OUTPUT) ) + { + fish->dir[0] = dirs[j][0]; + fish->dir[1] = dirs[j][1]; + } + } + } + } + + fish->pos[0] += fish->dir[0]; + fish->pos[1] += fish->dir[1]; + + struct cell *cell_entry = pcell( fish->pos ); + + 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; + } + } + + if( fish->alive ) + alive_count ++; + } + + // 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 < term->runs[ world.sim_run ].condition_count ) + { + struct fish *fish = &world.fishes[world.num_fishes++]; + fish->pos[0] = posx; + fish->pos[1] = posy; + fish->alive = 1; + fish->payload = term->runs[ world.sim_run ].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--; + else + alive_count ++; + } + } + } + + if( alive_count == 0 ) + { + world.completed = 1; + + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + int is_input = world.data[ term->id ].state & FLAG_INPUT; + + if( !is_input ) + { + struct terminal_run *run = &term->runs[ world.sim_run ]; + + if( run->recv_count == run->condition_count ) + { + for( int j = 0; j < run->condition_count; j ++ ) + { + if( run->recieved[j] != run->conditions[j] ) + { + world.completed = 0; + break; + } + } + } + else + { + world.completed = 0; + break; + } + } + } + + if( world.completed ) + { + vg_success( "Level passed!\n" ); + + u32 score = 0; + for( int i = 0; i < world.w*world.h; i ++ ) + if( world.data[ i ].state & FLAG_CANAL ) + score ++; + + world.score = score; + world.time = world.sim_frame; + } + else + { + vg_error( "Level failed :(\n" ); + } + + // Copy into career data + if( world.ptr_career_level ) + { + world.ptr_career_level->score = world.score; + world.ptr_career_level->time = world.time; + world.ptr_career_level->completed = world.completed; + } + + simulation_stop(); // TODO: Async? + break; + } + + 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( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour ) +{ + v2i full_start = { 0,0 }; + v2i full_end = { world.w, world.h }; + + if( !start || !end ) + { + 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; + + int tile_offsets[][2] = + { + {2, 0}, {0, 3}, {0, 2}, {2, 2}, + {1, 0}, {2, 3}, {3, 2}, {1, 3}, + {3, 1}, {0, 1}, {1, 2}, {2, 1}, + {1, 1}, {3, 3}, {2, 1}, {2, 1} + }; + + int uv[2] = { 3, 0 }; + + 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 ) + { + 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 ); + } + } +} + +static void draw_numbers( v3f coord, int number ) +{ + v3f pos; + v3_copy( coord, pos ); + int digits[8]; int i = 0; + + while( number > 0 && i < 8 ) + { + digits[i ++] = number % 10; + number = number / 10; + } + + for( int j = 0; j < i; j ++ ) + { + glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos ); + draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] ); + pos[0] += pos[2] * 0.75f; + } +} + +void vg_render(void) +{ + glViewport( 0,0, vg_window_x, vg_window_y ); + + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + 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 + // in ~3 subBuffers + // Currently we're uploading a fair amount of data every frame anyway. + // NOTE: this is for final optimisations ONLY! + // ====================================================================== + + 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 + vg_tex2d_bind( &tex_tile_data, 0 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); + + vg_tex2d_bind( &tex_wood, 1 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + + render_tiles( NULL, NULL, colour_default, colour_default ); + + + + SHADER_USE( shader_ball ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_ball, 0 ); + glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 ); + + // Draw 'fish' + if( world.simulating ) + { + 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; + + 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 ); + glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co ); + draw_mesh( 0, 32 ); + } + } + + SHADER_USE( shader_tile_main ); + + // Bind textures + vg_tex2d_bind( &tex_tile_data, 0 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); + + 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 + for( int y = 2; y < world.h-2; y ++ ) + { + for( int x = 2; x < world.w-2; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + + 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( (world.frame_lerp > curve_7_linear_section) ) + { + float const rotation_speed = 0.4f; + if( (world.frame_lerp < 1.0f-rotation_speed) ) + { + 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; + + rotation *= t; + } + else + rotation *= -1.0f; + } + } + + m2x2_create_rotation( subtransform, rotation ); + + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f ); + draw_mesh( 0, 2 ); + } + } + } + + // 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); + + 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 ++ ) + { + 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; + + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + + // TODO: Iterate runs + for( int j = 0; j < term->runs[0].condition_count; j ++ ) + { + 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 ) + { + colour_code_v3( term->runs[0].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 ) + draw_mesh( empty_start, empty_count ); + else + draw_mesh( filled_start, filled_count ); + } + else + { + if( term->runs[0].recv_count > j ) + { + colour_code_v3( term->runs[0].recieved[j], dot_colour ); + v3_muls( dot_colour, 0.8f, dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + + draw_mesh( filled_start, filled_count ); + } + + colour_code_v3( term->runs[0].conditions[j], dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + + draw_mesh( empty_start, empty_count ); + } + } + } + + if( world.simulating ) + { + 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( filled_start, filled_count ); + } + + // Draw score + float const score_bright = 1.25f; + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), + 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f ); + + use_mesh( &world.numbers ); + draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score ); + + // Level selection UI + use_mesh( &world.circle ); + 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 = ceilf( 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 ); + } + } + } + else mouse_ui_space[1] = INFINITY; + + 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 ++ ) + { + struct career_level *clevel = &career.levels[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 ); + + if( clevel->completed ) + draw_mesh( filled_start, filled_count ); + else + draw_mesh( empty_start, empty_count ); + } + + // Level scores + use_mesh( &world.numbers ); + for( int i = 0; i < level_count; i ++ ) + { + struct career_level *clevel = &career.levels[i]; + + v3f level_ui_space = { + -0.94f, + ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f, + 0.02f + }; + + if( clevel->completed ) + { + draw_numbers( level_ui_space, clevel->score ); + } + } + + //use_mesh( &world.numbers ); + //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 ); +} + +void vg_ui(void) +{ + //ui_test(); }