X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=27bea90b33cd203526803093f5c7b51d482293fa;hb=e1ec22ea419f0fafe86566982bfff5060b784838;hp=f342895d4ed669f445e3cb69b16f1477b4dc4af6;hpb=fcade4e4bb54428d1cd3d365bfcf5c41b372e5dc;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index f342895..27bea90 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,19 +3,16 @@ //#define VG_STEAM #include "vg/vg.h" -#define CELL_SHEET_X 512 -#define CELL_SHEET_Y 512 - -SHADER_DEFINE( colour_shader, +SHADER_DEFINE( shader_tile_colour, // VERTEX "layout (location=0) in vec2 a_co;" "uniform mat3 uPv;" - "uniform mat3 uMdl;" + "uniform vec2 uOffset;" "" "void main()" "{" - " gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );" + "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );" "}", // FRAGMENT @@ -24,316 +21,62 @@ SHADER_DEFINE( colour_shader, "" "void main()" "{" - " FragColor = uColour;" + "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" }) + UNIFORMS({ "uPv", "uOffset", "uColour" }) ) m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; -int main( int argc, char *argv[] ) -{ - vg_init( argc, argv, "FishLadder" ); -} - -#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) +#define FLAG_INPUT 0x1 +#define FLAG_OUTPUT 0x2 +#define FLAG_CANAL 0x4 +#define FLAG_WALL 0x8 +#define FLAG_DROP 0x10 +#define FLAG_SPLIT 0x20 -static struct +struct world { - u32 x,y; - - v2f origin; - struct cell *selected; - int select_valid; - int playing; - u32 frame; - - u32 *io; - - struct vstack + struct cell { - struct vframe - { - int x, y; - int i; - } - frames[ 64 ]; - - int level; - u32 flags; + u32 state; + u8 water[2]; + u8 config; } - stack; + *data; - GLuint tile_texture; - GLuint flow_texture; + u32 frame; - GLuint tiles_vao; - GLuint tiles_vbo; -} -map; - -static void map_free(void) -{ - for( int i = 0; i < arrlen( map.io ); i ++ ) + struct cell_terminal { - arrfree( map.cells[ map.io[i] ].conditions ); + char *conditions; + int id; } - - arrfree( map.cells ); - arrfree( map.io ); - map.x = 0; - map.y = 0; - map.cells = NULL; - map.io = NULL; -} - -static struct cell *ptile( int pos[2] ) -{ - return map.cells + pos[1]*map.x + pos[0]; -} - -static struct cell *gettile( int pos[2] ) -{ - 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; -} - -static struct cell *getiftile( int pos[2], u32 flags ) -{ - struct cell *cell = gettile( pos ); - if( cell && (cell->flags & flags) ) - return cell; - - return NULL; -} - -static void map_tile_coords_from_index( int i, int coords[2] ) -{ - coords[0] = i % map.x; - coords[1] = (i - coords[0])/map.x; -} - -static void map_stack_refresh(void) -{ - for( int i = 0; i < map.x*map.y; i ++ ) - map.cells[i].flags &= ~CELL_FLAG_VISITED; -} - -static void map_stack_init( int coords[2] ) -{ - map.stack.level = 0; - map.stack.frames[0].i = 0; - map.stack.frames[0].x = coords[0]; - map.stack.frames[0].y = coords[1]; -} - -static struct cell *map_stack_next(void) -{ - struct cell *tile = NULL; + *io; - while( !tile ) - { - struct vframe *frame = &map.stack.frames[ map.stack.level ]; - - int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} }; - - 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 - { - map.stack.level --; - tile = NULL; - - if( map.stack.level < 0 ) - return NULL; - } - } + u32 w, h; - 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; -} + GLuint tile_vao; + GLuint tile_vbo; + + int selected; +} world = {}; -static void map_reclassify( v4i bounds ) +static void map_free(void) { - u8 celldata[ 4096 ]; + for( int i = 0; i < arrlen( world.io ); i ++ ) + arrfree( world.io[ i ].conditions ); - for( int y = bounds[1]; y < bounds[3]; y ++ ) - { - 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; - } - } + arrfree( world.data ); + arrfree( world.io ); - 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.w = 0; + world.h = 0; + world.data = NULL; + world.io = NULL; } static int map_load( const char *str ) @@ -343,18 +86,18 @@ static int map_load( const char *str ) 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; @@ -376,7 +119,7 @@ static int map_load( const char *str ) { if( *c >= 'a' && *c <= 'z' ) { - arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c ); + arrpush( world.io[ reg_start ].conditions, *c ); } else { @@ -389,14 +132,14 @@ static int map_load( const char *str ) } 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 +149,434 @@ 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 + row[ cx ].water[0] = 0; + row[ cx ].water[1] = 0; + 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 = { .id = cx + world.h*world.w }; + arrpush( world.io, term ); + row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; reg_end ++; } else if( *c == '#' ) { - row[ cx ++ ].flags = CELL_FLAG_WALL; + row[ cx ++ ].state = FLAG_WALL; } else { - row[ cx ++ ].flags = 0x00; + row[ cx ++ ].state = 0x00; } } 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) ); + vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); + return 1; +} + +int main( int argc, char *argv[] ) +{ + vg_init( argc, argv, "FishLadder" ); +} + +void vg_register(void) +{ + SHADER_INIT( shader_tile_colour ); +} + +void vg_start(void) +{ + glGenVertexArrays( 1, &world.tile_vao ); + glGenBuffers( 1, &world.tile_vbo ); - for( int y = 0; y < map.y; y ++ ) + float quad_mesh[] = { - for( int x = 0; x < map.x; x ++ ) - { - float *coord = offset_array + (y*map.x+x)*2; - coord[0] = x; - coord[1] = y; - } - } + 0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, + 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f + }; - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); - glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array ); + glBindVertexArray( world.tile_vao ); + glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo ); + glBufferData + ( + GL_ARRAY_BUFFER, + sizeof( quad_mesh ), + quad_mesh, + GL_STATIC_DRAW + ); - free( offset_array ); - vg_success( "Map loaded! (%u:%u)\n", map.x, map.y ); - return 1; + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + VG_CHECK_GL(); + + map_load + ( + "#############;\n" + "###-#####-###;aaa,aa\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "###+#####+###;aa,aaa\n" + "#############;\n" + ); } -// Determines if tile at position co is contentious -static int map_tile_availible( int co[2] ) +void vg_free(void) { - // Extract tiles area of influence as a 5x5 grid in bitfield format + glDeleteVertexArrays( 1, &world.tile_vao ); + glDeleteBuffers( 1, &world.tile_vbo ); + + map_free(); +} + +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 = 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 ) ) + for( int y = co[1]-2; y < co[1]+3; y ++ ) + for( int x = co[0]-2; x < co[0]+3; x ++ ) + { + struct cell *cell = &world.data[ world.w*y + x ]; + + 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 - // 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 0; } - + } + return 1; } void vg_update(void) { - // Update camera float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 7.5f; + float const size = 9.5f; + + v3f origin; + origin[0] = -0.5f * world.w; + origin[1] = -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(); - // Compute map update - for( int y = 0; y < map.y; y ++ ) - { - for( int x = 0; x < map.x; 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); - - if( tile->flags & CELL_FLAG_WALKABLE ) - { - r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE ); - l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE ); - - if( r && l ) - { - 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 ) - { - tile->flags |= CELL_FLAG_SPLIT; - l->flags |= CELL_FLAG_UPLVL; - r->flags |= CELL_FLAG_UPLVL; - } - } - } - } - } - - 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 ) + if( cell_interactive( (v2i){ tile_x, tile_y } )) { - if( vg_get_button_down( "go" ) ) + world.selected = tile_y * world.w + tile_x; + + if( vg_get_button_down("primary") ) { - map.playing = 0; - vg_info( "Ending!\n" ); + world.data[ world.selected ].state ^= FLAG_CANAL; } } else + world.selected = -1; + + // Reclassify world. TODO: Move into own function + for( int y = 2; y < world.h-2; y ++ ) { - if( vg_get_button_down( "go" ) ) + for( int x = 2; x < world.w-2; x ++ ) { - map.playing = 1; - vg_info( "Starting!\n" ); + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + u8 config = 0x00; + + if( world.data[y*world.w+x].state & FLAG_CANAL ) + { + for( int i = 0; i < vg_list_size( dirs ); i ++ ) + { + struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]]; + if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + config |= 0x1 << i; + } + } else config = 0xF; + + world.data[ y*world.w+x ].config = config; + world.data[ y*world.w+x ].state &= ~(FLAG_DROP|FLAG_SPLIT); } + } - if( map.selected ) + for( int y = 2; y < world.h-2; y ++ ) + for( int x = 2; x < world.w-2; x ++ ) { - map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } ); + // R,D,L,- 1110 (splitter, 1 drop created) + + // R,-,L,U - 1011 (merger, 2 drop created) - if( map.select_valid ) + u8 config = world.data[y*world.w+x].config; + + if( config == 0x7 ) + { + world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP); + } + else if( config == 0xD ) + { + world.data[y*world.w+x-1].state |= FLAG_DROP; + world.data[y*world.w+x+1].state |= FLAG_DROP; + } + } + + /* + canals + x + xxxxx + x x + x xxx + x x x + x xxx + x x + xxxxx + x + x + + configs (Downlevels marked) + x + xDxDx + x x + x DxD + x x x + x xDx + x x + xxxDx + x + x + + Path tracing with min function + 0 + 11011 + 1 . + 1 D.D + 1 . . + 1 .D. + 1 . + 1112. + 2 + 2 + + Path tracing with min function + 0 + 11011 + 1 1 + 1 212 + 1 2 2 + 1 232 + 1 3 + 11143 + 4 + 4 + + L to R fill + 0000000 + 1101111 + 1111111 + 1112122 + 1112222 + 1112322 + 1111333 + 1114333 + 4444444 + 4444444 + */ + + // Simulate world + static int update_tick = 0; + update_tick ++; + + if( update_tick > 5 ) + { + update_tick = 0; + + u32 buffer_id = world.frame & 0x1; + u32 buffer_next = buffer_id ^ 0x1; + + for( int y = 1; y < world.h-1; y ++ ) + { + for( int x = 1; x < world.w-1; x ++ ) { - if( vg_get_button_down("primary") ) + struct cell *cell = &world.data[y*world.w+x]; + + if( cell->state & (FLAG_OUTPUT|FLAG_DROP) ) + cell->water[ buffer_next ] = 16; + else { - if( map.selected->flags & CELL_FLAG_CANAL ) - { - map.selected->flags &= ~(CELL_FLAG_CANAL); - } - else + int has_source = 0; + cell->water[ buffer_next ] = 0; + + if( cell->state & FLAG_CANAL ) { - map.selected->flags |= CELL_FLAG_CANAL; + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + for( int i = 0; i < vg_list_size( dirs ); i ++ ) + { + struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]]; + + if( neighbour->water[ buffer_id ] > cell->water[ buffer_next ]+1 ) + { + has_source = 1; + cell->water[ buffer_next ] = neighbour->water[ buffer_id ]-1; + } + } } + + if( !has_source && cell->water[ buffer_id ] ) + cell->water[ buffer_next ] = cell->water[ buffer_id ]-1; } } } + + world.frame ++; } } -GLuint tile_vao; -GLuint tile_vbo; -GLuint fish_texture; - void vg_render(void) { glViewport( 0,0, vg_window_x, vg_window_y ); - //glEnable( GL_DEPTH_TEST ); - glClearColor( 0.94f, 0.94f, 0.94f, 1.0f ); + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.01f, 0.01f, 0.01f, 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 ); - - glEnable( GL_BLEND ); - glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); - glBlendEquation( GL_FUNC_ADD ); - - glDrawArrays( GL_TRIANGLES, 0, 6 ); - - glDisable( GL_BLEND ); - */ -} - -void vg_register(void) -{ - SHADER_INIT( colour_shader ); - SHADER_INIT( tilemap_shader ); - SHADER_INIT( fish_shader ); -} - -void vg_start(void) -{ - glGenVertexArrays( 1, &tile_vao ); - glGenBuffers( 1, &tile_vbo ); + glBindVertexArray( world.tile_vao ); + SHADER_USE( shader_tile_colour ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - float quad_mesh[] = + for( int y = 0; y < world.h; y ++ ) { - 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 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 ); - - VG_CHECK_GL(); - - // Create map buffers - glGenVertexArrays( 1, &map.tiles_vao ); - glGenBuffers( 1, &map.tiles_vbo ); - - 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 - ); - - glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh ); - - // Base quad - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); - - // 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" - ); -} - -void vg_free(void) -{ - map_free(); - - glDeleteVertexArrays( 1, &tile_vao ); - glDeleteVertexArrays( 1, &map.tiles_vao ); - - glDeleteBuffers( 1, &tile_vbo ); - glDeleteBuffers( 1, &map.tiles_vbo ); - - glDeleteTextures( 1, &map.tile_texture ); - glDeleteTextures( 1, &map.flow_texture ); + for( int x = 0; x < world.w; x ++ ) + { + glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y ); + + v4f colour; + + struct cell *cell = &world.data[y*world.w+x]; + + if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); } + else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); } + else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.2f, 0.3f, 0.7f, 1.0f }, colour ); } + else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); } + else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour ); + + if( cell->water[world.frame&0x1] ) + v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/8.0f), 1.0f }, colour ); + + if( world.selected == y*world.w + x ) + v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour ); + + if( cell->state & (FLAG_DROP|FLAG_SPLIT) ) + v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour ); + + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour ); + + glDrawArrays( GL_TRIANGLES, 0, 6 ); + } + } } -void vg_ui(void) -{ - -} +void vg_ui(void){}