X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=2bc927787b8c58973887175543ff0ca407d73f59;hb=6ecfd9973b89075070c88f9879cb784261b8b11c;hp=b8fbb2a452fb3a93ce78358b5f2305c76a8fdb40;hpb=def3a94bd35b2f134ecedb4149eae0bb6821ecd8;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index b8fbb2a..2bc9277 100644 --- a/fishladder.c +++ b/fishladder.c @@ -1,221 +1,90 @@ // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved +//#define VG_CAPTURE_MODE //#define VG_STEAM +#define VG_STEAM_APPID 1218140U #include "vg/vg.h" -SHADER_DEFINE( shader_tile_colour, - - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform mat3 uPv;" - "uniform vec3 uOffset;" - "" - "void main()" - "{" - "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "uniform vec4 uColour;" - "" - "void main()" - "{" - "FragColor = uColour;" - "}" - , - UNIFORMS({ "uPv", "uOffset", "uColour" }) -) - -SHADER_DEFINE( shader_ball, - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform vec2 uOffset;" - "uniform mat3 uPv;" - "" - "out vec2 aTexCoords;" - "" - "void main()" - "{" - // Create texture coords - "aTexCoords = a_co;" - - // Vertex transform - "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );" - "gl_Position = vec4( uPv * worldpos, 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "" - "uniform sampler2D uTexMain;" - "uniform vec3 uColour;" - "" - "in vec2 aTexCoords;" - "" - "void main()" - "{" - "vec4 glyph = texture( uTexMain, aTexCoords );" - "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );" - "}" - , - UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" }) -) - -SHADER_DEFINE( shader_tile_main, - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform vec4 uOffset;" // Tile x/y, uv x/y - "uniform mat3 uPv;" - "uniform mat2 uSubTransform;" - "" - "out vec4 aTexCoords;" - "" - "vec2 hash22(vec2 p)" - "{" - "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));" - "p3 += dot(p3, p3.yzx+33.33);" - "return fract((p3.xx+p3.yz)*p3.zy);" - "}" - "" - "void main()" - "{" - // Create texture coords - "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;" - "vec2 edge_safe_coords = a_co * 0.98 + 0.01;" - "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );" - - // Vertex transform - "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;" - "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );" - "gl_Position = vec4( uPv * worldpos, 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "" - "uniform sampler2D uTexGlyphs;" - "uniform sampler2D uTexWood;" - "" - "in vec4 aTexCoords;" - "" - "void main()" - "{" - "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );" - "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );" - "vec4 wood = texture( uTexWood, aTexCoords.zw );" - "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );" - "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );" - - "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );" - - "FragColor = vec4( wood_comp * shadows, glyph.b );" - "}" - , - UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" }) -) - -const char *level_pack[] = +enum world_button_mode { - // Level 0 - "#########;\n" - "###-#####;acac\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "#####+###;acac\n" - "#########;\n", - - // Level 1 - "#########;\n" - "##-###-##;b,b\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "####+####;bb\n" - "#########;\n", - - // Level 2 - "###########;\n" - "#####-#####;bbbbb\n" - "## ##;\n" - "## ###;\n" - "## # ##;\n" - "## ##;\n" - "###+##+####;bbb,bb\n" - "###########;\n", - - // Level 3 - "#############;\n" - "###-#####-###;a,aaa\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "######+######;aaaa\n" - "#############;\n", - - // Level 4 - "#############;\n" - "###-#####-###;aaa,aa\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "###+#####+###;aa,aaa\n" - "#############;\n" + k_world_button_mode_once, + k_world_button_mode_toggle }; -GLuint tex_tile_data; -GLuint tex_tile_detail; -GLuint tex_wood; -GLuint tex_ball; +struct world_button +{ + v2i position; + + float light_target, light, extra_light; + int state; + + enum world_button_mode mode; +}; + +enum world_button_status +{ + k_world_button_on_enable, + k_world_button_on_disable +}; + +#include "fishladder_resources.h" -sfx_system_t audio_system_sfx = +// #define STEAM_LEADERBOARDS + +// CONSTANTS +// =========================================================================================================== + +enum cell_type { - .vol = 1.f, - .spd = 1.f, - .ch = 1, - .cur = 0, - .vol_src = &g_vol_sfx, - .flags = 0x00, - .fadeout = FADEOUT_LENGTH, - .name = "sfx" + k_cell_type_stub = 0, + k_cell_type_ramp_right = 3, + k_cell_type_ramp_left = 6, + k_cell_type_split = 7, + k_cell_type_merge = 13, + k_cell_type_con_r = 1, + k_cell_type_con_u = 2, + k_cell_type_con_l = 4, + k_cell_type_con_d = 8 }; -sfx_set_t audio_tile_mod = +enum e_fish_state { - .sources = "\ -sound/mod_01.ogg\0\ -sound/mod_02.ogg\0\ -sound/mod_03.ogg\0\ -sound/mod_04.ogg\0\ -sound/mod_05.ogg\0\ -sound/mod_06.ogg\0", - .flags = 0 + k_fish_state_soon_dead = -1, + k_fish_state_dead = 0, + k_fish_state_alive, + k_fish_state_bg, + k_fish_state_soon_alive }; -m3x3f m_projection; -m3x3f m_view; -m3x3f m_mdl; +enum e_world_button +{ + k_world_button_none = -1, + k_world_button_sim = 0, + k_world_button_pause = 1, + k_world_button_speedy = 2, + k_world_button_settings = 3 +}; + +enum e_game_state +{ + k_game_state_main, + k_game_state_settings +}; -#define FLAG_INPUT 0x1 -#define FLAG_OUTPUT 0x2 -#define FLAG_CANAL 0x4 -#define FLAG_WALL 0x8 -#define FLAG_DROP_L 0x10 -#define FLAG_SPLIT 0x20 -#define FLAG_MERGER 0x40 -#define FLAG_DROP_R 0x80 -#define FLAG_FLIP_FLOP 0x100 -#define FLAG_FLIP_ROTATING 0x200 +#define FLAG_CANAL 0x1 +#define FLAG_IS_TRIGGER 0x2 +#define FLAG_RESERVED0 0x4 +#define FLAG_RESERVED1 0x8 + +#define FLAG_INPUT 0x10 +#define FLAG_OUTPUT 0x20 +#define FLAG_WALL 0x40 +#define FLAG_EMITTER 0x80 + +#define FLAG_FLIP_FLOP 0x100 +#define FLAG_TRIGGERED 0x200 +#define FLAG_FLIP_ROTATING 0x400 +#define FLAG_TARGETED 0x800 /* 0000 0 | 0001 1 | 0010 2 | 0011 3 @@ -236,40 +105,403 @@ m3x3f m_mdl; | | | | | | | */ -enum cell_type +static struct cell_description { - k_cell_type_split = 7, - k_cell_type_merge = 13 + v2i start; + v2i end; + + int is_special; + int is_linear; + + v2f trigger_pos; + enum sprites_auto_combine_index trigger_sprite; +} +cell_descriptions[] = +{ + // 0-3 + {}, + { .start = { 1, 0 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d }, + { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l }, + { .start = { 0, 1 }, .end = { 1, 0 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l }, + // 4-7 + { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d }, + { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d, .is_linear = 1 }, + { .start = { 0, 1 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d }, + { .start = { 0, 1 }, .is_special = 1 }, + // 8-11 + { .start = { 0, -1 }, .end = { 0, 1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l }, + { .start = { 1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l }, + { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l, .is_linear = 1 }, + { }, + // 12-15 + { .start = { -1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.5f, 0.75f }, .trigger_sprite = k_sprite_brk_u }, + { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f }, .trigger_sprite = k_sprite_brk_u }, + { }, + { } }; -v3f colour_sets[] = -{ { 0.9f, 0.2f, 0.01f }, - { 0.2f, 0.9f, 0.14f }, - { 0.1f, 0.3f, 0.85f } }; +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_1[] = {{1.0f,0.5f},{0.8f,0.5f},{0.3f,0.5f},{0.2f,0.5f}}; +v2f const curve_4[] = {{0.0f,0.5f},{0.3f,0.5f},{0.5f,0.5f},{0.8f,0.5f}}; +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,0.0f},{0.5f,0.3f},{0.5f,0.5f},{0.5f,0.8f}}; + +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; + +// Types +// =========================================================================================================== -static void colour_code_v3( char cc, v3f target ) +struct mesh +{ + GLuint vao, vbo; + u32 elements; +}; + +struct { - if( cc >= 'a' && cc <= 'z' ) + GLuint vao; + GLuint vbo; + GLuint ebo; + + u32 + title_start, title_count, + desc_start, desc_count, + score_start, score_count, + time_start, time_count, + grid_start, grid_count + ; + + #pragma pack(push,1) + struct vector_glyph_vert { - int id = cc - 'a'; + v2f co; + v2f uv; - if( id < vg_list_size( colour_sets ) ) + u32 colour; + } + *buffer; + #pragma pack(pop) + + u16 *indices; +} +text_buffers; + +static struct world +{ + // Things that are 'static', aka, initialized once + struct + { + struct world_button buttons[4]; + float zoom; + enum e_game_state state; + + struct cmp_level *lvl_to_load; + float lvl_load_time; + + float world_transition; + } + st; + + struct cell + { + u16 state; + u16 links[2]; + u8 config; + i8 emit[2]; + } + *data; + + struct render_cmd + { + struct cell *ptr; + v2i pos; + } + *cmd_buf_tiles, *cmd_buf_specials; + + u32 tile_count, tile_special_count, max_commands; + + int initialzed; + int sim_run, max_runs; + + int sim_frame, sim_target; + float sim_internal_time, // current tick-time + sim_internal_delta, // time delta + sim_internal_ref, // Reference point of internal time + sim_delta_ref, // Reference point of vg_time when we started at current sim_speed + sim_delta_speed, // Rate to apply time delta + frame_lerp, // Fractional part of sim_internal_time + pause_offset_target; // + + struct cell_terminal + { + struct terminal_run { - v3_copy( colour_sets[ id ], target ); - return; + i8 steps[8]; + i8 recieved[8]; + + int step_count, recv_count; } + runs[8]; + + int run_count; + v2i pos; + //int id; } + *io; - v3_copy( (v3f){0.0f,0.0f,0.0f}, target ); + int w, h; + + struct mesh shapes; + struct mesh_wire + { + GLuint vao, vbo, ebo; + u32 em; + } + wire; + + GLuint background_data; + GLuint random_samples; + + int selected, tile_x, tile_y; + v2f tile_pos; + + struct fish + { + v2i pos; + v2i dir; + enum e_fish_state state; + i8 colour; + int flow_reversed; + float death_time; + v2f physics_v; + v2f physics_co; + } + fishes[64]; + + int num_fishes; + + char map_name[64]; + struct cmp_level *pCmpLevel; + + u32 score; + u32 completed; + u32 time; + + u16 id_drag_from; + v2f drag_from_co; + v2f drag_to_co; } +world = +{ + .st = + { + .buttons = { { .mode = k_world_button_mode_toggle }, + { .mode = k_world_button_mode_toggle }, + { .mode = k_world_button_mode_toggle }, + { .mode = k_world_button_mode_toggle } } + } +}; -struct mesh +// Forward declerations +// -------------------- + +// Utility functions +// ----------------- + +static void colour_code_v3( i8 cc, v3f target ); +static int hash21i( v2i p, u32 umod ); + +// Mesh functions +// -------------- +static void init_mesh( struct mesh *m, float const *tris, u32 length ); +static void free_mesh( struct mesh *m ); +static void use_mesh( struct mesh *m ); +static void draw_mesh( int const start, int const count ); + +// World buttons +// ------------- +static void level_selection_buttons(void); + +// Map/world interface +// ------------------- +static void map_free(void); +static void io_reset(void); +static struct cell *pcell( v2i pos ); +static void lcell( int id, v2i pos ); +static void map_reclassify( v2i start, v2i end, int update_texbuffer ); +static u32 gen_text_buffer( const char *str, struct sdf_font *font, v2f origin, float size, u32 start ); +static void gen_level_text( struct cmp_level *pLevel ); +static int map_load( const char *str, const char *name ); +static void map_serialize( FILE *stream ); + +// Career +// ------ +static void career_serialize(void); +static void career_unlock_level( struct cmp_level *lvl ); +static void career_unlock_level( struct cmp_level *lvl ); +static void career_pass_level( struct cmp_level *lvl, int score, int upload ); +static void career_reset_level( struct cmp_level *lvl ); +static void career_load(void); +static void clear_animation_flags(void); + +// Gameplay main +// ------------- +static void simulation_stop(void); +static void simulation_start(void); +static int world_check_pos_ok( v2i co, int dist ); +static int cell_interactive( v2i co ); + +void vg_update(void); +static void render_tiles( v4f const regular_colour, v4f const selected_colour ); +static void render_tile_block( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour ); + +void vg_render(void); +void vg_ui(void); + +// Leaderboard stuff +// ----------------- +#ifdef STEAM_LEADERBOARDS +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ); +void leaderboard_dispatch_score(void); +void leaderboard_found( LeaderboardFindResult_t *pCallback ); +void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ); +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ); +#endif + +// Console commands +// ---------------- +static int console_credits( int argc, char const *argv[] ); +static int console_save_map( int argc, char const *argv[] ); +static int console_load_map( int argc, char const *argv[] ); +static int console_changelevel( int argc, char const *argv[] ); + +void vg_start(void); +void vg_free(void); + +int main( int argc, char *argv[] ); + +// GLOBALS +// =========================================================================================================== + +m3x3f m_projection; +m3x3f m_view; +m3x3f m_mdl; + +// UTILITY +// =========================================================================================================== + +static int colour_set_id = 0; +static int world_theme_id = 0; + +static v3f colour_sets[][4] = { - GLuint vao, vbo; - u32 elements; + { { 1.0f, 0.9f, 0.3f }, // Yellow + { 0.4f, 0.8f, 1.00f }, // Blue + { 0.2f, 0.9f, 0.14f }, // Green + { 0.882f, 0.204f, 0.922f } // Pink + }, + { { 1.0f, 0.9f, 0.3f }, // Yellow + { 0.4f, 0.8f, 1.00f }, // Blue + { 0.85f, 0.85f, 0.85f }, // Weiss + { 0.2f, 0.2f, 0.2f } // Black/Gray + }, + { { 1.0f, 0.9f, 0.3f }, // Yellow + { 0.827f, 0.373f, 0.718f }, // Pink + { 0.0f, 0.353f, 0.71f }, // Blue + { 0.863f, 0.196f, 0.125f } // Red + }, +}; + +static struct world_theme +{ + const char *name; + v3f col_shadow; + + vg_tex2d *tex_tiles; +} +world_themes[] = +{ + { + "Wood", + { 0.89f, 0.8f, 0.7f }, + &tex_tiles_wood + }, + { + "Minimal", + { 0.8f, 0.8f, 0.8f }, + &tex_tiles_min + }, + { + "Lab", + { 0.7f, 0.7f, 0.7f }, + &tex_tiles_lab + } }; -static void init_mesh( struct mesh *m, float *tris, u32 length ) +static void colour_code_v3( i8 cc, v3f target ) +{ + if( (cc >= 0) && (cc < vg_list_size( colour_sets[0] )) ) + { + v3_copy( colour_sets[colour_set_id][ cc ], target ); + return; + } + + vg_error( "Invalid colour code used '%d'\n", (int)cc ); + v3_copy( (v3f){0.0f,0.0f,0.0f}, target ); +} + +static int hash21i( v2i p, u32 umod ) +{ + static const int random_noise[] = + { + 0x46,0xD5,0xB8,0xD3,0xF2,0xE5,0xCC,0x07,0xD0,0xB3,0x7A,0xA2,0xC3,0xDA,0xDC,0x7F,0xE0,0xB7,0x42,0xA0,0xBF,0x41,0x92,0x32,0x6F,0x0D,0x45,0xC7,0x54,0xDB,0x30,0xC2, + 0xD5,0xDA,0x55,0x09,0xDE,0x74,0x48,0x20,0xE1,0x24,0x5C,0x4D,0x6F,0x36,0xD8,0xE9,0x8D,0x8F,0x54,0x99,0x98,0x51,0xFE,0xDB,0x26,0x04,0x65,0x57,0x56,0xF3,0x53,0x30, + 0x3D,0x16,0xC0,0xB6,0xF2,0x47,0xCF,0x62,0xB0,0x6C,0x8F,0x4F,0x8C,0x4C,0x17,0xF0,0x19,0x7E,0x2D,0x81,0x8D,0xFB,0x10,0xD3,0x49,0x50,0x60,0xFD,0x38,0x15,0x3B,0xEE, + 0x05,0xC1,0xCF,0x62,0x97,0x75,0xDF,0x4E,0x4D,0x89,0x5E,0x88,0x5C,0x30,0x8C,0x54,0x1D,0x39,0x41,0xEA,0xA2,0x63,0x12,0x1B,0x8E,0x35,0x22,0x9B,0x98,0xA3,0x7F,0x80, + 0xD6,0x27,0x94,0x66,0xB5,0x1D,0x7E,0xDF,0x96,0x28,0x38,0x3A,0xA0,0xE8,0x71,0x09,0x62,0x5E,0x9D,0x53,0x58,0x1B,0x7D,0x0D,0x2D,0x99,0x77,0x83,0xC3,0x89,0xC2,0xA2, + 0xA7,0x1D,0x78,0x80,0x37,0xC1,0x87,0xFF,0x65,0xBF,0x2C,0xF1,0xE5,0xB3,0x09,0xE0,0x25,0x92,0x83,0x0F,0x8A,0x57,0x3C,0x0B,0xC6,0xBC,0x44,0x16,0xE3,0xCE,0xC3,0x0D, + 0x69,0xD3,0xC6,0x99,0xB8,0x46,0x44,0xC4,0xF3,0x1E,0xBF,0xF5,0xB4,0xDB,0xFB,0x93,0xA1,0x7B,0xC9,0x08,0x77,0x22,0xE5,0x02,0xEF,0x9E,0x90,0x94,0x8A,0xA6,0x3D,0x7E, + 0xA2,0xA0,0x10,0x82,0x47,0x5C,0xAA,0xF8,0x2F,0x0D,0x9F,0x76,0xDA,0x99,0x0F,0xCB,0xE2,0x02,0x0C,0x75,0xCA,0x35,0x29,0xA6,0x49,0x83,0x6D,0x91,0xB4,0xEC,0x31,0x69, + 0xBA,0x13,0xF3,0xC7,0x21,0x06,0xC8,0x79,0xEF,0xB1,0x9C,0x6A,0xEE,0x64,0x9A,0xDC,0x1E,0xC6,0x18,0x93,0xA9,0x7E,0x89,0x7D,0x96,0xE5,0x44,0xB8,0x00,0x15,0xAF,0x8C, + 0x78,0x8F,0xA8,0x05,0xA7,0x07,0x25,0x9A,0xC8,0x5D,0x90,0x1A,0x41,0x53,0x30,0xD3,0x24,0x33,0x71,0xB4,0x50,0x6E,0xE4,0xEA,0x0D,0x2B,0x6D,0xF5,0x17,0x08,0x74,0x49, + 0x71,0xC2,0xAC,0xF7,0xDC,0xB2,0x7E,0xCC,0xB6,0x1B,0xB8,0xA9,0x52,0xCF,0x6B,0x51,0xD2,0x4E,0xC9,0x43,0xEE,0x2E,0x92,0x24,0xBB,0x47,0x4D,0x0C,0x3E,0x21,0x53,0x19, + 0xD4,0x82,0xE2,0xC6,0x93,0x85,0x0A,0xF8,0xFA,0x04,0x07,0xD3,0x1D,0xEC,0x03,0x66,0xFD,0xB1,0xFB,0x8F,0xC5,0xDE,0xE8,0x29,0xDF,0x23,0x09,0x9D,0x7C,0x43,0x3D,0x4D, + 0x89,0xB9,0x6F,0xB4,0x6B,0x4A,0x51,0xC3,0x94,0xF4,0x7C,0x5E,0x19,0x87,0x79,0xC1,0x80,0x0C,0x45,0x12,0xEC,0x95,0xF3,0x31,0x68,0x42,0xE1,0x06,0x57,0x0E,0xA7,0xFB, + 0x78,0x96,0x87,0x23,0xA5,0x20,0x7A,0x09,0x3A,0x45,0xE6,0xD9,0x5E,0x6A,0xD6,0xAA,0x29,0x50,0x92,0x4E,0xD0,0xB5,0x91,0xC2,0x9A,0xCF,0x07,0xFE,0xB2,0x15,0xEB,0xE4, + 0x84,0x40,0x14,0x47,0xFA,0x93,0xB9,0x06,0x69,0xDB,0xBD,0x4E,0xEA,0x52,0x9B,0xDE,0x5B,0x50,0x36,0xAB,0xB3,0x1F,0xD2,0xCD,0x9C,0x13,0x07,0x7E,0x8B,0xED,0x72,0x62, + 0x74,0x77,0x3B,0x88,0xAC,0x5B,0x6A,0xBC,0xDA,0x99,0xE8,0x24,0x90,0x5A,0xCA,0x8D,0x5C,0x2B,0xF8,0xF1,0xE1,0x1D,0x94,0x11,0xEA,0xCC,0x02,0x09,0x1E,0xA2,0x48,0x67, + 0x87,0x5A,0x7E,0xC6,0xCC,0xA3,0xFB,0xC5,0x36,0xEB,0x5C,0xE1,0xAF,0x1E,0xBE,0xE7,0xD8,0x8F,0x70,0xAE,0x42,0x05,0xF5,0xCD,0x2D,0xA2,0xB0,0xFD,0xEF,0x65,0x2C,0x22, + 0xCB,0x8C,0x8B,0xAA,0x3D,0x86,0xE2,0xCD,0xBE,0xC3,0x42,0x38,0xE3,0x9C,0x08,0xB5,0xAE,0xBD,0x54,0x73,0x83,0x70,0x24,0x47,0xCA,0x4C,0x04,0xC4,0xE0,0x1D,0x40,0xED, + 0xF4,0x2B,0x50,0x8E,0x97,0xB3,0xF0,0xA6,0x76,0xDB,0x49,0x30,0xE5,0xD9,0x71,0x07,0xB2,0xF1,0x0F,0xD6,0x77,0xAA,0x72,0xC0,0xAF,0x66,0xD8,0x40,0xC6,0x08,0x19,0x8C, + 0xD9,0x8F,0x5A,0x75,0xAC,0xBE,0xC2,0x40,0x5B,0xBD,0x0D,0x1D,0x00,0xAF,0x26,0x5E,0x78,0x43,0xAA,0xC6,0x4F,0xF3,0xD8,0xE2,0x7F,0x0C,0x1E,0x77,0x4D,0x35,0x96,0x23, + 0x32,0x44,0x03,0x8D,0x92,0xE7,0xFD,0x48,0x07,0xD0,0x58,0xFC,0x6D,0xC9,0x91,0x33,0xF0,0x23,0x45,0xA4,0x29,0xB9,0xF5,0xB0,0x68,0x8F,0x7B,0x59,0x15,0x8E,0xA6,0x66, + 0x15,0xA0,0x76,0x9B,0x69,0xCB,0x38,0xA5,0xF4,0xB4,0x6B,0xDC,0x1F,0xAB,0xAE,0x12,0x77,0xC0,0x8C,0x4A,0x03,0xB9,0x73,0xD3,0x6D,0x52,0xC5,0xF5,0x6E,0x4E,0x4B,0xA3, + 0x24,0x02,0x58,0xEE,0x5F,0xF9,0xD6,0xD0,0x1D,0xBC,0xF4,0xB8,0x4F,0xFD,0x4B,0x2D,0x34,0x77,0x46,0xE5,0xD4,0x33,0x7B,0x9C,0x35,0xCD,0xB0,0x5D,0x06,0x39,0x99,0xEB, + 0x0C,0xD0,0x0F,0xF7,0x92,0xB5,0x58,0x5B,0x5E,0x79,0x12,0xF4,0x05,0xF6,0x21,0x07,0x0B,0x49,0x1A,0xFB,0xD4,0x98,0xC4,0xEF,0x7A,0xD6,0xCA,0xA1,0xDA,0xB3,0x51,0x00, + 0x76,0xEC,0x08,0x48,0x40,0x35,0xD7,0x94,0xBE,0xF5,0x7B,0xA4,0x20,0x81,0x5F,0x82,0xF3,0x6F,0x96,0x24,0x98,0xB6,0x49,0x18,0xC8,0xC5,0x8C,0xD2,0x38,0x7F,0xC4,0xF6, + 0xAA,0x87,0xDC,0x73,0x5B,0xA1,0xAF,0xE5,0x3D,0x37,0x6B,0x85,0xED,0x38,0x62,0x7D,0x57,0xBD,0xCF,0xB5,0x1B,0xA8,0xBB,0x32,0x33,0xD3,0x34,0x5A,0xC1,0x5D,0xFB,0x28, + 0x6E,0xE1,0x67,0x51,0xBB,0x31,0x92,0x83,0xAC,0xAA,0x72,0x52,0xFD,0x13,0x4F,0x73,0xD3,0xF0,0x5E,0xFC,0xBA,0xB1,0x3C,0x7B,0x08,0x76,0x03,0x38,0x1E,0xD1,0xCC,0x33, + 0xA3,0x1E,0xFC,0xE0,0x82,0x30,0x27,0x93,0x71,0x35,0x75,0x77,0xBA,0x78,0x10,0x33,0xCD,0xAB,0xCF,0x8E,0xAD,0xF9,0x32,0xC9,0x15,0x9F,0xD6,0x6D,0xA8,0xAE,0xB1,0x3F, + 0x90,0xEB,0xD4,0xF9,0x31,0x81,0xA3,0x53,0x99,0x4B,0x3C,0x93,0x3B,0xFE,0x55,0xFF,0x25,0x9F,0xCC,0x07,0xC5,0x2C,0x14,0xA7,0xA4,0x1E,0x6C,0xB6,0x91,0x2A,0xE0,0x3E, + 0x7F,0x39,0x0A,0xD9,0x24,0x3C,0x01,0xA0,0x30,0x99,0x8E,0xB8,0x1D,0xF9,0xA7,0x78,0x86,0x95,0x35,0x0E,0x21,0xDA,0x7A,0x7B,0xAD,0x9F,0x4E,0xF6,0x63,0x5B,0x96,0xBB, + 0x87,0x36,0x3F,0xA7,0x1A,0x66,0x91,0xCD,0xB0,0x3B,0xC0,0x4F,0x54,0xD2,0x5F,0xBB,0x38,0x89,0x1C,0x79,0x7E,0xA2,0x02,0xE4,0x80,0x84,0x1E,0x33,0xAB,0x74,0xFA,0xBE, + 0x31,0x46,0x2E,0xC5,0x15,0xB9,0x12,0xE9,0xD3,0x73,0x43,0xEA,0x74,0x11,0xA7,0xC0,0xD5,0xD8,0x39,0x08,0x9F,0x4F,0xC7,0x71,0x25,0x09,0x51,0x65,0xD6,0xA8,0x02,0x1F + }; + + return random_noise[ (random_noise[p[1] & 1023] + p[0]) & 1023 ] & umod; +} + +// MESH +// =========================================================================================================== + +static void init_mesh( struct mesh *m, float const *tris, u32 length ) { m->elements = length/3; glGenVertexArrays( 1, &m->vao ); @@ -301,64 +533,233 @@ static void use_mesh( struct mesh *m ) glBindVertexArray( m->vao ); } -struct world +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ); + +// WORLD/MAP +// =========================================================================================================== + +static void map_free(void) +{ + arrfree( world.data ); + arrfree( world.io ); + + free( world.cmd_buf_tiles ); + world.cmd_buf_tiles = NULL; + + world.w = 0; + world.h = 0; + world.data = NULL; + world.io = NULL; + world.score = 0; + world.time = 0; + world.completed = 0; + world.max_runs = 0; + world.initialzed = 0; +} + +static void io_reset(void) { - struct cell + for( int i = 0; i < arrlen( world.io ); i ++ ) { - u32 state; - u8 config; + struct cell_terminal *term = &world.io[i]; + + for( int j = 0; j < term->run_count; j ++ ) + term->runs[j].recv_count = 0; } - *data; +} + +static struct cell *pcell( v2i pos ) +{ + return &world.data[ pos[1]*world.w + pos[0] ]; +} + +static void lcell( int id, v2i pos ) +{ + pos[0] = id % world.w; + pos[1] = (id - pos[0]) / world.w; +} + +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 }; - u32 frame; + if( !start || !end ) + { + start = full_start; + end = full_end; + } - u32 sim_frame; - float sim_start; - int simulating; + // Texture data + u8 info_buffer[64*64*4]; + u32 pixel_id = 0; - struct cell_terminal + 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 ++ ) { - // TODO: Split into input/output structures - char *conditions; - char recv[12]; - int recv_count; - int id; + 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|FLAG_EMITTER) ) + { + 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|FLAG_EMITTER) ) + config |= 0x1 << i; + } + + height = 128; + } + else + { + if( cell->state & FLAG_WALL ) + height = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F ); + + 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( + ( + ((cell->state & FLAG_IS_TRIGGER) && (cell->config == 0xF || cell->config == k_cell_type_split)) || + ((cell->state & FLAG_TARGETED) && ((cell->config != k_cell_type_split) && !(cell->state & FLAG_EMITTER))) + ) && update_texbuffer + ){ + cell->state &= ~(FLAG_TARGETED|FLAG_IS_TRIGGER); + for( u32 i = 0; i < 2; i ++ ) + { + if( cell->links[i] ) + { + struct cell *other_ptr = &world.data[ cell->links[i] ]; + other_ptr->links[ i ] = 0; + other_ptr->state &= ~FLAG_IS_TRIGGER; + + if( other_ptr->links[ i ^ 0x1 ] == 0 ) + other_ptr->state &= ~FLAG_TARGETED; + } + } + + cell->links[0] = 0; + cell->links[1] = 0; + } + } } - *io; - u32 w, h; + 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 ); + } +} + +static u32 gen_text_buffer( const char *str, struct sdf_font *font, v2f origin, float size, u32 start ) +{ + u32 count = 0; + + v2f cursor; + v2f invUv; + v2_copy( origin, cursor ); - struct mesh tile, circle; + float invScale = (size / (float)font->size); + invUv[0] = 1.0f / (float)font->width; + invUv[1] = 1.0f / (float)font->height; - int selected; + u16 base_idx = start * 4; - struct fish + const char *_c = str; + char c; + while( (c = *(_c ++)) ) { - v2i pos; - v2i dir; - int alive; - char payload; + if( c == '\n' ) + { + cursor[1] -= size * 1.25f; + cursor[0] = origin[0]; + } + else if( c >= 32 && c <= 126 ) + { + struct sdf_char *pch = &font->characters[ c - ' ' ]; + struct vector_glyph_vert *vt = &text_buffers.buffer[ count * 4 ]; + u16 *ind = &text_buffers.indices[ count * 6 ]; + + // Emit quad + v2f p0; v2f uv0; + v2f p1; v2f uv1; + + v2_muladds( cursor, (v2f){ pch->originX, -pch->originY }, -invScale, p0 ); + v2_muladds( p0, (v2f){ pch->w, -pch->h }, invScale, p1 ); + + v2_mul( (v2f){ pch->uvx, pch->uvy }, invUv, uv0 ); + v2_muladd( uv0, (v2f){ pch->w, pch->h }, invUv, uv1 ); + + v2_copy( p0, vt[0].co ); + v2_copy( uv0, vt[0].uv ); + vt[0].colour = 0xffffffff; + + v2_copy( (v2f){ p0[0], p1[1] }, vt[1].co ); + v2_copy( (v2f){ uv0[0], uv1[1] }, vt[1].uv ); + vt[1].colour = 0xffffffff; + + v2_copy( p1, vt[2].co ); + v2_copy( uv1, vt[2].uv ); + vt[2].colour = 0xffffffff; + + v2_copy( (v2f){ p1[0], p0[1] }, vt[3].co ); + v2_copy( (v2f){ uv1[0], uv0[1] }, vt[3].uv ); + vt[3].colour = 0xffffffff; + + // Emit indices + ind[0] = base_idx+count*4; + ind[1] = base_idx+count*4+1; + ind[2] = base_idx+count*4+2; + ind[3] = base_idx+count*4; + ind[4] = base_idx+count*4+2; + ind[5] = base_idx+count*4+3; + + cursor[0] += (float)pch->advance * invScale; + count ++; + } } - fishes[16]; - int num_fishes; -} world = {}; - -static void map_free(void) -{ - for( int i = 0; i < arrlen( world.io ); i ++ ) - arrfree( world.io[ i ].conditions ); + glBindVertexArray( text_buffers.vao ); - arrfree( world.data ); - arrfree( world.io ); + glBindBuffer( GL_ARRAY_BUFFER, text_buffers.vbo ); + glBufferSubData( GL_ARRAY_BUFFER, + start*4*sizeof( struct vector_glyph_vert ), + count*4*sizeof( struct vector_glyph_vert ), + text_buffers.buffer + ); - world.w = 0; - world.h = 0; - world.data = NULL; - world.io = NULL; + glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, text_buffers.ebo ); + glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, start*6*sizeof(u16), count*6*sizeof(u16), text_buffers.indices ); + + return count; +} + +static void gen_level_text( struct cmp_level *pLevel ) +{ + text_buffers.title_count = gen_text_buffer( pLevel->title, &font_Ubuntu, (v2f){ -5.0f, -0.6f }, 0.6f, text_buffers.title_start ); + text_buffers.desc_count = gen_text_buffer( pLevel->description, &font_Ubuntu, (v2f){ -5.0, -0.9f }, 0.25f, text_buffers.desc_start ); } -static int map_load( const char *str ) +static int map_load( const char *str, const char *name ) { map_free(); @@ -367,9 +768,9 @@ static int map_load( const char *str ) // Scan for width for(;; world.w ++) { - if( str[world.w] == ';' ) + if( c[world.w] == ';' ) break; - else if( !str[world.w] ) + else if( !c[world.w] ) { vg_error( "Unexpected EOF when parsing level\n" ); return 0; @@ -380,25 +781,44 @@ static int map_load( const char *str ) int cx = 0; int reg_start = 0, reg_end = 0; + u32 *links_to_make = NULL; + int links_satisfied = 0; + + char link_id_buffer[32]; + int link_id_n = 0; + for(;;) { if( !*c ) break; + if( *c == '\r' ) { c ++; continue; } // fuck off windows + if( *c == ';' ) { c ++; - + + if( *c == '\r' ) c ++; + // Parse attribs if( *c != '\n' ) { while( *c ) { + if( *c == '\r' ) { c ++; continue; } + if( reg_start < reg_end ) { - if( *c >= 'a' && *c <= 'z' ) + struct cell_terminal *terminal = &world.io[ reg_start ]; + struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ]; + + if( (*c >= 'a' && *c <= 'z') || *c == ' ' ) { - arrpush( world.io[ reg_start ].conditions, *c ); + i8 code = -1; + if( *c != ' ' ) + code = *c - 'a'; + + run->steps[ run->step_count ++ ] = code; } else { @@ -409,195 +829,678 @@ static int map_load( const char *str ) if( *c == '\n' ) break; } + else if( *c == ':' ) + { + terminal->runs[ terminal->run_count ].step_count = 0; + terminal->run_count ++; + world.max_runs = vg_max( world.max_runs, terminal->run_count ); + } else { vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h ); - return 0; + goto IL_REG_ERROR; } } } else { - vg_error( "Too many values to assign (row: %u)\n", world.h ); - return 0; + if( links_satisfied < arrlen( links_to_make ) ) + { + struct cell *target = &world.data[ links_to_make[ links_satisfied ] ]; + + if( (((u32)*c >= (u32)'0') && ((u32)*c <= (u32)'9')) || *c == '-' ) + { + if( link_id_n >= vg_list_size( link_id_buffer )-1 ) + { + vg_error( "Number was way too long to be parsed (row: %u)\n", world.h ); + goto IL_REG_ERROR; + } + + link_id_buffer[ link_id_n ++ ] = *c; + } + else if( *c == ',' || *c == '\n' ) + { + link_id_buffer[ link_id_n ] = 0x00; + int value = atoi( link_id_buffer ); + + target->links[value >= 0? 1:0] = abs(value); + links_satisfied ++; + link_id_n = 0; + + if( *c == '\n' ) + break; + } + else + { + vg_error( "Invalid character '%c' (row: %u)\n", *c, world.h ); + goto IL_REG_ERROR; + } + } + else + { + vg_error( "Too many values to assign (row: %u)\n", world.h ); + goto IL_REG_ERROR; + } } c ++; } } + // Registry length-error checks if( reg_start != reg_end ) { - vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end ); - return 0; + vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end ); + goto IL_REG_ERROR; + } + + if( links_satisfied != arrlen( links_to_make ) ) + { + vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world.h, links_satisfied, arrlen( links_to_make ) ); + goto IL_REG_ERROR; } if( cx != world.w ) { vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w ); - return 0; + goto IL_REG_ERROR; } row = arraddnptr( world.data, world.w ); cx = 0; world.h ++; reg_end = reg_start = arrlen( world.io ); + + arrsetlen( links_to_make, 0 ); + links_satisfied = 0; } else { if( cx == world.w ) { vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w ); - return 0; + goto IL_REG_ERROR; } // Tile initialization // row[ cx ] .. etc + struct cell *cell = &row[ cx ]; + cell->config = 0xF; - if( *c == '+' || *c == '-' ) + cell->links[0] = 0; + cell->links[1] = 0; + + if( *c == '+' || *c == '-' || *c == '*' ) { - struct cell_terminal term = { .id = cx + world.h*world.w }; - arrpush( world.io, term ); - row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; + struct cell_terminal *term = arraddnptr( world.io, 1 ); + term->pos[0] = cx; + term->pos[1] = world.h; + + term->run_count = 1; + term->runs[0].step_count = 0; + + switch( *c ) + { + case '+': cell->state = FLAG_INPUT; break; + case '-': cell->state = FLAG_OUTPUT; break; + case '*': cell->state = FLAG_EMITTER; break; + } + reg_end ++; } - else if( *c == '#' ) + else if( *c == '#' ) cell->state = FLAG_WALL; + else if( ((u32)*c >= (u32)'A') && ((u32)*c <= (u32)'A'+0xf) ) + { + // Canal flag bits (4bit/16 value): + // 0: Canal present + // 1: Is trigger + // 2: Reserved + // 3: Reserved + + cell->state = ((u32)*c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER); + + if( cell->state & FLAG_IS_TRIGGER ) + arrpush( links_to_make, cx + world.h*world.w ); + + world.score ++; + } + else cell->state = 0x00; + + cx ++; + } + + c ++; + } + + // Assign emitter codes + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[i]; + struct cell *cell = pcell( term->pos ); + + if( cell->state & FLAG_EMITTER ) + { + if( (term->run_count > 0) && (term->runs[0].step_count >= 2) ) + { + cell->emit[0] = term->runs[0].steps[0]; + cell->emit[1] = term->runs[0].steps[1]; + } + else + { + vg_error( "Emitter was not assigned emit values\n" ); + goto IL_REG_ERROR; + } + } + } + + // Update data texture to fill out the background + { + u8 info_buffer[64*64*4]; + for( int x = 0; x < 64; x ++ ) + { + for( int y = 0; y < 64; y ++ ) + { + u8 *px = &info_buffer[((x*64)+y)*4]; + + // Fade out edges of world so that there isnt an obvious line + int dist_x = 16 - VG_MIN( VG_MIN( x, 16 ), 16-VG_MAX( x-16-world.w, 0 ) ); + int dist_y = 16 - VG_MIN( VG_MIN( y, 16 ), 16-VG_MAX( y-16-world.h, 0 ) ); + int dist = VG_MAX( dist_x, dist_y ) * 16; + + int value = VG_MAX( 0, 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F ) - dist ); + + px[0] = value; + px[1] = 0; + px[2] = 0; + px[3] = 0; + } + } + + // Level selection area + + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *grid = &career_packs[ i ]; + + int j = 0; + + for( int y = 0; y < grid->dims[1]; y ++ ) + { + for( int x = 0; x < grid->dims[0]; x ++ ) + { + u8 *px = &info_buffer[((y+16+grid->origin[1])*64+16+x+grid->origin[0])*4]; + px[0] = 0x10; + + if( j < grid->count ) + { + struct cmp_level *lvl = &grid->pack[ j ++ ]; + v2i_add( grid->origin, (v2i){x,y}, lvl->btn.position ); + } + } + } + } + + info_buffer[(((16+world.h-3)*64)+world.w+16-1)*4] = 0x30; + info_buffer[(((16+world.h-2)*64)+world.w+16-1)*4] = 0x30; + + // Random walks.. kinda + for( int i = 0; i < arrlen(world.io); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + + v2i turtle; + v2i turtle_dir; + int original_y; + + // Only make breakouts for terminals on the edge + if( !(term->pos[1] == 1 || term->pos[1] == world.h-2) ) + continue; + + turtle[0] = 16+term->pos[0]; + turtle[1] = 16+term->pos[1]; + + turtle_dir[0] = 0; + turtle_dir[1] = pcell(term->pos)->state & (FLAG_INPUT|FLAG_EMITTER)? 1: -1; + original_y = turtle_dir[1]; + + info_buffer[((turtle[1]*64)+turtle[0])*4] = 0; + v2i_add( turtle_dir, turtle, turtle ); + + for( int i = 0; i < 100; i ++ ) { - row[ cx ++ ].state = FLAG_WALL; + info_buffer[((turtle[1]*64)+turtle[0])*4] = 0; + + v2i_add( turtle_dir, turtle, turtle ); + + if( turtle[0] == 0 ) break; + if( turtle[0] == 63 ) break; + if( turtle[1] == 0 ) break; + if( turtle[1] == 63 ) break; + + int random_value = hash21i( turtle, 0xFF ); + if( random_value > 255-40 && !turtle_dir[0] ) + { + turtle_dir[0] = -1; + turtle_dir[1] = 0; + } + else if( random_value > 255-80 && !turtle_dir[0] ) + { + turtle_dir[0] = 1; + turtle_dir[1] = 0; + } + else if( random_value > 255-100 ) + { + turtle_dir[0] = 0; + turtle_dir[1] = original_y; + } + } + } + + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } + + arrfree( links_to_make ); + + map_reclassify( NULL, NULL, 1 ); + + // Validate links + for( int i = 0; i < world.h*world.w; i ++ ) + { + struct cell *src = &world.data[i]; + if( src->state & FLAG_IS_TRIGGER ) + { + int link_id = src->links[0]?0:1; + if( src->links[link_id] <= world.h*world.w ) + { + struct cell *target = &world.data[ src->links[link_id] ]; + if( ((target->state & FLAG_CANAL) && (target->config == k_cell_type_split)) + || (target->state & FLAG_EMITTER) ) + { + if( target->links[ link_id ] ) + { + vg_error( "Link target was already targeted\n" ); + goto IL_REG_ERROR; + } + else + { + // Valid link + target->links[ link_id ] = i; + target->state |= FLAG_TARGETED; + } + } + else + { + vg_error( "Link target was invalid\n" ); + goto IL_REG_ERROR; + } } else { - row[ cx ++ ].state = 0x00; + vg_error( "Link target out of bounds\n" ); + goto IL_REG_ERROR; } } + } - c ++; + // ========================================================== + // Successful load + + vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h ); + + io_reset(); + + strncpy( world.map_name, name, vg_list_size( world.map_name )-1 ); + world.initialzed = 1; + + // Setup world button locations + for( int i = 0; i < vg_list_size( world.st.buttons ); i ++ ) + { + struct world_button *btn = &world.st.buttons[i]; + btn->position[0] = world.w -1; + btn->position[1] = world.h -i -2; } + + // Allocate buffers for render commands + world.cmd_buf_tiles = malloc( world.w*world.h* sizeof( struct render_cmd ) ); + world.max_commands = world.w*world.h; - vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); return 1; + +IL_REG_ERROR: + arrfree( links_to_make ); + map_free(); + return 0; } -static struct cell *pcell( v2i pos ) +static void map_serialize( FILE *stream ) { - return &world.data[ pos[1]*world.w + pos[0] ]; + 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_EMITTER ) fputc( '*', stream ); + else if( cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) ) + { + fputc( (cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)) + (u32)'A', 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( v2i_eq( term->pos, (v2i){x,y} ) ) + { + if( terminal_write_count ) + fputc( ',', stream ); + terminal_write_count ++; + + for( int j = 0; j < term->run_count; j ++ ) + { + struct terminal_run *run = &term->runs[j]; + + for( int k = 0; k < run->step_count; k ++ ) + { + i8 step = run->steps[k]; + fputc( step == -1? ' ': ('a' + run->steps[k]), stream ); + } + + if( j < term->run_count-1 ) + fputc( ':', stream ); + } + } + } + } + + for( int x = 0; x < world.w; x ++ ) + { + struct cell *cell = pcell( (v2i){ x,y } ); + if( cell->state & FLAG_IS_TRIGGER ) + { + if( terminal_write_count ) + fputc( ',', stream ); + terminal_write_count ++; + + fprintf( stream, "%d", cell->links[0]? -cell->links[0]: cell->links[1] ); + } + } + + fputc( '\n', stream ); + } } -int main( int argc, char *argv[] ) +// CAREER STATE +// =========================================================================================================== + +#pragma pack(push,1) +struct dcareer_state +{ + u32 version; + i32 in_map; + + u32 reserved[14]; + + struct dlevel_state + { + i32 score; + i32 unlocked; + i32 reserved[2]; + } + levels[ NUM_CAMPAIGN_LEVELS ]; +}; +#pragma pack(pop) + +static int career_load_success = 0; + +static void career_serialize(void) { - vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" ); + if( !career_load_success ) + return; + + struct dcareer_state encoded; + encoded.version = 2; + encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1; + + memset( encoded.reserved, 0, sizeof( encoded.reserved ) ); + + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; + + for( int j = 0; j < set->count; j ++ ) + { + struct cmp_level *lvl = &set->pack[j]; + struct dlevel_state *dest = &encoded.levels[lvl->serial_id]; + + dest->score = lvl->completed_score; + dest->unlocked = lvl->unlocked; + dest->reserved[0] = 0; + dest->reserved[1] = 0; + } + } + + vg_asset_write( "sav/game.sv2", &encoded, sizeof( struct dcareer_state ) ); } -void vg_register(void) +static void career_unlock_level( struct cmp_level *lvl ); +static void career_unlock_level( struct cmp_level *lvl ) { - SHADER_INIT( shader_tile_colour ); - SHADER_INIT( shader_tile_main ); - SHADER_INIT( shader_ball ); + lvl->unlocked = 1; + + if( lvl->linked ) + career_unlock_level( lvl->linked ); } -void vg_start(void) +static void career_pass_level( struct cmp_level *lvl, int score, int upload ) { - // Quad mesh + if( score > 0 ) { - float quad_mesh[] = + if( score < lvl->completed_score || lvl->completed_score == 0 ) { - 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, + #ifdef VG_STEAM + if( !lvl->is_tutorial && upload ) + leaderboard_set_score( lvl, score ); + #endif + + lvl->completed_score = score; + } + + if( lvl->unlock ) career_unlock_level( lvl->unlock ); + + #ifdef VG_STEAM + if( lvl->achievement ) + { + sw_set_achievement( lvl->achievement ); + } + + // Check ALL maps to trigger master engineer + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; - 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 - }; + for( int j = 0; j < set->count; j ++ ) + { + if( set->pack[j].completed_score == 0 ) + return; + } + } - init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) ); + sw_set_achievement( "MASTER_ENGINEER" ); + #endif } +} + +static void career_reset_level( struct cmp_level *lvl ) +{ + lvl->unlocked = 0; + lvl->completed_score = 0; +} + +static void career_load(void) +{ + i64 sz; + struct dcareer_state encoded; + + // Blank save state + memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) ); + encoded.in_map = 0; + encoded.levels[0].unlocked = 1; + + // Load and copy data into encoded + void *cr = vg_asset_read_s( "sav/game.sv2", &sz ); - // Circle mesh + if( cr ) { - 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 ) }; + if( sz > sizeof( struct dcareer_state ) ) + vg_warn( "This save file is too big! Some levels will be lost\n" ); - 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 ); + if( sz <= offsetof( struct dcareer_state, levels ) ) + { + vg_warn( "This save file is too small to have a header. Creating a blank one\n" ); + free( cr ); } - init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) ); + memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz ) ); + free( cr ); } + else + vg_info( "No save file... Using blank one\n" ); - // Textures + // Reset memory + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_repeat(); + struct career_level_pack *set = &career_packs[i]; - tex_tile_data = vg_tex2d_rgba( "textures/tileset.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_repeat(); - - tex_wood = vg_tex2d_rgba( "textures/wood.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_repeat(); + for( int j = 0; j < set->count; j ++ ) + career_reset_level( &set->pack[j] ); + } + + // Header information + // ================================= + + struct cmp_level *lvl_to_load = &career_packs[0].pack[0]; + + // Decode everything from dstate + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; - tex_ball = vg_tex2d_rgba( "textures/ball.png" ); - vg_tex2d_mipmap(); - vg_tex2d_linear_mipmap(); - vg_tex2d_clamp(); + for( int j = 0; j < set->count; j ++ ) + { + struct cmp_level *lvl = &set->pack[j]; + struct dlevel_state *src = &encoded.levels[lvl->serial_id]; + + if( src->unlocked ) career_unlock_level( lvl ); + if( src->score ) lvl->completed_score = src->score; + + if( lvl->serial_id == encoded.in_map ) + lvl_to_load = lvl; + } } - // Audio + if( console_changelevel( 1, &lvl_to_load->map_name ) ) { - sfx_set_init( &audio_tile_mod, NULL ); + world.pCmpLevel = lvl_to_load; + gen_level_text( world.pCmpLevel ); } + + career_load_success = 1; +} + +// MAIN GAMEPLAY +// =========================================================================================================== +static int is_simulation_running(void) +{ + return world.st.buttons[ k_world_button_sim ].state; +} + +static void clear_animation_flags(void) +{ + for( int i = 0; i < world.w*world.h; i ++ ) + world.data[ i ].state &= ~(FLAG_FLIP_FLOP|FLAG_FLIP_ROTATING); +} + +static void simulation_stop(void) +{ + world.st.buttons[ k_world_button_sim ].state = 0; + world.st.buttons[ k_world_button_pause ].state = 0; + + world.num_fishes = 0; + world.sim_frame = 0; + world.sim_run = 0; + world.frame_lerp = 0.0f; + + io_reset(); - map_load( level_pack[ 0 ] ); + sfx_system_fadeout( &audio_system_balls_rolling, 44100 ); + + clear_animation_flags(); + + vg_info( "Stopping simulation!\n" ); } -void vg_free(void) +static void simulation_start(void) { - free_mesh( &world.tile ); - free_mesh( &world.circle ); + vg_success( "Starting simulation!\n" ); + + sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 ); - map_free(); + world.num_fishes = 0; + world.sim_frame = 0; + world.sim_run = 0; + + world.sim_delta_speed = world.st.buttons[ k_world_button_speedy ].state? 10.0f: 2.5f; + world.sim_delta_ref = vg_time; + world.sim_internal_ref = 0.0f; + world.sim_internal_time = 0.0f; + world.pause_offset_target = 0.0f; + + world.sim_target = 0; + + clear_animation_flags(); - glDeleteTextures( 1, &tex_tile_data ); - glDeleteTextures( 1, &tex_tile_detail ); - glDeleteTextures( 1, &tex_wood ); - glDeleteTextures( 1, &tex_ball ); + io_reset(); - sfx_set_free( &audio_tile_mod ); + if( world.pCmpLevel ) + { + world.pCmpLevel->completed_score = 0; + } +} + +static int world_check_pos_ok( v2i co, int dist ) +{ + return (co[0] < dist || co[0] >= world.w-dist || co[1] < dist || co[1] >= world.h-dist)? 0: 1; } static int cell_interactive( v2i co ) { + struct cell *cell; + // Bounds check - if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 ) + if( world_check_pos_ok( co, 1 ) ) + { + cell = pcell( co ); + if( cell->state & FLAG_EMITTER ) + return 1; + } + + if( !world_check_pos_ok( co, 2 ) ) return 0; // Flags check - if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) ) + if( cell->state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) ) return 0; // List of 3x3 configurations that we do not allow @@ -654,7 +1557,7 @@ static int cell_interactive( v2i co ) { struct cell *cell = pcell((v2i){x,y}); - if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) ) + if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER)) ) blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2)); } @@ -675,196 +1578,273 @@ static int cell_interactive( v2i co ) return 1; } -void vg_update(void) +static void vg_update(void) { - static int curlevel = 0; - int changelvl = curlevel; - 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 ) + // Async events + if( world.st.lvl_to_load ) { - 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" ); + world.st.world_transition = (world.st.lvl_load_time-vg_time) * 4.0f; + + if( vg_time > world.st.lvl_load_time ) + { + if( console_changelevel( 1, &world.st.lvl_to_load->map_name ) ) + { + world.pCmpLevel = world.st.lvl_to_load; + gen_level_text( world.pCmpLevel ); + } + + world.st.lvl_to_load = NULL; + } + } + else + { + world.st.world_transition = vg_minf( 1.0f, (vg_time-world.st.lvl_load_time) * 4.0f ); } + + // Camera + // ======================================================================================================== + + float r1 = (float)vg_window_y / (float)vg_window_x, + r2 = (float)world.h / (float)world.w, + size; + + static float size_current = 2.0f; + static v3f origin_current = { 0.0f, 0.0f, 0.0f }; + static v2f drag_offset = { 0.0f, 0.0f }; + static v2f view_point = { 0.0f, 0.0f }; + v2f result_view; + + size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f; - float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 9.5f; + v2f origin; + v2f vt_target; + + origin[0] = floorf( -0.5f * ((float)world.w-4.5f) ); + origin[1] = floorf( -0.5f * world.h ); - v3f origin; - origin[0] = -0.5f * world.w; - origin[1] = -0.5f * world.h; - origin[2] = 0.0f; + // Create and clamp result view + v2_add( view_point, drag_offset, result_view ); + result_view[0] = vg_clampf( result_view[0], -world.st.zoom, world.st.zoom ); + result_view[1] = vg_clampf( result_view[1], -world.st.zoom*r1, world.st.zoom*r1 ); - m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio ); - m3x3_identity( m_view ); - m3x3_translate( m_view, origin ); + v2_add( origin, result_view, vt_target ); + + // Lerp towards target + size_current = vg_lerpf( size_current, size - world.st.zoom, vg_time_delta * 6.0f ); + v2_lerp( origin_current, vt_target, vg_time_delta * 6.0f, origin_current ); + + m3x3_projection( m_projection, -size_current, size_current, -size_current*r1, size_current*r1 ); + m3x3_identity( m_view ); + m3x3_translate( m_view, origin_current ); m3x3_mul( m_projection, m_view, vg_pv ); vg_projection_update(); - // Input stuff - - v2f tile_pos; - v2_copy( vg_mouse_ws, tile_pos ); + // Mouse input + // ======================================================================================================== + v2_copy( vg_mouse_ws, world.tile_pos ); - int tile_x = floorf( tile_pos[0] ); - int tile_y = floorf( tile_pos[1] ); + world.tile_x = floorf( world.tile_pos[0] ); + world.tile_y = floorf( world.tile_pos[1] ); - // Tilemap editing - if( !world.simulating ) - { - if( cell_interactive( (v2i){ tile_x, tile_y } )) - { - world.selected = tile_y * world.w + tile_x; - - if( vg_get_button_down("primary") ) - { - world.data[ world.selected ].state ^= FLAG_CANAL; - - if( world.data[ world.selected ].state & FLAG_CANAL ) - sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 ); - else - sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 ); - } - } - else - world.selected = -1; - } - - // Simulation stop/start - if( vg_get_button_down("go") ) + // Camera dragging { - if( world.simulating ) + static v2f drag_origin; // x/y pixel + + if( vg_get_button_down( "tertiary" ) ) + v2_copy( vg_mouse, drag_origin ); + else if( vg_get_button( "tertiary" ) ) { - 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" ); + // get offset + v2_sub( vg_mouse, drag_origin, drag_offset ); + v2_div( drag_offset, (v2f){ vg_window_x, vg_window_y }, drag_offset ); + v2_mul( drag_offset, (v2f){ size_current*2.0f, -size_current*r1*2.0f }, drag_offset ); } else { - vg_success( "Starting simulation!\n" ); - - 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; - } - - for( int i = 0; i < arrlen( world.io ); i ++ ) - world.io[i].recv_count = 0; + v2_copy( result_view, view_point ); + v2_copy( (v2f){0.0f,0.0f}, drag_offset ); } } + + // Zooming + { + v2f mview_local; + v2f mview_new; + v2f mview_cur; + v2f mview_delta; + float rsize; + + rsize = size-world.st.zoom; + + v2_div( vg_mouse, (v2f){ vg_window_x*0.5f, vg_window_y*0.5f }, mview_local ); + v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_cur ); + + world.st.zoom = vg_clampf( world.st.zoom + vg_mouse_wheel[1], 0.0f, size - 4.0f ); + + // Recalculate new position + rsize = size-world.st.zoom; + v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_new ); + + // Apply offset + v2_sub( mview_new, mview_cur, mview_delta ); + v2_add( mview_delta, view_point, view_point ); + } - // Simulation stuff - // ======================================================== - - for( int y = 2; y < world.h-2; y ++ ) + // Tilemap + // ======================================================================================================== + if( !is_simulation_running() && !gui_want_mouse() ) { - for( int x = 2; x < world.w-2; x ++ ) + v2_copy( vg_mouse_ws, world.drag_to_co ); + + if( cell_interactive( (v2i){ world.tile_x, world.tile_y } )) { - v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; - - u8 config = 0x00; + world.selected = world.tile_y * world.w + world.tile_x; - if( pcell((v2i){x,y})->state & FLAG_CANAL ) + static u32 modify_state = 0; + struct cell *cell_ptr = &world.data[world.selected]; + + if( !(cell_ptr->state & FLAG_EMITTER) ) { - for( int i = 0; i < vg_list_size( dirs ); i ++ ) + 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) ) { - 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; + cell_ptr->state &= ~FLAG_CANAL; + cell_ptr->state |= modify_state; + + if( cell_ptr->state & FLAG_CANAL ) + { + cell_ptr->links[0] = 0; + cell_ptr->links[1] = 0; + + 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 config = 0xF; - - pcell((v2i){x,y})->config = config; - pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER); - } - } - - for( int y = 2; y < world.h-2; y ++ ) - for( int x = 2; x < world.w-2; x ++ ) - { - // R,D,L,- 1110 (splitter, 1 drop created) - - // R,-,L,U - 1011 (merger, 2 drop created) - - u8 config = pcell((v2i){x,y})->config; + + if( vg_get_button_down("secondary") && (cell_ptr->state & FLAG_CANAL) && !(cell_ptr->config == k_cell_type_split) ) + { + world.id_drag_from = world.selected; + + struct cell_description *desc = &cell_descriptions[ world.data[world.id_drag_from].config ]; + v2_add( desc->trigger_pos, (v2f){ world.tile_x, world.tile_y }, world.drag_from_co ); + } + } - if( config == k_cell_type_split ) // splitter - { - struct cell *cell = pcell((v2i){x,y}); + float local_x = vg_mouse_ws[0] - (float)world.tile_x; - cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R); - } - else if( config == k_cell_type_merge ) + if( vg_get_button_up("secondary") && world.id_drag_from == world.selected ) { - world.data[y*world.w+x-1].state |= FLAG_DROP_R; - world.data[y*world.w+x+1].state |= FLAG_DROP_L; - world.data[y*world.w+x].state |= FLAG_MERGER; + u32 link_id = cell_ptr->links[ 0 ]? 0: 1; + + // break existing connection off + if( cell_ptr->links[ link_id ] ) + { + struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]]; + + if( !current_connection->links[ link_id ^ 0x1 ] ) + current_connection->state &= ~FLAG_TARGETED; + + current_connection->links[ link_id ] = 0; + cell_ptr->links[ link_id ] = 0; + } + + cell_ptr->state &= ~FLAG_IS_TRIGGER; + world.id_drag_from = 0; } - } - - // 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 ++ ) + else if( world.id_drag_from && (cell_ptr->state & (FLAG_CANAL|FLAG_EMITTER)) && + ((cell_ptr->config == k_cell_type_split) || (cell_ptr->state & FLAG_EMITTER)) ) { - 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 ) + world.drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f); + world.drag_to_co[1] = (float)world.tile_y + 0.25f; + + if( vg_get_button_up("secondary") ) { - if( world.sim_frame < arrlen( term->conditions ) ) + struct cell *drag_ptr = &world.data[world.id_drag_from]; + u32 link_id = local_x > 0.5f? 1: 0; + + // Cleanup existing connections + if( cell_ptr->links[ link_id ] ) { - 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; - } + vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] ); - if( !can_spawn ) - world.num_fishes--; + struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]]; + current_connection->state &= ~FLAG_IS_TRIGGER; + current_connection->links[ link_id ] = 0; } + + for( u32 i = 0; i < 2; i ++ ) + { + if( drag_ptr->links[ i ] ) + { + vg_warn( "Destroying link %u (%hu)\n", i, drag_ptr->links[ i ] ); + + struct cell *current_connection = &world.data[ drag_ptr->links[ i ]]; + if( current_connection->links[ i ^ 0x1 ] == 0 ) + current_connection->state &= ~FLAG_TARGETED; + + current_connection->links[ i ] = 0; + drag_ptr->links[ i ] = 0; + } + } + + // Create the new connection + vg_success( "Creating connection on link %u (%hu)\n", link_id, world.id_drag_from ); + + cell_ptr->links[ link_id ] = world.id_drag_from; + drag_ptr->links[ link_id ] = world.selected; + + cell_ptr->state |= FLAG_TARGETED; + drag_ptr->state |= FLAG_IS_TRIGGER; + world.id_drag_from = 0; } } + } + else + { + world.selected = -1; + } + if( !(vg_get_button("secondary") && world.id_drag_from) ) + world.id_drag_from = 0; + } + else + { + world.selected = -1; + world.id_drag_from = 0; + } + + // Marble state updates + // ======================================================================================================== + if( is_simulation_running() ) + { + float old_time = world.sim_internal_time; + + if( !world.st.buttons[ k_world_button_pause ].state ) + world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed; + else + world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f ); + world.sim_internal_delta = world.sim_internal_time-old_time; + + world.sim_target = (int)floorf(world.sim_internal_time); + + int success_this_frame = 0; + int failure_this_frame = 0; + + while( world.sim_frame < world.sim_target ) + { + sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 ); + // Update splitter deltas for( int i = 0; i < world.h*world.w; i ++ ) { @@ -873,210 +1853,483 @@ void vg_update(void) { cell->state &= ~FLAG_FLIP_ROTATING; } + if( cell->state & (FLAG_IS_TRIGGER|FLAG_EMITTER) ) + cell->state &= ~FLAG_TRIGGERED; } - + + 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 ) + if( fish->state == k_fish_state_soon_dead ) + fish->state = k_fish_state_dead; + + if( fish->state == k_fish_state_soon_alive ) + fish->state = k_fish_state_alive; + + if( fish->state < k_fish_state_alive ) continue; - // Apply to output - if( cell_current->state & FLAG_OUTPUT ) + struct cell *cell_current = pcell( fish->pos ); + + if( fish->state == k_fish_state_alive ) { - for( int j = 0; j < arrlen( world.io ); j ++ ) + // 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( v2i_eq( term->pos, fish->pos ) ) + { + struct terminal_run *run = &term->runs[ world.sim_run ]; + if( run->recv_count < vg_list_size( run->recieved ) ) + { + if( fish->colour == run->steps[ run->recv_count ] ) + success_this_frame = 1; + else + failure_this_frame = 1; + + run->recieved[ run->recv_count ++ ] = fish->colour; + } + else + failure_this_frame = 1; + + break; + } + } + + fish->state = k_fish_state_dead; + fish->death_time = -1000.0f; + continue; + } + + + if( cell_current->config == k_cell_type_merge ) + { + // Can only move up + fish->dir[0] = 0; + fish->dir[1] = -1; + fish->flow_reversed = 0; + } + else { - struct cell_terminal *term = &world.io[j]; + 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; + + if( !(cell_current->state & FLAG_TARGETED) ) + cell_current->state ^= FLAG_FLIP_FLOP; + } + else + { + // Apply cell out-flow + struct cell_description *desc = &cell_descriptions[ cell_current->config ]; + + v2i_copy( fish->flow_reversed? desc->start: desc->end, fish->dir ); + } + + v2i pos_next; + v2i_add( fish->pos, fish->dir, pos_next ); - if( term->id == fish->pos[1]*world.w + fish->pos[0] ) + struct cell *cell_next = pcell( pos_next ); + + if( cell_next->state & (FLAG_CANAL|FLAG_OUTPUT) ) { - term->recv[ term->recv_count ++ ] = fish->payload; - break; + struct cell_description *desc = &cell_descriptions[ cell_next->config ]; + + if( cell_next->config == k_cell_type_merge ) + { + if( fish->dir[0] == 0 ) + { + fish->state = k_fish_state_dead; + fish->death_time = world.sim_internal_time; + } + else + fish->flow_reversed = 0; + } + else + { + if( cell_next->config == k_cell_type_split ) + { + if( fish->dir[0] == 0 ) + { + sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 ); + cell_next->state |= FLAG_FLIP_ROTATING; + + fish->flow_reversed = 0; + } + else + { + fish->state = k_fish_state_dead; + fish->death_time = world.sim_internal_time; + } + } + else + fish->flow_reversed = ( fish->dir[0] != -desc->start[0] || + fish->dir[1] != -desc->start[1] )? 1: 0; + } + } + else + { + if( world_check_pos_ok( fish->pos, 2 ) ) + fish->state = k_fish_state_bg; + else + { + fish->state = k_fish_state_dead; + fish->death_time = world.sim_internal_time; + } } } - fish->alive = 0; - continue; + //v2i_add( fish->pos, fish->dir, fish->pos ); } - - if( cell_current->state & FLAG_SPLIT ) + else if( fish->state == k_fish_state_bg ) { - // Flip flop L/R - fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; - fish->dir[1] = 0; + v2i_add( fish->pos, fish->dir, fish->pos ); - cell_current->state ^= FLAG_FLIP_FLOP; + if( !world_check_pos_ok( fish->pos, 2 ) ) + { + fish->state = k_fish_state_dead; + fish->death_time = -1000.0f; + } + else + { + struct cell *cell_entry = pcell( fish->pos ); + + if( cell_entry->state & FLAG_CANAL ) + { + if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u + || cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d ) + { + #ifdef VG_STEAM + sw_set_achievement( "CAN_DO_THAT" ); + #endif + + fish->state = k_fish_state_soon_alive; + + fish->dir[0] = 0; + fish->dir[1] = 0; + fish->flow_reversed = 1; + + switch( cell_entry->config ) + { + case k_cell_type_con_r: fish->dir[0] = 1; break; + case k_cell_type_con_l: fish->dir[0] = -1; break; + case k_cell_type_con_u: fish->dir[1] = 1; break; + case k_cell_type_con_d: fish->dir[1] = -1; break; + } + } + } + } } - else if( cell_current->state & FLAG_MERGER ) + else { vg_error( "fish behaviour unimplemented for behaviour type (%d)\n" ); } + + if( fish->state >= k_fish_state_alive ) + alive_count ++; + } + + // Second pass (triggers) + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + // Apply movement + if( fish->state == k_fish_state_alive ) + v2i_add( fish->pos, fish->dir, fish->pos ); + + if( fish->state == k_fish_state_alive || fish->state == k_fish_state_soon_alive ) { - // Can only move up - fish->dir[0] = 0; - fish->dir[1] = -1; + struct cell *cell_current = pcell( fish->pos ); + + if( cell_current->state & FLAG_IS_TRIGGER ) + { + int trigger_id = cell_current->links[0]?0:1; + + struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ]; + + // Spawn new marble + if( (target_peice->state & FLAG_EMITTER) && !(target_peice->state & FLAG_TRIGGERED)) + { + struct fish *fish = &world.fishes[ world.num_fishes ]; + lcell( cell_current->links[trigger_id], fish->pos ); + + fish->state = k_fish_state_soon_alive; + fish->colour = target_peice->emit[ trigger_id ]; + + if( target_peice->config != k_cell_type_stub ) + { + struct cell_description *desc = &cell_descriptions[ target_peice->config ]; + v2i_copy( desc->start, fish->dir ); + fish->flow_reversed = 1; + + world.num_fishes ++; + alive_count ++; + } + } + else + { + if( trigger_id ) + target_peice->state |= FLAG_FLIP_FLOP; + else + target_peice->state &= ~FLAG_FLIP_FLOP; + } + + cell_current->state |= FLAG_TRIGGERED; + } } - else + } + + // Third pass (collisions) + struct fish *fi, *fj; + + for( int i = 0; i < world.num_fishes; i ++ ) + { + fi = &world.fishes[i]; + + if( fi->state == k_fish_state_alive ) { - 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)) ) + int continue_again = 0; + + for( int j = i+1; j < world.num_fishes; j ++ ) { - // Try other directions for valid, so down, left, right.. - v2i dirs[] = {{1,0},{-1,0},{0,-1}}; - vg_info( "Trying some other directions...\n" ); + fj = &world.fishes[j]; - for( int j = 0; j < vg_list_size(dirs); j ++ ) + if( fj->state == k_fish_state_alive ) { - if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) ) - continue; + v2i fi_prev; + v2i fj_prev; + + v2i_sub( fi->pos, fi->dir, fi_prev ); + v2i_sub( fj->pos, fj->dir, fj_prev ); - if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) ) + int + collide_next_frame = ( + (fi->pos[0] == fj->pos[0]) && + (fi->pos[1] == fj->pos[1]))? 1: 0, + collide_this_frame = ( + (fi_prev[0] == fj->pos[0]) && + (fi_prev[1] == fj->pos[1]) && + (fj_prev[0] == fi->pos[0]) && + (fj_prev[1] == fi->pos[1]) + )? 1: 0; + + if( collide_next_frame || collide_this_frame ) { - fish->dir[0] = dirs[j][0]; - fish->dir[1] = dirs[j][1]; + #ifdef VG_STEAM + sw_set_achievement( "BANG" ); + #endif + + // Shatter death (+0.5s) + float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f ); + + fi->state = k_fish_state_soon_dead; + fj->state = k_fish_state_soon_dead; + fi->death_time = death_time; + fj->death_time = death_time; + + continue_again = 1; + break; } } } + if( continue_again ) + continue; } - - 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( cell_entry->config == k_cell_type_split ) - cell_entry->state |= FLAG_FLIP_ROTATING; } - world.sim_frame ++; - } - } -} - -static void render_tiles(void) -{ - for( int y = 0; y < world.h; y ++ ) - { - for( int x = 0; x < world.w; x ++ ) - { - struct cell *cell = pcell((v2i){x,y}); - int selected = world.selected == y*world.w + x; - - int tile_offsets[][2] = + // Spawn fishes + for( int i = 0; i < arrlen( world.io ); i ++ ) { - {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 }; + struct cell_terminal *term = &world.io[ i ]; + int is_input = pcell(term->pos)->state & FLAG_INPUT; + + if( is_input ) + { + if( world.sim_frame < term->runs[ world.sim_run ].step_count ) + { + i8 emit = term->runs[ world.sim_run ].steps[ world.sim_frame ]; + if( emit == -1 ) + continue; + + struct fish *fish = &world.fishes[ world.num_fishes ]; + v2i_copy( term->pos, fish->pos ); + + fish->state = k_fish_state_alive; + fish->colour = emit; + + struct cell *cell_ptr = pcell( fish->pos ); + + if( cell_ptr->config != k_cell_type_stub ) + { + struct cell_description *desc = &cell_descriptions[ cell_ptr->config ]; + + v2i_copy( desc->start, fish->dir ); + fish->flow_reversed = 1; + + world.num_fishes ++; + alive_count ++; + } + } + } + } - if( cell->state & FLAG_CANAL ) + if( alive_count == 0 ) { - uv[0] = tile_offsets[ cell->config ][0]; - uv[1] = tile_offsets[ cell->config ][1]; - } + world.completed = 1; - glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); - draw_mesh( 0, 2 ); - } - } -} - -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 ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - float scaled_time = 0.0f, frame_lerp = 0.0f; - - if( world.simulating ) - { - scaled_time = (vg_time-world.sim_start)*2.0f; - frame_lerp = scaled_time - (float)world.sim_frame; - } - - v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}}; - v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}}; - v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}}; - v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}}; - - v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}}; - v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}}; - - float const curve_7_linear_section = 0.1562f; - - // 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 ); - - SHADER_USE( shader_tile_main ); + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + + if( pcell(term->pos)->state & FLAG_OUTPUT ) + { + struct terminal_run *run = &term->runs[ world.sim_run ]; + + if( run->recv_count == run->step_count ) + { + for( int j = 0; j < run->step_count; j ++ ) + { + if( run->recieved[j] != run->steps[j] ) + { + world.completed = 0; + break; + } + } + } + else + { + world.completed = 0; + break; + } + } + } + + if( world.completed ) + { + if( world.sim_run < world.max_runs-1 ) + { + vg_success( "Run passed, starting next\n" ); + world.sim_run ++; + world.sim_frame = 0; + world.sim_target = 0; + world.num_fishes = 0; + + // Reset timing reference points + world.sim_delta_ref = vg_time; + world.sim_internal_ref = 0.0f; + + if( world.st.buttons[ k_world_button_pause ].state ) + world.pause_offset_target = 0.5f; + else + world.pause_offset_target = 0.0f; + + world.sim_internal_time = 0.0f; + + for( int i = 0; i < world.w*world.h; i ++ ) + world.data[ i ].state &= ~FLAG_FLIP_FLOP; + + continue; + } + else + { + 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; + + // Copy into career data + if( world.pCmpLevel ) + { + career_pass_level( world.pCmpLevel, world.score, 1 ); + } + + sfx_set_play( &audio_tones, &audio_system_balls_extra, 9 ); + failure_this_frame = 0; + success_this_frame = 0; + } + } + else + { + #ifdef VG_STEAM + if( world.sim_run > 0 ) + sw_set_achievement( "GOOD_ENOUGH" ); + #endif - 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 ); - - // Bind textures - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, tex_tile_data ); - glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); - - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, tex_wood ); - glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); - - render_tiles(); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBlendEquation(GL_FUNC_ADD); - - SHADER_USE( shader_ball ); - glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, tex_ball ); - glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 ); - - // Draw 'fish' - if( world.simulating ) - { + vg_error( "Level failed :(\n" ); + } + + simulation_stop(); + break; + } + + world.sim_frame ++; + } + + // Sounds + if( failure_this_frame ) + { + sfx_set_play( &audio_tones, &audio_system_balls_extra, 0 ); + } + else if( success_this_frame ) + { + static int succes_counter = 0; + + sfx_set_play( &audio_tones, &audio_system_balls_extra, 1+(succes_counter++) ); + + if( succes_counter == 7 ) + succes_counter = 0; + } + + // Position update + // ===================================================================================================== + + world.frame_lerp = world.sim_internal_time - floorf( world.sim_internal_time ); + for( int i = 0; i < world.num_fishes; i ++ ) { struct fish *fish = &world.fishes[i]; - if( !fish->alive ) + if( fish->state == k_fish_state_dead ) continue; - - // Evaluate position + + if( fish->state == k_fish_state_soon_dead && (world.sim_internal_time > fish->death_time) ) + continue; // Todo: particle thing? + struct cell *cell = pcell(fish->pos); - v2f fish_pos; + struct cell_description *desc = &cell_descriptions[ cell->config ]; v2f const *curve; - float t = frame_lerp; + float t = world.frame_lerp; + if( fish->flow_reversed && !desc->is_linear ) + t = 1.0f-t; + + v2_copy( fish->physics_co, fish->physics_v ); switch( cell->config ) { - case 13: + case k_cell_type_merge: if( fish->dir[0] == 1 ) curve = curve_12; else curve = curve_9; break; + case k_cell_type_con_r: curve = curve_1; break; + case k_cell_type_con_l: curve = curve_4; break; + case k_cell_type_con_u: curve = curve_2; break; + case k_cell_type_con_d: curve = curve_8; break; case 3: curve = curve_3; break; case 6: curve = curve_6; break; case 9: curve = curve_9; break; @@ -1093,7 +2346,7 @@ void vg_render(void) break; default: curve = NULL; break; } - + if( curve ) { float t2 = t * t; @@ -1103,10 +2356,10 @@ void vg_render(void) 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]; + 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 { @@ -1114,138 +2367,1571 @@ void vg_render(void) 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; + fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t; + fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t; } - 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] ); - draw_mesh( 0, 32 ); + v2_sub( fish->physics_co, fish->physics_v, fish->physics_v ); + v2_divs( fish->physics_v, world.sim_internal_delta, fish->physics_v ); } } +} + +static void render_tile( v2i pos, struct cell *ptr, v4f const regular_colour, v4f const selected_colour ) +{ + int selected = world.selected == pos[1]*world.w + pos[0]; + 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} + }; - SHADER_USE( shader_tile_main ); - - // Bind textures - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, tex_tile_data ); - glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); + int uv[2]; - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, tex_wood ); - glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + uv[0] = tile_offsets[ ptr->config ][0]; + uv[1] = tile_offsets[ ptr->config ][1]; - render_tiles(); + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), + (float)pos[0], + (float)pos[1], + uv[0], + uv[1] + ); - // Draw splitters + 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 ); +} - for( int y = 0; y < world.h; y ++ ) +// Renders specific chunk of tiles +static void render_tile_block( 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 ) { - for( int x = 0; x < world.w; x ++ ) + start = full_start; + end = full_end; + } + + 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}); - - if( cell->state & FLAG_SPLIT ) - { - float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f ); - - if( cell->state & FLAG_FLIP_ROTATING ) - { - if( (frame_lerp > curve_7_linear_section) ) - { - float const rotation_speed = 0.4f; - if( (frame_lerp < 1.0f-rotation_speed) ) - { - float t = 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; - } - } + v2i pos = { x, y }; + struct cell *cell = pcell( pos ); + + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) ) + render_tile( pos, cell, regular_colour, selected_colour ); + } + } +} - m2x2_create_rotation( subtransform, rotation ); +// Renders all tiles in the command list +static void render_tiles( v4f const regular_colour, v4f const selected_colour ) +{ + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); - 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 ); - } + struct render_list + { + struct render_cmd *arr; + u32 count; + } + render_lists[] = { + { world.cmd_buf_tiles, world.tile_count }, + { world.cmd_buf_specials, world.tile_special_count } + }; + + for( int i = 0; i < vg_list_size( render_lists ); i ++ ) + { + struct render_list *list = &render_lists[i]; + for( int j = 0; j < list->count; j ++ ) + { + struct render_cmd *cmd = &list->arr[j]; + struct cell *cell = cmd->ptr; + + render_tile( cmd->pos, cell, regular_colour, selected_colour ); } } +} + +static int world_button_exec( struct world_button *btn, v2f texture, v3f colour, enum world_button_status *status ) +{ + static v2i click_grab = { -9999, -9999 }; + + // Reset click_grab + if( !btn ) + { + click_grab[0] = -9999; + click_grab[1] = -9999; + return 0; + } + + v2i click_tile = { world.tile_x, world.tile_y }; + + int triggered = 0; + int is_hovering = v2i_eq( click_tile, btn->position ); + + // Set up light targets before logic runs + if( btn->state ) + btn->light_target = is_hovering? 0.9f: 0.8f; + else + btn->light_target = is_hovering? 0.2f: 0.0f; + + if( vg_get_button( "primary" ) && is_hovering ) + btn->light_target = 1.0f; - //glDisable(GL_BLEND); - - glDisable(GL_BLEND); + // Process click action + if( is_hovering ) + { + if( vg_get_button_down( "primary" ) && is_hovering ) + v2i_copy( click_tile, click_grab ); + else if( v2i_eq( click_grab, click_tile ) && vg_get_button_up( "primary" ) ) + { + // Click event + *status = btn->state? k_world_button_on_disable: k_world_button_on_enable; + + if( btn->mode == k_world_button_mode_toggle ) + btn->state ^= 0x1; + + sfx_set_play( &audio_clicks, &audio_system_ui, btn->state? 1:0 ); + triggered = 1; + } + } - SHADER_USE( shader_tile_colour ); - glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - use_mesh( &world.circle ); + // Drawing stage + v4f final_colour; - // Draw i/o arrays - for( int i = 0; i < arrlen( world.io ); i ++ ) + btn->light = vg_lerpf( btn->light, btn->light_target + btn->extra_light, vg_time_delta*26.0f ); + + v3_copy( colour, final_colour ); + final_colour[3] = btn->light; + + glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ), + btn->position[0], + btn->position[1], + texture[0], + texture[1] + ); + glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour ); + draw_mesh( 0, 2 ); + + return triggered; +} + +static void level_selection_buttons(void) +{ + v3f tutorial_colour = { 0.204f, 0.345f, 0.553f }; + v3f locked_colour = { 0.2f, 0.2f, 0.2f }; + + struct cmp_level *switch_level_to = NULL; + + for( int i = 0; i < vg_list_size( career_packs ); 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; - - 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 }; + struct career_level_pack *grid = &career_packs[i]; - for( int j = 0; j < arrlen( term->conditions ); j ++ ) + for( int j = 0; j < grid->count; j ++ ) { - glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f ); + struct cmp_level *lvl = &grid->pack[ j ]; + + if( world.pCmpLevel == lvl ) + lvl->btn.extra_light = 0.35f + fabsf(sinf( vg_time * 2.0f )) * 0.05f; + else lvl->btn.extra_light = 0.2f; - if( is_input ) - { - colour_code_v3( term->conditions[j], dot_colour ); - glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + if( lvl->completed_score ) + lvl->btn.extra_light += 0.8f; - // 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 + enum world_button_status status; + if( world_button_exec( + &lvl->btn, + (v2f){0.0f,0.0f}, + lvl->unlocked? (lvl->is_tutorial? tutorial_colour: grid->primary_colour): locked_colour, + &status + )) { - if( term->recv_count > j ) - { - colour_code_v3( term->recv[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->conditions[j], dot_colour ); - glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); - - draw_mesh( empty_start, empty_count ); + if( status == k_world_button_on_enable && lvl->unlocked ) + switch_level_to = lvl; } } } - if( world.simulating ) + if( switch_level_to ) { - 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 ); + world.st.lvl_to_load = switch_level_to; + world.st.lvl_load_time = vg_time + 0.25f; + world.st.world_transition = 1.0f; + + /* + if( console_changelevel( 1, &switch_level_to->map_name ) ) + { + world.pCmpLevel = switch_level_to; + gen_level_text( world.pCmpLevel ); + } + */ } } -void vg_ui(void) +static void render_sprite( enum sprites_auto_combine_index id, v3f pos ) +{ + struct vg_sprite *sp = &sprites_auto_combine[ id ]; + + glUniform4fv( SHADER_UNIFORM( shader_sprite, "uUv" ), 1, sp->uv_xywh ); + glUniform3f( SHADER_UNIFORM( shader_sprite, "uPos" ), pos[0], pos[1], pos[2] * world.st.world_transition ); + + draw_mesh( 0, 2 ); +} + +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}; + + int const circle_base = 6; + int const filled_start = circle_base+0; + int const filled_count = circle_base+32; + int const empty_start = circle_base+32; + int const empty_count = circle_base+32*2; + + struct world_theme *theme = &world_themes[ world_theme_id ]; + + if( !world.initialzed ) + return; + + // Extract render commands + world.tile_count = 0; + world.tile_special_count = 0; + + for( int y = 1; y < world.h-1; y ++ ) + { + for( int x = 1; x < world.w-1; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) ) + { + struct render_cmd *cmd; + + if( cell->config == k_cell_type_split || (cell->state & FLAG_EMITTER || cell->state & FLAG_IS_TRIGGER) ) + cmd = &world.cmd_buf_tiles[ world.max_commands - (++ world.tile_special_count) ]; + else + cmd = &world.cmd_buf_tiles[ world.tile_count ++ ]; + + cmd->pos[0] = x; + cmd->pos[1] = y; + cmd->ptr = cell; + } + } + } + + world.cmd_buf_specials = &world.cmd_buf_tiles[ world.max_commands - world.tile_special_count ]; + + // BACKGROUND + // ======================================================================================================== + use_mesh( &world.shapes ); + + 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 ); + glUniform1f( SHADER_UNIFORM( shader_background, "uVisibility" ), 1.0f ); //world.st.world_transition ); + + draw_mesh( 0, 2 ); + + // TILESET BACKGROUND LAYER + // ======================================================================================================== + use_mesh( &world.shapes ); + 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 ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uVisibility" ), world.st.world_transition * 2.0f ); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + // rebind textures + vg_tex2d_bind( &tex_tile_data, 0 ); + vg_tex2d_bind( theme->tex_tiles, 1 ); + + glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uShadowing" ), 1, theme->col_shadow ); + + render_tiles( colour_default, colour_default ); + + // MARBLES + // ======================================================================================================== + SHADER_USE( shader_ball ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_ball_noise, 0 ); + glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 ); + + if( world.st.buttons[ k_world_button_sim ].state ) + { + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + v3f render_pos; + render_pos[2] = 1.0f; + + if( fish->state == k_fish_state_dead || fish->state == k_fish_state_soon_dead ) + { + float death_anim_time = world.sim_internal_time - fish->death_time; + + // Death animation + if( death_anim_time > 0.0f && death_anim_time < 1.0f ) + { + float amt = 1.0f-death_anim_time*death_anim_time; + + v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta * amt, fish->physics_co ); + render_pos[2] = amt; + } + else if( world.sim_internal_time > fish->death_time ) + continue; + } + else if( fish->state == k_fish_state_bg ) + continue; + + v2_copy( fish->physics_co, render_pos ); + + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + colour_code_v3( fish->colour, dot_colour ); + + glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour ); + glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos ); + glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f ); + draw_mesh( 0, 2 ); + } + } + + // TILESET FOREGROUND LAYER + // ======================================================================================================== + SHADER_USE( shader_tile_main ); + + // Bind textures + vg_tex2d_bind( &tex_tile_data, 0 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); + + // TODO: is this needed to be rebinded? + vg_tex2d_bind( theme->tex_tiles, 1 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f ); + render_tiles( colour_default, colour_selected ); + + // Draw splitters + for( int i = 0; i < world.tile_special_count; i ++ ) + { + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + 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)cmd->pos[0], + (float)cmd->pos[1] + 0.125f, + cell->state & FLAG_TARGETED? 3.0f: 0.0f, + 0.0f + ); + draw_mesh( 0, 2 ); + } + } + + // EDIT OVERLAY + // ======================================================================================================== + if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !world.id_drag_from ) + { + 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_tile_block( new_begin, new_end, colour_default, colour_default ); + + world.data[ world.selected ].state ^= FLAG_CANAL; + map_reclassify( new_begin, new_end, 0 ); + } + + // BUTTONS + // ======================================================================================================== + SHADER_USE( shader_buttons ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_buttons, 0 ); + glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 ); + + enum world_button_status stat; + int world_paused = world.st.buttons[k_world_button_pause].state; + int world_running = world.st.buttons[k_world_button_sim].state; + + float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f); + + v3f btn_dark_blue = { 0.204f, 0.345f, 0.553f }; + v3f btn_orange = { 0.553f, 0.345f, 0.204f }; + + if( world_button_exec( &world.st.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, btn_dark_blue, &stat )) + { + if( stat == k_world_button_on_enable ) + { + simulation_start(); + + if( world_paused ) + world.pause_offset_target = 0.5f; + } + else + { + if( world_paused ) + { + // Trigger single step + world.pause_offset_target += 1.0f; + world.st.buttons[k_world_button_sim].state = 1; + } + else + { + simulation_stop(); + } + } + } + + if( world_button_exec( &world.st.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, btn_dark_blue, &stat )) + { + world.sim_internal_ref = world.sim_internal_time; + world.sim_delta_ref = vg_time; + + if( stat == k_world_button_on_enable ) + { + float time_frac = world.sim_internal_time-floorf(world.sim_internal_time); + world.pause_offset_target = 0.5f - time_frac; + } + else + world.pause_offset_target = 0.0f; + } + + if( world_button_exec( &world.st.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, btn_orange, &stat )) + { + world.sim_delta_speed = stat == k_world_button_on_enable? 10.0f: 2.5f; + + if( !world_paused ) + { + world.sim_delta_ref = vg_time; + world.sim_internal_ref = world.sim_internal_time; + } + } + + if( world_button_exec( &world.st.buttons[k_world_button_settings], (v2f){ 1.0f, 2.0f }, btn_orange, &stat )) + { + world.st.state = stat == k_world_button_on_enable? k_game_state_settings: k_game_state_main; + } + + level_selection_buttons(); + + if( vg_get_button_up( "primary" ) ) + world_button_exec( NULL, NULL, NULL, NULL ); + + // I/O ARRAYS + // ======================================================================================================== + + //glEnable(GL_BLEND); + SHADER_USE( shader_tile_colour ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + struct cell *cell = pcell(term->pos); + + int is_input = cell->state & FLAG_INPUT; + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + + if( cell->state & FLAG_EMITTER ) + { + for( int j = 0; j < 2; j ++ ) + { + if( cell->emit[j] != -1 ) + { + colour_code_v3( cell->emit[j], dot_colour ); + + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + term->pos[0] + 0.25f + (float)j * 0.5f, + term->pos[1] + 0.25f, + 0.12f + ); + + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + draw_mesh( filled_start, filled_count ); + } + } + continue; + } + + for( int k = 0; k < term->run_count; k ++ ) + { + float arr_base = is_input? 1.2f: -0.2f, + run_offset = (is_input? 0.2f: -0.2f) * (float)k, + y_position = is_input? + (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset: + (float)term->pos[1] + arr_base + run_offset; + + v4f bar_colour; + int bar_draw = 0; + + if( is_simulation_running() ) + { + if( k == world.sim_run ) + { + float a = fabsf(sinf( vg_time * 2.0f )) * 0.075f + 0.075f; + + v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, a }, bar_colour ); + } + else + v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour ); + + bar_draw = 1; + } + else if( 1 || k & 0x1 ) + { + if( k & 0x1 ) + v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, 0.07f }, bar_colour ); + else + v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour ); + + bar_draw = 1; + } + + if( bar_draw ) + { + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, bar_colour ); + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + (float)term->pos[0], y_position - 0.1f, 1.0f ); + + draw_mesh( 2, 2 ); + } + + for( int j = 0; j < term->runs[k].step_count; j ++ ) + { + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + (float)term->pos[0] + 0.2f + 0.2f * (float)j, + y_position, + 0.1f + ); + + if( is_input ) + { + i8 colour = term->runs[k].steps[j]; + if( colour != -1 ) + { + colour_code_v3( colour, 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 && world.sim_run >= k) || world.sim_run > k ) + draw_mesh( empty_start, empty_count ); + else + draw_mesh( filled_start, filled_count ); + } + } + else + { + + if( term->runs[k].recv_count > j ) + { + colour_code_v3( term->runs[k].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[k].steps[j], dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + + draw_mesh( empty_start, empty_count ); + } + } + } + } + + // SPRITES + // ======================================================================================================== + SHADER_USE( shader_sprite ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_sprite, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_sprites, 0 ); + glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 ); + + for( int i = 0; i < world.tile_special_count; i ++ ) + { + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( (cell->config == k_cell_type_split) || (cell->state & FLAG_EMITTER) ) + { + v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f }; + + v3f p0 = { 0.0f, 0.0f, 4.0f }; + v3f p1 = { 0.0f, 0.0f, 4.0f }; + + v2_add( center, (v2f){ -0.25f, -0.25f }, p0 ); + v2_add( center, (v2f){ 0.25f, -0.25f }, p1 ); + + render_sprite( k_sprite_jack_1, p0 ); + render_sprite( k_sprite_jack_2, p1 ); + } + else if( cell->state & FLAG_IS_TRIGGER ) + { + v3f p0 = { 0.0f, 0.0f, 4.0f }; + + struct cell_description *desc = &cell_descriptions[ cell->config ]; + + v2_add( (v2f){ cmd->pos[0], cmd->pos[1] }, desc->trigger_pos, p0 ); + render_sprite( desc->trigger_sprite, p0 ); + } + } + + // TEXT ELEMENTS + // ======================================================================================================== + SHADER_USE( shader_sdf ); + glBindVertexArray( text_buffers.vao ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_sdf, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_ubuntu, 0 ); + glUniform1i( SHADER_UNIFORM( shader_sdf, "uTexGlyphs" ), 0 ); + + glUniform4f( SHADER_UNIFORM( shader_sdf, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f ); + glDrawElements( GL_TRIANGLES, text_buffers.title_count*6, GL_UNSIGNED_SHORT, (void*)( text_buffers.title_start*6*sizeof(u16) ) ); + glDrawElements( GL_TRIANGLES, text_buffers.desc_count*6, GL_UNSIGNED_SHORT, (void*)( text_buffers.desc_start*6*sizeof(u16) ) ); + + glUniform4f( SHADER_UNIFORM( shader_sdf, "uColour" ), 1.0f, 1.0f, 1.0f, 0.17f ); + glDrawElements( GL_TRIANGLES, text_buffers.grid_count*6, GL_UNSIGNED_SHORT, (void*)( text_buffers.grid_start*6*sizeof(u16) ) ); + + // WIRES + // ======================================================================================================== + //glDisable(GL_BLEND); + + SHADER_USE( shader_wire ); + glBindVertexArray( world.wire.vao ); + + glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + v4f const wire_left_colour = { 0.5f, 0.5f, 0.5f, 1.0f }; + v4f const wire_right_colour = { 0.2f, 0.2f, 0.2f, 1.0f }; + v4f const wire_drag_colour = { 0.2f, 0.2f, 0.2f, 0.6f }; + + glUniform1f( SHADER_UNIFORM( shader_wire, "uTime" ), world.frame_lerp ); + glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), 0.0f ); + + if( world.id_drag_from ) + { + glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_drag_colour ); + glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.20f*world.st.world_transition ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f*world.st.world_transition ); + glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) ); + } + + // Pulling animation + float rp_x1 = world.frame_lerp*9.0f; + float rp_xa = rp_x1*expf(1.0f-rp_x1)* 0.36f; + float rp_x2 = 1.0f-rp_xa; + + for( int i = 0; i < world.tile_special_count; i ++ ) + { + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( cell->state & FLAG_TARGETED ) + { + for( int j = 0; j < 2; j ++ ) + { + if( !cell->links[j] ) + continue; + + struct cell *other_cell = &world.data[ cell->links[ j ]]; + struct cell_description *desc = &cell_descriptions[ other_cell->config ]; + + int x2 = cell->links[j] % world.w; + int y2 = (cell->links[j] - x2) / world.w; + + v2f startpoint; + v2f endpoint; + + endpoint[0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f); + endpoint[1] = (float)cmd->pos[1] + 0.25f; + + startpoint[0] = x2; + startpoint[1] = y2; + + v2_add( desc->trigger_pos, startpoint, startpoint ); + + if( cmd->ptr->state & FLAG_EMITTER ) + { + v4f wire_colour; + colour_code_v3( cmd->ptr->emit[j], wire_colour ); + wire_colour[3] = 1.0f; + + glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_colour ); + } + else + glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, j? wire_right_colour: wire_left_colour ); + + glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), other_cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f ); + glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), other_cell->state & FLAG_TRIGGERED? rp_xa: 0.0f ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), startpoint[0], startpoint[1], 0.18f*world.st.world_transition ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), endpoint[0], endpoint[1], 0.18f*world.st.world_transition ); + glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) ); + } + } + } + + // WIRE ENDPOINTS + // ======================================================================================================== + + SHADER_USE( shader_tile_colour ); + use_mesh( &world.shapes ); + + for( int i = 0; i < world.tile_special_count; i ++ ) + { + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( cell->state & FLAG_TARGETED ) + { + for( int j = 0; j < 2; j ++ ) + { + if( !cell->links[j] ) + continue; + + struct cell *other_cell = &world.data[ cell->links[ j ]]; + struct cell_description *desc = &cell_descriptions[ other_cell->config ]; + + int x2 = cell->links[j] % world.w; + int y2 = (cell->links[j] - x2) / world.w; + + v2f pts[2]; + + pts[0][0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f); + pts[0][1] = (float)cmd->pos[1] + 0.25f; + + pts[1][0] = x2; + pts[1][1] = y2; + + v2_add( desc->trigger_pos, pts[1], pts[1] ); + + if( cell->state & FLAG_EMITTER ) + { + v4f wire_colour; + colour_code_v3( cell->emit[j], wire_colour ); + + v3_muls( wire_colour, 0.8f, wire_colour ); + wire_colour[3] = 1.0f; + + glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_colour ); + } + else + glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1,j?wire_right_colour: wire_left_colour ); + + for( int i = 0; i < 2; i ++ ) + { + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + pts[i][0], + pts[i][1], + 0.08f * world.st.world_transition + ); + draw_mesh( filled_start, filled_count ); + } + } + } + } + + // SUB SPLITTER DIRECTION + // ======================================================================================================== + + /* + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f ); + + for( int i = 0; i < world.tile_special_count; i ++ ) + { + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( cell->state & FLAG_TARGETED && cell->config == k_cell_type_split ) + { + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), cmd->pos[0], cmd->pos[1], 1.0f ); + draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 ); + } + } + */ + + // LIGHT FLARES + // ======================================================================================================== + glBlendFunc(GL_ONE, GL_ONE); + glBlendEquation(GL_FUNC_ADD); + + SHADER_USE( shader_sprite ); + + vg_tex2d_bind( &tex_sprites, 0 ); + glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 ); + + for( int i = 0; i < world.tile_special_count; i ++ ) + { + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( cell->config == k_cell_type_split ) + { + v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f }; + + v3f p0 = { 0.0f, 0.0f, 12.0f }; + v3f p1 = { 0.0f, 0.0f, 12.0f }; + + v2_add( center, (v2f){ -0.25f, -0.25f }, p0 ); + v2_add( center, (v2f){ 0.25f, -0.25f }, p1 ); + + if( cell->state & FLAG_FLIP_FLOP ) + render_sprite( k_sprite_flare_y, p1 ); + else + render_sprite( k_sprite_flare_b, p0 ); + } + } + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + + glDisable(GL_BLEND); + + // 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 ); + */ +} + +void vg_ui(void) +{ + if( world.st.state == k_game_state_settings ) + { + gui_group_id( 35 ); + + ui_global_ctx.cursor[2] = 225; + gui_fill_y(); + gui_align_right(); + + gui_new_node(); + { + gui_capture_mouse( 200 ); + + gui_fill_rect( ui_global_ctx.cursor, 0xC0202020 ); + ui_rect_pad( ui_global_ctx.cursor, 8 ); + + ui_global_ctx.cursor[3] = 25; + + gui_new_node(); + { + gui_text( "Settings", 3 ); + } + gui_end(); + + // Colour scheme selection + ui_global_ctx.cursor[1] += 30; + + gui_text( "Colour Scheme", 2 ); + ui_global_ctx.cursor[1] += 25; + + gui_new_node(); + { + ui_global_ctx.cursor[2] = 50; + + for( int i = 0; i < 4; i ++ ) + { + gui_new_node(); + { + // Convert to RGB + u32 rgb = 0xff000000; + + for( int j = 0; j < 3; j ++ ) + rgb |= (u32)(colour_sets[ colour_set_id ][i][j]*255.0f) << j * 8; + + gui_fill_rect( ui_global_ctx.cursor, rgb ); + } + gui_end_right(); + } + } + gui_end_down(); + + gui_new_node(); + { + ui_global_ctx.cursor[2] = 25; + if( gui_button( 0 ) == k_button_click ) + { + if( colour_set_id > 0 ) + colour_set_id --; + } + gui_text( "<", 2 ); + gui_end_right(); + + ui_global_ctx.cursor[2] = 150; + gui_new_node(); + { + gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff ); + ui_global_ctx.cursor[0] += 45; + ui_global_ctx.cursor[1] += 6; + gui_text( (const char *[]){ "Normal", "Extra1", "Extra2" }[ colour_set_id ], 2 ); + } + gui_end_right(); + + ui_global_ctx.cursor[2] = 25; + if( gui_button( 1 ) == k_button_click ) + { + if( colour_set_id < vg_list_size( colour_sets )-1 ) + colour_set_id ++; + } + gui_text( ">", 2 ); + gui_end_down(); + } + gui_end_down(); + + // Theme select + // TODO: remove code dupe + ui_global_ctx.cursor[1] += 16; + + gui_text( "Tile Theme", 2 ); + ui_global_ctx.cursor[1] += 20; + + gui_new_node(); + { + ui_global_ctx.cursor[2] = 25; + if( gui_button( 0 ) == k_button_click ) + { + if( world_theme_id > 0 ) + world_theme_id --; + } + gui_text( "<", 2 ); + gui_end_right(); + + ui_global_ctx.cursor[2] = 150; + gui_new_node(); + { + gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff ); + ui_global_ctx.cursor[0] += 45; + ui_global_ctx.cursor[1] += 6; + gui_text( world_themes[ world_theme_id ].name, 2 ); + } + gui_end_right(); + + ui_global_ctx.cursor[2] = 25; + if( gui_button( 1 ) == k_button_click ) + { + if( world_theme_id < vg_list_size( world_themes )-1 ) + world_theme_id ++; + } + gui_text( ">", 2 ); + gui_end_down(); + } + gui_end_down(); + } + gui_end(); + } +} + +#if STEAM_LEADERBOARDS +void leaderboard_dispatch_score(void) +{ + + sw_upload_leaderboard_score( + ui_data.upload_request.level->steam_leaderboard, + k_ELeaderboardUploadScoreMethodKeepBest, + ui_data.upload_request.score, + NULL, + 0 + ); + + ui_data.upload_request.is_waiting = 0; + + vg_success( "Dispatched leaderboard score\n" ); +} + +void leaderboard_found( LeaderboardFindResult_t *pCallback ) +{ + if( !pCallback->m_bLeaderboardFound ) + { + vg_error( "Leaderboard could not be found\n" ); + ui_data.steam_leaderboard = 0; + } + else + { + const char *recieved_name = sw_get_leaderboard_name( pCallback->m_hSteamLeaderboard ); + + // Update UI state and request entries if this callback found the current UI level + if( ui_data.level_selected ) + { + if( !strcmp( recieved_name, ui_data.level_selected->map_name ) ) + { + sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 8 ); + ui_data.level_selected->steam_leaderboard = pCallback->m_hSteamLeaderboard; + } + } + + // Dispatch the waiting request if there was one + if( ui_data.upload_request.is_waiting ) + { + if( !strcmp( recieved_name, ui_data.upload_request.level->map_name ) ) + { + ui_data.upload_request.level->steam_leaderboard = pCallback->m_hSteamLeaderboard; + leaderboard_dispatch_score(); + } + } + } +} + +void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ) +{ + // Update UI if this leaderboard matches what we currently have in view + if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard ) + { + vg_info( "Recieved %d entries\n", pCallback->m_cEntryCount ); + ui_data.leaderboard_count = VG_MIN( pCallback->m_cEntryCount, 8 ); + + u64_steamid local_player = sw_get_steamid(); + + for( int i = 0; i < ui_data.leaderboard_count; i ++ ) + { + LeaderboardEntry_t entry; + sw_get_downloaded_entry( pCallback->m_hSteamLeaderboardEntries, i, &entry, NULL, 0 ); + + struct leaderboard_player *player = &ui_data.leaderboard_players[i]; + + player->id = entry.m_steamIDUser.m_unAll64Bits; + strncpy( player->player_name, sw_get_friend_persona_name( player->id ), vg_list_size( player->player_name )-1 ); + player->score = entry.m_nScore; + + snprintf( player->score_text, vg_list_size(player->score_text), "%d", player->score ); + player->texture = sw_get_player_image( player->id ); + + if( player->texture == 0 ) + player->texture = tex_unkown.name; + + player->is_local_player = local_player == player->id? 1: 0; + } + + if( ui_data.leaderboard_count ) + ui_data.leaderboard_show = 1; + else + ui_data.leaderboard_show = 0; + } + else vg_warn( "Downloaded leaderboard does not match requested!\n" ); +} + +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ) +{ + if( ui_data.upload_request.is_waiting ) + vg_warn( "You are uploading leaderboard entries too quickly!\n" ); + + ui_data.upload_request.level = cmp_level; + ui_data.upload_request.score = score; + ui_data.upload_request.is_waiting = 1; + + // If leaderboard ID has been downloaded already then just immediately dispatch this + if( cmp_level->steam_leaderboard ) + leaderboard_dispatch_score(); + else + sw_find_leaderboard( cmp_level->map_name ); +} +#endif + +// CONSOLE COMMANDS +// =========================================================================================================== + +static int console_credits( int argc, char const *argv[] ) +{ + vg_info( "Aknowledgements:\n" ); + vg_info( " GLFW zlib/libpng glfw.org\n" ); + vg_info( " miniaudio MIT0 miniaud.io\n" ); + vg_info( " QOI MIT phoboslab.org\n" ); + vg_info( " STB library MIT nothings.org\n" ); + vg_info( " Weiholmir JustFredrik\n" ); + vg_info( " Ubuntu Regular ubuntu.com\n" ); + return 0; +} + +static int console_save_map( int argc, char const *argv[] ) +{ + if( !world.initialzed ) + { + vg_error( "Tried to save uninitialized map!\n" ); + return 0; + } + + 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 ) + { + vg_info( "Saving map to '%s'\n", map_path ); + 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 ) + { + vg_info( "Loading map: '%s'\n", map_path ); + world.pCmpLevel = NULL; + + if( !map_load( text_source, argv[0] ) ) + { + free( text_source ); + return 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 int console_changelevel( int argc, char const *argv[] ) +{ + if( argc >= 1 ) + { + // Save current level + console_save_map( 0, NULL ); + + if( console_load_map( argc, argv ) ) + { + world.st.zoom = 0.0f; + simulation_stop(); + return 1; + } + } + else + { + vg_error( "Missing argument \n" ); + } + + return 0; +} + +// START UP / SHUTDOWN +// =========================================================================================================== + +#define TRANSFORM_TRI_2D( S, OX, OY, X1, Y1, X2, Y2, X3, Y3 ) \ + X1*S+OX, Y1*S+OY, X2*S+OX, Y2*S+OY, X3*S+OX, Y3*S+OY + +void vg_start(void) +{ + // Steamworks callbacks + #ifdef STEAM_LEADERBOARDS + sw_leaderboard_found = &leaderboard_found; + sw_leaderboard_downloaded = &leaderboard_downloaded; + #endif + + 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 = "map", + .function = console_changelevel + }); + + vg_function_push( (struct vg_cmd){ + .name = "credits", + .function = console_credits + }); + + vg_convar_push( (struct vg_convar){ + .name = "colours", + .data = &colour_set_id, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min = 0, .max = 2, .clamp = 1 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "theme", + .data = &world_theme_id, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min = 0, .max = vg_list_size( world_themes )-1, .clamp = 1 }, + .persistent = 1, + }); + + // Combined quad, long quad / empty circle / filled circle mesh + { + float combined_mesh[6*6 + 32*6*3] = { + 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, 0.2f, 1.0f, 0.2f, + 0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f, + + TRANSFORM_TRI_2D( 0.15f,0.05f,0.4f, 0.0f, 1.0f, 1.0f, 2.0f, 1.0f, 0.0f ), + TRANSFORM_TRI_2D( 0.15f,0.80f,0.4f, 0.0f, 0.0f, 0.0f, 2.0f, 1.0f, 1.0f ) + }; + + float *circle_mesh = combined_mesh + 6*6; + int const res = 32; + + 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.shapes, combined_mesh, vg_list_size( combined_mesh ) ); + } + + // Create wire mesh + { + int const num_segments = 64; + + struct mesh_wire *mw = &world.wire; + + v2f wire_points[ num_segments * 2 ]; + u16 wire_indices[ 6*(num_segments-1) ]; + + for( int i = 0; i < num_segments; i ++ ) + { + float l = (float)i / (float)(num_segments-1); + + v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] ); + v2_copy( (v2f){ l, 0.5f }, wire_points[i*2+1] ); + + if( i < num_segments-1 ) + { + wire_indices[ i*6+0 ] = i*2 + 0; + wire_indices[ i*6+1 ] = i*2 + 1; + wire_indices[ i*6+2 ] = i*2 + 3; + wire_indices[ i*6+3 ] = i*2 + 0; + wire_indices[ i*6+4 ] = i*2 + 3; + wire_indices[ i*6+5 ] = i*2 + 2; + } + } + + glGenVertexArrays( 1, &mw->vao ); + glGenBuffers( 1, &mw->vbo ); + glGenBuffers( 1, &mw->ebo ); + glBindVertexArray( mw->vao ); + + glBindBuffer( GL_ARRAY_BUFFER, mw->vbo ); + + glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW ); + glBindVertexArray( mw->vao ); + + glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo ); + glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW ); + + // XY + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + VG_CHECK_GL(); + + mw->em = vg_list_size( wire_indices ); + } + + // 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(); + + // Create text buffers + { + // Work out the counts for each 'segment' + u32 desc_max_size = 0, title_max_size = 0, + score_max_size = 10, + time_max_size = 10, + + size_level_texts = 6*9*7 + ; + + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; + for( int j = 0; j < set->count; j ++ ) + { + struct cmp_level *lvl = &set->pack[j]; + + desc_max_size = VG_MAX( desc_max_size, strlen( lvl->description ) ); + title_max_size = VG_MAX( title_max_size, strlen( lvl->title ) ); + } + } + + // Full buffer + u32 total_characters = + title_max_size + + desc_max_size + + score_max_size + + time_max_size + + size_level_texts; + + u32 total_faces = total_characters * 2, + total_vertices = total_characters * 4, + total_indices = total_faces * 3; + + // Working buffer + u32 work_buffer_total_chars = + VG_MAX( 7, VG_MAX( VG_MAX( desc_max_size, title_max_size ), VG_MAX( score_max_size, time_max_size ) ) ); + + u32 total_work_faces = work_buffer_total_chars * 2, + total_work_vertices = work_buffer_total_chars * 4, + total_work_indices = total_work_faces * 3; + + text_buffers.title_count = 0; + text_buffers.desc_count = 0; + text_buffers.score_count = 0; + text_buffers.time_count = 0; + text_buffers.grid_count = size_level_texts; + + // Calculate offsets + text_buffers.title_start = 0; + text_buffers.desc_start = text_buffers.title_start + title_max_size; + text_buffers.score_start = text_buffers.desc_start + desc_max_size; + text_buffers.time_start = text_buffers.score_start + score_max_size; + text_buffers.grid_start = text_buffers.time_start + time_max_size; + + // Opengl + glGenVertexArrays(1, &text_buffers.vao); + glGenBuffers( 1, &text_buffers.vbo ); + glGenBuffers( 1, &text_buffers.ebo ); + glBindVertexArray( text_buffers.vao ); + + glBindBuffer( GL_ARRAY_BUFFER, text_buffers.vbo ); + glBufferData( GL_ARRAY_BUFFER, total_vertices * sizeof( struct vector_glyph_vert ), NULL, GL_DYNAMIC_DRAW ); + + glBindVertexArray( text_buffers.vao ); + + glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, text_buffers.ebo ); + glBufferData( GL_ELEMENT_ARRAY_BUFFER, total_indices * sizeof( u16 ), NULL, GL_DYNAMIC_DRAW ); + + u32 const stride = sizeof( struct vector_glyph_vert ); + + // XY + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, stride, (void *)offsetof( struct vector_glyph_vert, co ) ); + glEnableVertexAttribArray( 0 ); + + // UV + glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, stride, (void *)offsetof( struct vector_glyph_vert, uv ) ); + glEnableVertexAttribArray( 1 ); + + // COLOUR + glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, (void *)offsetof( struct vector_glyph_vert, colour ) ); + glEnableVertexAttribArray( 2 ); + + // Offline memory + text_buffers.buffer = (struct vector_glyph_vert *)malloc( total_work_vertices * sizeof(struct vector_glyph_vert) ); + text_buffers.indices = (u16*)malloc( total_work_indices * sizeof(u16) ); + + char label[8]; + for( int i = 1; i < 7; i ++ ) + label[i] = ' '; + label[7] = 0x00; + + // Reset grid + for( int x = 0; x < 6; x ++ ) + { + for( int y = 0; y < 9; y ++ ) + { + label[0] = ' '; + + if( x == 0 ) + { + if( y != 8 ) + label[0] = 'A' + y; + } + else if( y == 8 ) + { + label[0] = '0' + x; + } + + gen_text_buffer( label, &font_Ubuntu, (v2f){ -6.0f + x + (x == 0? 0.6f: 0.2f), y + 0.2f }, 0.35f, text_buffers.grid_start+(y*6+x)*7 ); + } + } + } + + // Restore gamestate + career_local_data_init(); + career_load(); +} + +void vg_free(void) +{ +#ifdef VG_STEAM + sw_free_opengl(); +#endif + + console_save_map( 0, NULL ); + career_serialize(); + + glDeleteVertexArrays( 1, &text_buffers.vao ); + glDeleteBuffers( 1, &text_buffers.vbo ); + glDeleteBuffers( 1, &text_buffers.ebo ); + + free( text_buffers.buffer ); + free( text_buffers.indices ); + + resource_free_main(); + + glDeleteTextures( 1, &world.background_data ); + glDeleteTextures( 1, &world.random_samples ); + + glDeleteVertexArrays( 1, &world.wire.vao ); + glDeleteBuffers( 1, &world.wire.vbo ); + glDeleteBuffers( 1, &world.wire.ebo ); + + free_mesh( &world.shapes ); + + map_free(); +} + +int main( int argc, char *argv[] ) { - //ui_test(); + vg_init( argc, argv, "Marble Computing" ); + return 0; }