X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=4e41b5ad924ba80ba678ed55eb7fd3ec6162cde8;hb=1a837016d9060eb0c2ed05a93b9d2a69d0005808;hp=19340148d341e34cfb4756979f440df540443578;hpb=cc0fb04689ed71984458f542bc2154a5609ab95c;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 1934014..4e41b5a 100644 --- a/fishladder.c +++ b/fishladder.c @@ -8,11 +8,11 @@ SHADER_DEFINE( shader_tile_colour, // VERTEX "layout (location=0) in vec2 a_co;" "uniform mat3 uPv;" - "uniform vec2 uOffset;" + "uniform vec3 uOffset;" "" "void main()" "{" - "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );" + "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );" "}", // FRAGMENT @@ -27,6 +27,157 @@ SHADER_DEFINE( shader_tile_colour, 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 * 0.25 - 0.125 + 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( glyph.rgb * uColour, 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[] = +{ + // 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" +}; + +GLuint tex_tile_data; +GLuint tex_tile_detail; +GLuint tex_wood; +GLuint tex_ball; + m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; @@ -35,31 +186,138 @@ m3x3f m_mdl; #define FLAG_OUTPUT 0x2 #define FLAG_CANAL 0x4 #define FLAG_WALL 0x8 +#define FLAG_DROP_L 0x10 +#define FLAG_SPLIT 0x20 +#define FLAG_MERGER 0x40 +#define FLAG_DROP_R 0x80 +#define FLAG_FLIP_FLOP 0x100 +#define FLAG_FLIP_ROTATING 0x200 + +/* + 0000 0 | 0001 1 | 0010 2 | 0011 3 + | | | | | + X | X= | X | X= + | | | + 0100 4 | 0101 5 | 0110 6 | 0111 7 + | | | | | + =X | =X= | =X | =X= + | | | + 1000 8 | 1001 9 | 1010 10 | 1011 11 + | | | | | + X | X= | X | X= + | | | | | | | + 1100 12 | 1101 13 | 1110 14 | 1111 15 + | | | | | + =X | =X= | =X | =X= + | | | | | | | +*/ + +enum cell_type +{ + k_cell_type_split = 7, + k_cell_type_merge = 13 +}; + +v3f colour_sets[] = +{ { 0.9f, 0.2f, 0.01f }, + { 0.2f, 0.9f, 0.14f }, + { 0.1f, 0.3f, 0.85f } }; + +static void colour_code_v3( char cc, v3f target ) +{ + if( cc >= 'a' && cc <= 'z' ) + { + int id = cc - 'a'; + + if( id < vg_list_size( colour_sets ) ) + { + v3_copy( colour_sets[ id ], target ); + return; + } + } + + v3_copy( (v3f){0.0f,0.0f,0.0f}, target ); +} + +struct mesh +{ + GLuint vao, vbo; + u32 elements; +}; + +static void init_mesh( struct mesh *m, float *tris, u32 length ) +{ + m->elements = length/3; + glGenVertexArrays( 1, &m->vao ); + glGenBuffers( 1, &m->vbo ); + + glBindVertexArray( m->vao ); + glBindBuffer( GL_ARRAY_BUFFER, m->vbo ); + glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW ); + + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + VG_CHECK_GL(); +} + +static void free_mesh( struct mesh *m ) +{ + glDeleteVertexArrays( 1, &m->vao ); + glDeleteBuffers( 1, &m->vbo ); +} + +static void draw_mesh( int const start, int const count ) +{ + glDrawArrays( GL_TRIANGLES, start*3, count*3 ); +} + +static void use_mesh( struct mesh *m ) +{ + glBindVertexArray( m->vao ); +} struct world { struct cell { u32 state; - u8 water[2]; + u8 config; } *data; u32 frame; + u32 sim_frame; + float sim_start; + int simulating; + struct cell_terminal { + // TODO: Split into input/output structures char *conditions; + char recv[12]; + int recv_count; int id; } *io; u32 w, h; - GLuint tile_vao; - GLuint tile_vbo; + struct mesh tile, circle; int selected; + + struct fish + { + v2i pos; + v2i dir; + int alive; + char payload; + } + fishes[16]; + + int num_fishes; } world = {}; static void map_free(void) @@ -171,8 +429,6 @@ static int map_load( const char *str ) // Tile initialization // row[ cx ] .. etc - row[ cx ].water[0] = 0; - row[ cx ].water[1] = 0; if( *c == '+' || *c == '-' ) { @@ -198,67 +454,219 @@ static int map_load( const char *str ) return 1; } +static struct cell *pcell( v2i pos ) +{ + return &world.data[ pos[1]*world.w + pos[0] ]; +} + int main( int argc, char *argv[] ) { - vg_init( argc, argv, "FishLadder" ); + vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" ); } void vg_register(void) { SHADER_INIT( shader_tile_colour ); + SHADER_INIT( shader_tile_main ); + SHADER_INIT( shader_ball ); } void vg_start(void) { - glGenVertexArrays( 1, &world.tile_vao ); - glGenBuffers( 1, &world.tile_vbo ); - - float quad_mesh[] = + // Quad mesh { - 0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, - 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f - }; + float quad_mesh[] = + { + 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, + + 0.48f, 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 + }; + + init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) ); + } - glBindVertexArray( world.tile_vao ); - glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo ); - glBufferData - ( - GL_ARRAY_BUFFER, - sizeof( quad_mesh ), - quad_mesh, - GL_STATIC_DRAW - ); + // Circle mesh + { + float circle_mesh[32*6*3]; + int res = vg_list_size( circle_mesh ) / (6*3); + + for( int i = 0; i < res; i ++ ) + { + v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) }; + v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) }; + + circle_mesh[ i*6+0 ] = 0.0f; + circle_mesh[ i*6+1 ] = 0.0f; + + v2_copy( v0, circle_mesh + 32*6 + i*12 ); + v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 ); + v2_copy( v1, circle_mesh + 32*6 + i*12+4 ); + + v2_copy( v1, circle_mesh + 32*6 + i*12+6 ); + v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 ); + v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 ); + + v2_copy( v0, circle_mesh + i*6+4 ); + v2_copy( v1, circle_mesh + i*6+2 ); + v2_copy( v0, circle_mesh+i*6+4 ); + v2_copy( v1, circle_mesh+i*6+2 ); + } + + init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) ); + } - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); + // Textures + { + tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" ); + vg_tex2d_mipmap(); + vg_tex2d_linear_mipmap(); + vg_tex2d_repeat(); + + tex_tile_data = vg_tex2d_rgba( "textures/tileset.png" ); + vg_tex2d_mipmap(); + vg_tex2d_linear_mipmap(); + vg_tex2d_repeat(); + + tex_wood = vg_tex2d_rgba( "textures/wood.png" ); + vg_tex2d_mipmap(); + vg_tex2d_linear_mipmap(); + vg_tex2d_repeat(); + + tex_ball = vg_tex2d_rgba( "textures/ball_metallic.png" ); + vg_tex2d_mipmap(); + vg_tex2d_linear_mipmap(); + vg_tex2d_clamp(); + } - VG_CHECK_GL(); - - map_load - ( - "#############;\n" - "###-#####-###;aaa,aa\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "###+#####+###;aa,aaa\n" - "#############;\n" - ); + map_load( level_pack[ 0 ] ); } void vg_free(void) { - glDeleteVertexArrays( 1, &world.tile_vao ); - glDeleteBuffers( 1, &world.tile_vbo ); + free_mesh( &world.tile ); + free_mesh( &world.circle ); map_free(); + + glDeleteTextures( 1, &tex_tile_data ); + glDeleteTextures( 1, &tex_tile_detail ); + glDeleteTextures( 1, &tex_wood ); + glDeleteTextures( 1, &tex_ball ); +} + +static int cell_interactive( v2i co ) +{ + // Bounds check + if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 ) + return 0; + + // Flags check + if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) ) + return 0; + + // List of 3x3 configurations that we do not allow + static u32 invalid_src[][9] = + { + { 0,1,0, + 1,1,1, + 0,1,0 + }, + { 0,0,0, + 0,1,1, + 0,1,1 + }, + { 0,0,0, + 1,1,0, + 1,1,0 + }, + { 0,1,1, + 0,1,1, + 0,0,0 + }, + { 1,1,0, + 1,1,0, + 0,0,0 + }, + { 0,1,0, + 0,1,1, + 0,1,0 + }, + { 0,1,0, + 1,1,0, + 0,1,0 + } + }; + + // Statically compile invalid configurations into bitmasks + static u32 invalid[ vg_list_size(invalid_src) ]; + + for( int i = 0; i < vg_list_size(invalid_src); i ++ ) + { + u32 comped = 0x00; + + for( int j = 0; j < 3; j ++ ) + for( int k = 0; k < 3; k ++ ) + comped |= invalid_src[i][ j*3+k ] << ((j*5)+k); + + invalid[i] = comped; + } + + // Extract 5x5 grid surrounding tile + u32 blob = 0x1000; + for( int y = co[1]-2; y < co[1]+3; y ++ ) + for( int x = co[0]-2; x < co[0]+3; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + + if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) ) + blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2)); + } + + // Run filter over center 3x3 grid to check for invalid configurations + int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 }; + for( int i = 0; i < vg_list_size(kernel); i ++ ) + { + if( blob & (0x1 << (6+kernel[i])) ) + { + u32 window = blob >> kernel[i]; + + for( int j = 0; j < vg_list_size(invalid); j ++ ) + if((window & invalid[j]) == invalid[j]) + return 0; + } + } + + return 1; } 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 ) + { + 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" ); + } + float ratio = (float)vg_window_y / (float)vg_window_x; float const size = 9.5f; @@ -267,85 +675,251 @@ void vg_update(void) origin[1] = -0.5f * world.h; origin[2] = 0.0f; - m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio ); + m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio ); m3x3_identity( m_view ); m3x3_translate( m_view, origin ); m3x3_mul( m_projection, m_view, vg_pv ); vg_projection_update(); + // Input stuff + v2f tile_pos; v2_copy( vg_mouse_ws, tile_pos ); int tile_x = floorf( tile_pos[0] ); int tile_y = floorf( tile_pos[1] ); - - if( tile_x >= 2 && tile_x < world.w-2 && tile_y >= 2 && tile_y <= world.h-2 ) + + // Tilemap editing + if( !world.simulating ) { - world.selected = tile_y * world.w + tile_x; - - struct cell *cell = &world.data[tile_y*world.w+tile_x]; - if( cell->state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) ) + 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; + } + } + else world.selected = -1; + } + + // Simulation stop/start + if( vg_get_button_down("go") ) + { + if( world.simulating ) + { + world.simulating = 0; + world.num_fishes = 0; + world.sim_frame = 0; + + for( int i = 0; i < arrlen( world.io ); i ++ ) + world.io[i].recv_count = 0; + + vg_info( "Stopping simulation!\n" ); } else { - if( vg_get_button_down("primary") ) + 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 ++ ) { - cell->state ^= FLAG_CANAL; + world.data[ i ].state &= ~FLAG_FLIP_FLOP; } + + for( int i = 0; i < arrlen( world.io ); i ++ ) + world.io[i].recv_count = 0; } } - else - world.selected = -1; - // Simulate world - static int update_tick = 0; - update_tick ++; + // Simulation stuff + // ======================================================== - if( update_tick > 5 ) + for( int y = 2; y < world.h-2; y ++ ) { - update_tick = 0; - - u32 buffer_id = world.frame & 0x1; - u32 buffer_next = buffer_id ^ 0x1; + for( int x = 2; x < world.w-2; x ++ ) + { + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + u8 config = 0x00; + + if( pcell((v2i){x,y})->state & FLAG_CANAL ) + { + for( int i = 0; i < vg_list_size( dirs ); i ++ ) + { + struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]}); + if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + config |= 0x1 << i; + } + } else config = 0xF; + + pcell((v2i){x,y})->config = config; + pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER); + } + } + + for( int y = 2; y < world.h-2; y ++ ) + for( int x = 2; x < world.w-2; x ++ ) + { + // R,D,L,- 1110 (splitter, 1 drop created) + + // R,-,L,U - 1011 (merger, 2 drop created) + + u8 config = pcell((v2i){x,y})->config; + + if( config == k_cell_type_split ) // splitter + { + struct cell *cell = pcell((v2i){x,y}); + + cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R); + } + else if( config == k_cell_type_merge ) + { + world.data[y*world.w+x-1].state |= FLAG_DROP_R; + world.data[y*world.w+x+1].state |= FLAG_DROP_L; + world.data[y*world.w+x].state |= FLAG_MERGER; + } + } - for( int y = 1; y < world.h-1; y ++ ) + // Fish ticks + if( world.simulating ) + { + while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) ) { - for( int x = 1; x < world.w-1; x ++ ) + vg_info( "frame: %u\n", world.sim_frame ); + + for( int i = 0; i < arrlen( world.io ); i ++ ) { - struct cell *cell = &world.data[y*world.w+x]; + struct cell_terminal *term = &world.io[ i ]; + int posx = term->id % world.w; + int posy = (term->id - posx)/world.w; + int is_input = world.data[ term->id ].state & FLAG_INPUT; + + if( is_input ) + { + if( world.sim_frame < arrlen( term->conditions ) ) + { + struct fish *fish = &world.fishes[world.num_fishes++]; + fish->pos[0] = posx; + fish->pos[1] = posy; + fish->alive = 1; + fish->payload = term->conditions[world.sim_frame]; + + int can_spawn = 0; + + v2i dirs[] = {{1,0},{-1,0},{0,-1}}; + for( int j = 0; j < vg_list_size(dirs); j ++ ) + if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL ) + { + fish->dir[0] = dirs[j][0]; + fish->dir[1] = dirs[j][1]; + can_spawn = 1; + break; + } + + if( !can_spawn ) + world.num_fishes--; + } + } + } + + // Update splitter deltas + for( int i = 0; i < world.h*world.w; i ++ ) + { + struct cell *cell = &world.data[i]; + if( cell->config == k_cell_type_split ) + { + cell->state &= ~FLAG_FLIP_ROTATING; + } + } - if( cell->state & FLAG_INPUT ) - cell->water[ buffer_next ] = 8; - else + 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 ) + continue; + + // Apply to output + if( cell_current->state & FLAG_OUTPUT ) { - int has_source = 0; - cell->water[ buffer_next ] = 0; + for( int j = 0; j < arrlen( world.io ); j ++ ) + { + struct cell_terminal *term = &world.io[j]; + + if( term->id == fish->pos[1]*world.w + fish->pos[0] ) + { + term->recv[ term->recv_count ++ ] = fish->payload; + break; + } + } - if( cell->state & FLAG_CANAL ) + fish->alive = 0; + continue; + } + + if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) ) + { + fish->alive = 0; + } + else + { + if( cell_current->state & FLAG_SPLIT ) { - v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + // Flip flop L/R + fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; + fish->dir[1] = 0; - for( int i = 0; i < vg_list_size( dirs ); i ++ ) + cell_current->state ^= FLAG_FLIP_FLOP; + } + else if( cell_current->state & FLAG_MERGER ) + { + // Can only move up + fish->dir[0] = 0; + fish->dir[1] = -1; + } + else + { + struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } ); + if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) ) { - struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]]; + // Try other directions for valid, so down, left, right.. + v2i dirs[] = {{1,0},{-1,0},{0,-1}}; + vg_info( "Trying some other directions...\n" ); - if( neighbour->water[ buffer_id ] > cell->water[ buffer_next ]+1 ) + for( int j = 0; j < vg_list_size(dirs); j ++ ) { - has_source = 1; - cell->water[ buffer_next ] = neighbour->water[ buffer_id ]-1; + if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) ) + continue; + + if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) ) + { + fish->dir[0] = dirs[j][0]; + fish->dir[1] = dirs[j][1]; + } } } } - if( !has_source && cell->water[ buffer_id ] ) - cell->water[ buffer_next ] = cell->water[ buffer_id ]-1; + fish->pos[0] += fish->dir[0]; + fish->pos[1] += fish->dir[1]; + + struct cell *cell_entry = pcell( fish->pos ); + + if( cell_entry->config == k_cell_type_split ) + cell_entry->state |= FLAG_FLIP_ROTATING; } } + + world.sim_frame ++; } - - world.frame ++; } } @@ -354,40 +928,265 @@ void vg_render(void) glViewport( 0,0, vg_window_x, vg_window_y ); glDisable( GL_DEPTH_TEST ); - glClearColor( 0.01f, 0.01f, 0.01f, 1.0f ); + glClearColor( 0.8f, 0.8f, 0.8f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - glBindVertexArray( world.tile_vao ); - SHADER_USE( shader_tile_colour ); - glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + 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 + // ====================================================================== + use_mesh( &world.tile ); + 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 ); + + // 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 ); + + 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] = + { + {2, 0}, {0, 3}, {0, 2}, {2, 2}, + {1, 0}, {2, 3}, {3, 2}, {1, 3}, + {3, 1}, {0, 1}, {1, 2}, {2, 1}, + {1, 1}, {3, 3}, {2, 1}, {2, 1} + }; + + int uv[2] = { 3, 0 }; + + if( cell->state & FLAG_CANAL ) + { + uv[0] = tile_offsets[ cell->config ][0]; + uv[1] = tile_offsets[ cell->config ][1]; + } + + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); + draw_mesh( 0, 2 ); + } + } + + // Draw splitters + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); for( int y = 0; y < world.h; y ++ ) { for( int x = 0; x < world.w; x ++ ) { - glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y ); + 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; + } + } + + m2x2_create_rotation( subtransform, rotation ); + + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f ); + draw_mesh( 0, 2 ); + } + } + } + + //glDisable(GL_BLEND); + + 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 ) + { + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( !fish->alive ) + continue; + + // Evaluate position + struct cell *cell = pcell(fish->pos); + v2f fish_pos; + + v2f const *curve; - v4f colour; + float t = frame_lerp; - struct cell *cell = &world.data[y*world.w+x]; + switch( cell->config ) + { + case 13: + if( fish->dir[0] == 1 ) + curve = curve_12; + else + curve = curve_9; + break; + case 3: curve = curve_3; break; + case 6: curve = curve_6; break; + case 9: curve = curve_9; break; + case 12: curve = curve_12; break; + case 7: + if( t > curve_7_linear_section ) + { + t -= curve_7_linear_section; + t *= (1.0f/(1.0f-curve_7_linear_section)); + + curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1; + } + else curve = NULL; + break; + default: curve = NULL; break; + } - if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); } - else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); } - else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.2f, 0.3f, 0.7f, 1.0f }, colour ); } - else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); } - else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour ); + if( curve ) + { + float t2 = t * t; + float t3 = t * t * t; + + float cA = 3.0f*t2 - 3.0f*t3; + float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t; + float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f; + + fish_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0]; + fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1]; + fish_pos[0] += (float)fish->pos[0]; + fish_pos[1] += (float)fish->pos[1]; + } + else + { + v2f origin; + origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f; + origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f; + + fish_pos[0] = origin[0] + (float)fish->dir[0]*t; + fish_pos[1] = origin[1] + (float)fish->dir[1]*t; + } - if( cell->water[world.frame&0x1] ) - v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/8.0f), 1.0f }, colour ); + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + colour_code_v3( fish->payload, dot_colour ); - if( world.selected == y*world.w + x ) - v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, 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 ); + } + } + + glDisable(GL_BLEND); + + SHADER_USE( shader_tile_colour ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + use_mesh( &world.circle ); + + // Draw i/o arrays + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + int posx = term->id % world.w; + int posy = (term->id - posx)/world.w; + int is_input = world.data[ term->id ].state & FLAG_INPUT; + + int const filled_start = 0; + int const filled_count = 32; + int const empty_start = 32; + int const empty_count = 32*2; + + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + + for( int j = 0; j < arrlen( term->conditions ); j ++ ) + { + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f ); - glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour ); + if( is_input ) + { + colour_code_v3( term->conditions[j], dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); + // Draw filled if tick not passed, draw empty if empty + if( world.sim_frame > j ) + draw_mesh( empty_start, empty_count ); + else + draw_mesh( filled_start, filled_count ); + } + else + { + if( term->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( world.simulating ) + { + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f ); + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), -0.5f + cosf( vg_time * 4.0f ) * 0.2f, sinf( vg_time * 4.0f ) * 0.2f + (float)world.h * 0.5f, 0.05f ); + draw_mesh( 0, 32 ); + } } -void vg_ui(void){} +void vg_ui(void) +{ + //ui_test(); +}