X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=66a3eba09c6987d391f27df522135e8022294ede;hb=2f9157326993b3e6098468cd310dd20d75205645;hp=2cd35291dafe2532d49037732b0353927e743be3;hpb=8c0c078d020902e7a30a9cc01ab62e6bef80294a;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 2cd3529..66a3eba 100644 --- a/fishladder.c +++ b/fishladder.c @@ -2,101 +2,1210 @@ //#define VG_STEAM #include "vg/vg.h" +#include "fishladder_resources.h" -SHADER_DEFINE( shader_tile_colour, - - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform mat3 uPv;" - "uniform vec2 uOffset;" - "" - "void main()" - "{" - "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "uniform vec4 uColour;" - "" - "void main()" - "{" - "FragColor = uColour;" - "}" - , - UNIFORMS({ "uPv", "uOffset", "uColour" }) -) +const char *level_pack_1[] = { + "level0", + "level1", + "level2", + "level3", + "level4" +}; + +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", + + // Level 5 + "###############;\n" + "####-##########;abcb\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "##########+####;bcba\n" + "###############;\n" +}; m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; +#define FLAG_INPUT 0x1 +#define FLAG_OUTPUT 0x2 +#define FLAG_CANAL 0x4 +#define FLAG_WALL 0x8 +#define FLAG_FLIP_FLOP 0x100 +#define FLAG_FLIP_ROTATING 0x200 + +/* + 0000 0 | 0001 1 | 0010 2 | 0011 3 + | | | | | + X | X= | X | X= + | | | + 0100 4 | 0101 5 | 0110 6 | 0111 7 + | | | | | + =X | =X= | =X | =X= + | | | + 1000 8 | 1001 9 | 1010 10 | 1011 11 + | | | | | + X | X= | X | X= + | | | | | | | + 1100 12 | 1101 13 | 1110 14 | 1111 15 + | | | | | + =X | =X= | =X | =X= + | | | | | | | +*/ + +enum cell_type +{ + k_cell_type_ramp_right = 3, + k_cell_type_ramp_left = 6, + k_cell_type_split = 7, + k_cell_type_merge = 13 +}; + +v3f colour_sets[] = +{ { 0.9f, 0.6f, 0.20f }, + { 0.2f, 0.9f, 0.14f }, + { 0.4f, 0.8f, 1.00f } }; + +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 config; + } *data; + u32 frame; + + u32 sim_frame; + float sim_start; + int simulating; + + float frame_lerp; + + 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; -} world = { .w = 1, .h = 1 }; + struct mesh tile, circle; + + GLuint background_data; + GLuint random_samples; + + int selected, tile_x, tile_y; + v2f tile_pos; + + struct fish + { + v2i pos; + v2i dir; + int alive; + char payload; + float death_time; + v2f physics_v; + v2f physics_co; + } + fishes[16]; + + int num_fishes; + + char map_name[128]; +} world = {}; + +static void map_free(void) +{ + for( int i = 0; i < arrlen( world.io ); i ++ ) + arrfree( world.io[ i ].conditions ); + + arrfree( world.data ); + arrfree( world.io ); + + world.w = 0; + world.h = 0; + world.data = NULL; + world.io = NULL; +} + +static void map_reclassify( v2i start, v2i end, int update_texbuffer ); +static int map_load( const char *str, const char *name ) +{ + map_free(); + + char const *c = str; + + // Scan for width + for(;; world.w ++) + { + if( str[world.w] == ';' ) + break; + else if( !str[world.w] ) + { + vg_error( "Unexpected EOF when parsing level\n" ); + return 0; + } + } + + struct cell *row = arraddnptr( world.data, world.w ); + int cx = 0; + int reg_start = 0, reg_end = 0; + + for(;;) + { + if( !*c ) + break; + + if( *c == ';' ) + { + c ++; + + // Parse attribs + if( *c != '\n' ) + { + while( *c ) + { + if( reg_start < reg_end ) + { + if( *c >= 'a' && *c <= 'z' ) + { + arrpush( world.io[ reg_start ].conditions, *c ); + } + else + { + if( *c == ',' || *c == '\n' ) + { + reg_start ++; + + if( *c == '\n' ) + break; + } + else + { + vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h ); + return 0; + } + } + } + else + { + vg_error( "Too many values to assign (row: %u)\n", world.h ); + return 0; + } + + c ++; + } + } + + 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; + } + + 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; + } + + row = arraddnptr( world.data, world.w ); + cx = 0; + world.h ++; + reg_end = reg_start = arrlen( world.io ); + } + 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; + } + + // Tile initialization + // row[ cx ] .. etc + struct cell *cell = &row[ cx ]; + + if( *c == '+' || *c == '-' ) + { + struct cell_terminal term = { .id = cx + world.h*world.w }; + arrpush( world.io, term ); + cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; + reg_end ++; + } + else if( *c == '#' ) cell->state = FLAG_WALL; + else if( *c == '*' ) cell->state = FLAG_CANAL; + else cell->state = 0x00; + + cx ++; + } + + c ++; + } + + // Update data texture to fill out the background + { + u8 info_buffer[64*64*4]; + for( int i = 0; i < 64*64; i ++ ) + { + u8 *px = &info_buffer[i*4]; + px[0] = 255; + px[1] = 0; + px[2] = 0; + px[3] = 0; + } + + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } + + map_reclassify( NULL, NULL, 1 ); + vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h ); + + strncpy( world.map_name, name, vg_list_size( world.map_name )-1 ); + return 1; +} + +static struct cell *pcell( v2i pos ) +{ + return &world.data[ pos[1]*world.w + pos[0] ]; +} + +static void map_serialize( FILE *stream ) +{ + for( int y = 0; y < world.h; y ++ ) + { + for( int x = 0; x < world.w; x ++ ) + { + struct cell *cell = pcell( (v2i){ x, y } ); + + if( cell->state & FLAG_WALL ) fputc( '#', stream ); + else if( cell->state & FLAG_INPUT ) fputc( '+', stream ); + else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream ); + else if( cell->state & FLAG_CANAL ) fputc( '*', stream ); + else fputc( ' ', stream ); + } + + fputc( ';', stream ); + + int terminal_write_count = 0; + + for( int x = 0; x < world.w; x ++ ) + { + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[i]; + if( term->id == y*world.w+x ) + { + if( terminal_write_count ) + fputc( ',', stream ); + terminal_write_count ++; + + for( int j = 0; j < arrlen( term->conditions ); j ++ ) + fputc( term->conditions[j], stream ); + } + } + } + + fputc( '\n', stream ); + } +} int main( int argc, char *argv[] ) { - vg_init( argc, argv, "FishLadder" ); + vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" ); } -void vg_register(void) +static int console_save_map( int argc, char const *argv[] ) { - SHADER_INIT( shader_tile_colour ); + char map_path[ 256 ]; + + strcpy( map_path, "sav/" ); + strcat( map_path, world.map_name ); + strcat( map_path, ".map" ); + + FILE *test_writer = fopen( map_path, "wb" ); + if( test_writer ) + { + map_serialize( test_writer ); + + fclose( test_writer ); + return 1; + } + else + { + vg_error( "Unable to open stream for writing\n" ); + return 0; + } +} + +static int console_load_map( int argc, char const *argv[] ) +{ + char map_path[ 256 ]; + + if( argc >= 1 ) + { + // try from saves + strcpy( map_path, "sav/" ); + strcat( map_path, argv[0] ); + strcat( map_path, ".map" ); + + char *text_source = vg_textasset_read( map_path ); + + if( !text_source ) + { + strcpy( map_path, "maps/" ); + strcat( map_path, argv[0] ); + strcat( map_path, ".map" ); + + text_source = vg_textasset_read( map_path ); + } + + if( text_source ) + { + map_load( text_source, argv[0] ); + free( text_source ); + return 1; + } + else + { + vg_error( "Missing maps '%s'\n", argv[0] ); + return 0; + } + } + else + { + vg_error( "Missing argument \n" ); + return 0; + } +} + +static int console_changelevel( int argc, char const *argv[] ) +{ + if( argc >= 1 ) + { + // Save current level + if( console_save_map( 0, NULL ) ) + if( console_load_map( argc, argv ) ) + return 1; + } + else + { + vg_error( "Missing argument \n" ); + } + + return 0; } void vg_start(void) { - glGenVertexArrays( 1, &world.tile_vao ); - glGenBuffers( 1, &world.tile_vbo ); + 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 + }); - float quad_mesh[] = + vg_function_push( (struct vg_cmd){ + .name = "changelevel", + .function = console_changelevel + }); + + // Quad mesh { - 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f - }; + float quad_mesh[] = + { + 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, + + 0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f, + 0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f + }; + + init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) ); + } + + // 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 ) ); + } - glBindVertexArray( world.tile_vao ); - glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo ); - glBufferData - ( - GL_ARRAY_BUFFER, - sizeof( quad_mesh ), - quad_mesh, - GL_STATIC_DRAW - ); + // Create info data texture + { + glGenTextures( 1, &world.background_data ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); + vg_tex2d_nearest(); + } - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); + // 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 ); + } - VG_CHECK_GL(); + resource_load_main(); + + console_load_map( 1, level_pack_1 ); } void vg_free(void) { - glDeleteVertexArrays( 1, &world.tile_vao ); - glDeleteBuffers( 1, &world.tile_vbo ); + console_save_map( 0, NULL ); + + resource_free_main(); + + glDeleteTextures( 1, &world.background_data ); + glDeleteTextures( 1, &world.random_samples ); + + free_mesh( &world.tile ); + free_mesh( &world.circle ); + + map_free(); } +static int cell_interactive( v2i co ) +{ + // Bounds check + if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 ) + return 0; + + // Flags check + if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) ) + return 0; + + // List of 3x3 configurations that we do not allow + static u32 invalid_src[][9] = + { + { 0,1,0, + 1,1,1, + 0,1,0 + }, + { 0,0,0, + 0,1,1, + 0,1,1 + }, + { 0,0,0, + 1,1,0, + 1,1,0 + }, + { 0,1,1, + 0,1,1, + 0,0,0 + }, + { 1,1,0, + 1,1,0, + 0,0,0 + }, + { 0,1,0, + 0,1,1, + 0,1,0 + }, + { 0,1,0, + 1,1,0, + 0,1,0 + } + }; + + // Statically compile invalid configurations into bitmasks + static u32 invalid[ vg_list_size(invalid_src) ]; + + for( int i = 0; i < vg_list_size(invalid_src); i ++ ) + { + u32 comped = 0x00; + + for( int j = 0; j < 3; j ++ ) + for( int k = 0; k < 3; k ++ ) + comped |= invalid_src[i][ j*3+k ] << ((j*5)+k); + + invalid[i] = comped; + } + + // Extract 5x5 grid surrounding tile + u32 blob = 0x1000; + for( int y = co[1]-2; y < co[1]+3; y ++ ) + for( int x = co[0]-2; x < co[0]+3; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + + if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) ) + blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2)); + } + + // Run filter over center 3x3 grid to check for invalid configurations + int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 }; + for( int i = 0; i < vg_list_size(kernel); i ++ ) + { + if( blob & (0x1 << (6+kernel[i])) ) + { + u32 window = blob >> kernel[i]; + + for( int j = 0; j < vg_list_size(invalid); j ++ ) + if((window & invalid[j]) == invalid[j]) + return 0; + } + } + + return 1; +} + +static void map_reclassify( v2i start, v2i end, int update_texbuffer ) +{ + v2i full_start = { 1,1 }; + v2i full_end = { world.w-1, world.h-1 }; + + if( !start || !end ) + { + start = full_start; + end = full_end; + } + + // Texture data + u8 info_buffer[64*64*4]; + u32 pixel_id = 0; + + int px0 = vg_max( start[0], full_start[0] ), + px1 = vg_min( end[0], full_end[0] ), + py0 = vg_max( start[1], full_start[1] ), + py1 = vg_min( end[1], full_end[1] ); + + for( int y = py0; y < py1; y ++ ) + { + for( int x = px0; x < px1; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + u8 height = 0; + u8 config = 0x00; + + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + { + for( int i = 0; i < vg_list_size( dirs ); i ++ ) + { + struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]}); + if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + config |= 0x1 << i; + } + + height = 128; + } + else + { + if( cell->state & FLAG_WALL ) + height = 255; + + config = 0xF; + } + + pcell((v2i){x,y})->config = config; + + u8 *info_px = &info_buffer[ (pixel_id ++)*4 ]; + info_px[0] = height; + info_px[1] = cell->state & FLAG_WALL? 0: 255; + info_px[2] = 0; + info_px[3] = 0; + } + } + + if( update_texbuffer ) + { + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } +} + +v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}}; +v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}}; +v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}}; +v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}}; + +v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}}; +v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{0.5f,0.0f}}; + +v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}}; +v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}}; + +float const curve_7_linear_section = 0.1562f; + void vg_update(void) { - float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 7.5f; + 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 ) + { + console_changelevel( 1, level_pack + changelvl ); + curlevel = changelvl; + + // TEMP!!! code dupe + world.simulating = 0; + world.num_fishes = 0; + world.sim_frame = 0; + + for( int i = 0; i < arrlen( world.io ); i ++ ) + world.io[i].recv_count = 0; + + vg_info( "Stopping simulation!\n" ); + } + + // Fit within screen + + float r1 = (float)vg_window_y / (float)vg_window_x, + r2 = (float)world.h / (float)world.w, + size; + + size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; + m3x3_projection( m_projection, -size, size, -size*r1, size*r1 ); + + v3f origin; + origin[0] = floorf( -0.5f * world.w ); + origin[1] = floorf( -0.5f * world.h ); + origin[2] = 0.0f; - m3x3_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 + v2_copy( vg_mouse_ws, world.tile_pos ); + + world.tile_x = floorf( world.tile_pos[0] ); + world.tile_y = floorf( world.tile_pos[1] ); + + // Tilemap editing + if( !world.simulating ) + { + if( cell_interactive( (v2i){ world.tile_x, world.tile_y } )) + { + world.selected = world.tile_y * world.w + world.tile_x; + + 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 ); + + map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 }, + (v2i){ world.tile_x +2, world.tile_y +2 }, 1 ); + } + } + else + world.selected = -1; + } + else world.selected = -1; + + // Simulation stop/start + if( vg_get_button_down("go") ) + { + if( world.simulating ) + { + 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" ); + + sfx_system_fadeout( &audio_system_balls_rolling, 44100 ); + } + else + { + vg_success( "Starting simulation!\n" ); + + sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 ); + + world.simulating = 1; + world.num_fishes = 0; + world.sim_frame = 0; + world.sim_start = vg_time; + + for( int i = 0; i < world.w*world.h; i ++ ) + { + world.data[ i ].state &= ~FLAG_FLIP_FLOP; + } + + for( int i = 0; i < arrlen( world.io ); i ++ ) + world.io[i].recv_count = 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 ); + sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 ); + + // Update splitter deltas + for( int i = 0; i < world.h*world.w; i ++ ) + { + struct cell *cell = &world.data[i]; + if( cell->config == k_cell_type_split ) + { + cell->state &= ~FLAG_FLIP_ROTATING; + } + } + + // Update fish positions + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + struct cell *cell_current = pcell( fish->pos ); + + if( fish->alive == -1 ) + fish->alive = 0; + + if( fish->alive != 1 ) + continue; + + // Apply to output + if( cell_current->state & FLAG_OUTPUT ) + { + for( int j = 0; j < arrlen( world.io ); j ++ ) + { + struct cell_terminal *term = &world.io[j]; + + if( term->id == fish->pos[1]*world.w + fish->pos[0] ) + { + term->recv[ term->recv_count ++ ] = fish->payload; + break; + } + } + + fish->alive = 0; + continue; + } + + if( cell_current->config == k_cell_type_split ) + { + // Flip flop L/R + fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; + fish->dir[1] = 0; + + cell_current->state ^= FLAG_FLIP_FLOP; + } + else if( cell_current->config == k_cell_type_merge ) + { + // Can only move up + fish->dir[0] = 0; + fish->dir[1] = -1; + } + else + { + struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } ); + if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) ) + { + // Try other directions for valid, so down, left, right.. + v2i dirs[] = {{1,0},{-1,0},{0,-1}}; + vg_info( "Trying some other directions...\n" ); + + for( int j = 0; j < vg_list_size(dirs); j ++ ) + { + if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) ) + continue; + + if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) ) + { + fish->dir[0] = dirs[j][0]; + fish->dir[1] = dirs[j][1]; + } + } + } + } + + fish->pos[0] += fish->dir[0]; + fish->pos[1] += fish->dir[1]; + + struct cell *cell_entry = pcell( fish->pos ); + + if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) )) + fish->alive = 0; + else + { + if( fish->dir[0] ) + { + if( cell_entry->config == k_cell_type_split || + cell_entry->config == k_cell_type_ramp_right || + cell_entry->config == k_cell_type_ramp_left ) + { + // Special death (FALL) + v2_sub( fish->physics_co, fish->physics_v, fish->physics_v ); + v2_divs( fish->physics_v, vg_time_delta, fish->physics_v ); + + fish->alive = -2; + vg_warn( "Special death (fall)\n" ); + continue; + } + } + + if( cell_entry->config == k_cell_type_split ) + { + sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 ); + cell_entry->state |= FLAG_FLIP_ROTATING; + } + } + } + + // Check for collisions + for( int i = 0; i < world.num_fishes; i ++ ) + { + if( world.fishes[i].alive == 1 ) + { + for( int j = i+1; j < world.num_fishes; j ++ ) + { + if( (world.fishes[j].alive == 1) && (world.fishes[i].pos[0] == world.fishes[j].pos[0]) && + (world.fishes[i].pos[1] == world.fishes[j].pos[1]) ) + { + // Shatter death (+0.5s) + world.fishes[i].alive = -1; + world.fishes[j].alive = -1; + world.fishes[i].death_time = 0.5f; + world.fishes[j].death_time = 0.5f; + } + } + } + } + + // Spawn fishes + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + int posx = term->id % world.w; + int posy = (term->id - posx)/world.w; + int is_input = world.data[ term->id ].state & FLAG_INPUT; + + if( is_input ) + { + if( world.sim_frame < arrlen( term->conditions ) ) + { + struct fish *fish = &world.fishes[world.num_fishes++]; + fish->pos[0] = posx; + fish->pos[1] = posy; + fish->alive = 1; + fish->payload = term->conditions[world.sim_frame]; + + int can_spawn = 0; + + v2i dirs[] = {{1,0},{-1,0},{0,-1}}; + for( int j = 0; j < vg_list_size(dirs); j ++ ) + if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL ) + { + fish->dir[0] = dirs[j][0]; + fish->dir[1] = dirs[j][1]; + can_spawn = 1; + break; + } + + if( !can_spawn ) + world.num_fishes--; + } + } + } + + world.sim_frame ++; + } + + float scaled_time = 0.0f; + scaled_time = (vg_time-world.sim_start)*2.0f; + world.frame_lerp = scaled_time - (float)world.sim_frame; + + // Update positions + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( fish->alive == 0 ) + continue; + + if( fish->alive == -1 && (world.frame_lerp > fish->death_time) ) + continue; // Todo: particle thing? + + if( fish->alive == -2 ) + { + v2_muladds( fish->physics_v, (v2f){ 0.0, -9.8f }, vg_time_delta, fish->physics_v ); + v2_muladds( fish->physics_co, fish->physics_v, vg_time_delta, fish->physics_co ); + } + else + { + struct cell *cell = pcell(fish->pos); + v2f const *curve; + + float t = world.frame_lerp; + + v2_copy( fish->physics_co, fish->physics_v ); + + switch( cell->config ) + { + case 13: + if( fish->dir[0] == 1 ) + curve = curve_12; + else + curve = curve_9; + break; + case 2: curve = curve_2; break; + case 8: curve = curve_8; break; + case 3: curve = curve_3; break; + case 6: curve = curve_6; break; + case 9: curve = curve_9; break; + case 12: curve = curve_12; break; + case 7: + if( t > curve_7_linear_section ) + { + t -= curve_7_linear_section; + t *= (1.0f/(1.0f-curve_7_linear_section)); + + curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1; + } + else curve = NULL; + break; + default: curve = NULL; break; + } + + if( curve ) + { + float t2 = t * t; + float t3 = t * t * t; + + float cA = 3.0f*t2 - 3.0f*t3; + float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t; + float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f; + + fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0]; + fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1]; + fish->physics_co[0] += (float)fish->pos[0]; + fish->physics_co[1] += (float)fish->pos[1]; + } + else + { + v2f origin; + origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f; + origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f; + + fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t; + fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t; + } + } + } + } +} + +static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour ) +{ + v2i full_start = { 0,0 }; + v2i full_end = { world.w, world.h }; + + if( !start || !end ) + { + start = full_start; + end = full_end; + } + + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + + for( int y = start[1]; y < end[1]; y ++ ) + { + for( int x = start[0]; x < end[0]; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + int selected = world.selected == y*world.w + x; + + int tile_offsets[][2] = + { + {2, 0}, {0, 3}, {0, 2}, {2, 2}, + {1, 0}, {2, 3}, {3, 2}, {1, 3}, + {3, 1}, {0, 1}, {1, 2}, {2, 1}, + {1, 1}, {3, 3}, {2, 1}, {2, 1} + }; + + int uv[2] = { 3, 0 }; + + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + { + uv[0] = tile_offsets[ cell->config ][0]; + uv[1] = tile_offsets[ cell->config ][1]; + } else continue; + + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); + if( selected ) + { + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour ); + draw_mesh( 0, 2 ); + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + } + else + draw_mesh( 0, 2 ); + } + } } void vg_render(void) @@ -104,22 +1213,300 @@ 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( 0.369768f, 0.3654f, 0.42f, 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 ); + v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f}; + v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f}; + + // TILE SET RENDERING + // todo: just slam everything into a mesh... + // when user modifies a tile the neighbours can be easily uploaded to gpu mem + // in ~3 subBuffers + // Currently we're uploading a fair amount of data every frame anyway. + // NOTE: this is for final optimisations ONLY! + // ====================================================================== + + use_mesh( &world.tile ); + + // Draw background + if(1){ + + SHADER_USE( shader_background ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 ); + + glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 ); + glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f ); + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world.random_samples ); + glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 ); + + draw_mesh( 0, 2 ); + + } + + + SHADER_USE( shader_tile_main ); + + m2x2f subtransform; + m2x2_identity( subtransform ); + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f ); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + // Bind textures + vg_tex2d_bind( &tex_tile_data, 0 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); + + vg_tex2d_bind( &tex_wood, 1 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + + render_tiles( NULL, NULL, colour_default, colour_default ); + + + + SHADER_USE( shader_ball ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_ball, 0 ); + glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 ); + + // Draw 'fish' + if( world.simulating ) + { + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( fish->alive == 0 ) + continue; + + if( fish->alive == -1 && (world.frame_lerp > fish->death_time) ) + continue; + + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + colour_code_v3( fish->payload, dot_colour ); + + glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour ); + glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co ); + draw_mesh( 0, 32 ); + } + } + + SHADER_USE( shader_tile_main ); + + // Bind textures + vg_tex2d_bind( &tex_tile_data, 0 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); + + vg_tex2d_bind( &tex_wood, 1 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f ); + render_tiles( NULL, NULL, colour_default, colour_selected ); + + // Draw splitters + for( int y = 0; y < world.h; y ++ ) { for( int x = 0; x < world.w; x ++ ) { - glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y ); - glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); + struct cell *cell = pcell((v2i){x,y}); + + if( cell->config == k_cell_type_split ) + { + float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f ); + + if( cell->state & FLAG_FLIP_ROTATING ) + { + if( (world.frame_lerp > curve_7_linear_section) ) + { + float const rotation_speed = 0.4f; + if( (world.frame_lerp < 1.0f-rotation_speed) ) + { + float t = world.frame_lerp - curve_7_linear_section; + t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed))); + t += 1.0f; + + rotation *= t; + } + else + rotation *= -1.0f; + } + } + + m2x2_create_rotation( subtransform, rotation ); + + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f ); + draw_mesh( 0, 2 ); + } + } + } + + // Edit overlay + if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) ) + { + v2i new_begin = { world.tile_x - 2, world.tile_y - 2 }; + v2i new_end = { world.tile_x + 2, world.tile_y + 2 }; + + world.data[ world.selected ].state ^= FLAG_CANAL; + map_reclassify( new_begin, new_end, 0 ); + + m2x2_identity( subtransform ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f ); + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos ); + + render_tiles( new_begin, new_end, colour_default, colour_default ); + + world.data[ world.selected ].state ^= FLAG_CANAL; + map_reclassify( new_begin, new_end, 0 ); + } + + //glDisable(GL_BLEND); + + glDisable(GL_BLEND); + + SHADER_USE( shader_tile_colour ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + use_mesh( &world.circle ); + + int const filled_start = 0; + int const filled_count = 32; + int const empty_start = 32; + int const empty_count = 32*2; + + // Draw i/o arrays + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + int posx = term->id % world.w; + int posy = (term->id - posx)/world.w; + int is_input = world.data[ term->id ].state & FLAG_INPUT; + + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + + for( int j = 0; j < arrlen( term->conditions ); j ++ ) + { + float y_offset = is_input? 1.2f: -0.2f; + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f ); + + if( is_input ) + { + colour_code_v3( term->conditions[j], dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + + // Draw filled if tick not passed, draw empty if empty + if( world.sim_frame > j ) + draw_mesh( empty_start, empty_count ); + else + draw_mesh( filled_start, filled_count ); + } + else + { + if( term->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( filled_start, filled_count ); + } + + // Level selection UI + float ratio = ((float)vg_window_x/(float)vg_window_y); + + m3x3f ui_view = M3X3_IDENTITY; + m3x3_scale( ui_view, (v3f){ 1.0f, -ratio, 1.0f } ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view ); + + // Calculate mouse in UIsp + v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f, + (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(1.0f/ratio), 0.0125f }; + + // Get selected level + const float selection_scale = 0.05f; + int const level_count = vg_list_size( level_pack_1 ); + int level_select = -1; + + if( mouse_ui_space[0] <= -0.8f ) + { + float levels_range = (float)level_count*selection_scale*0.6f; + float level_offset = ((mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count; + level_select = floorf( level_offset ); + + // Draw selector + if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) ) + { + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f ); + + use_mesh( &world.tile ); + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + -1.0f, + (-(float)level_count + (float)level_select * 2.0f ) * selection_scale * 0.6f, + selection_scale + ); + draw_mesh( 2, 2 ); + + use_mesh( &world.circle ); + + if( vg_get_button_down( "primary" ) ) + { + console_changelevel( 1, level_pack_1 + level_select ); + } } } + + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f ); + + // Draw levels + for( int i = 0; i < level_count; i ++ ) + { + v3f level_ui_space = { + -0.97f, + (-(float)level_count + (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f, + selection_scale * 0.5f + }; + + float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f ); + level_ui_space[2] *= scale; + + glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space ); + draw_mesh( empty_start, empty_count ); + } + + glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space ); + draw_mesh( empty_start, empty_count ); } -void vg_ui(void){} \ No newline at end of file +void vg_ui(void) +{ + //ui_test(); +}