X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=9d53dc839ab0f6545d22519a75010257207b0562;hb=c09e6742a336ca5a64e5ef0ab564370d1040547b;hp=3bb8abafc35f73c92b6cd40fb0e166c1d65c7fcf;hpb=fd38181c04912e86aeb757603ca08041ce2e6f69;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 3bb8aba..9d53dc8 100644 --- a/fishladder.c +++ b/fishladder.c @@ -1,38 +1,12 @@ // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved -#define VG_STEAM +//#define VG_CAPTURE_MODE +//#define VG_STEAM #define VG_STEAM_APPID 1218140U #include "vg/vg.h" #include "fishladder_resources.h" -/* - Todo for release: - Tutorial levels: - 1. Transport - 2. Split - 3. Merge (and explode) - 4. Principle 1 (divide colours) - 5. Principle 2 (combine colours) - - Trainee levels: - Simple maths (x3) - Colour ordering (x2) - Routing problems (x2) - - Medium levels: - Reverse order - - New things to program: - UI text element renderer (SDF) DONE(sorta) - Particle system thing for ball collision - Level descriptions / titles HALF - Row Gridlines for I/O DONE - Play button / Speed controller ( play buttern, pause, speed control, step button ) - - - After release: - -*/ +// #define STEAM_LEADERBOARDS // CONSTANTS // =========================================================================================================== @@ -63,8 +37,8 @@ enum e_world_button { k_world_button_none = -1, k_world_button_sim = 0, - k_world_button_ff = 1, - k_world_button_wire_mode = 2 + k_world_button_pause = 1, + k_world_button_speedy = 2 }; #define FLAG_CANAL 0x1 @@ -107,27 +81,29 @@ static struct cell_description int is_special; int is_linear; + + v2f trigger_pos; } cell_descriptions[] = { // 0-3 {}, - { .start = { 1, 0 }, .end = { -1, 0 } }, - { .start = { 0, 1 }, .end = { 0, -1 } }, - { .start = { 0, 1 }, .end = { 1, 0 } }, + { .start = { 1, 0 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f } }, + { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f } }, + { .start = { 0, 1 }, .end = { 1, 0 }, .trigger_pos = { 0.25f, 0.25f } }, // 4-7 - { .start = { -1, 0 }, .end = { 1, 0 } }, - { .start = { -1, 0 }, .end = { 1, 0 }, .is_linear = 1 }, - { .start = { 0, 1 }, .end = { -1, 0 } }, + { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f } }, + { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .is_linear = 1 }, + { .start = { 0, 1 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f } }, { .start = { 0, 1 }, .is_special = 1 }, // 8-11 - { .start = { 0, -1 }, .end = { 0, 1 } }, - { .start = { 1, 0 }, .end = { 0, -1 } }, - { .start = { 0, 1 }, .end = { 0, -1 }, .is_linear = 1 }, + { .start = { 0, -1 }, .end = { 0, 1 }, .trigger_pos = { 0.25f, 0.5f } }, + { .start = { 1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.75f } }, + { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .is_linear = 1 }, { }, // 12-15 - { .start = { -1, 0 }, .end = { 0, -1 } }, - { .end = { 0, -1 }, .is_special = 1 }, + { .start = { -1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.75f, 0.75f } }, + { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f } }, { }, { } }; @@ -156,6 +132,35 @@ struct mesh u32 elements; }; +struct +{ + 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 + { + v2f co; + v2f uv; + + u32 colour; + } + *buffer; + #pragma pack(pop) + + u16 *indices; +} +text_buffers; + struct world { #pragma pack(push,1) @@ -169,16 +174,18 @@ struct world *data; #pragma pack(pop) - int frame; - int initialzed; - int sim_frame; - float sim_start; int sim_run, max_runs; - - float sim_speed; - float frame_lerp; + + 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 { @@ -206,7 +213,7 @@ struct world int w, h; - struct mesh shapes, numbers; + struct mesh shapes; struct mesh_wire { GLuint vao, vbo, ebo; @@ -251,11 +258,82 @@ struct world // Forward declerations // -------------------- +// Utility functions +// ----------------- + +static void colour_code_v3( char const 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 struct cell_button *get_wbutton( enum e_world_button btn ); +static void wbutton_run( enum e_world_button btn_name, v2f btn_tex ); +static void wbutton_draw( v2i pos, v2f tex, v4f colour ); +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 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 ); +static int cell_interactive( v2i co ); + +void vg_update(void); +static void render_tiles( 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 // =========================================================================================================== @@ -268,22 +346,36 @@ struct world world; // UTILITY // =========================================================================================================== +static int colour_set_id = 0; + static void colour_code_v3( char const cc, v3f target ) { - static v3f colour_sets[] = - { { 1.0f, 0.9f, 0.3f }, - { 0.2f, 0.9f, 0.14f }, - { 0.4f, 0.8f, 1.00f }, - { 0.882f, 0.204f, 0.922f } + static v3f colour_sets[][4] = + { + { { 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 + }, }; if( cc >= 'a' && cc <= 'z' ) { int id = cc - 'a'; - if( id < vg_list_size( colour_sets ) ) + if( id < vg_list_size( colour_sets[0] ) ) { - v3_copy( colour_sets[ id ], target ); + v3_copy( colour_sets[colour_set_id][ id ], target ); return; } } @@ -367,10 +459,6 @@ static void use_mesh( struct mesh *m ) glBindVertexArray( m->vao ); } - - - - static struct cell_button *get_wbutton( enum e_world_button btn ) { return &world.buttons[ btn ]; @@ -504,6 +592,95 @@ 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 ) +{ + u32 count = 0; + + v2f cursor; + v2f invUv; + v2_copy( origin, cursor ); + + float invScale = (size / (float)font->size); + invUv[0] = 1.0f / (float)font->width; + invUv[1] = 1.0f / (float)font->height; + + u16 base_idx = start * 4; + + const char *_c = str; + char c; + while( (c = *(_c ++)) ) + { + 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 ++; + } + } + + glBindVertexArray( text_buffers.vao ); + + 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 + ); + + 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, const char *name ) { //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data @@ -559,7 +736,7 @@ static int map_load( const char *str, const char *name ) struct cell_terminal *terminal = &world.io[ reg_start ]; struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ]; - if( *c >= 'a' && *c <= 'z' ) + if( (*c >= 'a' && *c <= 'z') || *c == ' ' ) { run->conditions[ run->condition_count ++ ] = *c; } @@ -723,6 +900,25 @@ static int map_load( const char *str, const char *name ) px[3] = 0; } } + + // Level selection area + + for( int i = 0; i < vg_list_size( button_grids ); i ++ ) + { + struct button_grid *grid = &button_grids[ i ]; + + 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; + } + } + } + + 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 ++ ) @@ -740,6 +936,9 @@ static int map_load( const char *str, const char *name ) turtle_dir[1] = pcell(term->pos)->state & FLAG_INPUT? 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 ++ ) { info_buffer[((turtle[1]*64)+turtle[0])*4] = 0; @@ -915,8 +1114,13 @@ struct dcareer_state }; #pragma pack(pop) +static int career_load_success = 0; + static void career_serialize(void) { + if( !career_load_success ) + return; + struct dcareer_state encoded; encoded.version = 2; encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1; @@ -957,13 +1161,36 @@ static void career_pass_level( struct cmp_level *lvl, int score, int upload ) { if( score < lvl->completed_score || lvl->completed_score == 0 ) { + #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_serializable ); i ++ ) + { + struct serializable_set *set = &career_serializable[i]; + + for( int j = 0; j < set->count; j ++ ) + { + if( set->pack[j].completed_score == 0 ) + return; + } + } + + sw_set_achievement( "MASTER_ENGINEER" ); + #endif } } @@ -980,7 +1207,7 @@ static void career_load(void) // Blank save state memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) ); - encoded.in_map = -1; + encoded.in_map = 0; encoded.levels[0].unlocked = 1; // Load and copy data into encoded @@ -995,7 +1222,6 @@ static void career_load(void) { vg_warn( "This save file is too small to have a header. Creating a blank one\n" ); free( cr ); - return; } memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz ) ); @@ -1033,10 +1259,15 @@ static void career_load(void) if( lvl->serial_id == encoded.in_map ) { if( console_changelevel( 1, &lvl->map_name ) ) + { world.pCmpLevel = lvl; + gen_level_text( world.pCmpLevel ); + } } } } + + career_load_success = 1; } // MAIN GAMEPLAY @@ -1046,21 +1277,59 @@ static int is_simulation_running(void) return world.buttons[ k_world_button_sim ].pressed; } +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.buttons[ k_world_button_sim ].pressed = 0; + world.buttons[ k_world_button_pause ].pressed = 0; world.num_fishes = 0; world.sim_frame = 0; world.sim_run = 0; + world.frame_lerp = 0.0f; io_reset(); sfx_system_fadeout( &audio_system_balls_rolling, 44100 ); + clear_animation_flags(); + vg_info( "Stopping simulation!\n" ); } +static void simulation_start(void) +{ + vg_success( "Starting simulation!\n" ); + + sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 ); + + world.num_fishes = 0; + world.sim_frame = 0; + world.sim_run = 0; + + world.sim_delta_speed = world.buttons[ k_world_button_speedy ].pressed? 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(); + + io_reset(); + + if( world.pCmpLevel ) + { + world.pCmpLevel->completed_score = 0; + } +} + static int world_check_pos_ok( v2i co ) { return (co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2)? 0: 1; @@ -1160,16 +1429,23 @@ void vg_update(void) 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 ); + static float size_current = 2.0f; + static v3f origin_current = { 0.0f, 0.0f, 0.0f }; + + size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f; v3f origin; - origin[0] = floorf( -0.5f * world.w ); + origin[0] = floorf( -0.5f * ((float)world.w-4.5f) ); origin[1] = floorf( -0.5f * world.h ); origin[2] = 0.0f; + // Lerp towards target + size_current = vg_lerpf( size_current, size, vg_time_delta * 6.0f ); + v2_lerp( origin_current, origin, 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 ); + m3x3_translate( m_view, origin_current ); m3x3_mul( m_projection, m_view, vg_pv ); vg_projection_update(); @@ -1185,7 +1461,7 @@ void vg_update(void) if( !is_simulation_running() && !gui_want_mouse() ) { v2_copy( vg_mouse_ws, world.drag_to_co ); - + if( cell_interactive( (v2i){ world.tile_x, world.tile_y } )) { world.selected = world.tile_y * world.w + world.tile_x; @@ -1220,16 +1496,38 @@ void vg_update(void) (v2i){ world.tile_x +2, world.tile_y +2 }, 1 ); } - if( vg_get_button_down("secondary") && !(cell_ptr->config == k_cell_type_split) ) + if( vg_get_button_down("secondary") && (cell_ptr->state & FLAG_CANAL) && !(cell_ptr->config == k_cell_type_split) ) { world.id_drag_from = world.selected; - world.drag_from_co[0] = world.tile_x + 0.5f; - world.drag_from_co[1] = world.tile_y + 0.5f; + + 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( world.id_drag_from && (cell_ptr->config == k_cell_type_split) ) + float local_x = vg_mouse_ws[0] - (float)world.tile_x; + + if( vg_get_button_up("secondary") && world.id_drag_from == world.selected ) + { + 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; + } + + else if( world.id_drag_from && (cell_ptr->state & FLAG_CANAL) && (cell_ptr->config == k_cell_type_split) ) { - float local_x = vg_mouse_ws[0] - (float)world.tile_x; 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; @@ -1290,9 +1588,22 @@ void vg_update(void) // ======================================================================================================== if( is_simulation_running() ) { - while( world.sim_frame < (int)((vg_time-world.sim_start)*world.sim_speed) ) + float old_time = world.sim_internal_time; + + if( !world.buttons[ k_world_button_pause ].pressed ) + 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, 9 ); + sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 ); // Update splitter deltas for( int i = 0; i < world.h*world.w; i ++ ) @@ -1337,13 +1648,23 @@ void vg_update(void) { struct terminal_run *run = &term->runs[ world.sim_run ]; if( run->recv_count < vg_list_size( run->recieved ) ) + { + if( fish->payload == run->conditions[ run->recv_count ] ) + success_this_frame = 1; + else + failure_this_frame = 1; + run->recieved[ run->recv_count ++ ] = fish->payload; + } + else + failure_this_frame = 1; break; } } fish->state = k_fish_state_dead; + fish->death_time = -1000.0f; continue; } @@ -1386,7 +1707,10 @@ void vg_update(void) 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; } @@ -1402,7 +1726,10 @@ void vg_update(void) 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] || @@ -1410,7 +1737,15 @@ void vg_update(void) } } else - fish->state = world_check_pos_ok( fish->pos )? k_fish_state_bg: k_fish_state_dead; + { + if( world_check_pos_ok( fish->pos ) ) + fish->state = k_fish_state_bg; + else + { + fish->state = k_fish_state_dead; + fish->death_time = world.sim_internal_time; + } + } } //v2i_add( fish->pos, fish->dir, fish->pos ); @@ -1420,7 +1755,10 @@ void vg_update(void) v2i_add( fish->pos, fish->dir, fish->pos ); if( !world_check_pos_ok( fish->pos ) ) + { fish->state = k_fish_state_dead; + fish->death_time = -1000.0f; + } else { struct cell *cell_entry = pcell( fish->pos ); @@ -1430,8 +1768,10 @@ void vg_update(void) 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; @@ -1468,11 +1808,6 @@ void vg_update(void) if( cell_current->state & FLAG_IS_TRIGGER ) { int trigger_id = cell_current->links[0]?0:1; - int connection_id = cell_current->links[trigger_id]; - int target_px = connection_id % world.w; - int target_py = (connection_id - target_px)/world.w; - - vg_line2( (v2f){ fish->pos[0], fish->pos[1] }, (v2f){ target_px, target_py }, 0xffffffff, 0xffffffff ); struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ]; @@ -1522,10 +1857,12 @@ void vg_update(void) if( collide_next_frame || collide_this_frame ) { + #ifdef VG_STEAM sw_set_achievement( "BANG" ); - + #endif + // Shatter death (+0.5s) - float death_time = collide_this_frame? 0.0f: 0.5f; + 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; @@ -1552,11 +1889,15 @@ void vg_update(void) { if( world.sim_frame < term->runs[ world.sim_run ].condition_count ) { + char emit = term->runs[ world.sim_run ].conditions[ world.sim_frame ]; + if( emit == ' ' ) + continue; + struct fish *fish = &world.fishes[ world.num_fishes ]; v2i_copy( term->pos, fish->pos ); fish->state = k_fish_state_alive; - fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ]; + fish->payload = emit; struct cell *cell_ptr = pcell( fish->pos ); @@ -1613,9 +1954,20 @@ void vg_update(void) vg_success( "Run passed, starting next\n" ); world.sim_run ++; world.sim_frame = 0; - world.sim_start = vg_time; + 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.buttons[ k_world_button_pause ].pressed ) + 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; @@ -1638,13 +1990,19 @@ void vg_update(void) { 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 + vg_error( "Level failed :(\n" ); } @@ -1655,12 +2013,25 @@ void vg_update(void) 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 // ===================================================================================================== - float scaled_time = 0.0f; - scaled_time = (vg_time-world.sim_start)*world.sim_speed; - world.frame_lerp = scaled_time - (float)world.sim_frame; + world.frame_lerp = world.sim_internal_time - floorf( world.sim_internal_time ); for( int i = 0; i < world.num_fishes; i ++ ) { @@ -1669,7 +2040,7 @@ void vg_update(void) if( fish->state == k_fish_state_dead ) continue; - if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) ) + 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); @@ -1735,13 +2106,13 @@ void vg_update(void) fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t; fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t; } + + v2_sub( fish->physics_co, fish->physics_v, fish->physics_v ); + v2_divs( fish->physics_v, world.sim_internal_delta, fish->physics_v ); } } } -void leaderboard_found( LeaderboardFindResult_t *pCallback ); -void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ); - static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour ) { v2i full_start = { 0,0 }; @@ -1791,128 +2162,289 @@ static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f cons } } -/* -static void draw_numbers( v3f coord, int number ) +static void wbutton_run( enum e_world_button btn_name, v2f btn_tex ) { - v3f pos; - v3_copy( coord, pos ); - int digits[8]; int i = 0; - - while( number > 0 && i < 8 ) - { - digits[i ++] = number % 10; - number = number / 10; - } - - for( int j = 0; j < i; j ++ ) - { - glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos ); - draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] ); - pos[0] += pos[2] * 0.75f; - } -}*/ + static v3f button_colours[] = { + {0.204f, 0.345f, 0.553f}, + {0.204f, 0.345f, 0.553f}, + {0.553f, 0.345f, 0.204f}, + {1.0f, 0.0f, 0.0f} + }; -static void wbutton_run( enum e_world_button btn_name ) -{ struct cell_button *btn = &world.buttons[btn_name]; // Interaction + int tex_offset = 0; int is_hovering = (world.tile_x == world.w-1 && world.tile_y == world.h-btn_name-2)?1:0; if( vg_get_button_up( "primary" ) && is_hovering ) { // Click event - btn->pressed ^= 0x1; - if( btn_name == k_world_button_sim ) { - if( btn->pressed ) + if( world.buttons[ k_world_button_pause ].pressed ) { - vg_success( "Starting simulation!\n" ); - - sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 ); - - world.num_fishes = 0; - world.sim_frame = 0; - world.sim_start = vg_time; - world.sim_run = 0; - world.sim_speed = 2.5f; - - for( int i = 0; i < world.w*world.h; i ++ ) - world.data[ i ].state &= ~FLAG_FLIP_FLOP; - - io_reset(); + if( !btn->pressed ) + { + btn->pressed = 1; + simulation_start(); + + world.pause_offset_target = 0.5f; + } + else + world.pause_offset_target += 1.0f; } else { - simulation_stop(); + btn->pressed ^= 0x1; + + if( btn->pressed ) + simulation_start(); + else + simulation_stop(); + } + } + else if( btn_name == k_world_button_pause ) + { + btn->pressed ^= 0x1; + + world.sim_internal_ref = world.sim_internal_time; + world.sim_delta_ref = vg_time; + + if( btn->pressed ) + { + 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; + } + else if( btn_name == k_world_button_speedy ) + { + btn->pressed ^= 0x1; + + world.sim_delta_speed = btn->pressed? 10.0f: 2.5f; + world.sim_delta_ref = vg_time; + world.sim_internal_ref = world.sim_internal_time; + } + else + { + btn->pressed ^= 0x1; } + + sfx_set_play( &audio_clicks, &audio_system_ui, btn->pressed?1:0 ); } // Drawing - if( btn->pressed ) btn->light_target = is_hovering? 0.9f: 0.8f; - else btn->light_target = is_hovering? 0.2f: 0.0f; + if( btn->pressed ) + { + if( is_hovering ) + { + btn->light_target = 0.9f; + } + else + { + if( btn_name == k_world_button_sim && world.buttons[ k_world_button_pause ].pressed ) + btn->light_target = fabsf(sinf( vg_time * 2.0f )) * 0.3f + 0.3f; + else + btn->light_target = 0.8f; + } + } + else + { + btn->light_target = is_hovering? 0.2f: 0.0f; + } if( vg_get_button( "primary" ) && is_hovering ) btn->light_target = 1.0f; - + btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f ); + // Draw + if( btn_name == k_world_button_sim && world.buttons[ k_world_button_sim ].pressed ) + { + if( world.buttons[ k_world_button_pause ].pressed ) + tex_offset = 3; + else + tex_offset = 2; + } + + v4f final_colour; + v3_copy( button_colours[ btn_name ], final_colour ); + final_colour[3] = btn->light; + glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ), world.w-1, world.h-btn_name-2, - (float)btn_name, - 3.0f + (float)(btn_tex[0]+tex_offset), + btn_tex[1] ); - glUniform4f( SHADER_UNIFORM( shader_buttons, "uColour" ), 0.204f, 0.345f, 0.553f, btn->light ); + glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour ); draw_mesh( 0, 2 ); } -void vg_render(void) +static void wbutton_draw( v2i pos, v2f tex, v4f colour ) { - 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}; + glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ), + pos[0], + pos[1], + tex[0], + tex[1] + ); + glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, colour ); + draw_mesh( 0, 2 ); +} +static void level_selection_buttons(void) +{ + v3f tutorial_colour = { 0.204f, 0.345f, 0.553f }; + v3f locked_colour = { 0.2f, 0.2f, 0.2f }; - // 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 ); + v2f tex_coord = { 0.0f, 0.0f }; + v4f final_colour = { 0.0f, 0.0f, 0.0f, 0.2f }; + v2i button_pos; + static struct cmp_level *select_from = NULL; + struct cmp_level *switch_level_to = NULL; - draw_mesh( 0, 2 ); + if( vg_get_button_down( "primary" ) ) + select_from = NULL; - // TILESET BACKGROUND LAYER - // ======================================================================================================== - use_mesh( &world.shapes ); - SHADER_USE( shader_tile_main ); - + for( int i = 0; i < vg_list_size( button_grids ); i ++ ) + { + struct button_grid *grid = &button_grids[i]; + + int j = 0; + + for( int x = 0; x < grid->dims[0]; x ++ ) + { + for( int y = 0; y < grid->dims[1]; y ++ ) + { + if( j < grid->count ) + { + struct cmp_level *lvl = &grid->levels[ j ]; + + // Determine colour + if( lvl->unlocked ) + { + if( lvl->is_tutorial ) + v3_copy( tutorial_colour, final_colour ); + else + v3_copy( grid->primary_colour, final_colour ); + + if( lvl->completed_score ) + final_colour[3] = 0.8f; + else + final_colour[3] = 0.2f; + } + else + { + v3_copy( locked_colour, final_colour ); + final_colour[3] = 0.2f; + } + + v2i_add( grid->origin, (v2i){ x,y }, button_pos ); + int is_hovering = v2i_eq( (v2i){world.tile_x, world.tile_y}, button_pos ); + + if( is_hovering ) + { + final_colour[3] += 0.1f; + + // Up click + if( vg_get_button_up( "primary" ) ) + if( select_from == lvl && lvl->unlocked ) + { + switch_level_to = lvl; + sfx_set_play( &audio_clicks, &audio_system_ui, 1 ); + } + + // Start click + if( vg_get_button_down( "primary" ) ) + select_from = lvl; + + if( vg_get_button( "primary" ) ) + final_colour[3] += 0.2f; + } + + if( world.pCmpLevel == lvl ) + { + final_colour[3] += 0.15f + fabsf(sinf( vg_time * 2.0f )) * 0.05f; + + if( lvl->completed_score ) + final_colour[3] += 0.1f; + } + + wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour ); + } + else break; + + j ++; + } + } + } + + if( switch_level_to ) + { + if( console_changelevel( 1, &switch_level_to->map_name ) ) + { + world.pCmpLevel = switch_level_to; + gen_level_text( world.pCmpLevel ); + } + } +} + +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; + + if( !world.initialzed ) + return; + + // 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 ); + + 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" ), sinf( vg_time ) + 1.0f ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -1940,18 +2472,34 @@ void vg_render(void) 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_bg ) + 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; - if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) ) - continue; + v2_copy( fish->physics_co, render_pos ); 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 ); + 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 ); } @@ -2046,30 +2594,57 @@ void vg_render(void) vg_tex2d_bind( &tex_buttons, 0 ); glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 ); - wbutton_run( k_world_button_sim ); - wbutton_run( k_world_button_ff ); + wbutton_run( k_world_button_sim, (v2f){ 0.0f, 3.0f } ); + wbutton_run( k_world_button_pause, (v2f){ 1.0f, 3.0f } ); + wbutton_run( k_world_button_speedy, (v2f){ 0.0f, 2.0f } ); + + level_selection_buttons(); + + // 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); + //glDisable(GL_BLEND); SHADER_USE( shader_wire ); glBindVertexArray( world.wire.vao ); glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f ); + + 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], 0.06f ); - glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.06f ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.20f ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f ); glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) ); } // Pulling animation float rp_x1 = world.frame_lerp*9.0f; - float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f; + float rp_xa = rp_x1*expf(1.0f-rp_x1)* 0.36f; + float rp_x2 = 1.0f-rp_xa; for( int y = 2; y < world.h-2; y ++ ) { @@ -2081,6 +2656,8 @@ void vg_render(void) { if( cell->state & FLAG_IS_TRIGGER ) { + struct cell_description *desc = &cell_descriptions[ cell->config ]; + int trigger_id = cell->links[0]?0:1; int x2 = cell->links[trigger_id] % world.w; @@ -2092,32 +2669,96 @@ void vg_render(void) startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f); startpoint[1] = (float)y2 + 0.25f; - endpoint[0] = x+0.5f; - endpoint[1] = y+0.5f; + endpoint[0] = x; + endpoint[1] = y; + + v2_add( desc->trigger_pos, endpoint, endpoint ); + glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, trigger_id? wire_right_colour: wire_left_colour ); glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f ); - glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f ); - glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f ); + glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), cell->state & FLAG_TRIGGERED? rp_xa: 0.0f ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.18f ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.18f ); glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) ); } } } } - // I/O ARRAYS + // WIRE ENDPOINTS // ======================================================================================================== SHADER_USE( shader_tile_colour ); glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); use_mesh( &world.shapes ); + + for( int y = 2; y < world.h-2; y ++ ) + { + for( int x = 2; x < world.w-2; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); - int const circle_base = 4; - 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; + if( cell->state & FLAG_CANAL ) + { + if( cell->state & FLAG_IS_TRIGGER ) + { + struct cell_description *desc = &cell_descriptions[ cell->config ]; + + int trigger_id = cell->links[0]?0:1; + + int x2 = cell->links[trigger_id] % world.w; + int y2 = (cell->links[trigger_id] - x2) / world.w; + + v2f pts[2]; + + pts[0][0] = (float)x2 + (trigger_id? 0.75f: 0.25f); + pts[0][1] = (float)y2 + 0.25f; + + pts[1][0] = x; + pts[1][1] = y; + + v2_add( desc->trigger_pos, pts[1], pts[1] ); + + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), + 1, trigger_id? 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 + ); + draw_mesh( filled_start, filled_count ); + } + } + } + } + } - glEnable(GL_BLEND); + // SUB SPLITTER DIRECTION + // ======================================================================================================== + + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f ); + + for( int y = 2; y < world.h-2; y ++ ) + { + for( int x = 2; x < world.w-2; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + + if( cell->state & FLAG_CANAL && cell->state & FLAG_TARGETED && cell->config == k_cell_type_split ) + { + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), x, y, 1.0f ); + draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 ); + } + } + } + + // I/O ARRAYS + // ======================================================================================================== + + //glEnable(GL_BLEND); for( int i = 0; i < arrlen( world.io ); i ++ ) { @@ -2134,9 +2775,35 @@ void vg_render(void) (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset: (float)term->pos[1] + arr_base + run_offset; - if( k & 0x1 ) + 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 ) { - glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 0.1f ); + 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 ); } @@ -2151,14 +2818,18 @@ void vg_render(void) if( is_input ) { - colour_code_v3( term->runs[k].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 && world.sim_run >= k) || world.sim_run > k ) - draw_mesh( empty_start, empty_count ); - else - draw_mesh( filled_start, filled_count ); + char cc = term->runs[k].conditions[j]; + if( cc != ' ' ) + { + colour_code_v3( cc, 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 { @@ -2194,378 +2865,9 @@ void vg_render(void) */ } -static ui_colourset flcol_list_a = { - .main = 0xff877979, - .hover = 0xffa09393, - .active = 0xffbfb1b0 -}; -static ui_colourset flcol_list_b = { - .main = 0xff7c6e6e, - .hover = 0xffa09393, - .active = 0xffbfb1b0 -}; - -static ui_colourset flcol_list_complete_a = { - .main = 0xff62a064, - .hover = 0xff8dc18f, - .active = 0xffb2ddb3 -}; - -static ui_colourset flcol_list_complete_b = { - .main = 0xff79b37b, - .hover = 0xff8dc18f, - .active = 0xffb2ddb3 -}; - -static ui_colourset flcol_list_locked = { - .main = 0xff655959, - .hover = 0xff655959, - .active = 0xff655959 -}; - -static struct -{ - SteamLeaderboard_t steam_leaderboard; - int leaderboard_show; - - struct leaderboard_player - { - // Internal - u64_steamid id; - i32 score; - int is_local_player; - - // To be displayed - char score_text[ 16 ]; - char player_name[ 48 ]; - GLuint texture; // Not dynamic - } - leaderboard_players[10]; - int leaderboard_count; - - struct - { - struct cmp_level *level; - - i32 score; - int is_waiting; - } - upload_request; - - struct cmp_level *level_selected; -} -ui_data; - -void vg_ui(void) -{ - // UI memory - static int pack_selection = 0; - static struct pack_info - { - struct cmp_level *levels; - u32 level_count; - const char *name; - } - pack_infos[] = - { - { - .levels = cmp_levels_tutorials, - .level_count = vg_list_size(cmp_levels_tutorials), - .name = "Training" - }, - { - .levels = cmp_levels_basic, - .level_count = vg_list_size(cmp_levels_basic), - .name = "Main" - }, - { - .levels = cmp_levels_grad, - .level_count = vg_list_size(cmp_levels_tutorials), - .name = "Expert" - } - }; - - // UI Code - ui_global_ctx.cursor[0] = 0; - ui_global_ctx.cursor[1] = 0; - ui_global_ctx.cursor[2] = 256; - - gui_fill_y(); - - ui_global_ctx.id_base = 4 << 16; - - gui_new_node(); - { - gui_capture_mouse( 9999 ); - gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); - - gui_text( "ASSIGNMENTS", 8, 0 ); - - ui_global_ctx.cursor[1] += 30; - ui_global_ctx.cursor[3] = 25; - - gui_new_node(); - { - ui_rect_pad( ui_global_ctx.cursor, 2 ); - ui_global_ctx.cursor[2] = 84; - - for( int i = 0; i < 3; i ++ ) - { - if( i == pack_selection ) - gui_override_colours( &flcol_list_locked ); - - if( gui_button( 2000 + i ) == k_button_click ) - pack_selection = i; - - ui_global_ctx.cursor[1] += 2; - gui_text( pack_infos[i].name, 4, 0 ); - gui_end_right(); - - gui_reset_colours(); - } - } - gui_end_down(); - - ui_global_ctx.cursor[3] = 500; - - // DRAW LEVEL SELECTION LIST - { - struct cmp_level *levels = pack_infos[ pack_selection ].levels; - int count = pack_infos[ pack_selection ].level_count; - - static struct ui_scrollbar sb = { - .bar_height = 400 - }; - - ui_px view_height = ui_global_ctx.cursor[3]; - ui_px level_height = 50; - - // Level scroll view - gui_new_node(); - { - gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); - gui_set_clip( ui_global_ctx.cursor ); - - ui_global_ctx.cursor[2] = 14; - gui_align_right(); - - ui_px content_height = count*level_height; - if( content_height > view_height ) - { - ui_scrollbar( &ui_global_ctx, &sb, 1 ); - ui_global_ctx.cursor[1] -= ui_calculate_content_scroll( &sb, content_height ); - } - else - { - gui_fill_rect( ui_global_ctx.cursor, 0xff807373 ); - } - - ui_global_ctx.cursor[2] = 240; - ui_global_ctx.cursor[3] = level_height; - gui_align_left(); - - for( int i = 0; i < count; i ++ ) - { - struct cmp_level *lvl_info = &levels[i]; - - if( lvl_info->unlocked ) - { - if( lvl_info->completed_score != 0 ) - gui_override_colours( i&0x1? &flcol_list_complete_a: &flcol_list_complete_b ); - else - gui_override_colours( i&0x1? &flcol_list_a: &flcol_list_b ); - } - else - gui_override_colours( &flcol_list_locked ); - - if( lvl_info->unlocked ) - { - if( gui_button( 2 + i ) == k_button_click ) - { - ui_data.level_selected = &levels[i]; - ui_data.leaderboard_show = 0; - - if( pack_selection >= 1 ) - sw_find_leaderboard( ui_data.level_selected->map_name ); - } - - ui_global_ctx.override_colour = 0xffffffff; - gui_text( lvl_info->title, 6, 0 ); - ui_global_ctx.cursor[1] += 18; - gui_text( lvl_info->completed_score>0? "passed": "incomplete", 4, 0 ); - } - else - { - gui_button( 2 + i ); - - ui_global_ctx.override_colour = 0xff786f6f; - gui_text( "???", 6, 0 ); - ui_global_ctx.cursor[1] += 18; - gui_text( "locked", 4, 0 ); - } - - gui_end_down(); - } - - gui_reset_colours(); - gui_release_clip(); - } - gui_end_down(); - } - } - gui_end_right(); - - // Selected level UI - // ============================================================ - - if( ui_data.level_selected ) - { - ui_global_ctx.cursor[0] += 16; - ui_global_ctx.cursor[1] += 16; - ui_global_ctx.cursor[2] = 512-40; - ui_global_ctx.cursor[3] = 560-16; - - gui_new_node(); - { - gui_capture_mouse( 9999 ); - - gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); - ui_global_ctx.cursor[1] += 4; - gui_text( ui_data.level_selected->title, 6, 0 ); - - ui_global_ctx.cursor[1] += 30; - ui_rect_pad( ui_global_ctx.cursor, 8 ); - ui_global_ctx.cursor[3] = 300; - - gui_new_node(); - { - gui_fill_rect( ui_global_ctx.cursor, 0xff655959 ); - } - gui_end_down(); - - ui_text_use_paragraph( &ui_global_ctx ); - ui_global_ctx.cursor[1] += 2; - - gui_text( ui_data.level_selected->description, 5, 0 ); - ui_text_use_title( &ui_global_ctx ); - - // Buttons at the bottom - ui_global_ctx.cursor[3] = 25; - ui_global_ctx.cursor[2] = 80; - - gui_align_bottom(); - ui_global_ctx.cursor[1] -= 8; - - if( gui_button( 3000 ) == k_button_click ) - { - ui_data.level_selected = NULL; - } - gui_text( "BACK", 6, k_text_alignment_center ); - gui_end(); - - gui_align_right(); - ui_global_ctx.cursor[2] = 170; - ui_global_ctx.cursor[0] -= 8 + 170 + 2; - - { - gui_override_colours( &flcol_list_locked ); - if( gui_button( 3001 ) == k_button_click ) - vg_error( "UNIMPLEMENTED\n" ); - - ui_global_ctx.override_colour = 0xff888888; - - gui_text( "RESTORE SOLUTION", 6, k_text_alignment_center ); - gui_end_right(); - ui_global_ctx.override_colour = 0xffffffff; - } - - ui_global_ctx.cursor[0] += 2; - ui_global_ctx.cursor[2] = 80; - - { - gui_override_colours( &flcol_list_complete_a ); - if( gui_button( 3002 ) == k_button_click ) - { - if( console_changelevel( 1, &ui_data.level_selected->map_name ) ) - { - world.pCmpLevel = ui_data.level_selected; - - ui_data.level_selected = NULL; - ui_data.leaderboard_show = 0; - } - } - gui_text( "PLAY", 6, k_text_alignment_center ); - gui_end(); - } - - gui_reset_colours(); - } - gui_end_right(); - - if( ui_data.leaderboard_show ) - { - ui_global_ctx.cursor[0] += 16; - ui_global_ctx.cursor[2] = 350; - ui_global_ctx.cursor[3] = 25; - - // If has results - gui_new_node(); - { - gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); - gui_text( "FRIEND LEADERBOARD", 6, 0 ); - } - gui_end_down(); - - ui_global_ctx.cursor[1] += 2; - - gui_new_node(); - { - ui_global_ctx.cursor[3] = 32+8; - - for( int i = 0; i < ui_data.leaderboard_count; i ++ ) - { - gui_new_node(); - { - gui_fill_rect( ui_global_ctx.cursor, i&0x1? flcol_list_a.main: flcol_list_b.main ); - - ui_global_ctx.cursor[0] += 4; - ui_global_ctx.cursor[1] += 4; - - // 1,2,3 ... - static const char *places[] = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" }; - gui_text( places[i], 7, 0 ); - ui_global_ctx.cursor[0] += 32; - - struct leaderboard_player *player = &ui_data.leaderboard_players[i]; - - // Players image - ui_global_ctx.cursor[2] = 32; - ui_global_ctx.cursor[3] = 32; - - gui_new_node(); - { - gui_push_image( ui_global_ctx.cursor, player->texture ); - } - gui_end_right(); - - // Players name - gui_text( player->player_name, 7, 0 ); - - ui_global_ctx.cursor[2] = 50; - gui_align_right(); - - gui_text( player->score_text, 7, k_text_alignment_right ); - } - gui_end_down(); - - ui_global_ctx.cursor[1] += 2; - } - } - gui_end(); - } - } -} +void vg_ui(void) {} +#if STEAM_LEADERBOARDS void leaderboard_dispatch_score(void) { sw_upload_leaderboard_score( @@ -2667,6 +2969,7 @@ void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ) else sw_find_leaderboard( cmp_level->map_name ); } +#endif // CONSOLE COMMANDS // =========================================================================================================== @@ -2678,6 +2981,8 @@ static int console_credits( int argc, char const *argv[] ) 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; } @@ -2783,11 +3088,16 @@ static int console_changelevel( int argc, char const *argv[] ) // 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", @@ -2809,17 +3119,27 @@ void vg_start(void) .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 } + }); + // Combined quad, long quad / empty circle / filled circle mesh { - float combined_mesh[6*8 + 32*6*3] = { + 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 + 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*4; + float *circle_mesh = combined_mesh + 6*6; int const res = 32; for( int i = 0; i < res; i ++ ) @@ -2847,19 +3167,6 @@ void vg_start(void) init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_mesh ) ); } - // Numbers mesh - { - init_mesh( &world.numbers, - MESH_NUMBERS_BUFFER, - vg_list_size( MESH_NUMBERS_BUFFER ) - ); - - for( int i = 0; i < 10; i ++ ) - { - vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] ); - } - } - // Create wire mesh { int const num_segments = 64; @@ -2934,6 +3241,120 @@ void vg_start(void) 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_serializable ); i ++ ) + { + struct serializable_set *set = &career_serializable[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(); @@ -2941,10 +3362,20 @@ void vg_start(void) 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 ); @@ -2955,7 +3386,6 @@ void vg_free(void) glDeleteBuffers( 1, &world.wire.ebo ); free_mesh( &world.shapes ); - free_mesh( &world.numbers ); map_free(); }