X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=d66cd2e18780b27eb48890130eeade53a7b0b04c;hb=27f1751d523e9dee4ab00ec10666bbb3d8db74bc;hp=bb261856b3661e59da76644867c4ec1c69e6f409;hpb=57a968ab8ebab8b69852c81697bc8cd27f4784ed;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index bb26185..d66cd2e 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,20 +3,16 @@ //#define VG_STEAM #include "vg/vg.h" -#define CELL_SHEET_X 256 -#define CELL_SHEET_Y 256 - -SHADER_DEFINE( colour_shader, +SHADER_DEFINE( shader_tile_colour, // VERTEX "layout (location=0) in vec2 a_co;" - "uniform mat4 uPv;" - "uniform mat4 uMdl;" + "uniform mat3 uPv;" + "uniform vec3 uOffset;" "" "void main()" "{" - " vec4 vert_pos = uPv * uMdl * vec4( a_co.x, 0.0, a_co.y, 1.0 );" - " gl_Position = vert_pos;" + "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );" "}", // FRAGMENT @@ -25,246 +21,219 @@ SHADER_DEFINE( colour_shader, "" "void main()" "{" - " FragColor = uColour;" + "FragColor = uColour;" "}" , - UNIFORMS({ "uPv", "uMdl", "uColour" }) + UNIFORMS({ "uPv", "uOffset", "uColour" }) ) -SHADER_DEFINE( tilemap_shader, - - // VERTEX - "layout (location=0) in vec2 a_co;" // XY - "layout (location=1) in vec2 a_offset;" // XY offset - "layout (location=2) in vec4 a_data;" // atlas-uv, amt, other - "uniform mat4 uPv;" - "uniform vec2 uOrigin;" - "" - "out vec2 aCoords;" - "" - "void main()" - "{" - "vec2 world_coord = a_co+a_offset+uOrigin;" - "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 1.0 );" - "aCoords = (a_co*0.98+0.01 + a_data.xy) * 0.125;" - "}", - - // FRAGMENT - "uniform sampler2D uTexTiles;" - - "in vec2 aCoords;" - "out vec4 FragColor;" - - "void main()" - "{" - "vec4 glyph = texture( uTexTiles, aCoords );" - "FragColor = vec4( glyph.xyz, 1.0 );" - "}" - , - UNIFORMS({ "uPv", "uTexTiles", "uOrigin" }) -) - -mat4 m_projection; -mat4 m_view; -mat4 m_mdl; - -int main( int argc, char *argv[] ) +const char *level_pack[] = { - vg_init( argc, argv, "FishLadder" ); -} - -#define CELL_FLAG_INPUT 0x1 -#define CELL_FLAG_OUTPUT 0x2 - #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT) -#define CELL_FLAG_WALL 0x4 -#define CELL_FLAG_HOVER 0x8 -#define CELL_FLAG_ITER 0x10 -#define CELL_FLAG_CANAL 0x20 -#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */ -#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL) -#define CELL_FLAG_VISITED 0x80 -#define CELL_FLAG_UPLVL 0x100 -#define CELL_FLAG_MERGE 0x200 - -static struct + // 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" +}; + +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_DROP_L 0x10 +#define FLAG_SPLIT 0x20 +#define FLAG_MERGER 0x40 +#define FLAG_DROP_R 0x80 +#define FLAG_FLIP_FLOP 0x100 + +v3f colour_sets[] = +{ { 0.9f, 0.2f, 0.01f }, + { 0.2f, 0.9f, 0.14f }, + { 0.1f, 0.3f, 0.85f } }; + +static void colour_code_v3( char cc, v3f target ) { - u32 x,y; - - struct cell - { - u32 flags; - u32 model_id; - - char *conditions; - - int level; - int state; - } - * cells; - - struct fish + if( cc >= 'a' && cc <= 'z' ) { - int alive; - int co[2]; - int dir[2]; - char data; - } - fishes[ 20 ]; - int num_fishes; - - vec3 origin; - struct cell *selected; - int select_valid; - int playing; - u32 frame; - - u32 *io; - - struct vstack - { - struct vframe + int id = cc - 'a'; + + if( id < vg_list_size( colour_sets ) ) { - int x, y; - int i; + v3_copy( colour_sets[ id ], target ); + return; } - frames[ 64 ]; - - int level; - u32 flags; } - stack; - GLuint tile_texture; - GLuint flow_texture; - - GLuint tiles_vao; - GLuint tiles_vbo; -} -map; - -static void map_free(void) -{ - for( int i = 0; i < arrlen( map.io ); i ++ ) - { - arrfree( map.cells[ map.io[i] ].conditions ); - } - - arrfree( map.cells ); - arrfree( map.io ); - map.x = 0; - map.y = 0; - map.cells = NULL; - map.io = NULL; + v3_copy( (v3f){0.0f,0.0f,0.0f}, target ); } -static struct cell *map_tile_at( int pos[2] ) +struct mesh { - if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y ) - return map.cells + pos[1]*map.x + pos[0]; - return NULL; -} + GLuint vao, vbo; + u32 elements; +}; -static struct cell *map_tile_at_cond( int pos[2], u32 flags ) +static void init_mesh( struct mesh *m, float *tris, u32 length ) { - struct cell *cell = map_tile_at( pos ); - if( cell && (cell->flags & flags) ) - return cell; - - return NULL; + 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 map_tile_coords_from_index( int i, int coords[2] ) +static void free_mesh( struct mesh *m ) { - coords[0] = i % map.x; - coords[1] = (i - coords[0])/map.x; + glDeleteVertexArrays( 1, &m->vao ); + glDeleteBuffers( 1, &m->vbo ); } -static void map_stack_refresh(void) +static void draw_mesh( int const start, int const count ) { - for( int i = 0; i < map.x*map.y; i ++ ) - map.cells[i].flags &= ~CELL_FLAG_VISITED; + glDrawArrays( GL_TRIANGLES, start*3, count*3 ); } -static void map_stack_init( int coords[2] ) +static void use_mesh( struct mesh *m ) { - map.stack.level = 0; - map.stack.frames[0].i = 0; - map.stack.frames[0].x = coords[0]; - map.stack.frames[0].y = coords[1]; + glBindVertexArray( m->vao ); } -static struct cell *map_stack_next(void) +struct world { - struct cell *tile = NULL; + struct cell + { + u32 state; + u8 config; + } + *data; + + u32 frame; + + u32 sim_frame; + float sim_start; + int simulating; - while( !tile ) + struct cell_terminal { - struct vframe *frame = &map.stack.frames[ map.stack.level ]; - - int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} }; - - if( frame->i < 3 ) - { - int *dir = output_dirs[ frame->i ]; - tile = map_tile_at( (int[2]){frame->x+dir[0], frame->y+dir[1]} ); - frame->i ++; - - if( tile && !(tile->flags & CELL_FLAG_VISITED) ) - { - map.stack.level ++; - frame[1].i = 0; - frame[1].x = frame[0].x+dir[0]; - frame[1].y = frame[0].y+dir[1]; - } - else - tile = NULL; - } - else - { - map.stack.level --; - tile = NULL; - - if( map.stack.level < 0 ) - return NULL; - } + // TODO: Split into input/output structures + char *conditions; + char recv[12]; + int recv_count; + int id; } + *io; - return tile; -} - -static void map_update_visual(void) -{ - u8 celldata[ 4096 ]; + u32 w, h; + + struct mesh tile, circle, splitter_l, splitter_r; + + int selected; - for( int i = 0; i < map.x*map.y; i ++ ) + struct fish { - celldata[i*4+0] = i & 0x7; - celldata[i*4+1] = (i & ~0x7) >> 3; + v2i pos; + v2i dir; + int alive; + char payload; } + fishes[16]; - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); - glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata ); + int num_fishes; +} 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 int map_load( const char *str ) { map_free(); - char *c = str; + char const *c = str; // Scan for width - for(;; map.x ++) + for(;; world.w ++) { - if( str[map.x] == ';' ) + if( str[world.w] == ';' ) break; - else if( !str[map.x] ) + else if( !str[world.w] ) { - vg_error( "Unexpected EOF when parsing level!\n" ); + vg_error( "Unexpected EOF when parsing level\n" ); return 0; } } - struct cell *row = arraddnptr( map.cells, map.x ); + struct cell *row = arraddnptr( world.data, world.w ); int cx = 0; int reg_start = 0, reg_end = 0; @@ -286,7 +255,7 @@ static int map_load( const char *str ) { if( *c >= 'a' && *c <= 'z' ) { - arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c ); + arrpush( world.io[ reg_start ].conditions, *c ); } else { @@ -299,14 +268,14 @@ static int map_load( const char *str ) } else { - vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y ); + vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h ); return 0; } } } else { - vg_error( "Over-assigned values (row: %u)\n", map.y ); + vg_error( "Too many values to assign (row: %u)\n", world.h ); return 0; } @@ -316,560 +285,656 @@ static int map_load( const char *str ) if( reg_start != reg_end ) { - vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end ); + vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end ); return 0; } - if( cx != map.x ) + if( cx != world.w ) { - vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x ); + vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w ); return 0; } - row = arraddnptr( map.cells, map.x ); + row = arraddnptr( world.data, world.w ); cx = 0; - map.y ++; - reg_end = reg_start = arrlen( map.io ); + world.h ++; + reg_end = reg_start = arrlen( world.io ); } else { - if( cx == map.x ) + if( cx == world.w ) { - vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x ); + vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w ); return 0; } - row[ cx ].conditions = NULL; - - // Parse the various cell types + // Tile initialization + // row[ cx ] .. etc + if( *c == '+' || *c == '-' ) { - arrpush( map.io, cx + map.y*map.x ); - row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT; + struct cell_terminal term = { .id = cx + world.h*world.w }; + arrpush( world.io, term ); + row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; reg_end ++; } else if( *c == '#' ) { - row[ cx ++ ].flags = CELL_FLAG_WALL; + row[ cx ++ ].state = FLAG_WALL; } else { - row[ cx ++ ].flags = 0x00; + row[ cx ++ ].state = 0x00; } } c ++; } - // Origin top left corner - map.origin[0] = -((float)map.x) * 0.5f; - map.origin[2] = -((float)map.y) * 0.5f; - - float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) ); + vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); + return 1; +} + +static struct cell *pcell( v2i pos ) +{ + return &world.data[ pos[1]*world.w + pos[0] ]; +} + +int main( int argc, char *argv[] ) +{ + vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" ); +} + +void vg_register(void) +{ + SHADER_INIT( shader_tile_colour ); +} + +void vg_start(void) +{ + // Quad mesh + { + float quad_mesh[] = + { + 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, + + 0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot + 0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow + 0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left + 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up + 0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f + }; + + init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) ); + } - for( int y = 0; y < map.y; y ++ ) + // Circle mesh { - for( int x = 0; x < map.x; x ++ ) + float circle_mesh[32*6*3]; + int res = vg_list_size( circle_mesh ) / (6*3); + + for( int i = 0; i < res; i ++ ) { - float *coord = offset_array + (y*map.x+x)*2; - coord[0] = x; - coord[1] = y; + 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 ) ); } - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); - glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array ); + // splitters (temp) + { + float splitter_l[] = + { + #include "models/splitter_l.obj.h" + }; + float splitter_r[] = + { + #include "models/splitter_r.obj.h" + }; + + init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) ); + init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) ); + } - free( offset_array ); - vg_success( "Map loaded! (%u:%u)\n", map.x, map.y ); - return 1; + map_load( level_pack[ 0 ] ); } -static int map_tile_availible( int co[2] ) +void vg_free(void) { + free_mesh( &world.tile ); + free_mesh( &world.circle ); + free_mesh( &world.splitter_l ); + free_mesh( &world.splitter_r ); + + map_free(); +} + +static int cell_interactive( v2i co ) +{ + // Bounds check + if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 ) + return 0; + + // Flags check + if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) ) + return 0; + + // List of 3x3 configurations that we do not allow + static u32 invalid_src[][9] = + { + { 0,1,0, + 1,1,1, + 0,1,0 + }, + { 0,0,0, + 0,1,1, + 0,1,1 + }, + { 0,0,0, + 1,1,0, + 1,1,0 + }, + { 0,1,1, + 0,1,1, + 0,0,0 + }, + { 1,1,0, + 1,1,0, + 0,0,0 + }, + { 0,1,0, + 0,1,1, + 0,1,0 + }, + { 0,1,0, + 1,1,0, + 0,1,0 + } + }; + + // Statically compile invalid configurations into bitmasks + static u32 invalid[ vg_list_size(invalid_src) ]; + + for( int i = 0; i < vg_list_size(invalid_src); i ++ ) + { + u32 comped = 0x00; + + for( int j = 0; j < 3; j ++ ) + for( int k = 0; k < 3; k ++ ) + comped |= invalid_src[i][ j*3+k ] << ((j*5)+k); + + invalid[i] = comped; + } + // Extract 5x5 grid surrounding tile u32 blob = 0x1000; - for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ ) - for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ ) - { - struct cell *cell = map_tile_at( (int[2]){ x, y } ); - - if( cell && (cell->flags & CELL_FLAG_WALKABLE) ) + for( int y = co[1]-2; y < co[1]+3; y ++ ) + for( int x = co[0]-2; x < co[0]+3; x ++ ) + { + struct cell *cell = 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])) ) { - // (reference window: 0x1CE7) Illegal moves - // 0100011100010 ; - // 0000001100011 ; - // 0000011000110 ; - // 0110001100000 ; - // 1100011000000 ; - // 0100001100010 ; - // 0100011000010 ; - - u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 }; u32 window = blob >> kernel[i]; - + for( int j = 0; j < vg_list_size(invalid); j ++ ) if((window & invalid[j]) == invalid[j]) - return 0; + return 0; } } - + return 1; } void vg_update(void) { - // Update camera + static int curlevel = 0; + int changelvl = curlevel; + if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; } + else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; } + + if( changelvl != curlevel ) + { + map_load( level_pack[ changelvl ] ); + curlevel = changelvl; + + // TEMP!!! code dupe + world.simulating = 0; + world.num_fishes = 0; + world.sim_frame = 0; + + for( int i = 0; i < arrlen( world.io ); i ++ ) + world.io[i].recv_count = 0; + + vg_info( "Stopping simulation!\n" ); + } + float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 7.5f; - glm_ortho( -size, size, -size*ratio, size*ratio, 0.01f, 150.f, m_projection ); - - glm_mat4_identity( m_view ); - glm_translate_z( m_view, -10.f ); - glm_rotate_x( m_view, 1.5708f, m_view ); + float const size = 9.5f; + + v3f origin; + origin[0] = -0.5f * world.w; + origin[1] = -0.5f * world.h; + origin[2] = 0.0f; + + m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio ); + m3x3_identity( m_view ); + m3x3_translate( m_view, origin ); + m3x3_mul( m_projection, m_view, vg_pv ); + vg_projection_update(); + + // Input stuff - glm_mat4_mul( m_projection, m_view, vg_pv ); + v2f tile_pos; + v2_copy( vg_mouse_ws, tile_pos ); - // Compute map update - for( int y = 0; y < map.y; y ++ ) + int tile_x = floorf( tile_pos[0] ); + int tile_y = floorf( tile_pos[1] ); + + // Tilemap editing + if( !world.simulating ) { - for( int x = 0; x < map.x; x ++ ) + if( cell_interactive( (v2i){ tile_x, tile_y } )) { - struct cell *tile, *upper, *lower, *l, *r; - tile = map_tile_at( (int [2]){ x, y } ); - tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL); + world.selected = tile_y * world.w + tile_x; - if( tile->flags & CELL_FLAG_WALKABLE ) + if( vg_get_button_down("primary") ) { - r = map_tile_at_cond( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE ); - l = map_tile_at_cond( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE ); - - if( r && l ) - { - upper = map_tile_at_cond( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE ); - lower = map_tile_at_cond( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE ); - - if( upper ) - { - tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL; - } - - if( lower ) - { - tile->flags |= CELL_FLAG_SPLIT; - l->flags |= CELL_FLAG_UPLVL; - r->flags |= CELL_FLAG_UPLVL; - } - } + world.data[ world.selected ].state ^= FLAG_CANAL; } } + else + world.selected = -1; } - // Compute classification - /* - map_stack_refresh(); - - for( int i = 0; i < arrlen( map.io ); i ++ ) + // Simulation stop/start + if( vg_get_button_down("go") ) { - struct *cell cell = &map.cells[ map.io ]; - int coords[2]; - - if( cell->flags & CELL_FLAG_INPUT ) + if( world.simulating ) { - map_tile_coords_from_index( map.io, coords ); - map_stack_init( coords ); + world.simulating = 0; + world.num_fishes = 0; + world.sim_frame = 0; - do + for( int i = 0; i < arrlen( world.io ); i ++ ) + world.io[i].recv_count = 0; + + vg_info( "Stopping simulation!\n" ); + } + else + { + vg_success( "Starting simulation!\n" ); + + world.simulating = 1; + world.num_fishes = 0; + world.sim_frame = 0; + world.sim_start = vg_time; + + for( int i = 0; i < world.w*world.h; i ++ ) { - if( cell->flags & CELL_FLAG_CONNECTOR ) - { - - } + world.data[ i ].state &= ~FLAG_FLIP_FLOP; } - while( (cell = map_stack_next()) ); + + for( int i = 0; i < arrlen( world.io ); i ++ ) + world.io[i].recv_count = 0; } - }*/ - - // Get mouse ray - vec3 ray_origin; - vec3 ray_dir; - - mat4 pv_inverse; - vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y }; - glm_mat4_inv( vg_pv, pv_inverse ); - glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir ); - glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin ); - glm_vec3_sub( ray_dir, ray_origin, ray_dir ); - - // Get floor tile intersection - float ray_t = -ray_origin[1] / ray_dir[1]; - - vec3 tile_pos; - glm_vec3_copy( ray_origin, tile_pos ); - glm_vec3_muladds( ray_dir, ray_t, tile_pos ); - glm_vec3_sub( tile_pos, map.origin, tile_pos ); - - int tile_x = floorf( tile_pos[0] ); - int tile_y = floorf( tile_pos[2] ); + } - map.selected = map_tile_at( (int [2]){tile_x, tile_y} ); + // Simulation stuff + // ======================================================== - if( map.playing ) + // Reclassify world. TODO: Move into own function + for( int y = 2; y < world.h-2; y ++ ) { - static int fish_counter = 0; - fish_counter ++; + for( int x = 2; x < world.w-2; x ++ ) + { + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + u8 config = 0x00; + + if( pcell((v2i){x,y})->state & FLAG_CANAL ) + { + for( int i = 0; i < vg_list_size( dirs ); i ++ ) + { + struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]}); + if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + config |= 0x1 << i; + } + } else config = 0xF; + + pcell((v2i){x,y})->config = config; + pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER); + } + } - if( fish_counter > 20 ) + for( int y = 2; y < world.h-2; y ++ ) + for( int x = 2; x < world.w-2; x ++ ) + { + // R,D,L,- 1110 (splitter, 1 drop created) + + // R,-,L,U - 1011 (merger, 2 drop created) + + u8 config = pcell((v2i){x,y})->config; + + if( config == 0x7 ) // splitter + { + world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R); + } + else if( config == 0xD ) + { + world.data[y*world.w+x-1].state |= FLAG_DROP_R; + world.data[y*world.w+x+1].state |= FLAG_DROP_L; + world.data[y*world.w+x].state |= FLAG_MERGER; + } + } + + // Fish ticks + if( world.simulating ) + { + while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) ) { - fish_counter = 0; + vg_info( "frame: %u\n", world.sim_frame ); + + 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]; - // Advance characters - for( int i = 0; i < map.num_fishes; i ++ ) + 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--; + } + } + } + + for( int i = 0; i < world.num_fishes; i ++ ) { - struct fish *fish = map.fishes + i; + struct fish *fish = &world.fishes[i]; + struct cell *cell_current = pcell( fish->pos ); if( !fish->alive ) continue; - struct cell *tile, *next; - tile = map_tile_at( fish->co ); - - if( tile->flags & CELL_FLAG_OUTPUT ) + // Apply to output + if( cell_current->state & FLAG_OUTPUT ) { - vg_info( "Fish got zucced (%d)\n", i ); - fish->alive = 0; - continue; - } - - int die = 0; - if( tile->flags & CELL_FLAG_SPLIT ) - { - die = 1; - int new_dir[][2] = { {0,-1},{1,0},{-1,0} }; - int *test_dir; - - for( int j = 0; j < 3; j ++ ) + for( int j = 0; j < arrlen( world.io ); j ++ ) { - test_dir = new_dir[ tile->state ]; - tile->state = (tile->state+1)%3; + struct cell_terminal *term = &world.io[j]; - next = map_tile_at( (int[2]){ fish->co[0]+test_dir[0], fish->co[1]+test_dir[1] } ); - if( next && (next->flags & (CELL_FLAG_WALKABLE)) ) + if( term->id == fish->pos[1]*world.w + fish->pos[0] ) { - fish->dir[0] = test_dir[0]; - fish->dir[1] = test_dir[1]; - die = 0; + term->recv[ term->recv_count ++ ] = fish->payload; break; } } + + fish->alive = 0; + continue; } - next = map_tile_at( (int[2]){ fish->co[0]+fish->dir[0], fish->co[1]+fish->dir[1] } ); - if( !next || (next && !(next->flags & CELL_FLAG_WALKABLE)) ) - { - // Try UP - die = 1; - } - - if( die ) + if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) ) { - vg_info( "Fish died! (%d)\n", i ); fish->alive = 0; - continue; } - - - fish->co[0] += fish->dir[0]; - fish->co[1] += fish->dir[1]; - } - - // Try spawn fish - for( int i = 0; i < arrlen( map.io ); i ++ ) - { - struct cell *input = &map.cells[ map.io[i] ]; - - if( input->flags & CELL_FLAG_INPUT ) + else { - if( input->state < arrlen( input->conditions ) ) + if( cell_current->state & FLAG_SPLIT ) { - struct fish *fish = &map.fishes[ map.num_fishes ]; - map_tile_coords_from_index( map.io[i], fish->co ); + // Flip flop L/R + fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; + fish->dir[1] = 0; - int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} }; - int can_spawn = 0; - - for( int i = 0; i < vg_list_size( output_dirs ); i ++ ) - { - int *dir = output_dirs[i]; - struct cell *next = map_tile_at( (int[2]){ fish->co[0]+dir[0], fish->co[1]+dir[1] } ); - if( next && next->flags & CELL_FLAG_CANAL ) - { - fish->dir[0] = dir[0]; - fish->dir[1] = dir[1]; - can_spawn = 1; - } - } - - if( can_spawn ) - { - fish->alive = 1; - input->state ++; - map.num_fishes ++; - } + cell_current->state ^= FLAG_FLIP_FLOP; } - } - } - - vg_info( "There are now %u active fish\n", map.num_fishes ); - } - - if( vg_get_button_down( "go" ) ) - { - map.playing = 0; - map.num_fishes = 0; - - vg_info( "Ending!\n" ); - } - } - else - { - if( vg_get_button_down( "go" ) ) - { - map.playing = 1; - - // Reset everything - for( int i = 0; i < map.x*map.y; i ++ ) - map.cells[ i ].state = 0; - - vg_info( "Starting!\n" ); - } - - if( map.selected ) - { - map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } ); - - if( map.select_valid ) - { - if( vg_get_button_down("primary") ) - { - if( map.selected->flags & CELL_FLAG_CANAL ) + else if( cell_current->state & FLAG_MERGER ) { - map.selected->flags &= ~(CELL_FLAG_CANAL); + // Can only move up + fish->dir[0] = 0; + fish->dir[1] = -1; } else { - map.selected->flags |= CELL_FLAG_CANAL; + 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]; } } + + world.sim_frame ++; } } } -GLuint tile_vao; -GLuint tile_vbo; - void vg_render(void) { glViewport( 0,0, vg_window_x, vg_window_y ); - //glEnable( GL_DEPTH_TEST ); - glClearColor( 0.94f, 0.94f, 0.94f, 1.0f ); + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.8f, 0.8f, 0.8f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - /* - glBindVertexArray( tile_vao ); + use_mesh( &world.tile ); + SHADER_USE( shader_tile_colour ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - SHADER_USE( colour_shader ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + // Shadow layer + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f ); + 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_CANAL ) + { + continue; + } + + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f ); + draw_mesh( 0, 2 ); + } - for( int y = 0; y < map.y; y ++ ) + for( int y = 0; y < world.h; y ++ ) { - for( int x = 0; x < map.x; x ++ ) + for( int x = 0; x < world.w; x ++ ) { - glm_mat4_identity( m_mdl ); - glm_translate( m_mdl, - (vec3){ - map.origin[0] + (float)x, - 0.f, - map.origin[2] + (float)y - } - ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl ); - - struct cell *cell = &map.cells[ y*map.x+x ]; - - vec4 colour = { 0.7f, 0.7f, 0.7f, 1.f }; - - if( cell->flags & CELL_FLAG_INPUT ) glm_vec3_copy( (vec3){ 0.9f,0.5f,0.5f }, colour ); - else if( cell->flags & CELL_FLAG_OUTPUT ) glm_vec3_copy( (vec3){ 0.5f,0.9f,0.5f }, colour ); - else if( cell->flags & CELL_FLAG_WALL ) glm_vec3_copy( (vec3){ 0.1f,0.1f,0.1f }, colour ); - else if( cell->flags & CELL_FLAG_CANAL ) glm_vec3_copy( (vec3){ 0.5f,0.5f,0.8f }, colour ); - - if( cell->flags & CELL_FLAG_SPLIT ) - glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour ); - else if( cell->flags & CELL_FLAG_MERGE ) - glm_vec3_copy( (vec3){ 0.f, 0.6f, 0.8f }, colour ); - - if( map.selected == cell ) + struct cell *cell = pcell((v2i){x,y}); + int selected = world.selected == y*world.w + x; + + if( cell->state & FLAG_SPLIT ) { - if( !map.select_valid ) - glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour ); - - float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f; - glm_vec3_scale( colour, flash, colour ); + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.9f, 0.9f, 1.0f ); + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f ); + + struct mesh *splitter = cell->state & FLAG_FLIP_FLOP? &world.splitter_r: &world.splitter_l; + + use_mesh( splitter ); + draw_mesh( 0, splitter->elements ); + use_mesh( &world.tile ); } - - glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); + + if( (cell->state & FLAG_CANAL) && !selected ) + continue; + + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f ); + + v4f colour; + + if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); } + else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); } + else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); } + else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); } + else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour ); + + //if( cell->water[world.frame&0x1] ) + // v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/16.0f), 1.0f }, colour ); + + if( selected ) + v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour ); + + //if( cell->state & (FLAG_SPLIT) ) + // v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour ); + //if( cell->state & (FLAG_MERGER) ) + // v4_copy( (v4f){ 0.75f, 0.02f, 0.75f, 1.0f }, colour ); + + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour ); + + draw_mesh( 0, 2 ); } } - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f ); + use_mesh( &world.circle ); - for( int i = 0; i < map.num_fishes; i ++ ) + // Draw i/o arrays + for( int i = 0; i < arrlen( world.io ); i ++ ) { - struct fish *fish = map.fishes + i; + struct cell_terminal *term = &world.io[ i ]; + int posx = term->id % world.w; + int posy = (term->id - posx)/world.w; + int is_input = world.data[ term->id ].state & FLAG_INPUT; + + int const filled_start = 0; + int const filled_count = 32; + int const empty_start = 32; + int const empty_count = 32*2; - if( fish->alive ) - { - glm_mat4_identity( m_mdl ); - glm_translate( m_mdl, - (vec3){ - map.origin[0] + (float)fish->co[0] + 0.5f, - 0.1f, - map.origin[2] + (float)fish->co[1] + 0.5f + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + + for( int j = 0; j < arrlen( term->conditions ); j ++ ) + { + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f ); + + 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 ); } - ); - glm_scale_uni( m_mdl, 0.2f ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); + + colour_code_v3( term->conditions[j], dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + + draw_mesh( empty_start, empty_count ); + } } } - */ - - glBindVertexArray( map.tiles_vao ); - - map_update_visual(); - - SHADER_USE( tilemap_shader ); - glUniformMatrix4fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - - glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 ); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, map.tile_texture ); - glUniform2f( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), map.origin[0], map.origin[2] ); - - glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y ); -} - -void vg_register(void) -{ - SHADER_INIT( colour_shader ); - SHADER_INIT( tilemap_shader ); -} - -void vg_start(void) -{ - glGenVertexArrays( 1, &tile_vao ); - glGenBuffers( 1, &tile_vbo ); - - float quad_mesh[] = + // Draw 'fish' + if( world.simulating ) { - 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 scaled_time = (vg_time-world.sim_start)*2.0f; + float lerp = 1.0f-(scaled_time - (float)world.sim_frame); - // Padding - 0.0f, 0.0f, 0.0f, 0.0f - }; - - glBindVertexArray( tile_vao ); - glBindBuffer( GL_ARRAY_BUFFER, tile_vbo ); - glBufferData - ( - GL_ARRAY_BUFFER, - sizeof( quad_mesh ), - quad_mesh, - GL_STATIC_DRAW - ); - - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); - - VG_CHECK_GL(); - - // Create map buffers - glGenVertexArrays( 1, &map.tiles_vao ); - glGenBuffers( 1, &map.tiles_vbo ); - - glBindVertexArray( map.tiles_vao ); - glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo ); - glBufferData( GL_ARRAY_BUFFER, - sizeof( quad_mesh ) + - sizeof( float )*2 * 1024 + - sizeof( u8 )*4 * 1024, - NULL, - GL_DYNAMIC_DRAW - ); - - glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh ); - - // Base quad - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); - - // Offset, data arrays (instancing) - glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) ); - glEnableVertexAttribArray( 1 ); - glVertexAttribDivisor( 1, 1 ); - - glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) ); - glEnableVertexAttribArray( 2 ); - glVertexAttribDivisor( 2, 1 ); - - map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" ); - vg_tex2d_nearest(); - vg_tex2d_repeat(); - - map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" ); - - - map_load - ( - "#####-#####;aa\n" - "# #;\n" - "# #;\n" - "# -;bb\n" - "# #;\n" - "# #;\n" - "#####+#####;abab\n" - ); -} - -void vg_free(void) -{ - map_free(); - - glDeleteVertexArrays( 1, &tile_vao ); - glDeleteVertexArrays( 1, &map.tiles_vao ); - - glDeleteBuffers( 1, &tile_vbo ); - glDeleteBuffers( 1, &map.tiles_vbo ); + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( !fish->alive ) + continue; + + colour_code_v3( fish->payload, dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)fish->pos[0] + 0.5f - (float)fish->dir[0]*lerp, (float)fish->pos[1] + 0.25f - (float)fish->dir[1]*lerp, 0.25f ); + draw_mesh( 0, 32 ); + } + } - glDeleteTextures( 1, &map.tile_texture ); - glDeleteTextures( 1, &map.flow_texture ); + if( world.simulating ) + { + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f ); + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), -0.5f + cosf( vg_time * 4.0f ) * 0.2f, sinf( vg_time * 4.0f ) * 0.2f + (float)world.h * 0.5f, 0.05f ); + draw_mesh( 0, 32 ); + } } void vg_ui(void) { - + ui_test(); }