X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=d66cd2e18780b27eb48890130eeade53a7b0b04c;hb=27f1751d523e9dee4ab00ec10666bbb3d8db74bc;hp=dc875272cd304b624f2df4227c785c7a0ff9149c;hpb=9eeaea6d706b25491a7bc32b73d3b409be1ed4c3;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index dc87527..d66cd2e 100644 --- a/fishladder.c +++ b/fishladder.c @@ -27,6 +27,64 @@ SHADER_DEFINE( shader_tile_colour, UNIFORMS({ "uPv", "uOffset", "uColour" }) ) +const char *level_pack[] = +{ + // Level 0 + "#########;\n" + "###-#####;acac\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "#####+###;acac\n" + "#########;\n", + + // Level 1 + "#########;\n" + "##-###-##;b,b\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "####+####;bb\n" + "#########;\n", + + // Level 2 + "###########;\n" + "#####-#####;bbbbb\n" + "## ##;\n" + "## ###;\n" + "## # ##;\n" + "## ##;\n" + "###+##+####;bbb,bb\n" + "###########;\n", + + // Level 3 + "#############;\n" + "###-#####-###;a,aaa\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "######+######;aaaa\n" + "#############;\n", + + // Level 4 + "#############;\n" + "###-#####-###;aaa,aa\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "###+#####+###;aa,aaa\n" + "#############;\n" +}; + m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; @@ -62,14 +120,50 @@ static void colour_code_v3( char cc, v3f target ) v3_copy( (v3f){0.0f,0.0f,0.0f}, target ); } +struct mesh +{ + GLuint vao, vbo; + u32 elements; +}; + +static void init_mesh( struct mesh *m, float *tris, u32 length ) +{ + m->elements = length/3; + glGenVertexArrays( 1, &m->vao ); + glGenBuffers( 1, &m->vbo ); + + glBindVertexArray( m->vao ); + glBindBuffer( GL_ARRAY_BUFFER, m->vbo ); + glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW ); + + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + VG_CHECK_GL(); +} + +static void free_mesh( struct mesh *m ) +{ + glDeleteVertexArrays( 1, &m->vao ); + glDeleteBuffers( 1, &m->vbo ); +} + +static void draw_mesh( int const start, int const count ) +{ + glDrawArrays( GL_TRIANGLES, start*3, count*3 ); +} + +static void use_mesh( struct mesh *m ) +{ + glBindVertexArray( m->vao ); +} + struct world { struct cell { u32 state; - u8 water[2]; u8 config; - u8 water_dir; } *data; @@ -91,10 +185,7 @@ struct world u32 w, h; - GLuint tile_vao; - GLuint tile_vbo; - GLuint circle_vao; - GLuint circle_vbo; + struct mesh tile, circle, splitter_l, splitter_r; int selected; @@ -219,8 +310,6 @@ static int map_load( const char *str ) // Tile initialization // row[ cx ] .. etc - row[ cx ].water[0] = 0; - row[ cx ].water[1] = 0; if( *c == '+' || *c == '-' ) { @@ -253,7 +342,7 @@ static struct cell *pcell( v2i pos ) int main( int argc, char *argv[] ) { - vg_init( argc, argv, "FishLadder" ); + vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" ); } void vg_register(void) @@ -265,13 +354,10 @@ void vg_start(void) { // Quad mesh { - glGenVertexArrays( 1, &world.tile_vao ); - glGenBuffers( 1, &world.tile_vbo ); - float quad_mesh[] = { - 0.01f, 0.01f, 0.01f, 0.99f, 0.99f, 0.99f, - 0.01f, 0.01f, 0.99f, 0.99f, 0.99f, 0.01f, + 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 @@ -280,27 +366,11 @@ void vg_start(void) 0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f }; - glBindVertexArray( world.tile_vao ); - glBindBuffer( GL_ARRAY_BUFFER, world.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(); + init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) ); } // Circle mesh { - glGenVertexArrays( 1, &world.circle_vao ); - glGenBuffers( 1, &world.circle_vbo ); - float circle_mesh[32*6*3]; int res = vg_list_size( circle_mesh ) / (6*3); @@ -326,38 +396,33 @@ void vg_start(void) v2_copy( v1, circle_mesh+i*6+2 ); } - glBindVertexArray( world.circle_vao ); - glBindBuffer( GL_ARRAY_BUFFER, world.circle_vbo ); - glBufferData( GL_ARRAY_BUFFER, sizeof( circle_mesh ), circle_mesh, GL_STATIC_DRAW ); - - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); + init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) ); + } + + // splitters (temp) + { + float splitter_l[] = + { + #include "models/splitter_l.obj.h" + }; + float splitter_r[] = + { + #include "models/splitter_r.obj.h" + }; - VG_CHECK_GL(); + init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) ); + init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) ); } - map_load - ( - "#############;\n" - "###-#####-###;aaa,aa\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "###+#####+###;aa,aaa\n" - "#############;\n" - ); + map_load( level_pack[ 0 ] ); } void vg_free(void) { - glDeleteVertexArrays( 1, &world.tile_vao ); - glDeleteBuffers( 1, &world.tile_vbo ); - - glDeleteVertexArrays( 1, &world.circle_vao ); - glDeleteBuffers( 1, &world.circle_vbo ); + free_mesh( &world.tile ); + free_mesh( &world.circle ); + free_mesh( &world.splitter_l ); + free_mesh( &world.splitter_r ); map_free(); } @@ -449,6 +514,27 @@ static int cell_interactive( v2i co ) void vg_update(void) { + static int curlevel = 0; + int changelvl = curlevel; + if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; } + else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; } + + if( changelvl != curlevel ) + { + map_load( level_pack[ changelvl ] ); + curlevel = changelvl; + + // TEMP!!! code dupe + world.simulating = 0; + world.num_fishes = 0; + world.sim_frame = 0; + + for( int i = 0; i < arrlen( world.io ); i ++ ) + world.io[i].recv_count = 0; + + vg_info( "Stopping simulation!\n" ); + } + float ratio = (float)vg_window_y / (float)vg_window_x; float const size = 9.5f; @@ -457,7 +543,7 @@ void vg_update(void) origin[1] = -0.5f * world.h; origin[2] = 0.0f; - m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio ); + m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio ); m3x3_identity( m_view ); m3x3_translate( m_view, origin ); m3x3_mul( m_projection, m_view, vg_pv ); @@ -470,7 +556,7 @@ void vg_update(void) int tile_x = floorf( tile_pos[0] ); int tile_y = floorf( tile_pos[1] ); - + // Tilemap editing if( !world.simulating ) { @@ -567,75 +653,7 @@ void vg_update(void) world.data[y*world.w+x].state |= FLAG_MERGER; } } - - // Simulate world - static int update_tick = 0; - update_tick ++; - - if( update_tick > 5 ) - { - update_tick = 0; - u32 buffer_id = world.frame & 0x1; - u32 buffer_next = buffer_id ^ 0x1; - - for( int y = 1; y < world.h-1; y ++ ) - { - for( int x = 1; x < world.w-1; x ++ ) - { - struct cell *cell = pcell((v2i){x,y}); - - if( cell->state & FLAG_OUTPUT ) - cell->water[ buffer_next ] = 16; - else - { - int has_source = 0; - cell->water[ buffer_next ] = 0; - - if( cell->state & FLAG_CANAL ) - { - v2i dirs[] = {{1,0},{-1,0},{0,-1}}; - - for( int i = 0; i < vg_list_size( dirs ); i ++ ) - { - struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]]; - - // Non canals will be ignored - if( !(neighbour->state & (FLAG_CANAL|FLAG_OUTPUT)) ) - continue; - - // Only vertical pulls allowed on neighbour splitters - if( (neighbour->state & FLAG_SPLIT) && i != 2 ) - continue; - - // Only vertical pulls allowed for mergers - if( (cell->state & FLAG_MERGER) && i != 2 ) - continue; - - // Test for renewall cases if we have drop L/R check if i matches direction. - if( (((cell->state & FLAG_DROP_L)&&i==1) || ((cell->state & FLAG_DROP_R)&&i==0)) && neighbour->water[ buffer_id ] ) - { - cell->water[ buffer_next ] = 16; - has_source = 1; - } - else - if( neighbour->water[ buffer_id ] > cell->water[ buffer_next ]+1 ) - { - has_source = 1; - cell->water[ buffer_next ] = neighbour->water[ buffer_id ]-1; - } - } - } - - if( !has_source && cell->water[ buffer_id ] ) - cell->water[ buffer_next ] = cell->water[ buffer_id ]-1; - } - } - } - - world.frame ^= 0x1; - } - // Fish ticks if( world.simulating ) { @@ -664,16 +682,13 @@ void vg_update(void) v2i dirs[] = {{1,0},{-1,0},{0,-1}}; for( int j = 0; j < vg_list_size(dirs); j ++ ) - { - v2i target; - if( world.data[ (posy+dirs[j][1])*world.w + posx+dirs[j][0] ].water[ world.frame & 0x1 ] ) + 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--; @@ -707,7 +722,7 @@ void vg_update(void) continue; } - if( !(cell_current->water[ world.frame & 0x1 ] || cell_current->state & (FLAG_INPUT)) ) + if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) ) { fish->alive = 0; } @@ -730,9 +745,9 @@ void vg_update(void) else { struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } ); - if( !cell_next->water[ world.frame & 0x1 ] ) + if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) ) { - // Try other directions for valid + // Try other directions for valid, so down, left, right.. v2i dirs[] = {{1,0},{-1,0},{0,-1}}; vg_info( "Trying some other directions...\n" ); @@ -741,7 +756,7 @@ void vg_update(void) 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] } )->water[ world.frame & 0x1 ] ) + 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]; @@ -765,33 +780,65 @@ void vg_render(void) glViewport( 0,0, vg_window_x, vg_window_y ); glDisable( GL_DEPTH_TEST ); - glClearColor( 0.01f, 0.01f, 0.01f, 1.0f ); + glClearColor( 0.8f, 0.8f, 0.8f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - glBindVertexArray( world.tile_vao ); + use_mesh( &world.tile ); SHADER_USE( shader_tile_colour ); glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "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 < world.h; y ++ ) { for( int x = 0; x < world.w; x ++ ) { + struct cell *cell = pcell((v2i){x,y}); + int selected = world.selected == y*world.w + x; + + if( cell->state & FLAG_SPLIT ) + { + 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 ); + } + + if( (cell->state & FLAG_CANAL) && !selected ) + continue; + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f ); v4f colour; - - struct cell *cell = pcell((v2i){x,y}); - + 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){ 0.2f, 0.7f, 0.3f, 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( 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( world.selected == y*world.w + x ) + if( selected ) v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour ); //if( cell->state & (FLAG_SPLIT) ) @@ -801,17 +848,11 @@ void vg_render(void) glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); - - if( cell->state & FLAG_CANAL ) - { - glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f ); - glDrawArrays( GL_TRIANGLES, 6, 3 ); - } + draw_mesh( 0, 2 ); } } - glBindVertexArray( world.circle_vao ); + use_mesh( &world.circle ); // Draw i/o arrays for( int i = 0; i < arrlen( world.io ); i ++ ) @@ -822,9 +863,9 @@ void vg_render(void) int is_input = world.data[ term->id ].state & FLAG_INPUT; int const filled_start = 0; - int const filled_count = 32*3; - int const empty_start = 32*3; - int const empty_count = 32*6; + int const filled_count = 32; + int const empty_start = 32; + int const empty_count = 32*2; v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; @@ -839,9 +880,9 @@ void vg_render(void) // Draw filled if tick not passed, draw empty if empty if( world.sim_frame > j ) - glDrawArrays( GL_TRIANGLES, empty_start, empty_count ); + draw_mesh( empty_start, empty_count ); else - glDrawArrays( GL_TRIANGLES, filled_start, filled_count ); + draw_mesh( filled_start, filled_count ); } else { @@ -851,13 +892,13 @@ void vg_render(void) v3_muls( dot_colour, 0.8f, dot_colour ); glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); - glDrawArrays( GL_TRIANGLES, filled_start, filled_count ); + draw_mesh( filled_start, filled_count ); } colour_code_v3( term->conditions[j], dot_colour ); glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); - glDrawArrays( GL_TRIANGLES, empty_start, empty_count ); + draw_mesh( empty_start, empty_count ); } } } @@ -880,10 +921,20 @@ void vg_render(void) 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] + 0.5f - (float)fish->dir[1]*lerp, 0.25f ); - glDrawArrays( GL_TRIANGLES, 0, 32*3 ); + 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 ); } } + + if( world.simulating ) + { + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f ); + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), -0.5f + cosf( vg_time * 4.0f ) * 0.2f, sinf( vg_time * 4.0f ) * 0.2f + (float)world.h * 0.5f, 0.05f ); + draw_mesh( 0, 32 ); + } } -void vg_ui(void){} +void vg_ui(void) +{ + ui_test(); +}