-// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
#define MARBLE_COMP_VERSION 4
-//#define VG_CAPTURE_MODE
+#if 0
+ #define VG_CAPTURE_MODE
+ #define VG_STEAM
+#endif
#define VG_STEAM_APPID 1218140U
+#define VG_FRAMEBUFFER_RESIZE 1
#include "vg/vg.h"
enum world_button_mode
#include "fishladder_resources.h"
-// #define STEAM_LEADERBOARDS
-
-// CONSTANTS
-// ===========================================================================================================
+#if 0
+ #define STEAM_LEADERBOARDS
+#endif
enum cell_type
{
#define FLAG_RESERVED0 0x4
#define FLAG_RESERVED1 0x8
+#define FLAG_4B_GROUP (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)
+
#define FLAG_INPUT 0x10
#define FLAG_OUTPUT 0x20
#define FLAG_WALL 0x40
}
cell_descriptions[] =
{
- // 0-3
+ /* 0-3 */
{ .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d },
- { .start = { 1, 0 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d },
- { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l },
- { .start = { 0, 1 }, .end = { 1, 0 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l },
- // 4-7
- { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d },
- { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d, .is_linear = 1 },
- { .start = { 0, 1 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d },
+ { .start = { 1, 0 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f },
+ .trigger_sprite = k_sprite_brk_d },
+ { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f },
+ .trigger_sprite = k_sprite_brk_l },
+ { .start = { 0, 1 }, .end = { 1, 0 }, .trigger_pos = { 0.25f, 0.5f },
+ .trigger_sprite = k_sprite_brk_l },
+ /* 4-7 */
+ { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f },
+ .trigger_sprite = k_sprite_brk_d },
+ { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f },
+ .trigger_sprite = k_sprite_brk_d, .is_linear = 1 },
+ { .start = { 0, 1 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f },
+ .trigger_sprite = k_sprite_brk_d },
{ .start = { 0, 1 }, .is_special = 1 },
- // 8-11
- { .start = { 0, -1 }, .end = { 0, 1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l },
- { .start = { 1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l },
- { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .trigger_sprite = k_sprite_brk_l, .is_linear = 1 },
+ /* 8-11 */
+ { .start = { 0, -1 }, .end = { 0, 1 }, .trigger_pos = { 0.25f, 0.5f },
+ .trigger_sprite = k_sprite_brk_l },
+ { .start = { 1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f },
+ .trigger_sprite = k_sprite_brk_l },
+ { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f },
+ .trigger_sprite = k_sprite_brk_l, .is_linear = 1 },
{ },
- // 12-15
- { .start = { -1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.5f, 0.75f }, .trigger_sprite = k_sprite_brk_u },
- { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f }, .trigger_sprite = k_sprite_brk_u },
+ /* 12-15 */
+ { .start = { -1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.5f, 0.75f },
+ .trigger_sprite = k_sprite_brk_u },
+ { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f },
+ .trigger_sprite = k_sprite_brk_u },
{ },
{ }
};
v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
v2f const curve_8[] = {{0.5f,0.0f},{0.5f,0.3f},{0.5f,0.5f},{0.5f,0.8f}};
-v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
-v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
+v2f const curve_7[] =
+ {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+v2f const curve_7_1[] =
+ {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
float const curve_7_linear_section = 0.1562f;
-// Types
-// ===========================================================================================================
-
struct mesh
{
GLuint vao, vbo;
u32 elements;
};
+#define EFFECT_BUFFER_RATIO 4
+
static struct world
{
- // Things that are 'static', aka, initialized once
+ /* Things that are 'static', aka, initialized once */
struct
{
struct world_button buttons[4];
float world_transition;
ui_ctx world_text;
+
+ GLuint framebuffer,
+ colourbuffer,
+ bloomframebuffer[2], /* Quater res */
+ bloomcolourbuffer[2];
}
st;
u16 links[2];
u8 config;
i8 emit[2];
+
+ v3f glow[2];
}
*data;
int sim_run, max_runs;
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; //
+ float sim_internal_time,
+ sim_internal_delta,
+ sim_internal_ref,
+ sim_delta_ref,
+ sim_delta_speed,
+ frame_lerp,
+ pause_offset_target;
struct cell_terminal
{
int run_count;
v2i pos;
- //int id;
}
*io;
.selected = -1
};
-// Forward declerations
-// --------------------
-
-// Utility functions
-// -----------------
-
static void colour_code_v3( i8 cc, v3f target );
static int hash21i( v2i p, u32 umod );
-// Mesh functions
-// --------------
+/*
+ * 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
-// -------------
+/*
+ * World buttons
+ */
static void level_selection_buttons(void);
-// Map/world interface
-// -------------------
+/*
+ * Map/world interface
+ */
static void map_free(void);
static void io_reset(void);
static struct cell *pcell( v2i pos );
static int map_load( const char *str, const char *name );
static void map_serialize( FILE *stream );
-// Career
-// ------
+/*
+ * 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_load(void);
static void clear_animation_flags(void);
-// Gameplay main
-// -------------
+/*
+ * Gameplay main
+ */
static void simulation_stop(void);
static void simulation_start(void);
static int world_check_pos_ok( v2i co, int dist );
static int cell_interactive( v2i co );
-void vg_update(void);
-static void render_tiles( v4f const regular_colour, v4f const selected_colour );
-static void render_tile_block( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour );
+static void render_tiles( v4f const regular_colour,
+ v4f const selected_colour, int with_glow );
+static void render_tile_block( 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_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_render(void);
+void vg_ui(void);
+void vg_update(void);
void vg_start(void);
void vg_free(void);
-
int main( int argc, char *argv[] );
-// GLOBALS
-// ===========================================================================================================
-
+/*
+ * Globals -- runtime
+ */
m3x3f m_projection;
m3x3f m_view;
m3x3f m_mdl;
-// UTILITY
-// ===========================================================================================================
-
static int colour_set_id = 0;
static int world_theme_id = 0;
+static int enable_bloom = 1;
+static int enable_vignette = 1;
+static float music_volume = 1.0f;
+
+static void music_volume_update(void)
+{
+ sfx_vol_fset( &audio_volume_music, music_volume );
+}
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 },
+ { 0.4f, 0.8f, 1.00f },
+ { 0.2f, 0.9f, 0.14f },
+ { 0.882f, 0.204f, 0.922f }
},
- { { 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 },
+ { 0.4f, 0.8f, 1.00f },
+ { 0.85f, 0.85f, 0.85f },
+ { 0.2f, 0.2f, 0.2f }
},
- { { 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
+ { { 1.0f, 0.9f, 0.3f },
+ { 0.827f, 0.373f, 0.718f },
+ { 0.0f, 0.353f, 0.71f },
+ { 0.863f, 0.196f, 0.125f }
},
};
{
{
"Minimal",
- { 0.8f, 0.8f, 0.8f },
+ { 0.6f, 0.6f, 0.6f },
&tex_tiles_min
},
{
static int hash21i( v2i p, u32 umod )
{
- static const int random_noise[] =
- {
- 0x46,0xD5,0xB8,0xD3,0xF2,0xE5,0xCC,0x07,0xD0,0xB3,0x7A,0xA2,0xC3,0xDA,0xDC,0x7F,0xE0,0xB7,0x42,0xA0,0xBF,0x41,0x92,0x32,0x6F,0x0D,0x45,0xC7,0x54,0xDB,0x30,0xC2,
- 0xD5,0xDA,0x55,0x09,0xDE,0x74,0x48,0x20,0xE1,0x24,0x5C,0x4D,0x6F,0x36,0xD8,0xE9,0x8D,0x8F,0x54,0x99,0x98,0x51,0xFE,0xDB,0x26,0x04,0x65,0x57,0x56,0xF3,0x53,0x30,
- 0x3D,0x16,0xC0,0xB6,0xF2,0x47,0xCF,0x62,0xB0,0x6C,0x8F,0x4F,0x8C,0x4C,0x17,0xF0,0x19,0x7E,0x2D,0x81,0x8D,0xFB,0x10,0xD3,0x49,0x50,0x60,0xFD,0x38,0x15,0x3B,0xEE,
- 0x05,0xC1,0xCF,0x62,0x97,0x75,0xDF,0x4E,0x4D,0x89,0x5E,0x88,0x5C,0x30,0x8C,0x54,0x1D,0x39,0x41,0xEA,0xA2,0x63,0x12,0x1B,0x8E,0x35,0x22,0x9B,0x98,0xA3,0x7F,0x80,
- 0xD6,0x27,0x94,0x66,0xB5,0x1D,0x7E,0xDF,0x96,0x28,0x38,0x3A,0xA0,0xE8,0x71,0x09,0x62,0x5E,0x9D,0x53,0x58,0x1B,0x7D,0x0D,0x2D,0x99,0x77,0x83,0xC3,0x89,0xC2,0xA2,
- 0xA7,0x1D,0x78,0x80,0x37,0xC1,0x87,0xFF,0x65,0xBF,0x2C,0xF1,0xE5,0xB3,0x09,0xE0,0x25,0x92,0x83,0x0F,0x8A,0x57,0x3C,0x0B,0xC6,0xBC,0x44,0x16,0xE3,0xCE,0xC3,0x0D,
- 0x69,0xD3,0xC6,0x99,0xB8,0x46,0x44,0xC4,0xF3,0x1E,0xBF,0xF5,0xB4,0xDB,0xFB,0x93,0xA1,0x7B,0xC9,0x08,0x77,0x22,0xE5,0x02,0xEF,0x9E,0x90,0x94,0x8A,0xA6,0x3D,0x7E,
- 0xA2,0xA0,0x10,0x82,0x47,0x5C,0xAA,0xF8,0x2F,0x0D,0x9F,0x76,0xDA,0x99,0x0F,0xCB,0xE2,0x02,0x0C,0x75,0xCA,0x35,0x29,0xA6,0x49,0x83,0x6D,0x91,0xB4,0xEC,0x31,0x69,
- 0xBA,0x13,0xF3,0xC7,0x21,0x06,0xC8,0x79,0xEF,0xB1,0x9C,0x6A,0xEE,0x64,0x9A,0xDC,0x1E,0xC6,0x18,0x93,0xA9,0x7E,0x89,0x7D,0x96,0xE5,0x44,0xB8,0x00,0x15,0xAF,0x8C,
- 0x78,0x8F,0xA8,0x05,0xA7,0x07,0x25,0x9A,0xC8,0x5D,0x90,0x1A,0x41,0x53,0x30,0xD3,0x24,0x33,0x71,0xB4,0x50,0x6E,0xE4,0xEA,0x0D,0x2B,0x6D,0xF5,0x17,0x08,0x74,0x49,
- 0x71,0xC2,0xAC,0xF7,0xDC,0xB2,0x7E,0xCC,0xB6,0x1B,0xB8,0xA9,0x52,0xCF,0x6B,0x51,0xD2,0x4E,0xC9,0x43,0xEE,0x2E,0x92,0x24,0xBB,0x47,0x4D,0x0C,0x3E,0x21,0x53,0x19,
- 0xD4,0x82,0xE2,0xC6,0x93,0x85,0x0A,0xF8,0xFA,0x04,0x07,0xD3,0x1D,0xEC,0x03,0x66,0xFD,0xB1,0xFB,0x8F,0xC5,0xDE,0xE8,0x29,0xDF,0x23,0x09,0x9D,0x7C,0x43,0x3D,0x4D,
- 0x89,0xB9,0x6F,0xB4,0x6B,0x4A,0x51,0xC3,0x94,0xF4,0x7C,0x5E,0x19,0x87,0x79,0xC1,0x80,0x0C,0x45,0x12,0xEC,0x95,0xF3,0x31,0x68,0x42,0xE1,0x06,0x57,0x0E,0xA7,0xFB,
- 0x78,0x96,0x87,0x23,0xA5,0x20,0x7A,0x09,0x3A,0x45,0xE6,0xD9,0x5E,0x6A,0xD6,0xAA,0x29,0x50,0x92,0x4E,0xD0,0xB5,0x91,0xC2,0x9A,0xCF,0x07,0xFE,0xB2,0x15,0xEB,0xE4,
- 0x84,0x40,0x14,0x47,0xFA,0x93,0xB9,0x06,0x69,0xDB,0xBD,0x4E,0xEA,0x52,0x9B,0xDE,0x5B,0x50,0x36,0xAB,0xB3,0x1F,0xD2,0xCD,0x9C,0x13,0x07,0x7E,0x8B,0xED,0x72,0x62,
- 0x74,0x77,0x3B,0x88,0xAC,0x5B,0x6A,0xBC,0xDA,0x99,0xE8,0x24,0x90,0x5A,0xCA,0x8D,0x5C,0x2B,0xF8,0xF1,0xE1,0x1D,0x94,0x11,0xEA,0xCC,0x02,0x09,0x1E,0xA2,0x48,0x67,
- 0x87,0x5A,0x7E,0xC6,0xCC,0xA3,0xFB,0xC5,0x36,0xEB,0x5C,0xE1,0xAF,0x1E,0xBE,0xE7,0xD8,0x8F,0x70,0xAE,0x42,0x05,0xF5,0xCD,0x2D,0xA2,0xB0,0xFD,0xEF,0x65,0x2C,0x22,
- 0xCB,0x8C,0x8B,0xAA,0x3D,0x86,0xE2,0xCD,0xBE,0xC3,0x42,0x38,0xE3,0x9C,0x08,0xB5,0xAE,0xBD,0x54,0x73,0x83,0x70,0x24,0x47,0xCA,0x4C,0x04,0xC4,0xE0,0x1D,0x40,0xED,
- 0xF4,0x2B,0x50,0x8E,0x97,0xB3,0xF0,0xA6,0x76,0xDB,0x49,0x30,0xE5,0xD9,0x71,0x07,0xB2,0xF1,0x0F,0xD6,0x77,0xAA,0x72,0xC0,0xAF,0x66,0xD8,0x40,0xC6,0x08,0x19,0x8C,
- 0xD9,0x8F,0x5A,0x75,0xAC,0xBE,0xC2,0x40,0x5B,0xBD,0x0D,0x1D,0x00,0xAF,0x26,0x5E,0x78,0x43,0xAA,0xC6,0x4F,0xF3,0xD8,0xE2,0x7F,0x0C,0x1E,0x77,0x4D,0x35,0x96,0x23,
- 0x32,0x44,0x03,0x8D,0x92,0xE7,0xFD,0x48,0x07,0xD0,0x58,0xFC,0x6D,0xC9,0x91,0x33,0xF0,0x23,0x45,0xA4,0x29,0xB9,0xF5,0xB0,0x68,0x8F,0x7B,0x59,0x15,0x8E,0xA6,0x66,
- 0x15,0xA0,0x76,0x9B,0x69,0xCB,0x38,0xA5,0xF4,0xB4,0x6B,0xDC,0x1F,0xAB,0xAE,0x12,0x77,0xC0,0x8C,0x4A,0x03,0xB9,0x73,0xD3,0x6D,0x52,0xC5,0xF5,0x6E,0x4E,0x4B,0xA3,
- 0x24,0x02,0x58,0xEE,0x5F,0xF9,0xD6,0xD0,0x1D,0xBC,0xF4,0xB8,0x4F,0xFD,0x4B,0x2D,0x34,0x77,0x46,0xE5,0xD4,0x33,0x7B,0x9C,0x35,0xCD,0xB0,0x5D,0x06,0x39,0x99,0xEB,
- 0x0C,0xD0,0x0F,0xF7,0x92,0xB5,0x58,0x5B,0x5E,0x79,0x12,0xF4,0x05,0xF6,0x21,0x07,0x0B,0x49,0x1A,0xFB,0xD4,0x98,0xC4,0xEF,0x7A,0xD6,0xCA,0xA1,0xDA,0xB3,0x51,0x00,
- 0x76,0xEC,0x08,0x48,0x40,0x35,0xD7,0x94,0xBE,0xF5,0x7B,0xA4,0x20,0x81,0x5F,0x82,0xF3,0x6F,0x96,0x24,0x98,0xB6,0x49,0x18,0xC8,0xC5,0x8C,0xD2,0x38,0x7F,0xC4,0xF6,
- 0xAA,0x87,0xDC,0x73,0x5B,0xA1,0xAF,0xE5,0x3D,0x37,0x6B,0x85,0xED,0x38,0x62,0x7D,0x57,0xBD,0xCF,0xB5,0x1B,0xA8,0xBB,0x32,0x33,0xD3,0x34,0x5A,0xC1,0x5D,0xFB,0x28,
- 0x6E,0xE1,0x67,0x51,0xBB,0x31,0x92,0x83,0xAC,0xAA,0x72,0x52,0xFD,0x13,0x4F,0x73,0xD3,0xF0,0x5E,0xFC,0xBA,0xB1,0x3C,0x7B,0x08,0x76,0x03,0x38,0x1E,0xD1,0xCC,0x33,
- 0xA3,0x1E,0xFC,0xE0,0x82,0x30,0x27,0x93,0x71,0x35,0x75,0x77,0xBA,0x78,0x10,0x33,0xCD,0xAB,0xCF,0x8E,0xAD,0xF9,0x32,0xC9,0x15,0x9F,0xD6,0x6D,0xA8,0xAE,0xB1,0x3F,
- 0x90,0xEB,0xD4,0xF9,0x31,0x81,0xA3,0x53,0x99,0x4B,0x3C,0x93,0x3B,0xFE,0x55,0xFF,0x25,0x9F,0xCC,0x07,0xC5,0x2C,0x14,0xA7,0xA4,0x1E,0x6C,0xB6,0x91,0x2A,0xE0,0x3E,
- 0x7F,0x39,0x0A,0xD9,0x24,0x3C,0x01,0xA0,0x30,0x99,0x8E,0xB8,0x1D,0xF9,0xA7,0x78,0x86,0x95,0x35,0x0E,0x21,0xDA,0x7A,0x7B,0xAD,0x9F,0x4E,0xF6,0x63,0x5B,0x96,0xBB,
- 0x87,0x36,0x3F,0xA7,0x1A,0x66,0x91,0xCD,0xB0,0x3B,0xC0,0x4F,0x54,0xD2,0x5F,0xBB,0x38,0x89,0x1C,0x79,0x7E,0xA2,0x02,0xE4,0x80,0x84,0x1E,0x33,0xAB,0x74,0xFA,0xBE,
- 0x31,0x46,0x2E,0xC5,0x15,0xB9,0x12,0xE9,0xD3,0x73,0x43,0xEA,0x74,0x11,0xA7,0xC0,0xD5,0xD8,0x39,0x08,0x9F,0x4F,0xC7,0x71,0x25,0x09,0x51,0x65,0xD6,0xA8,0x02,0x1F
- };
+static const int random_noise[] = {
+0x46,0xD5,0xB8,0xD3,0xF2,0xE5,0xCC,0x07,0xD0,0xB3,0x7A,0xA2,0xC3,0xDA,0xDC,0x7F,
+0xE0,0xB7,0x42,0xA0,0xBF,0x41,0x92,0x32,0x6F,0x0D,0x45,0xC7,0x54,0xDB,0x30,0xC2,
+0xD5,0xDA,0x55,0x09,0xDE,0x74,0x48,0x20,0xE1,0x24,0x5C,0x4D,0x6F,0x36,0xD8,0xE9,
+0x8D,0x8F,0x54,0x99,0x98,0x51,0xFE,0xDB,0x26,0x04,0x65,0x57,0x56,0xF3,0x53,0x30,
+0x3D,0x16,0xC0,0xB6,0xF2,0x47,0xCF,0x62,0xB0,0x6C,0x8F,0x4F,0x8C,0x4C,0x17,0xF0,
+0x19,0x7E,0x2D,0x81,0x8D,0xFB,0x10,0xD3,0x49,0x50,0x60,0xFD,0x38,0x15,0x3B,0xEE,
+0x05,0xC1,0xCF,0x62,0x97,0x75,0xDF,0x4E,0x4D,0x89,0x5E,0x88,0x5C,0x30,0x8C,0x54,
+0x1D,0x39,0x41,0xEA,0xA2,0x63,0x12,0x1B,0x8E,0x35,0x22,0x9B,0x98,0xA3,0x7F,0x80,
+0xD6,0x27,0x94,0x66,0xB5,0x1D,0x7E,0xDF,0x96,0x28,0x38,0x3A,0xA0,0xE8,0x71,0x09,
+0x62,0x5E,0x9D,0x53,0x58,0x1B,0x7D,0x0D,0x2D,0x99,0x77,0x83,0xC3,0x89,0xC2,0xA2,
+0xA7,0x1D,0x78,0x80,0x37,0xC1,0x87,0xFF,0x65,0xBF,0x2C,0xF1,0xE5,0xB3,0x09,0xE0,
+0x25,0x92,0x83,0x0F,0x8A,0x57,0x3C,0x0B,0xC6,0xBC,0x44,0x16,0xE3,0xCE,0xC3,0x0D,
+0x69,0xD3,0xC6,0x99,0xB8,0x46,0x44,0xC4,0xF3,0x1E,0xBF,0xF5,0xB4,0xDB,0xFB,0x93,
+0xA1,0x7B,0xC9,0x08,0x77,0x22,0xE5,0x02,0xEF,0x9E,0x90,0x94,0x8A,0xA6,0x3D,0x7E,
+0xA2,0xA0,0x10,0x82,0x47,0x5C,0xAA,0xF8,0x2F,0x0D,0x9F,0x76,0xDA,0x99,0x0F,0xCB,
+0xE2,0x02,0x0C,0x75,0xCA,0x35,0x29,0xA6,0x49,0x83,0x6D,0x91,0xB4,0xEC,0x31,0x69,
+0xBA,0x13,0xF3,0xC7,0x21,0x06,0xC8,0x79,0xEF,0xB1,0x9C,0x6A,0xEE,0x64,0x9A,0xDC,
+0x1E,0xC6,0x18,0x93,0xA9,0x7E,0x89,0x7D,0x96,0xE5,0x44,0xB8,0x00,0x15,0xAF,0x8C,
+0x78,0x8F,0xA8,0x05,0xA7,0x07,0x25,0x9A,0xC8,0x5D,0x90,0x1A,0x41,0x53,0x30,0xD3,
+0x24,0x33,0x71,0xB4,0x50,0x6E,0xE4,0xEA,0x0D,0x2B,0x6D,0xF5,0x17,0x08,0x74,0x49,
+0x71,0xC2,0xAC,0xF7,0xDC,0xB2,0x7E,0xCC,0xB6,0x1B,0xB8,0xA9,0x52,0xCF,0x6B,0x51,
+0xD2,0x4E,0xC9,0x43,0xEE,0x2E,0x92,0x24,0xBB,0x47,0x4D,0x0C,0x3E,0x21,0x53,0x19,
+0xD4,0x82,0xE2,0xC6,0x93,0x85,0x0A,0xF8,0xFA,0x04,0x07,0xD3,0x1D,0xEC,0x03,0x66,
+0xFD,0xB1,0xFB,0x8F,0xC5,0xDE,0xE8,0x29,0xDF,0x23,0x09,0x9D,0x7C,0x43,0x3D,0x4D,
+0x89,0xB9,0x6F,0xB4,0x6B,0x4A,0x51,0xC3,0x94,0xF4,0x7C,0x5E,0x19,0x87,0x79,0xC1,
+0x80,0x0C,0x45,0x12,0xEC,0x95,0xF3,0x31,0x68,0x42,0xE1,0x06,0x57,0x0E,0xA7,0xFB,
+0x78,0x96,0x87,0x23,0xA5,0x20,0x7A,0x09,0x3A,0x45,0xE6,0xD9,0x5E,0x6A,0xD6,0xAA,
+0x29,0x50,0x92,0x4E,0xD0,0xB5,0x91,0xC2,0x9A,0xCF,0x07,0xFE,0xB2,0x15,0xEB,0xE4,
+0x84,0x40,0x14,0x47,0xFA,0x93,0xB9,0x06,0x69,0xDB,0xBD,0x4E,0xEA,0x52,0x9B,0xDE,
+0x5B,0x50,0x36,0xAB,0xB3,0x1F,0xD2,0xCD,0x9C,0x13,0x07,0x7E,0x8B,0xED,0x72,0x62,
+0x74,0x77,0x3B,0x88,0xAC,0x5B,0x6A,0xBC,0xDA,0x99,0xE8,0x24,0x90,0x5A,0xCA,0x8D,
+0x5C,0x2B,0xF8,0xF1,0xE1,0x1D,0x94,0x11,0xEA,0xCC,0x02,0x09,0x1E,0xA2,0x48,0x67,
+0x87,0x5A,0x7E,0xC6,0xCC,0xA3,0xFB,0xC5,0x36,0xEB,0x5C,0xE1,0xAF,0x1E,0xBE,0xE7,
+0xD8,0x8F,0x70,0xAE,0x42,0x05,0xF5,0xCD,0x2D,0xA2,0xB0,0xFD,0xEF,0x65,0x2C,0x22,
+0xCB,0x8C,0x8B,0xAA,0x3D,0x86,0xE2,0xCD,0xBE,0xC3,0x42,0x38,0xE3,0x9C,0x08,0xB5,
+0xAE,0xBD,0x54,0x73,0x83,0x70,0x24,0x47,0xCA,0x4C,0x04,0xC4,0xE0,0x1D,0x40,0xED,
+0xF4,0x2B,0x50,0x8E,0x97,0xB3,0xF0,0xA6,0x76,0xDB,0x49,0x30,0xE5,0xD9,0x71,0x07,
+0xB2,0xF1,0x0F,0xD6,0x77,0xAA,0x72,0xC0,0xAF,0x66,0xD8,0x40,0xC6,0x08,0x19,0x8C,
+0xD9,0x8F,0x5A,0x75,0xAC,0xBE,0xC2,0x40,0x5B,0xBD,0x0D,0x1D,0x00,0xAF,0x26,0x5E,
+0x78,0x43,0xAA,0xC6,0x4F,0xF3,0xD8,0xE2,0x7F,0x0C,0x1E,0x77,0x4D,0x35,0x96,0x23,
+0x32,0x44,0x03,0x8D,0x92,0xE7,0xFD,0x48,0x07,0xD0,0x58,0xFC,0x6D,0xC9,0x91,0x33,
+0xF0,0x23,0x45,0xA4,0x29,0xB9,0xF5,0xB0,0x68,0x8F,0x7B,0x59,0x15,0x8E,0xA6,0x66,
+0x15,0xA0,0x76,0x9B,0x69,0xCB,0x38,0xA5,0xF4,0xB4,0x6B,0xDC,0x1F,0xAB,0xAE,0x12,
+0x77,0xC0,0x8C,0x4A,0x03,0xB9,0x73,0xD3,0x6D,0x52,0xC5,0xF5,0x6E,0x4E,0x4B,0xA3,
+0x24,0x02,0x58,0xEE,0x5F,0xF9,0xD6,0xD0,0x1D,0xBC,0xF4,0xB8,0x4F,0xFD,0x4B,0x2D,
+0x34,0x77,0x46,0xE5,0xD4,0x33,0x7B,0x9C,0x35,0xCD,0xB0,0x5D,0x06,0x39,0x99,0xEB,
+0x0C,0xD0,0x0F,0xF7,0x92,0xB5,0x58,0x5B,0x5E,0x79,0x12,0xF4,0x05,0xF6,0x21,0x07,
+0x0B,0x49,0x1A,0xFB,0xD4,0x98,0xC4,0xEF,0x7A,0xD6,0xCA,0xA1,0xDA,0xB3,0x51,0x00,
+0x76,0xEC,0x08,0x48,0x40,0x35,0xD7,0x94,0xBE,0xF5,0x7B,0xA4,0x20,0x81,0x5F,0x82,
+0xF3,0x6F,0x96,0x24,0x98,0xB6,0x49,0x18,0xC8,0xC5,0x8C,0xD2,0x38,0x7F,0xC4,0xF6,
+0xAA,0x87,0xDC,0x73,0x5B,0xA1,0xAF,0xE5,0x3D,0x37,0x6B,0x85,0xED,0x38,0x62,0x7D,
+0x57,0xBD,0xCF,0xB5,0x1B,0xA8,0xBB,0x32,0x33,0xD3,0x34,0x5A,0xC1,0x5D,0xFB,0x28,
+0x6E,0xE1,0x67,0x51,0xBB,0x31,0x92,0x83,0xAC,0xAA,0x72,0x52,0xFD,0x13,0x4F,0x73,
+0xD3,0xF0,0x5E,0xFC,0xBA,0xB1,0x3C,0x7B,0x08,0x76,0x03,0x38,0x1E,0xD1,0xCC,0x33,
+0xA3,0x1E,0xFC,0xE0,0x82,0x30,0x27,0x93,0x71,0x35,0x75,0x77,0xBA,0x78,0x10,0x33,
+0xCD,0xAB,0xCF,0x8E,0xAD,0xF9,0x32,0xC9,0x15,0x9F,0xD6,0x6D,0xA8,0xAE,0xB1,0x3F,
+0x90,0xEB,0xD4,0xF9,0x31,0x81,0xA3,0x53,0x99,0x4B,0x3C,0x93,0x3B,0xFE,0x55,0xFF,
+0x25,0x9F,0xCC,0x07,0xC5,0x2C,0x14,0xA7,0xA4,0x1E,0x6C,0xB6,0x91,0x2A,0xE0,0x3E,
+0x7F,0x39,0x0A,0xD9,0x24,0x3C,0x01,0xA0,0x30,0x99,0x8E,0xB8,0x1D,0xF9,0xA7,0x78,
+0x86,0x95,0x35,0x0E,0x21,0xDA,0x7A,0x7B,0xAD,0x9F,0x4E,0xF6,0x63,0x5B,0x96,0xBB,
+0x87,0x36,0x3F,0xA7,0x1A,0x66,0x91,0xCD,0xB0,0x3B,0xC0,0x4F,0x54,0xD2,0x5F,0xBB,
+0x38,0x89,0x1C,0x79,0x7E,0xA2,0x02,0xE4,0x80,0x84,0x1E,0x33,0xAB,0x74,0xFA,0xBE,
+0x31,0x46,0x2E,0xC5,0x15,0xB9,0x12,0xE9,0xD3,0x73,0x43,0xEA,0x74,0x11,0xA7,0xC0,
+0xD5,0xD8,0x39,0x08,0x9F,0x4F,0xC7,0x71,0x25,0x09,0x51,0x65,0xD6,0xA8,0x02,0x1F
+};
return random_noise[ (random_noise[p[1] & 1023] + p[0]) & 1023 ] & umod;
}
-// MESH
-// ===========================================================================================================
-
static void init_mesh( struct mesh *m, float const *tris, u32 length )
{
m->elements = length/3;
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 );
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
glEnableVertexAttribArray( 0 );
VG_CHECK_GL();
void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
-// WORLD/MAP
-// ===========================================================================================================
-
static void map_free(void)
{
arrfree( world.data );
end = full_end;
}
- // Texture data
+ /* Texture data */
u8 info_buffer[64*64*4];
u32 pixel_id = 0;
{
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|FLAG_EMITTER) )
+ struct cell *neighbour =
+ pcell((v2i){ x+dirs[i][0], y+dirs[i][1] });
+
+ if( neighbour->state &
+ (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) )
+ {
config |= 0x1 << i;
+ }
}
height = 128;
else
{
if( cell->state & FLAG_WALL )
- height = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F );
+ height = 0xFF; /*-0x3F + hash21i( (v2i){x,y}, 0x3F );*/
config = cell->state & FLAG_INPUT_NICE? 0xB: 0xF;
}
info_px[2] = 0;
info_px[3] = 0;
- if(
- (
- ((cell->state & FLAG_IS_TRIGGER) && (cell->config == 0xF || cell->config == k_cell_type_split)) ||
- ((cell->state & FLAG_TARGETED) && ((cell->config != k_cell_type_split) && !(cell->state & FLAG_EMITTER)))
- ) && update_texbuffer
- ){
+ /*
+ * Detecting hanging links that should be removed
+ */
+ int is_trigger = cell->state & FLAG_IS_TRIGGER;
+ int trigger_invalid = cell->config == 0xF ||
+ cell->config == k_cell_type_split;
+ int is_targeted = cell->state & FLAG_TARGETED;
+ int target_invalid = (cell->config != k_cell_type_split) &&
+ !(cell->state & FLAG_EMITTER);
+
+ if((
+ (is_trigger && trigger_invalid) ||
+ (is_targeted && target_invalid)
+ ) && update_texbuffer)
+ {
cell->state &= ~(FLAG_TARGETED|FLAG_IS_TRIGGER);
for( u32 i = 0; i < 2; i ++ )
{
if( update_texbuffer )
{
glBindTexture( GL_TEXTURE_2D, world.background_data );
- glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+ glTexSubImage2D( GL_TEXTURE_2D, 0,
+ px0 + 16, py0 + 16,
+ px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
}
}
static void gen_level_text(void)
{
- // Old style UI.
- ui_px const unit_scale_px = 4*UI_GLYPH_SPACING_X; // 4 char per unit
- ui_begin( &world.st.world_text, world.w*unit_scale_px, world.h*unit_scale_px );
+ ui_px const unit_scale_px = 4*UI_GLYPH_SPACING_X;
+ ui_begin( &world.st.world_text, world.w*unit_scale_px,
+ world.h*unit_scale_px );
if( world.pCmpLevel )
{
else
pos[1] = (world.h-1)*-unit_scale_px -6;
- ui_text( &world.st.world_text, pos, wstr->str, 1, k_text_align_left );
+ ui_text( &world.st.world_text, pos, wstr->str,
+ 1, k_text_align_left );
}
}
}
for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
struct career_level_pack *set = &career_packs[i];
-
+
+ /*
ui_text( &world.st.world_text,
(ui_px [2]){
set->origin[0]*unit_scale_px,
-(set->origin[1]+set->dims[1]+1)*unit_scale_px + 18
},
set->title, 1, k_text_align_left );
+ */
for( int j = 0; j < set->count; j ++ )
{
}
}
- //ui_text( &world.st.world_text, (ui_px [2]){ 0, 0 }, "Preview", 1, k_text_align_left );
-
ui_resolve( &world.st.world_text );
}
+/* Usually for ignoring windows crap */
+static int map_load_char_ignore( char c )
+{
+ if( c == '\r' ) return 1;
+ return 0;
+}
+
+static int map_load_sequence_char( struct terminal_run *run, char c )
+{
+ if( (c >= 'a' && c <= 'z') || c == ' ' )
+ {
+ i8 code = -1;
+ if( c != ' ' )
+ code = c - 'a';
+
+ run->steps[ run->step_count ++ ] = code;
+
+ return 1;
+ }
+
+ return 0;
+}
+
+static int map_load_is_digit( char c )
+{
+ if( (((u32)c >= (u32)'0') && ((u32)c <= (u32)'9')) || c == '-' )
+ {
+ return 1;
+ }
+
+ return 0;
+}
+
+static int map_load_is_terminal( char c )
+{
+ if( c == '+' || c == '-' || c == '*' )
+ return 1;
+ return 0;
+}
+
+static int map_load_apply_emitter_codes( struct cell_terminal *term )
+{
+ struct cell *cell = pcell( term->pos );
+
+ if( cell->state & FLAG_EMITTER )
+ {
+ if( (term->run_count > 0) && (term->runs[0].step_count >= 2) )
+ {
+ cell->emit[0] = term->runs[0].steps[0];
+ cell->emit[1] = term->runs[0].steps[1];
+ }
+ else
+ {
+ vg_error( "Emitter was not assigned emit values\n" );
+ return 0;
+ }
+ }
+
+ return 1;
+}
+
+static void map_load_cell( struct cell *cell, char c, int cx )
+{
+ cell->config = 0xF;
+
+ cell->links[0] = 0;
+ cell->links[1] = 0;
+
+ v3_zero( cell->glow[0] );
+ v3_zero( cell->glow[1] );
+
+ /* Input, output, emitter */
+ if( map_load_is_terminal(c) )
+ {
+ struct cell_terminal *term = arraddnptr( world.io, 1 );
+ term->pos[0] = cx;
+ term->pos[1] = world.h;
+
+ term->run_count = 1;
+ term->runs[0].step_count = 0;
+
+ switch( c )
+ {
+ case '+': cell->state = FLAG_INPUT; break;
+ case '-': cell->state = FLAG_OUTPUT; break;
+ case '*': cell->state = FLAG_EMITTER; break;
+ }
+ }
+ else if( c == '.' ) cell->state = FLAG_INPUT_NICE;
+ else if( c == '#' ) cell->state = FLAG_WALL;
+ else if( ((u32)c >= (u32)'A') && ((u32)c <= (u32)'A'+0xf) )
+ {
+ /*
+ * Canal flag bits (4bit/16 value):
+ * 0: Canal present
+ * 1: Is trigger
+ * 2: Reserved
+ * 3: Reserved
+ */
+ cell->state = ((u32)c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER);
+ world.score ++;
+ }
+ else cell->state = 0x00;
+}
+
+static void map_load_draw_background(void)
+{
+ u8 info_buffer[64*64*4];
+
+ for( int x = 0; x < 64; x ++ )
+ {
+ for( int y = 0; y < 64; y ++ )
+ {
+ u8 *px = &info_buffer[((x*64)+y)*4];
+
+#if 0
+ /* Fade out edges of world so that there isnt an obvious line */
+ int dx = 16 - VG_MIN( VG_MIN( x, 16 ), 16-VG_MAX( x-16-world.w, 0 ) ),
+ dy = 16 - VG_MIN( VG_MIN( y, 16 ), 16-VG_MAX( y-16-world.h, 0 ) ),
+
+ dist = VG_MAX( dx, dy ) * 16,
+ value = VG_MAX( 0, 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F ) - dist);
+#endif
+
+ px[0] = 0xFF;
+ px[1] = 0;
+ px[2] = 0;
+ px[3] = 0;
+ }
+ }
+
+ /*
+ * Level selection indentation, to make it look like the buttons are in a
+ * recessed area of the map.
+ */
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+ {
+ struct career_level_pack *grid = &career_packs[ i ];
+
+ int j = 0;
+
+ for( int y = 0; y < grid->dims[1]; y ++ )
+ {
+ for( int x = 0; x < grid->dims[0]; x ++ )
+ {
+ int cy = y+16+grid->origin[1],
+ cx = 16+x+grid->origin[0];
+
+ u8 *px = &info_buffer[(cy*64+cx)*4];
+ px[0] = 0x10;
+
+ if( j < grid->count )
+ {
+ struct cmp_level *lvl = &grid->pack[ j ++ ];
+ v2i_add( grid->origin, (v2i){x,y}, lvl->btn.position );
+ }
+ }
+ }
+ }
+
+ /*
+ * Recess the UI buttons, this adds a little bit of a (subtle) outline
+ * to them when the background shader is run
+ */
+ for( int i=0; i<4; i++ )
+ info_buffer[(((16+world.h-(i+2))*64)+world.w+16-1)*4] = 0x30;
+
+ /*
+ * Digging 'wires' from the output/input terminals, to make it look like
+ * there is something connecting our world.
+ */
+ for( int i = 0; i < arrlen(world.io); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+
+ v2i turtle;
+ v2i turtle_dir;
+ int original_y;
+
+ /*
+ * Only make breakouts for terminals on the edge,
+ * starting them from every position leads to some weird overlapping
+ * and confusing lines.
+ * */
+ if( !(term->pos[1] == 1 || term->pos[1] == world.h-2) )
+ continue;
+
+ turtle[0] = 16+term->pos[0];
+ turtle[1] = 16+term->pos[1];
+
+ turtle_dir[0] = 0;
+ turtle_dir[1] =
+ pcell(term->pos)->state & (FLAG_INPUT|FLAG_EMITTER)? 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;
+
+ v2i_add( turtle_dir, turtle, turtle );
+
+ if( turtle[0] == 0 ) break;
+ if( turtle[0] == 63 ) break;
+ if( turtle[1] == 0 ) break;
+ if( turtle[1] == 63 ) break;
+
+ int random_value = hash21i( turtle, 0xFF );
+ if( random_value > 255-40 && !turtle_dir[0] )
+ {
+ turtle_dir[0] = -1;
+ turtle_dir[1] = 0;
+ }
+ else if( random_value > 255-80 && !turtle_dir[0] )
+ {
+ turtle_dir[0] = 1;
+ turtle_dir[1] = 0;
+ }
+ else if( random_value > 255-100 )
+ {
+ turtle_dir[0] = 0;
+ turtle_dir[1] = original_y;
+ }
+ }
+ }
+
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64,
+ GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+}
+
+static int map_load_validate(void)
+{
+ for( int i = 0; i < world.h*world.w; i ++ )
+ {
+ struct cell *src = &world.data[i];
+
+ if( src->state & FLAG_IS_TRIGGER )
+ {
+ int link_id = src->links[0]?0:1;
+ if( src->links[link_id] <= world.h*world.w )
+ {
+ struct cell *target = &world.data[ src->links[link_id] ];
+
+ int is_canal = target->state & FLAG_CANAL,
+ is_splitter = target->config == k_cell_type_split,
+ is_emitter = target->state & FLAG_EMITTER;
+
+ if((is_canal && is_splitter) || is_emitter)
+ {
+ if( target->links[ link_id ] )
+ {
+ vg_error( "Link target was already targeted\n" );
+ return 0;
+ }
+ else
+ {
+ /*
+ * Valid link, apply reverse mapping to other cell so it
+ * knows who is linking to it
+ */
+ target->links[ link_id ] = i;
+ target->state |= FLAG_TARGETED;
+ }
+ }
+ else
+ {
+ vg_error( "Link target was invalid\n" );
+ return 0;
+ }
+ }
+ else
+ {
+ vg_error( "Link target out of bounds\n" );
+ return 0;
+ }
+ }
+ }
+
+ return 1;
+}
+
static int map_load( const char *str, const char *name )
{
map_free();
char const *c = str;
- // Scan for width
+ /* Predetermine width */
for(;; world.w ++)
{
if( c[world.w] == ';' )
{
if( !*c )
break;
-
- if( *c == '\r' ) { c ++; continue; } // fuck off windows
+
+ if( map_load_char_ignore( *c ) ) { c++; continue; }
if( *c == ';' )
{
if( *c == '\r' ) c ++;
- // Parse attribs
+ /* Parse attribs */
if( *c != '\n' )
{
while( *c )
{
- if( *c == '\r' ) { c ++; continue; }
+ if( map_load_char_ignore( *c ) ) { c++; continue; }
if( reg_start < reg_end )
{
struct cell_terminal *terminal = &world.io[ reg_start ];
- struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
-
- if( (*c >= 'a' && *c <= 'z') || *c == ' ' )
+ struct terminal_run *run =
+ &terminal->runs[ terminal->run_count-1 ];
+
+ if( !map_load_sequence_char( run, *c ) )
{
- i8 code = -1;
- if( *c != ' ' )
- code = *c - 'a';
-
- run->steps[ run->step_count ++ ] = code;
- }
- else
- {
- if( *c == ',' || *c == '\n' )
+ /* Control characters */
+ if( *c == ',' || *c == '\n' ) /* Next terminal */
{
reg_start ++;
if( *c == '\n' )
break;
}
- else if( *c == ':' )
+ else if( *c == ':' ) /* New run starting */
{
terminal->runs[ terminal->run_count ].step_count = 0;
terminal->run_count ++;
- world.max_runs = vg_max( world.max_runs, terminal->run_count );
+ world.max_runs =
+ vg_max( world.max_runs, terminal->run_count );
}
else
{
- vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
+ vg_error( "Unkown attribute '%c' (row: %u)\n",
+ *c, world.h );
goto IL_REG_ERROR;
}
}
{
if( links_satisfied < arrlen( links_to_make ) )
{
- struct cell *target = &world.data[ links_to_make[ links_satisfied ] ];
+ struct cell *target =
+ &world.data[ links_to_make[ links_satisfied ] ];
- if( (((u32)*c >= (u32)'0') && ((u32)*c <= (u32)'9')) || *c == '-' )
- {
+ if( map_load_is_digit( *c ) )
+ {
if( link_id_n >= vg_list_size( link_id_buffer )-1 )
{
- vg_error( "Number was way too long to be parsed (row: %u)\n", world.h );
+ vg_error( "Number was way too long to be parsed"
+ " (row: %u)\n", world.h );
goto IL_REG_ERROR;
}
- link_id_buffer[ link_id_n ++ ] = *c;
+ link_id_buffer[ link_id_n ++ ] = *c;
}
else if( *c == ',' || *c == '\n' )
{
}
else
{
- vg_error( "Invalid character '%c' (row: %u)\n", *c, world.h );
+ vg_error( "Invalid character '%c'"
+ " (row: %u)\n", *c, world.h );
goto IL_REG_ERROR;
}
}
else
{
- vg_error( "Too many values to assign (row: %u)\n", world.h );
+ vg_error( "Too many values to assign"
+ " (row: %u)\n", world.h );
goto IL_REG_ERROR;
}
}
}
}
- // Registry length-error checks
+ /* Registry length-error checks */
if( reg_start != reg_end )
{
- vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
+ vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n",
+ world.h, reg_start, reg_end );
goto IL_REG_ERROR;
}
if( links_satisfied != arrlen( links_to_make ) )
{
- vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world.h, links_satisfied, arrlen( links_to_make ) );
+ vg_error( "Not enough link values assigned (row: %u, %u of %u)\n",
+ world.h, links_satisfied, arrlen( links_to_make ) );
goto IL_REG_ERROR;
}
if( cx != world.w )
{
- vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
+ vg_error( "Not enough cells to match previous row definition"
+ " (row: %u, %u<%u)\n", world.h, cx, world.w );
goto IL_REG_ERROR;
}
{
if( cx == world.w )
{
- vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
+ vg_error( "Too many cells to match previous row definition"
+ " (row: %u, %u>%u)\n", world.h, cx, world.w );
goto IL_REG_ERROR;
}
- // Tile initialization
- // row[ cx ] .. etc
struct cell *cell = &row[ cx ];
- cell->config = 0xF;
-
- cell->links[0] = 0;
- cell->links[1] = 0;
-
- if( *c == '+' || *c == '-' || *c == '*' )
- {
- struct cell_terminal *term = arraddnptr( world.io, 1 );
- term->pos[0] = cx;
- term->pos[1] = world.h;
-
- term->run_count = 1;
- term->runs[0].step_count = 0;
-
- switch( *c )
- {
- case '+': cell->state = FLAG_INPUT; break;
- case '-': cell->state = FLAG_OUTPUT; break;
- case '*': cell->state = FLAG_EMITTER; break;
- }
+ map_load_cell( cell, *c, cx );
+
+ if( map_load_is_terminal(*c) )
+ reg_end ++;
- reg_end ++;
- }
- else if( *c == '.' ) cell->state = FLAG_INPUT_NICE;
- else if( *c == '#' ) cell->state = FLAG_WALL;
- else if( ((u32)*c >= (u32)'A') && ((u32)*c <= (u32)'A'+0xf) )
- {
- // Canal flag bits (4bit/16 value):
- // 0: Canal present
- // 1: Is trigger
- // 2: Reserved
- // 3: Reserved
-
- cell->state = ((u32)*c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER);
-
- if( cell->state & FLAG_IS_TRIGGER )
- arrpush( links_to_make, cx + world.h*world.w );
-
- world.score ++;
- }
- else cell->state = 0x00;
-
+ if( cell->state & FLAG_IS_TRIGGER )
+ arrpush( links_to_make, cx + world.h*world.w );
+
cx ++;
}
c ++;
}
- // Assign emitter codes
for( int i = 0; i < arrlen( world.io ); i ++ )
{
- struct cell_terminal *term = &world.io[i];
- struct cell *cell = pcell( term->pos );
-
- if( cell->state & FLAG_EMITTER )
- {
- if( (term->run_count > 0) && (term->runs[0].step_count >= 2) )
- {
- cell->emit[0] = term->runs[0].steps[0];
- cell->emit[1] = term->runs[0].steps[1];
- }
- else
- {
- vg_error( "Emitter was not assigned emit values\n" );
- goto IL_REG_ERROR;
- }
- }
+ if( !map_load_apply_emitter_codes( &world.io[i] ) )
+ goto IL_REG_ERROR;
}
-
- // Update data texture to fill out the background
- {
- u8 info_buffer[64*64*4];
- for( int x = 0; x < 64; x ++ )
- {
- for( int y = 0; y < 64; y ++ )
- {
- u8 *px = &info_buffer[((x*64)+y)*4];
-
- // Fade out edges of world so that there isnt an obvious line
- int dist_x = 16 - VG_MIN( VG_MIN( x, 16 ), 16-VG_MAX( x-16-world.w, 0 ) );
- int dist_y = 16 - VG_MIN( VG_MIN( y, 16 ), 16-VG_MAX( y-16-world.h, 0 ) );
- int dist = VG_MAX( dist_x, dist_y ) * 16;
-
- int value = VG_MAX( 0, 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F ) - dist );
-
- px[0] = value;
- px[1] = 0;
- px[2] = 0;
- px[3] = 0;
- }
- }
-
- // Level selection area
-
- for( int i = 0; i < vg_list_size( career_packs ); i ++ )
- {
- struct career_level_pack *grid = &career_packs[ i ];
-
- int j = 0;
-
- 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;
+
+ map_load_draw_background();
+ map_reclassify( NULL, NULL, 1 );
- if( j < grid->count )
- {
- struct cmp_level *lvl = &grid->pack[ j ++ ];
- v2i_add( grid->origin, (v2i){x,y}, lvl->btn.position );
- }
- }
- }
- }
-
- 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;
+ if( !map_load_validate() )
+ goto IL_REG_ERROR;
- // Random walks.. kinda
- for( int i = 0; i < arrlen(world.io); i ++ )
- {
- struct cell_terminal *term = &world.io[ i ];
-
- v2i turtle;
- v2i turtle_dir;
- int original_y;
+ /*
+ * At this point the world is in a fully loaded and complete state
+ */
- // Only make breakouts for terminals on the edge
- if( !(term->pos[1] == 1 || term->pos[1] == world.h-2) )
- continue;
-
- turtle[0] = 16+term->pos[0];
- turtle[1] = 16+term->pos[1];
-
- turtle_dir[0] = 0;
- turtle_dir[1] = pcell(term->pos)->state & (FLAG_INPUT|FLAG_EMITTER)? 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;
-
- v2i_add( turtle_dir, turtle, turtle );
-
- if( turtle[0] == 0 ) break;
- if( turtle[0] == 63 ) break;
- if( turtle[1] == 0 ) break;
- if( turtle[1] == 63 ) break;
-
- int random_value = hash21i( turtle, 0xFF );
- if( random_value > 255-40 && !turtle_dir[0] )
- {
- turtle_dir[0] = -1;
- turtle_dir[1] = 0;
- }
- else if( random_value > 255-80 && !turtle_dir[0] )
- {
- turtle_dir[0] = 1;
- turtle_dir[1] = 0;
- }
- else if( random_value > 255-100 )
- {
- turtle_dir[0] = 0;
- turtle_dir[1] = original_y;
- }
- }
- }
-
- glBindTexture( GL_TEXTURE_2D, world.background_data );
- glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
- }
-
arrfree( links_to_make );
-
- map_reclassify( NULL, NULL, 1 );
-
- // Validate links
- for( int i = 0; i < world.h*world.w; i ++ )
- {
- struct cell *src = &world.data[i];
- if( src->state & FLAG_IS_TRIGGER )
- {
- int link_id = src->links[0]?0:1;
- if( src->links[link_id] <= world.h*world.w )
- {
- struct cell *target = &world.data[ src->links[link_id] ];
- if( ((target->state & FLAG_CANAL) && (target->config == k_cell_type_split))
- || (target->state & FLAG_EMITTER) )
- {
- if( target->links[ link_id ] )
- {
- vg_error( "Link target was already targeted\n" );
- goto IL_REG_ERROR;
- }
- else
- {
- // Valid link
- target->links[ link_id ] = i;
- target->state |= FLAG_TARGETED;
- }
- }
- else
- {
- vg_error( "Link target was invalid\n" );
- goto IL_REG_ERROR;
- }
- }
- else
- {
- vg_error( "Link target out of bounds\n" );
- goto IL_REG_ERROR;
- }
- }
- }
-
- // ==========================================================
- // Successful load
vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
world.initialzed = 1;
- // Setup world button locations
+ /* Setup world button locations */
for( int i = 0; i < vg_list_size( world.st.buttons ); i ++ )
{
struct world_button *btn = &world.st.buttons[i];
btn->position[1] = world.h -i -2;
}
- // Allocate buffers for render commands
+ /* Allocate buffers for render commands */
world.cmd_buf_tiles = malloc( world.w*world.h* sizeof( struct render_cmd ) );
world.max_commands = world.w*world.h;
-
return 1;
IL_REG_ERROR:
else if( cell->state & FLAG_INPUT ) fputc( '+', stream );
else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream );
else if( cell->state & FLAG_EMITTER ) fputc( '*', stream );
- else if( cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) )
+ else if( cell->state & FLAG_4B_GROUP )
{
- fputc( (cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)) + (u32)'A', stream );
+ /*
+ * Serialize the '4 bit group' into ABCD...
+ */
+ fputc( (cell->state & FLAG_4B_GROUP) + (u32)'A', stream );
}
else fputc( ' ', stream );
}
fputc( ';', stream );
-
int terminal_write_count = 0;
for( int x = 0; x < world.w; x ++ )
fputc( ',', stream );
terminal_write_count ++;
- fprintf( stream, "%d", cell->links[0]? -cell->links[0]: cell->links[1] );
+ fprintf( stream, "%d",
+ cell->links[0]? -cell->links[0]: cell->links[1] );
}
}
}
}
-// CAREER STATE
-// ===========================================================================================================
-
+/*
+ * Career state
+ */
#pragma pack(push,1)
struct dcareer_state
{
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
+ /* Check ALL maps to trigger master engineer */
for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
struct career_level_pack *set = &career_packs[i];
}
sw_set_achievement( "MASTER_ENGINEER" );
+ #endif
}
}
i64 sz;
struct dcareer_state encoded;
- // Blank save state
+ /* Blank save state */
memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) );
encoded.in_map = 0;
encoded.levels[0].unlocked = 1;
- // Load and copy data into encoded
+ /*
+ * Load and copy, this step is just to ensure old/newer saves can be loaded
+ * without crashing. Old saves will load fine, too new saves will lose data,
+ * such a situation should rarely (never) happen with the steam version.
+ */
void *cr = vg_asset_read_s( "sav/game.sv2", &sz );
if( cr )
if( sz <= offsetof( struct dcareer_state, levels ) )
{
- vg_warn( "This save file is too small to have a header. Creating a blank one\n" );
+ vg_warn( "This save file is too small to have a header. "
+ "Creating a blank one\n" );
free( cr );
}
- memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz ) );
+ memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz));
free( cr );
}
else
vg_info( "No save file... Using blank one\n" );
- // Reset memory
+ /* Reset memory */
for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
struct career_level_pack *set = &career_packs[i];
career_reset_level( &set->pack[j] );
}
- // Header information
- // =================================
+ /* Header information */
struct cmp_level *lvl_to_load = &career_packs[0].pack[0];
- // Decode everything from dstate
+ /* Decode everything from dstate */
for( int i = 0; i < vg_list_size( career_packs ); i ++ )
{
struct career_level_pack *set = &career_packs[i];
{
lvl->completed_score = src->score;
- // Apply unlocking to next levels in case there was an update
+ /*
+ * Apply unlocking trigger to next levels,
+ * in case the level graph was updated in the future
+ */
if( lvl->unlock )
career_unlock_level( lvl->unlock );
}
career_load_success = 1;
- if( encoded.version < MARBLE_COMP_VERSION || 1 )
+#if 0
+ if( encoded.version < MARBLE_COMP_VERSION )
world.st.state = k_game_state_update;
+#endif
}
-// MAIN GAMEPLAY
-// ===========================================================================================================
+/*
+ * Main gameplay
+ */
static int is_simulation_running(void)
{
return world.st.buttons[ k_world_button_sim ].state;
static int cell_interactive( v2i co )
{
- struct cell *cell;
+ struct cell *cell = NULL;
// Bounds check
if( world_check_pos_ok( co, 1 ) )
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;
for( int i = 0; i < world.num_fishes; i ++ )
{
struct fish *fish = &world.fishes[i];
-
+
// Apply movement
if( fish->state == k_fish_state_alive )
v2i_add( fish->pos, fish->dir, fish->pos );
if( fish->state == k_fish_state_alive || fish->state == k_fish_state_soon_alive )
{
struct cell *cell_current = pcell( fish->pos );
-
+
if( cell_current->state & FLAG_IS_TRIGGER )
{
int trigger_id = cell_current->links[0]?0:1;
{
fi = &world.fishes[i];
- if( fi->state == k_fish_state_alive )
+ if( (fi->state == k_fish_state_alive) |
+ (fi->state == k_fish_state_soon_alive) )
{
int continue_again = 0;
{
fj = &world.fishes[j];
- if( fj->state == k_fish_state_alive )
+ if( (fj->state == k_fish_state_alive) |
+ (fj->state == k_fish_state_soon_alive) )
{
v2i fi_prev;
v2i fj_prev;
if( collide_next_frame || collide_this_frame )
{
+ #ifdef VG_STEAM
sw_set_achievement( "BANG" );
+ #endif
// Shatter death (+0.5s)
float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f );
}
else
{
+ #ifdef VG_STEAM
if( world.sim_run > 0 )
sw_set_achievement( "GOOD_ENOUGH" );
+ #endif
vg_error( "Level failed :(\n" );
}
}
}
-static void render_tile( v2i pos, struct cell *ptr, v4f const regular_colour, v4f const selected_colour )
+static void render_tile( v2i pos, struct cell *ptr, v4f const regular_colour,
+ v4f const selected_colour, int with_glow )
{
int selected = world.selected == pos[1]*world.w + pos[0];
int uv[2];
uv[0],
uv[1]
);
+
+ if( with_glow )
+ {
+ glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uGlowA" ),
+ 1, ptr->glow[0] );
+ glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uGlowB" ),
+ 1, ptr->glow[1] );
+ }
+ else
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_main, "uGlowA" ),
+ 0.0f,
+ 0.0f,
+ 0.0f );
+ glUniform3f( SHADER_UNIFORM( shader_tile_main, "uGlowB" ),
+ 0.0f,
+ 0.0f,
+ 0.0f );
+ }
if( selected )
{
struct cell *cell = pcell( pos );
if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) )
- render_tile( pos, cell, regular_colour, selected_colour );
+ render_tile( pos, cell, regular_colour, selected_colour, 0 );
}
}
}
// Renders all tiles in the command list
-static void render_tiles( v4f const regular_colour, v4f const selected_colour )
+static void render_tiles( v4f const regular_colour, v4f const selected_colour,
+ int with_glow )
{
glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
{ world.cmd_buf_specials, world.tile_special_count }
};
+ int world_paused = world.st.buttons[k_world_button_pause].state;
+ if( with_glow && !world_paused )
+ {
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( !(fish->state == k_fish_state_alive ||
+ fish->state == k_fish_state_soon_alive) ) continue;
+
+ struct cell *cell_x = pcell( fish->pos );
+ v3f glow_colour;
+ colour_code_v3( fish->colour, glow_colour );
+
+ int c = 0;
+ if( cell_x->config == k_cell_type_split )
+ c = cell_x->state & FLAG_FLIP_FLOP? 1:0;
+
+ if( cell_x->config == k_cell_type_merge )
+ c = fish->dir[0]==-1?1:0;
+
+ v3_muladds( cell_x->glow[c], glow_colour,
+ powf(world.frame_lerp,2.0f)*0.03f * world.sim_delta_speed,
+ cell_x->glow[c]);
+ }
+ }
+
for( int i = 0; i < vg_list_size( render_lists ); i ++ )
{
struct render_list *list = &render_lists[i];
struct render_cmd *cmd = &list->arr[j];
struct cell *cell = cmd->ptr;
- render_tile( cmd->pos, cell, regular_colour, selected_colour );
+ render_tile( cmd->pos, cell, regular_colour, selected_colour, with_glow );
}
}
}
v2i click_tile = { world.tile_x, world.tile_y };
int triggered = 0;
- int is_hovering = v2i_eq( click_tile, btn->position );
+ int is_hovering = v2i_eq( click_tile, btn->position ) && !gui_want_mouse();
// Set up light targets before logic runs
if( btn->state )
- btn->light_target = is_hovering? 0.9f: 0.8f;
+ btn->light_target = is_hovering? 0.7f: 0.6f;
else
btn->light_target = is_hovering? 0.2f: 0.0f;
else lvl->btn.extra_light = 0.2f;
if( lvl->completed_score )
- lvl->btn.extra_light += 0.8f;
+ lvl->btn.extra_light += 0.6f;
enum world_button_status status;
if( world_button_exec(
struct vg_sprite *sp = &sprites_auto_combine[ id ];
glUniform4fv( SHADER_UNIFORM( shader_sprite, "uUv" ), 1, sp->uv_xywh );
- glUniform3f( SHADER_UNIFORM( shader_sprite, "uPos" ), pos[0], pos[1], pos[2] * world.st.world_transition );
+ glUniform3f( SHADER_UNIFORM( shader_sprite, "uPos" ),
+ pos[0], pos[1], pos[2] * world.st.world_transition );
draw_mesh( 0, 2 );
}
+static void vg_framebuffer_resize(int w, int h)
+{
+ glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
+
+ for( int i=0; i<2; i++ )
+ {
+ glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[i] );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
+ w/EFFECT_BUFFER_RATIO, h/EFFECT_BUFFER_RATIO,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
+ }
+}
+
void vg_render(void)
{
+ if( enable_bloom || enable_vignette )
+ glBindFramebuffer( GL_FRAMEBUFFER, world.st.framebuffer );
+ else
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
glViewport( 0,0, vg_window_x, vg_window_y );
glDisable( GL_DEPTH_TEST );
- glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
+ glClearColor( 0.14f, 0.14f, 0.14f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
int const empty_start = circle_base+32;
int const empty_count = circle_base+32*2;
+#if 0
struct world_theme *theme = &world_themes[ world_theme_id ];
+#else
+ struct world_theme *theme = &world_themes[ 0 ];
+#endif
if( !world.initialzed )
return;
cmd->pos[0] = x;
cmd->pos[1] = y;
cmd->ptr = cell;
+
+ int world_paused = world.st.buttons[k_world_button_pause].state;
+ if( !world_paused )
+ {
+ float decay = 1.0f - world.sim_delta_speed*0.005f;
+ v3_muls( cell->glow[0], decay, cell->glow[0] );
+ v3_muls( cell->glow[1], decay, cell->glow[1] );
+ }
}
}
}
glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
- glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
+ glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.05f );
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, world.random_samples );
// rebind textures
vg_tex2d_bind( &tex_tile_data, 0 );
vg_tex2d_bind( theme->tex_tiles, 1 );
+ vg_tex2d_bind( &tex_tile_glow, 2 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlow" ), 2 );
+
glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uShadowing" ), 1, theme->col_shadow );
- render_tiles( colour_default, colour_default );
+ render_tiles( colour_default, colour_default, 1 );
// MARBLES
// ========================================================================================================
// ========================================================================================================
SHADER_USE( shader_tile_main );
- // Bind textures
+ // Re Bind textures
vg_tex2d_bind( &tex_tile_data, 0 );
- glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
-
- // TODO: is this needed to be rebinded?
vg_tex2d_bind( theme->tex_tiles, 1 );
- glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+ vg_tex2d_bind( &tex_tile_glow, 2 );
glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
- render_tiles( colour_default, colour_selected );
+ render_tiles( colour_default, colour_selected, 0 );
// Draw splitters
for( int i = 0; i < world.tile_special_count; i ++ )
m2x2_create_rotation( subtransform, rotation );
- glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main,"uSubTransform" ),
+ 1, GL_FALSE, (float *)subtransform );
+
glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ),
(float)cmd->pos[0],
(float)cmd->pos[1] + 0.125f,
if( world_button_exec( &world.st.buttons[k_world_button_settings], (v2f){ 1.0f, 2.0f }, btn_orange, &stat ))
{
- world.st.state = stat == k_world_button_on_enable? k_game_state_settings: k_game_state_main;
+ world.st.state = stat == k_world_button_on_enable?
+ k_game_state_settings: k_game_state_main;
}
level_selection_buttons();
glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
- 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 };
+ v4f const wire_left_colour = { 0.9f, 0.9f, 0.9f, 1.0f };
+ v4f const wire_right_colour = { 0.5f, 0.5f, 0.5f, 1.0f };
+ v4f const wire_drag_colour = { 0.3f, 0.3f, 0.3f, 0.6f };
glUniform1f( SHADER_UNIFORM( shader_wire, "uTime" ), world.frame_lerp );
glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), 0.0f );
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
-
glDisable(GL_BLEND);
use_mesh( &world.numbers );
draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
*/
+
+ if( !enable_bloom )
+ {
+ if( enable_vignette )
+ goto image_composite;
+
+ return;
+ }
+
+ /* Scale down image and remap colour values */
+ glViewport( 0,0,
+ vg_window_x/EFFECT_BUFFER_RATIO, vg_window_y/EFFECT_BUFFER_RATIO );
+ glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[0] );
+
+ SHADER_USE( shader_post_darken );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+ glUniform1i( SHADER_UNIFORM( shader_post_darken, "uTexMain" ), 0 );
+
+ draw_mesh( 0, 2 );
+
+ /* Two pass blur */
+ v2f res_inv, blur_dir;
+ res_inv[0] = 1.0f / (float)( vg_window_x/EFFECT_BUFFER_RATIO );
+ res_inv[1] = 1.0f / (float)( vg_window_y/EFFECT_BUFFER_RATIO );
+
+ SHADER_USE( shader_post_blur );
+ glUniform1i( SHADER_UNIFORM( shader_post_blur, "uTexMain" ), 0 );
+
+ for( int i=0; i<1; i++ )
+ {
+ glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[1] );
+
+ v2_mul( (v2f){ 1.0f*(float)(i+1), 0.0f }, res_inv, blur_dir );
+
+ glUniform2fv( SHADER_UNIFORM(shader_post_blur,"uDir"), 1, blur_dir );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[0] );
+
+ draw_mesh( 0, 2 );
+
+ v2_mul( (v2f){ 0.0f, 1.0f*(float)(i+1) }, res_inv, blur_dir );
+
+ glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[0] );
+ glUniform2fv( SHADER_UNIFORM(shader_post_blur,"uDir"), 1, blur_dir );
+ glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[1] );
+ draw_mesh( 0, 2 );
+ }
+
+ /* Scene composite */
+ glViewport( 0,0, vg_window_x, vg_window_y );
+
+image_composite:
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+ SHADER_USE( shader_post_comp );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+ glUniform1i( SHADER_UNIFORM( shader_post_comp, "uTexMain" ), 0 );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[0] );
+ glUniform1i( SHADER_UNIFORM( shader_post_comp, "uTexBloom" ), 1 );
+
+ glUniform2f( SHADER_UNIFORM( shader_post_comp, "uComp" ),
+ enable_bloom? 1.0f: 0.0f,
+ enable_vignette? 0.0f: 1.0f );
+
+ draw_mesh( 0, 2 );
}
void vg_ui(void)
gui_text( (ui_px [2]){ vg_window_x / 2, 28 }, world.pCmpLevel->description, 1, k_text_align_center );
}
+#if 0
if( world.st.state == k_game_state_update )
{
gui_group_id( 34 );
}
gui_end();
}
- else if( world.st.state == k_game_state_settings )
+ else
+#endif
+ if( world.st.state == k_game_state_settings )
{
gui_group_id( 35 );
gui_new_node();
{
gui_text( ui_global_ctx.cursor, "SETTINGS", 2, 0 );
+
+ ui_global_ctx.cursor[2] = 25;
+ gui_align_right();
+
+ if( gui_button(4) == k_button_click )
+ {
+ world.st.buttons[ k_world_button_settings ].state = 0;
+ world.st.state = k_game_state_main;
+ vg_info( "exit\n" );
+ }
+ ui_global_ctx.cursor[0] += 4;
+ ui_global_ctx.cursor[1] -= 4;
+ gui_text( ui_global_ctx.cursor, "x", 2, 0 );
+ gui_end();
}
gui_end();
gui_end_down();
// Theme select
- // TODO: remove code dupe
ui_global_ctx.cursor[1] += 16;
+#if 0
gui_text( ui_global_ctx.cursor, "Tile Theme", 1, 0 );
ui_global_ctx.cursor[1] += 20;
gui_new_node();
{
ui_global_ctx.cursor[2] = 25;
- if( gui_button( 0 ) == k_button_click )
+ if( gui_button( 2 ) == k_button_click )
{
if( world_theme_id > 0 )
world_theme_id --;
gui_end_right();
ui_global_ctx.cursor[2] = 25;
- if( gui_button( 1 ) == k_button_click )
+ if( gui_button( 3 ) == k_button_click )
{
if( world_theme_id < vg_list_size( world_themes )-1 )
world_theme_id ++;
gui_end_down();
}
gui_end_down();
+#endif
+
+ gui_text( ui_global_ctx.cursor, "Graphics", 1, 0 );
+ ui_global_ctx.cursor[1] += 20;
+
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[2] = 200;
+ if( gui_button( 5 ) == k_button_click )
+ {
+ enable_bloom ^= 0x1;
+ }
+ ui_global_ctx.cursor[0] += 4;
+ ui_global_ctx.cursor[1] += 4;
+ gui_text( ui_global_ctx.cursor, enable_bloom?
+ "Bloom: ENABLED":
+ "Bloom: DISABLED", 1, 0 );
+ gui_end_down();
+ }
+ gui_end_down();
+
+ ui_global_ctx.cursor[1] += 10;
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[2] = 200;
+ if( gui_button( 6 ) == k_button_click )
+ {
+ enable_vignette ^= 0x1;
+ }
+ ui_global_ctx.cursor[0] += 4;
+ ui_global_ctx.cursor[1] += 4;
+ gui_text( ui_global_ctx.cursor, enable_vignette?
+ "Vignette: ENABLED":
+ "Vignette: DISABLED", 1, 0 );
+ gui_end_down();
+ }
+ gui_end_down();
+
+ ui_global_ctx.cursor[1] += 16;
+ gui_text( ui_global_ctx.cursor, "Music Volume", 1, 0 );
+ ui_global_ctx.cursor[1] += 20;
+
+ gui_new_node();
+ {
+ ui_px slider_start = ui_global_ctx.cursor[0];
+
+ float const bar_width = 45.0f,
+ bar_total = 200.0f,
+ bar_movement = bar_total-bar_width,
+ bar_start = bar_width * 0.5f;
+
+ ui_global_ctx.cursor[2] = bar_total;
+ ui_fill_rect( &ui_global_ctx,
+ ui_global_ctx.cursor,
+ 0xff111111 );
+
+ ui_global_ctx.cursor[2] = bar_width;
+ ui_global_ctx.cursor[0] = slider_start + music_volume * bar_movement;
+
+ int status = gui_button( 7 );
+
+ static ui_px drag_start = 0.0f;
+
+ if( status == k_button_start_click )
+ drag_start = ui_global_ctx.mouse[0];
+ else if( ui_global_ctx.capture_lock &&
+ (ui_global_ctx.capture_mouse_id == ui_group_id(&ui_global_ctx,7)))
+ {
+ ui_px drag_offset = ui_global_ctx.mouse[0] - drag_start;
+ float offset_local = (drag_start + drag_offset - slider_start - bar_start) / bar_movement;
+
+ music_volume = vg_minf( vg_maxf( offset_local, 0.0f ), 1.0f );
+ music_volume_update();
+ }
+
+ ui_global_ctx.cursor[0] += 4;
+ ui_global_ctx.cursor[1] += 4;
+
+ char volbuf[12];
+ snprintf( volbuf, 12, "%.2f", music_volume );
+ gui_text( ui_global_ctx.cursor, volbuf, 1, 0 );
+ gui_end_down();
+ }
+ gui_end_down();
}
gui_end();
}
.data_type = k_convar_dtype_i32,
.opt_i32 = { .min = 0, .max = vg_list_size( world_themes )-1, .clamp = 1 },
.persistent = 1,
+ .update = NULL
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "enable_bloom",
+ .data = &enable_bloom,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min = 0, .max = 1, .clamp = 1 },
+ .persistent = 1,
+ .update = NULL
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "enable_vignette",
+ .data = &enable_vignette,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min = 0, .max = 1, .clamp = 1 },
+ .persistent = 1,
+ .update = NULL
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "music_volume",
+ .data = &music_volume,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .min = 0.0f, .max = 1.0f, .clamp = 1 },
+ .persistent = 1,
+ .update = music_volume_update
});
// Combined quad, long quad / empty circle / filled circle mesh
glGenTextures( 1, &world.random_samples );
glBindTexture( GL_TEXTURE_2D, world.random_samples );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
- vg_tex2d_linear();
+ vg_tex2d_nearest();
vg_tex2d_repeat();
free( data );
// Restore gamestate
career_local_data_init();
career_load();
+
+ /* Create framebuffers */
+ glGenFramebuffers( 1, &world.st.framebuffer );
+ glBindFramebuffer( GL_FRAMEBUFFER, world.st.framebuffer );
+
+ glGenTextures( 1, &world.st.colourbuffer );
+ glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ world.st.colourbuffer, 0);
+
+ /* Bloom framebuffer (quater res) */
+ glGenFramebuffers( 2, world.st.bloomframebuffer );
+ glGenTextures( 2, world.st.bloomcolourbuffer );
+
+ for( int i=0; i<2; i++ )
+ {
+ glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[i] );
+
+ glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[i] );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
+ vg_window_x/EFFECT_BUFFER_RATIO, vg_window_y/EFFECT_BUFFER_RATIO,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ vg_tex2d_clamp();
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, world.st.bloomcolourbuffer[i], 0);
+ }
}
void vg_free(void)
{
+#ifdef VG_STEAM
+ sw_free_opengl();
+#endif
+
console_save_map( 0, NULL );
career_serialize();