--- /dev/null
+#define MARBLE_COMP_VERSION 4
+
+enum world_button_mode
+{
+ k_world_button_mode_once,
+ k_world_button_mode_toggle
+};
+
+struct world_button
+{
+ v2i position;
+
+ float light_target, light, extra_light;
+ int state;
+
+ enum world_button_mode mode;
+};
+
+enum world_button_status
+{
+ k_world_button_on_enable,
+ k_world_button_on_disable
+};
+
+#include "fishladder_resources_vg1.h"
+
+#if 0
+ #define STEAM_LEADERBOARDS
+#endif
+
+enum cell_type
+{
+ k_cell_type_stub = 0,
+ k_cell_type_ramp_right = 3,
+ k_cell_type_ramp_left = 6,
+ k_cell_type_split = 7,
+ k_cell_type_merge = 13,
+ k_cell_type_con_r = 1,
+ k_cell_type_con_u = 2,
+ k_cell_type_con_l = 4,
+ k_cell_type_con_d = 8
+};
+
+enum e_fish_state
+{
+ k_fish_state_soon_dead = -1,
+ k_fish_state_dead = 0,
+ k_fish_state_alive,
+ k_fish_state_bg,
+ k_fish_state_soon_alive
+};
+
+enum e_world_button
+{
+ k_world_button_none = -1,
+ k_world_button_sim = 0,
+ k_world_button_pause = 1,
+ k_world_button_speedy = 2,
+ k_world_button_settings = 3
+};
+
+enum e_game_state
+{
+ k_game_state_main,
+ k_game_state_settings,
+ k_game_state_update
+};
+
+#define FLAG_CANAL 0x1
+#define FLAG_IS_TRIGGER 0x2
+#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
+#define FLAG_EMITTER 0x80
+
+#define FLAG_FLIP_FLOP 0x100
+#define FLAG_TRIGGERED 0x200
+#define FLAG_FLIP_ROTATING 0x400
+#define FLAG_TARGETED 0x800
+
+#define FLAG_INPUT_NICE 0x1000
+
+/*
+ 0000 0 | 0001 1 | 0010 2 | 0011 3
+ | | | | |
+ X | X= | X | X=
+ | | |
+ 0100 4 | 0101 5 | 0110 6 | 0111 7
+ | | | | |
+ =X | =X= | =X | =X=
+ | | |
+ 1000 8 | 1001 9 | 1010 10 | 1011 11
+ | | | | |
+ X | X= | X | X=
+ | | | | | | |
+ 1100 12 | 1101 13 | 1110 14 | 1111 15
+ | | | | |
+ =X | =X= | =X | =X=
+ | | | | | | |
+*/
+
+static struct cell_description
+{
+ v2i start;
+ v2i end;
+
+ int is_special;
+ int is_linear;
+
+ v2f trigger_pos;
+ enum sprites_auto_combine_index trigger_sprite;
+}
+cell_descriptions[] =
+{
+ /* 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 = { 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 },
+ { },
+ /* 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_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
+v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
+v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+
+v2f const curve_1[] = {{1.0f,0.5f},{0.8f,0.5f},{0.3f,0.5f},{0.2f,0.5f}};
+v2f const curve_4[] = {{0.0f,0.5f},{0.3f,0.5f},{0.5f,0.5f},{0.8f,0.5f}};
+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}};
+
+float const curve_7_linear_section = 0.1562f;
+
+struct mesh
+{
+ GLuint vao, vbo;
+ u32 elements;
+};
+
+#define EFFECT_BUFFER_RATIO 4
+
+static struct world
+{
+ /* Things that are 'static', aka, initialized once */
+ struct
+ {
+ struct world_button buttons[4];
+ float zoom;
+ enum e_game_state state;
+
+ struct cmp_level *lvl_to_load;
+ float lvl_load_time;
+
+ float world_transition;
+ ui_ctx world_text;
+
+ GLuint framebuffer,
+ colourbuffer,
+ bloomframebuffer[2], /* Quater res */
+ bloomcolourbuffer[2];
+ }
+ st;
+
+ struct cell
+ {
+ u16 state;
+ u16 links[2];
+ u8 config;
+ i8 emit[2];
+
+ v3f glow[2];
+ }
+ *data;
+
+ struct render_cmd
+ {
+ struct cell *ptr;
+ v2i pos;
+ }
+ *cmd_buf_tiles, *cmd_buf_specials;
+
+ u32 tile_count, tile_special_count, max_commands;
+
+ int initialzed;
+ int sim_run, max_runs;
+
+ int sim_frame, sim_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
+ {
+ struct terminal_run
+ {
+ i8 steps[8];
+ i8 recieved[8];
+
+ int step_count, recv_count;
+ }
+ runs[8];
+
+ int run_count;
+ v2i pos;
+ }
+ *io;
+
+ int w, h;
+
+ struct mesh shapes;
+ struct mesh_wire
+ {
+ GLuint vao, vbo, ebo;
+ u32 em;
+ }
+ wire;
+
+ GLuint background_data;
+ GLuint random_samples;
+
+ int selected, tile_x, tile_y;
+ v2f tile_pos;
+
+ struct fish
+ {
+ v2i pos;
+ v2i dir;
+ enum e_fish_state state;
+ i8 colour;
+ int flow_reversed;
+ float death_time;
+ v2f physics_v;
+ v2f physics_co;
+ }
+ fishes[64];
+
+ int num_fishes;
+
+ char map_name[64];
+ struct cmp_level *pCmpLevel;
+
+ u32 score;
+ u32 completed;
+ u32 time;
+
+ u16 id_drag_from;
+ v2f drag_from_co;
+ v2f drag_to_co;
+}
+world =
+{
+ .st =
+ {
+ .buttons = { { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle },
+ { .mode = k_world_button_mode_toggle } }
+ },
+ .selected = -1
+};
+
+static void colour_code_v3( i8 cc, v3f target );
+static int hash21i( v2i p, u32 umod );
+
+/*
+ * Mesh functions
+ */
+static void init_mesh( struct mesh *m, float const *tris, u32 length );
+static void free_mesh( struct mesh *m );
+static void use_mesh( struct mesh *m );
+static void draw_mesh( int const start, int const count );
+
+/*
+ * World buttons
+ */
+static void level_selection_buttons(void);
+
+/*
+ * Map/world interface
+ */
+static void map_free(void);
+static void io_reset(void);
+static struct cell *pcell( v2i pos );
+static void lcell( int id, v2i pos );
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
+static void gen_level_text(void);
+static int map_load( const char *str, const char *name );
+static void map_serialize( FILE *stream );
+
+/*
+ * Career
+ */
+static void career_serialize(void);
+static void career_unlock_level( struct cmp_level *lvl );
+static void career_unlock_level( struct cmp_level *lvl );
+static void career_pass_level( struct cmp_level *lvl, int score, int upload );
+static void career_reset_level( struct cmp_level *lvl );
+static void career_load(void);
+static void clear_animation_flags(void);
+
+/*
+ * Gameplay main
+ */
+static void simulation_stop(void);
+static void simulation_start(void);
+static int world_check_pos_ok( v2i co, int dist );
+static int cell_interactive( v2i co );
+
+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 );
+
+#ifdef STEAM_LEADERBOARDS
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
+void leaderboard_dispatch_score(void);
+void leaderboard_found( LeaderboardFindResult_t *pCallback );
+void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
+#endif
+
+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 -- runtime
+ */
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+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 },
+ { 0.4f, 0.8f, 1.00f },
+ { 0.2f, 0.9f, 0.14f },
+ { 0.882f, 0.204f, 0.922f }
+ },
+ { { 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 },
+ { 0.827f, 0.373f, 0.718f },
+ { 0.0f, 0.353f, 0.71f },
+ { 0.863f, 0.196f, 0.125f }
+ },
+};
+
+static struct world_theme
+{
+ const char *name;
+ v3f col_shadow;
+
+ vg_tex2d *tex_tiles;
+}
+world_themes[] =
+{
+ {
+ "Minimal",
+ { 0.6f, 0.6f, 0.6f },
+ &tex_tiles_min
+ },
+ {
+ "Wood",
+ { 0.89f, 0.8f, 0.7f },
+ &tex_tiles_wood
+ },
+ {
+ "Lab",
+ { 0.7f, 0.7f, 0.7f },
+ &tex_tiles_lab
+ }
+};
+
+static void colour_code_v3( i8 cc, v3f target )
+{
+ if( (cc >= 0) && (cc < vg_list_size( colour_sets[0] )) )
+ {
+ v3_copy( colour_sets[colour_set_id][ cc ], target );
+ return;
+ }
+
+ vg_error( "Invalid colour code used '%d'\n", (int)cc );
+ v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
+}
+
+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
+};
+
+ return random_noise[ (random_noise[p[1] & 1023] + p[0]) & 1023 ] & umod;
+}
+
+static void init_mesh( struct mesh *m, float const *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 );
+}
+
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
+
+static void map_free(void)
+{
+ arrfree( world.data );
+ arrfree( world.io );
+
+ free( world.cmd_buf_tiles );
+ world.cmd_buf_tiles = NULL;
+
+ world.w = 0;
+ world.h = 0;
+ world.data = NULL;
+ world.io = NULL;
+ world.score = 0;
+ world.time = 0;
+ world.completed = 0;
+ world.max_runs = 0;
+ world.initialzed = 0;
+}
+
+static void io_reset(void)
+{
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[i];
+
+ for( int j = 0; j < term->run_count; j ++ )
+ term->runs[j].recv_count = 0;
+ }
+}
+
+static struct cell *pcell( v2i pos )
+{
+ return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
+static void lcell( int id, v2i pos )
+{
+ pos[0] = id % world.w;
+ pos[1] = (id - pos[0]) / world.w;
+}
+
+static void map_reclassify( v2i start, v2i end, int update_texbuffer )
+{
+ v2i full_start = { 1,1 };
+ v2i full_end = { world.w-1, world.h-1 };
+
+ if( !start || !end )
+ {
+ start = full_start;
+ end = full_end;
+ }
+
+ /* Texture data */
+ u8 info_buffer[64*64*4];
+ u32 pixel_id = 0;
+
+ int px0 = vg_max( start[0], full_start[0] ),
+ px1 = vg_min( end[0], full_end[0] ),
+ py0 = vg_max( start[1], full_start[1] ),
+ py1 = vg_min( end[1], full_end[1] );
+
+ for( int y = py0; y < py1; y ++ )
+ {
+ for( int x = px0; x < px1; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+
+ u8 height = 0;
+ u8 config = 0x00;
+
+ if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) )
+ {
+ 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) )
+ {
+ config |= 0x1 << i;
+ }
+ }
+
+ height = 128;
+ }
+ else
+ {
+ if( cell->state & FLAG_WALL )
+ height = 0xFF; /*-0x3F + hash21i( (v2i){x,y}, 0x3F );*/
+
+ config = cell->state & FLAG_INPUT_NICE? 0xB: 0xF;
+ }
+
+ pcell((v2i){x,y})->config = config;
+
+ u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
+ info_px[0] = height;
+ info_px[1] = cell->state & FLAG_WALL? 0: 255;
+ info_px[2] = 0;
+ info_px[3] = 0;
+
+ /*
+ * 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( cell->links[i] )
+ {
+ struct cell *other_ptr = &world.data[ cell->links[i] ];
+ other_ptr->links[ i ] = 0;
+ other_ptr->state &= ~FLAG_IS_TRIGGER;
+
+ if( other_ptr->links[ i ^ 0x1 ] == 0 )
+ other_ptr->state &= ~FLAG_TARGETED;
+ }
+ }
+
+ cell->links[0] = 0;
+ cell->links[1] = 0;
+ }
+ }
+ }
+
+ if( update_texbuffer )
+ {
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexSubImage2D( GL_TEXTURE_2D, 0,
+ px0 + 16, py0 + 16,
+ px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+ }
+}
+
+static void gen_level_text(void)
+{
+ 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 )
+ {
+ for( int i = 0; i < vg_list_size( world.pCmpLevel->strings ); i ++ )
+ {
+ struct world_string *wstr = &world.pCmpLevel->strings[i];
+
+ if( wstr->str )
+ {
+ ui_px pos[2];
+
+ pos[0] = -UI_GLYPH_SPACING_X/2;
+
+ if( wstr->placement == k_placement_bottom )
+ pos[1] = 2*-unit_scale_px;
+ else
+ pos[1] = (world.h-1)*-unit_scale_px -6;
+
+ ui_text( &world.st.world_text, pos, wstr->str,
+ 1, k_text_align_left );
+ }
+ }
+ }
+
+ // re-create level scores
+ 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 ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+
+ if( lvl->completed_score && !lvl->is_tutorial )
+ {
+ char num[10];
+ snprintf( num, 9, "%d", lvl->completed_score );
+
+ ui_text( &world.st.world_text,
+ (ui_px [2]){
+ lvl->btn.position[0]*unit_scale_px + unit_scale_px/2,
+ -lvl->btn.position[1]*unit_scale_px - unit_scale_px/2
+ },
+ num, 1, k_text_align_center );
+ }
+ }
+ }
+
+ 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;
+
+ /* Predetermine width */
+ for(;; world.w ++)
+ {
+ if( c[world.w] == ';' )
+ break;
+ else if( !c[world.w] )
+ {
+ vg_error( "Unexpected EOF when parsing level\n" );
+ return 0;
+ }
+ }
+
+ struct cell *row = arraddnptr( world.data, world.w );
+ int cx = 0;
+ int reg_start = 0, reg_end = 0;
+
+ u32 *links_to_make = NULL;
+ int links_satisfied = 0;
+
+ char link_id_buffer[32];
+ int link_id_n = 0;
+
+ for(;;)
+ {
+ if( !*c )
+ break;
+
+ if( map_load_char_ignore( *c ) ) { c++; continue; }
+
+ if( *c == ';' )
+ {
+ c ++;
+
+ if( *c == '\r' ) c ++;
+
+ /* Parse attribs */
+ if( *c != '\n' )
+ {
+ while( *c )
+ {
+ 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( !map_load_sequence_char( run, *c ) )
+ {
+ /* Control characters */
+ if( *c == ',' || *c == '\n' ) /* Next terminal */
+ {
+ reg_start ++;
+
+ if( *c == '\n' )
+ break;
+ }
+ 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 );
+ }
+ else
+ {
+ vg_error( "Unkown attribute '%c' (row: %u)\n",
+ *c, world.h );
+ goto IL_REG_ERROR;
+ }
+ }
+ }
+ else
+ {
+ if( links_satisfied < arrlen( links_to_make ) )
+ {
+ struct cell *target =
+ &world.data[ links_to_make[ links_satisfied ] ];
+
+ 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 );
+ goto IL_REG_ERROR;
+ }
+
+ link_id_buffer[ link_id_n ++ ] = *c;
+ }
+ else if( *c == ',' || *c == '\n' )
+ {
+ link_id_buffer[ link_id_n ] = 0x00;
+ int value = atoi( link_id_buffer );
+
+ target->links[value >= 0? 1:0] = abs(value);
+ links_satisfied ++;
+ link_id_n = 0;
+
+ if( *c == '\n' )
+ break;
+ }
+ else
+ {
+ 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 );
+ goto IL_REG_ERROR;
+ }
+ }
+
+ c ++;
+ }
+ }
+
+ /* 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 );
+ 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 ) );
+ 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 );
+ goto IL_REG_ERROR;
+ }
+
+ row = arraddnptr( world.data, world.w );
+ cx = 0;
+ world.h ++;
+ reg_end = reg_start = arrlen( world.io );
+
+ arrsetlen( links_to_make, 0 );
+ links_satisfied = 0;
+ }
+ else
+ {
+ if( cx == world.w )
+ {
+ vg_error( "Too many cells to match previous row definition"
+ " (row: %u, %u>%u)\n", world.h, cx, world.w );
+ goto IL_REG_ERROR;
+ }
+
+ struct cell *cell = &row[ cx ];
+ map_load_cell( cell, *c, cx );
+
+ if( map_load_is_terminal(*c) )
+ reg_end ++;
+
+ if( cell->state & FLAG_IS_TRIGGER )
+ arrpush( links_to_make, cx + world.h*world.w );
+
+ cx ++;
+ }
+
+ c ++;
+ }
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ if( !map_load_apply_emitter_codes( &world.io[i] ) )
+ goto IL_REG_ERROR;
+ }
+
+ map_load_draw_background();
+ map_reclassify( NULL, NULL, 1 );
+
+ if( !map_load_validate() )
+ goto IL_REG_ERROR;
+
+ /*
+ * At this point the world is in a fully loaded and complete state
+ */
+
+ arrfree( links_to_make );
+
+ vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
+
+ io_reset();
+
+ strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
+ world.initialzed = 1;
+
+ /* 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[0] = world.w -1;
+ btn->position[1] = world.h -i -2;
+ }
+
+ /* 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:
+ arrfree( links_to_make );
+ map_free();
+ return 0;
+}
+
+static void map_serialize( FILE *stream )
+{
+ for( int y = 0; y < world.h; y ++ )
+ {
+ for( int x = 0; x < world.w; x ++ )
+ {
+ struct cell *cell = pcell( (v2i){ x, y } );
+
+ if( cell->state & FLAG_WALL ) fputc( '#', stream );
+ else if( cell->state & FLAG_INPUT_NICE ) fputc( '.', stream );
+ 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_4B_GROUP )
+ {
+ /*
+ * 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 ++ )
+ {
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[i];
+ if( v2i_eq( term->pos, (v2i){x,y} ) )
+ {
+ if( terminal_write_count )
+ fputc( ',', stream );
+ terminal_write_count ++;
+
+ for( int j = 0; j < term->run_count; j ++ )
+ {
+ struct terminal_run *run = &term->runs[j];
+
+ for( int k = 0; k < run->step_count; k ++ )
+ {
+ i8 step = run->steps[k];
+ fputc( step == -1? ' ': ('a' + run->steps[k]), stream );
+ }
+
+ if( j < term->run_count-1 )
+ fputc( ':', stream );
+ }
+ }
+ }
+ }
+
+ for( int x = 0; x < world.w; x ++ )
+ {
+ struct cell *cell = pcell( (v2i){ x,y } );
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ if( terminal_write_count )
+ fputc( ',', stream );
+ terminal_write_count ++;
+
+ fprintf( stream, "%d",
+ cell->links[0]? -cell->links[0]: cell->links[1] );
+ }
+ }
+
+ fputc( '\n', stream );
+ }
+}
+
+/*
+ * Career state
+ */
+#pragma pack(push,1)
+struct dcareer_state
+{
+ u32 version;
+ i32 in_map;
+
+ u32 reserved[14];
+
+ struct dlevel_state
+ {
+ i32 score;
+
+ i32 unlocked;
+ i32 reserved[2];
+ }
+ levels[ NUM_CAMPAIGN_LEVELS ];
+};
+#pragma pack(pop)
+
+static int career_load_success = 0;
+
+static void career_serialize(void)
+{
+ if( !career_load_success )
+ return;
+
+ struct dcareer_state encoded;
+ encoded.version = MARBLE_COMP_VERSION;
+ encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1;
+
+ memset( encoded.reserved, 0, sizeof( encoded.reserved ) );
+
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+ {
+ struct career_level_pack *set = &career_packs[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+ struct dlevel_state *dest = &encoded.levels[lvl->serial_id];
+
+ dest->score = lvl->completed_score;
+ dest->unlocked = lvl->unlocked;
+ dest->reserved[0] = 0;
+ dest->reserved[1] = 0;
+ }
+ }
+
+ vg_asset_write( "sav/game.sv2", &encoded, sizeof( struct dcareer_state ) );
+}
+
+static void career_unlock_level( struct cmp_level *lvl );
+static void career_unlock_level( struct cmp_level *lvl )
+{
+ lvl->unlocked = 1;
+
+ if( lvl->linked )
+ career_unlock_level( lvl->linked );
+}
+
+static void career_pass_level( struct cmp_level *lvl, int score, int upload )
+{
+ if( score > 0 )
+ {
+ lvl->completed_score = score;
+ gen_level_text();
+
+ if( lvl->unlock )
+ career_unlock_level( lvl->unlock );
+
+ #ifdef VG_STEAM
+ if( lvl->achievement )
+ sw_set_achievement( lvl->achievement );
+
+ /* Check ALL maps to trigger master engineer */
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+ {
+ struct career_level_pack *set = &career_packs[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ {
+ if( set->pack[j].completed_score == 0 )
+ return;
+ }
+ }
+
+ sw_set_achievement( "MASTER_ENGINEER" );
+ #endif
+ }
+}
+
+static void career_reset_level( struct cmp_level *lvl )
+{
+ lvl->unlocked = 0;
+ lvl->completed_score = 0;
+}
+
+static void career_load(void)
+{
+ i64 sz;
+ struct dcareer_state encoded;
+
+ /* Blank save state */
+ memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) );
+ encoded.in_map = 0;
+ encoded.levels[0].unlocked = 1;
+
+ /*
+ * 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 > sizeof( struct dcareer_state ) )
+ vg_warn( "This save file is too big! Some levels will be lost\n" );
+
+ if( sz <= offsetof( struct dcareer_state, levels ) )
+ {
+ 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));
+ free( cr );
+ }
+ else
+ vg_info( "No save file... Using blank one\n" );
+
+ /* Reset memory */
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+ {
+ struct career_level_pack *set = &career_packs[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ career_reset_level( &set->pack[j] );
+ }
+
+ /* Header information */
+
+ struct cmp_level *lvl_to_load = &career_packs[0].pack[0];
+
+ /* Decode everything from dstate */
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+ {
+ struct career_level_pack *set = &career_packs[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+ struct dlevel_state *src = &encoded.levels[lvl->serial_id];
+
+ if( src->unlocked ) career_unlock_level( lvl );
+ if( src->score )
+ {
+ lvl->completed_score = src->score;
+
+ /*
+ * Apply unlocking trigger to next levels,
+ * in case the level graph was updated in the future
+ */
+ if( lvl->unlock )
+ career_unlock_level( lvl->unlock );
+ }
+
+ if( lvl->serial_id == encoded.in_map )
+ lvl_to_load = lvl;
+ }
+ }
+
+ if( console_changelevel( 1, &lvl_to_load->map_name ) )
+ {
+ world.pCmpLevel = lvl_to_load;
+ gen_level_text();
+ }
+
+ career_load_success = 1;
+
+#if 0
+ if( encoded.version < MARBLE_COMP_VERSION )
+ world.st.state = k_game_state_update;
+#endif
+}
+
+/*
+ * Main gameplay
+ */
+static int is_simulation_running(void)
+{
+ return world.st.buttons[ k_world_button_sim ].state;
+}
+
+static void clear_animation_flags(void)
+{
+ for( int i = 0; i < world.w*world.h; i ++ )
+ world.data[ i ].state &= ~(FLAG_FLIP_FLOP|FLAG_FLIP_ROTATING);
+}
+
+static void simulation_stop(void)
+{
+ world.st.buttons[ k_world_button_sim ].state = 0;
+ world.st.buttons[ k_world_button_pause ].state = 0;
+
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+ world.sim_run = 0;
+ world.frame_lerp = 0.0f;
+
+ io_reset();
+
+ sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+
+ clear_animation_flags();
+
+ vg_info( "Stopping simulation!\n" );
+}
+
+static void simulation_start(void)
+{
+ vg_success( "Starting simulation!\n" );
+
+ sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
+
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+ world.sim_run = 0;
+
+ world.sim_delta_speed = world.st.buttons[ k_world_button_speedy ].state? 10.0f: 2.5f;
+ world.sim_delta_ref = vg_time;
+ world.sim_internal_ref = 0.0f;
+ world.sim_internal_time = 0.0f;
+ world.pause_offset_target = 0.0f;
+
+ world.sim_target = 0;
+
+ clear_animation_flags();
+
+ io_reset();
+
+ if( world.pCmpLevel )
+ {
+ world.pCmpLevel->completed_score = 0;
+ gen_level_text();
+ }
+}
+
+static int world_check_pos_ok( v2i co, int dist )
+{
+ return (co[0] < dist || co[0] >= world.w-dist || co[1] < dist || co[1] >= world.h-dist)? 0: 1;
+}
+
+static int cell_interactive( v2i co )
+{
+ struct cell *cell = NULL;
+
+ // Bounds check
+ if( world_check_pos_ok( co, 1 ) )
+ {
+ cell = pcell( co );
+ if( cell->state & FLAG_EMITTER )
+ return 1;
+ }
+
+ if( !world_check_pos_ok( co, 2 ) )
+ return 0;
+
+ // Flags check
+ if( cell->state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
+ return 0;
+
+ // List of 3x3 configurations that we do not allow
+ static u32 invalid_src[][9] =
+ {
+ { 0,1,0,
+ 1,1,1,
+ 0,1,0
+ },
+ { 0,0,0,
+ 0,1,1,
+ 0,1,1
+ },
+ { 0,0,0,
+ 1,1,0,
+ 1,1,0
+ },
+ { 0,1,1,
+ 0,1,1,
+ 0,0,0
+ },
+ { 1,1,0,
+ 1,1,0,
+ 0,0,0
+ },
+ { 0,1,0,
+ 0,1,1,
+ 0,1,0
+ },
+ { 0,1,0,
+ 1,1,0,
+ 0,1,0
+ }
+ };
+
+ // Statically compile invalid configurations into bitmasks
+ static u32 invalid[ vg_list_size(invalid_src) ];
+
+ for( int i = 0; i < vg_list_size(invalid_src); i ++ )
+ {
+ u32 comped = 0x00;
+
+ for( int j = 0; j < 3; j ++ )
+ for( int k = 0; k < 3; k ++ )
+ comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
+
+ invalid[i] = comped;
+ }
+
+ // Extract 5x5 grid surrounding tile
+ u32 blob = 0x1000;
+ for( int y = co[1]-2; y < co[1]+3; y ++ )
+ for( int x = co[0]-2; x < co[0]+3; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+
+ if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER)) )
+ blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
+ }
+
+ // Run filter over center 3x3 grid to check for invalid configurations
+ int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
+ for( int i = 0; i < vg_list_size(kernel); i ++ )
+ {
+ if( blob & (0x1 << (6+kernel[i])) )
+ {
+ u32 window = blob >> kernel[i];
+
+ for( int j = 0; j < vg_list_size(invalid); j ++ )
+ if((window & invalid[j]) == invalid[j])
+ return 0;
+ }
+ }
+
+ return 1;
+}
+
+static void vg_update(void)
+{
+ // Async events
+ if( world.st.lvl_to_load )
+ {
+ world.st.world_transition = (world.st.lvl_load_time-vg_time) * 4.0f;
+
+ if( vg_time > world.st.lvl_load_time )
+ {
+ if( console_changelevel( 1, &world.st.lvl_to_load->map_name ) )
+ {
+ world.pCmpLevel = world.st.lvl_to_load;
+ gen_level_text();
+ }
+
+ world.st.lvl_to_load = NULL;
+ }
+ }
+ else
+ {
+ world.st.world_transition = vg_minf( 1.0f, (vg_time-world.st.lvl_load_time) * 4.0f );
+ }
+
+ // Camera
+ // ========================================================================================================
+
+ float r1 = (float)vg_window_y / (float)vg_window_x,
+ r2 = (float)world.h / (float)world.w,
+ size;
+
+ static float size_current = 2.0f;
+ static v3f origin_current = { 0.0f, 0.0f, 0.0f };
+ static v2f drag_offset = { 0.0f, 0.0f };
+ static v2f view_point = { 0.0f, 0.0f };
+ v2f result_view;
+
+ size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f;
+
+ v2f origin;
+ v2f vt_target;
+
+ origin[0] = floorf( -0.5f * ((float)world.w-4.5f) );
+ origin[1] = floorf( -0.5f * world.h );
+
+ // Create and clamp result view
+ v2_add( view_point, drag_offset, result_view );
+ result_view[0] = vg_clampf( result_view[0], -world.st.zoom, world.st.zoom );
+ result_view[1] = vg_clampf( result_view[1], -world.st.zoom*r1, world.st.zoom*r1 );
+
+ v2_add( origin, result_view, vt_target );
+
+ // Lerp towards target
+ size_current = vg_lerpf( size_current, size - world.st.zoom, vg_time_delta * 6.0f );
+ v2_lerp( origin_current, vt_target, vg_time_delta * 6.0f, origin_current );
+
+ m3x3_projection( m_projection, -size_current, size_current, -size_current*r1, size_current*r1 );
+ m3x3_identity( m_view );
+ m3x3_translate( m_view, origin_current );
+ m3x3_mul( m_projection, m_view, vg_pv );
+ vg_projection_update();
+
+ if( world.st.state == k_game_state_update )
+ return;
+
+ // Mouse input
+ // ========================================================================================================
+ v2_copy( vg_mouse_ws, world.tile_pos );
+
+ world.tile_x = floorf( world.tile_pos[0] );
+ world.tile_y = floorf( world.tile_pos[1] );
+
+ // Camera dragging
+ {
+ static v2f drag_origin; // x/y pixel
+
+ if( vg_get_button_down( "tertiary" ) )
+ v2_copy( vg_mouse, drag_origin );
+ else if( vg_get_button( "tertiary" ) )
+ {
+ // get offset
+ v2_sub( vg_mouse, drag_origin, drag_offset );
+ v2_div( drag_offset, (v2f){ vg_window_x, vg_window_y }, drag_offset );
+ v2_mul( drag_offset, (v2f){ size_current*2.0f, -size_current*r1*2.0f }, drag_offset );
+ }
+ else
+ {
+ v2_copy( result_view, view_point );
+ v2_copy( (v2f){0.0f,0.0f}, drag_offset );
+ }
+ }
+
+ // Zooming
+ {
+ v2f mview_local;
+ v2f mview_new;
+ v2f mview_cur;
+ v2f mview_delta;
+ float rsize;
+
+ rsize = size-world.st.zoom;
+
+ v2_div( vg_mouse, (v2f){ vg_window_x*0.5f, vg_window_y*0.5f }, mview_local );
+ v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_cur );
+
+ world.st.zoom = vg_clampf( world.st.zoom + vg_mouse_wheel[1], 0.0f, size - 4.0f );
+
+ // Recalculate new position
+ rsize = size-world.st.zoom;
+ v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_new );
+
+ // Apply offset
+ v2_sub( mview_new, mview_cur, mview_delta );
+ v2_add( mview_delta, view_point, view_point );
+ }
+
+ // Tilemap
+ // ========================================================================================================
+ if( !is_simulation_running() && !gui_want_mouse() )
+ {
+ v2_copy( vg_mouse_ws, world.drag_to_co );
+
+ if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
+ {
+ world.selected = world.tile_y * world.w + world.tile_x;
+
+ static u32 modify_state = 0;
+ struct cell *cell_ptr = &world.data[world.selected];
+
+ if( !(cell_ptr->state & FLAG_EMITTER) )
+ {
+ if( vg_get_button_down("primary") )
+ modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL;
+
+ if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) )
+ {
+ cell_ptr->state &= ~FLAG_CANAL;
+ cell_ptr->state |= modify_state;
+
+ if( cell_ptr->state & FLAG_CANAL )
+ {
+ cell_ptr->links[0] = 0;
+ cell_ptr->links[1] = 0;
+
+ sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+ world.score ++;
+ }
+ else
+ {
+ sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+ world.score --;
+ }
+
+ map_reclassify((v2i){ world.tile_x -2, world.tile_y -2 },
+ (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
+ }
+
+ if( vg_get_button_down("secondary") && (cell_ptr->state & FLAG_CANAL) && !(cell_ptr->config == k_cell_type_split) )
+ {
+ world.id_drag_from = world.selected;
+
+ struct cell_description *desc = &cell_descriptions[ world.data[world.id_drag_from].config ];
+ v2_add( desc->trigger_pos, (v2f){ world.tile_x, world.tile_y }, world.drag_from_co );
+ }
+ }
+
+ float local_x = vg_mouse_ws[0] - (float)world.tile_x;
+
+ if( vg_get_button_up("secondary") && world.id_drag_from == world.selected )
+ {
+ u32 link_id = cell_ptr->links[ 0 ]? 0: 1;
+
+ // break existing connection off
+ if( cell_ptr->links[ link_id ] )
+ {
+ struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+
+ if( !current_connection->links[ link_id ^ 0x1 ] )
+ current_connection->state &= ~FLAG_TARGETED;
+
+ current_connection->links[ link_id ] = 0;
+ cell_ptr->links[ link_id ] = 0;
+ }
+
+ cell_ptr->state &= ~FLAG_IS_TRIGGER;
+ world.id_drag_from = 0;
+ }
+
+ else if( world.id_drag_from && (cell_ptr->state & (FLAG_CANAL|FLAG_EMITTER)) &&
+ ((cell_ptr->config == k_cell_type_split) || (cell_ptr->state & FLAG_EMITTER)) )
+ {
+ world.drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
+ world.drag_to_co[1] = (float)world.tile_y + 0.25f;
+
+ if( vg_get_button_up("secondary") )
+ {
+ struct cell *drag_ptr = &world.data[world.id_drag_from];
+ u32 link_id = local_x > 0.5f? 1: 0;
+
+ // Cleanup existing connections
+ if( cell_ptr->links[ link_id ] )
+ {
+ vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] );
+
+ struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
+ current_connection->state &= ~FLAG_IS_TRIGGER;
+ current_connection->links[ link_id ] = 0;
+ }
+
+ for( u32 i = 0; i < 2; i ++ )
+ {
+ if( drag_ptr->links[ i ] )
+ {
+ vg_warn( "Destroying link %u (%hu)\n", i, drag_ptr->links[ i ] );
+
+ struct cell *current_connection = &world.data[ drag_ptr->links[ i ]];
+ if( current_connection->links[ i ^ 0x1 ] == 0 )
+ current_connection->state &= ~FLAG_TARGETED;
+
+ current_connection->links[ i ] = 0;
+ drag_ptr->links[ i ] = 0;
+ }
+ }
+
+ // Create the new connection
+ vg_success( "Creating connection on link %u (%hu)\n", link_id, world.id_drag_from );
+
+ cell_ptr->links[ link_id ] = world.id_drag_from;
+ drag_ptr->links[ link_id ] = world.selected;
+
+ cell_ptr->state |= FLAG_TARGETED;
+ drag_ptr->state |= FLAG_IS_TRIGGER;
+ world.id_drag_from = 0;
+ }
+ }
+ }
+ else
+ {
+ world.selected = -1;
+ }
+
+ if( !(vg_get_button("secondary") && world.id_drag_from) )
+ world.id_drag_from = 0;
+ }
+ else
+ {
+ world.selected = -1;
+ world.id_drag_from = 0;
+ }
+
+ // Marble state updates
+ // ========================================================================================================
+ if( is_simulation_running() )
+ {
+ float old_time = world.sim_internal_time;
+
+ if( !world.st.buttons[ k_world_button_pause ].state )
+ world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed;
+ else
+ world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f );
+ world.sim_internal_delta = world.sim_internal_time-old_time;
+
+ world.sim_target = (int)floorf(world.sim_internal_time);
+
+ int success_this_frame = 0;
+ int failure_this_frame = 0;
+
+ while( world.sim_frame < world.sim_target )
+ {
+ sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 );
+
+ // Update splitter deltas
+ for( int i = 0; i < world.h*world.w; i ++ )
+ {
+ struct cell *cell = &world.data[i];
+ if( cell->config == k_cell_type_split )
+ {
+ cell->state &= ~FLAG_FLIP_ROTATING;
+ }
+ if( cell->state & (FLAG_IS_TRIGGER|FLAG_EMITTER) )
+ cell->state &= ~FLAG_TRIGGERED;
+ }
+
+ int alive_count = 0;
+
+ // Update fish positions
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->state == k_fish_state_soon_dead )
+ fish->state = k_fish_state_dead;
+
+ if( fish->state == k_fish_state_soon_alive )
+ fish->state = k_fish_state_alive;
+
+ if( fish->state < k_fish_state_alive )
+ continue;
+
+ struct cell *cell_current = pcell( fish->pos );
+
+ if( fish->state == k_fish_state_alive )
+ {
+ // Apply to output
+ if( cell_current->state & FLAG_OUTPUT )
+ {
+ for( int j = 0; j < arrlen( world.io ); j ++ )
+ {
+ struct cell_terminal *term = &world.io[j];
+
+ if( v2i_eq( term->pos, fish->pos ) )
+ {
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+ if( run->recv_count < vg_list_size( run->recieved ) )
+ {
+ if( fish->colour == run->steps[ run->recv_count ] )
+ success_this_frame = 1;
+ else
+ failure_this_frame = 1;
+
+ run->recieved[ run->recv_count ++ ] = fish->colour;
+ }
+ else
+ failure_this_frame = 1;
+
+ break;
+ }
+ }
+
+ fish->state = k_fish_state_dead;
+ fish->death_time = -1000.0f;
+ continue;
+ }
+
+
+ if( cell_current->config == k_cell_type_merge )
+ {
+ // Can only move up
+ fish->dir[0] = 0;
+ fish->dir[1] = -1;
+ fish->flow_reversed = 0;
+ }
+ else
+ {
+ if( cell_current->config == k_cell_type_split )
+ {
+ // Flip flop L/R
+ fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+ fish->dir[1] = 0;
+
+ if( !(cell_current->state & FLAG_TARGETED) )
+ cell_current->state ^= FLAG_FLIP_FLOP;
+ }
+ else
+ {
+ // Apply cell out-flow
+ struct cell_description *desc = &cell_descriptions[ cell_current->config ];
+
+ v2i_copy( fish->flow_reversed? desc->start: desc->end, fish->dir );
+ }
+
+ v2i pos_next;
+ v2i_add( fish->pos, fish->dir, pos_next );
+
+ struct cell *cell_next = pcell( pos_next );
+
+ if( cell_next->state & (FLAG_CANAL|FLAG_OUTPUT) )
+ {
+ struct cell_description *desc = &cell_descriptions[ cell_next->config ];
+
+ if( cell_next->config == k_cell_type_merge )
+ {
+ if( fish->dir[0] == 0 )
+ {
+ fish->state = k_fish_state_dead;
+ fish->death_time = world.sim_internal_time;
+ }
+ else
+ fish->flow_reversed = 0;
+ }
+ else
+ {
+ if( cell_next->config == k_cell_type_split )
+ {
+ if( fish->dir[0] == 0 )
+ {
+ sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
+ cell_next->state |= FLAG_FLIP_ROTATING;
+
+ fish->flow_reversed = 0;
+ }
+ else
+ {
+ fish->state = k_fish_state_dead;
+ fish->death_time = world.sim_internal_time;
+ }
+ }
+ else
+ fish->flow_reversed = ( fish->dir[0] != -desc->start[0] ||
+ fish->dir[1] != -desc->start[1] )? 1: 0;
+ }
+ }
+ else
+ {
+ if( world_check_pos_ok( fish->pos, 2 ) )
+ fish->state = k_fish_state_bg;
+ else
+ {
+ fish->state = k_fish_state_dead;
+ fish->death_time = world.sim_internal_time;
+ }
+ }
+ }
+
+ //v2i_add( fish->pos, fish->dir, fish->pos );
+ }
+ else if( fish->state == k_fish_state_bg )
+ {
+ v2i_add( fish->pos, fish->dir, fish->pos );
+
+ if( !world_check_pos_ok( fish->pos, 2 ) )
+ {
+ fish->state = k_fish_state_dead;
+ fish->death_time = -1000.0f;
+ }
+ else
+ {
+ struct cell *cell_entry = pcell( fish->pos );
+
+ if( cell_entry->state & FLAG_CANAL )
+ {
+ if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u
+ || cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d )
+ {
+ #ifdef VG_STEAM
+ sw_set_achievement( "CAN_DO_THAT" );
+ #endif
+
+ fish->state = k_fish_state_soon_alive;
+
+ fish->dir[0] = 0;
+ fish->dir[1] = 0;
+ fish->flow_reversed = 1;
+
+ switch( cell_entry->config )
+ {
+ case k_cell_type_con_r: fish->dir[0] = 1; break;
+ case k_cell_type_con_l: fish->dir[0] = -1; break;
+ case k_cell_type_con_u: fish->dir[1] = 1; break;
+ case k_cell_type_con_d: fish->dir[1] = -1; break;
+ }
+ }
+ }
+ }
+ }
+ else { vg_error( "fish behaviour unimplemented for behaviour type (%d)\n" ); }
+
+ if( fish->state >= k_fish_state_alive )
+ alive_count ++;
+ }
+
+ // Second pass (triggers)
+ 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;
+
+ struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
+
+ // Spawn new marble
+ if( (target_peice->state & FLAG_EMITTER) && !(target_peice->state & FLAG_TRIGGERED))
+ {
+ if( world.num_fishes < vg_list_size( world.fishes ) )
+ {
+ struct fish *fish = &world.fishes[ world.num_fishes ];
+ lcell( cell_current->links[trigger_id], fish->pos );
+
+ fish->state = k_fish_state_soon_alive;
+ fish->colour = target_peice->emit[ trigger_id ];
+
+ if( target_peice->config != k_cell_type_stub )
+ {
+ struct cell_description *desc = &cell_descriptions[ target_peice->config ];
+ v2i_copy( desc->start, fish->dir );
+ fish->flow_reversed = 1;
+
+ world.num_fishes ++;
+ alive_count ++;
+ }
+ }
+ else
+ vg_warn( "Max marbles exceeded\n" );
+ }
+ else
+ {
+ if( trigger_id )
+ target_peice->state |= FLAG_FLIP_FLOP;
+ else
+ target_peice->state &= ~FLAG_FLIP_FLOP;
+ }
+
+ cell_current->state |= FLAG_TRIGGERED;
+ }
+ }
+ }
+
+ // Third pass (collisions)
+ struct fish *fi, *fj;
+
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ fi = &world.fishes[i];
+
+ if( (fi->state == k_fish_state_alive) |
+ (fi->state == k_fish_state_soon_alive) )
+ {
+ int continue_again = 0;
+
+ for( int j = i+1; j < world.num_fishes; j ++ )
+ {
+ fj = &world.fishes[j];
+
+ if( (fj->state == k_fish_state_alive) |
+ (fj->state == k_fish_state_soon_alive) )
+ {
+ v2i fi_prev;
+ v2i fj_prev;
+
+ v2i_sub( fi->pos, fi->dir, fi_prev );
+ v2i_sub( fj->pos, fj->dir, fj_prev );
+
+ int
+ collide_next_frame = (
+ (fi->pos[0] == fj->pos[0]) &&
+ (fi->pos[1] == fj->pos[1]))? 1: 0,
+ collide_this_frame = (
+ (fi_prev[0] == fj->pos[0]) &&
+ (fi_prev[1] == fj->pos[1]) &&
+ (fj_prev[0] == fi->pos[0]) &&
+ (fj_prev[1] == fi->pos[1])
+ )? 1: 0;
+
+ 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 );
+
+ fi->state = k_fish_state_soon_dead;
+ fj->state = k_fish_state_soon_dead;
+ fi->death_time = death_time;
+ fj->death_time = death_time;
+
+ continue_again = 1;
+ break;
+ }
+ }
+ }
+ if( continue_again )
+ continue;
+ }
+ }
+
+ // Spawn fishes
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int is_input = pcell(term->pos)->state & FLAG_INPUT;
+
+ if( is_input )
+ {
+ if( world.sim_frame < term->runs[ world.sim_run ].step_count )
+ {
+ i8 emit = term->runs[ world.sim_run ].steps[ world.sim_frame ];
+ if( emit == -1 )
+ continue;
+
+ struct fish *fish = &world.fishes[ world.num_fishes ];
+ v2i_copy( term->pos, fish->pos );
+
+ fish->state = k_fish_state_alive;
+ fish->colour = emit;
+
+ struct cell *cell_ptr = pcell( fish->pos );
+
+ if( cell_ptr->config != k_cell_type_stub )
+ {
+ if( world.num_fishes < vg_list_size(world.fishes))
+ {
+ struct cell_description *desc = &cell_descriptions[ cell_ptr->config ];
+
+ v2i_copy( desc->start, fish->dir );
+ fish->flow_reversed = 1;
+
+ world.num_fishes ++;
+ alive_count ++;
+ }
+ else
+ vg_warn( "Max marbles exceeded\n" );
+ }
+ }
+ }
+ }
+
+ if( alive_count == 0 )
+ {
+ world.completed = 1;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+
+ if( pcell(term->pos)->state & FLAG_OUTPUT )
+ {
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+
+ if( run->recv_count == run->step_count )
+ {
+ for( int j = 0; j < run->step_count; j ++ )
+ {
+ if( run->recieved[j] != run->steps[j] )
+ {
+ world.completed = 0;
+ break;
+ }
+ }
+ }
+ else
+ {
+ world.completed = 0;
+ break;
+ }
+ }
+ }
+
+ if( world.completed )
+ {
+ if( world.sim_run < world.max_runs-1 )
+ {
+ vg_success( "Run passed, starting next\n" );
+ world.sim_run ++;
+ world.sim_frame = 0;
+ world.sim_target = 0;
+ world.num_fishes = 0;
+
+ // Reset timing reference points
+ world.sim_delta_ref = vg_time;
+ world.sim_internal_ref = 0.0f;
+
+ if( world.st.buttons[ k_world_button_pause ].state )
+ world.pause_offset_target = 0.5f;
+ else
+ world.pause_offset_target = 0.0f;
+
+ world.sim_internal_time = 0.0f;
+
+ for( int i = 0; i < world.w*world.h; i ++ )
+ world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+
+ continue;
+ }
+ else
+ {
+ vg_success( "Level passed!\n" );
+
+ u32 score = 0;
+ for( int i = 0; i < world.w*world.h; i ++ )
+ if( world.data[ i ].state & FLAG_CANAL )
+ score ++;
+
+ world.score = score;
+ world.time = world.sim_frame;
+
+ // Copy into career data
+ if( world.pCmpLevel )
+ {
+ career_pass_level( world.pCmpLevel, world.score, 1 );
+ }
+
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 9 );
+ failure_this_frame = 0;
+ success_this_frame = 0;
+ }
+ }
+ else
+ {
+ #ifdef VG_STEAM
+ if( world.sim_run > 0 )
+ sw_set_achievement( "GOOD_ENOUGH" );
+ #endif
+
+ vg_error( "Level failed :(\n" );
+ }
+
+ simulation_stop();
+ break;
+ }
+
+ world.sim_frame ++;
+ }
+
+ // Sounds
+ if( failure_this_frame )
+ {
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 0 );
+ }
+ else if( success_this_frame )
+ {
+ static int succes_counter = 0;
+
+ sfx_set_play( &audio_tones, &audio_system_balls_extra, 1+(succes_counter++) );
+
+ if( succes_counter == 7 )
+ succes_counter = 0;
+ }
+
+ // Position update
+ // =====================================================================================================
+
+ world.frame_lerp = world.sim_internal_time - floorf( world.sim_internal_time );
+
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->state == k_fish_state_dead )
+ continue;
+
+ if( fish->state == k_fish_state_soon_dead && (world.sim_internal_time > fish->death_time) )
+ continue; // Todo: particle thing?
+
+ struct cell *cell = pcell(fish->pos);
+ struct cell_description *desc = &cell_descriptions[ cell->config ];
+
+ v2f const *curve;
+
+ float t = world.frame_lerp;
+ if( fish->flow_reversed && !desc->is_linear )
+ t = 1.0f-t;
+
+ v2_copy( fish->physics_co, fish->physics_v );
+
+ switch( cell->config )
+ {
+ case k_cell_type_merge:
+ if( fish->dir[0] == 1 )
+ curve = curve_12;
+ else
+ curve = curve_9;
+ break;
+ case k_cell_type_con_r: curve = curve_1; break;
+ case k_cell_type_con_l: curve = curve_4; break;
+ case k_cell_type_con_u: curve = curve_2; break;
+ case k_cell_type_con_d: curve = curve_8; break;
+ case 3: curve = curve_3; break;
+ case 6: curve = curve_6; break;
+ case 9: curve = curve_9; break;
+ case 12: curve = curve_12; break;
+ case 7:
+ if( t > curve_7_linear_section )
+ {
+ t -= curve_7_linear_section;
+ t *= (1.0f/(1.0f-curve_7_linear_section));
+
+ curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
+ }
+ else curve = NULL;
+ break;
+ default: curve = NULL; break;
+ }
+
+ if( curve )
+ {
+ float t2 = t * t;
+ float t3 = t * t * t;
+
+ float cA = 3.0f*t2 - 3.0f*t3;
+ float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+ float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+ fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+ fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+ fish->physics_co[0] += (float)fish->pos[0];
+ fish->physics_co[1] += (float)fish->pos[1];
+ }
+ else
+ {
+ v2f origin;
+ origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+ origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
+
+ fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
+ fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
+ }
+
+ v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
+ v2_divs( fish->physics_v, world.sim_internal_delta, fish->physics_v );
+ }
+ }
+}
+
+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] = ptr->config & 0x3;
+ uv[1] = ptr->config >> 2;
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ),
+ (float)pos[0],
+ (float)pos[1],
+ 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 )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
+ draw_mesh( 0, 2 );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+ }
+ else
+ draw_mesh( 0, 2 );
+}
+
+// Renders specific chunk of tiles
+static void render_tile_block( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
+{
+ v2i full_start = { 0,0 };
+ v2i full_end = { world.w, world.h };
+
+ if( !start || !end )
+ {
+ start = full_start;
+ end = full_end;
+ }
+
+ for( int y = start[1]; y < end[1]; y ++ )
+ {
+ for( int x = start[0]; x < end[0]; x ++ )
+ {
+ v2i pos = { x, y };
+ struct cell *cell = pcell( pos );
+
+ if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) )
+ 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,
+ int with_glow )
+{
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+
+ struct render_list
+ {
+ struct render_cmd *arr;
+ u32 count;
+ }
+ render_lists[] = {
+ { world.cmd_buf_tiles, world.tile_count },
+ { 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];
+ for( int j = 0; j < list->count; j ++ )
+ {
+ struct render_cmd *cmd = &list->arr[j];
+ struct cell *cell = cmd->ptr;
+
+ render_tile( cmd->pos, cell, regular_colour, selected_colour, with_glow );
+ }
+ }
+}
+
+static int world_button_exec( struct world_button *btn, v2f texture, v3f colour, enum world_button_status *status )
+{
+ static v2i click_grab = { -9999, -9999 };
+
+ // Reset click_grab
+ if( !btn )
+ {
+ click_grab[0] = -9999;
+ click_grab[1] = -9999;
+ return 0;
+ }
+
+ v2i click_tile = { world.tile_x, world.tile_y };
+
+ int triggered = 0;
+ 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? 0.7f: 0.6f;
+ else
+ btn->light_target = is_hovering? 0.2f: 0.0f;
+
+ if( vg_get_button( "primary" ) && is_hovering )
+ btn->light_target = 1.0f;
+
+ // Process click action
+ if( is_hovering )
+ {
+ if( vg_get_button_down( "primary" ) && is_hovering )
+ v2i_copy( click_tile, click_grab );
+ else if( v2i_eq( click_grab, click_tile ) && vg_get_button_up( "primary" ) )
+ {
+ // Click event
+ *status = btn->state? k_world_button_on_disable: k_world_button_on_enable;
+
+ if( btn->mode == k_world_button_mode_toggle )
+ btn->state ^= 0x1;
+
+ sfx_set_play( &audio_clicks, &audio_system_ui, btn->state? 1:0 );
+ triggered = 1;
+ }
+ }
+
+ // Drawing stage
+ v4f final_colour;
+
+ btn->light = vg_lerpf( btn->light, btn->light_target + btn->extra_light, vg_time_delta*26.0f );
+
+ v3_copy( colour, final_colour );
+ final_colour[3] = btn->light;
+
+ glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
+ btn->position[0],
+ btn->position[1],
+ texture[0],
+ texture[1]
+ );
+ glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
+ draw_mesh( 0, 2 );
+
+ return triggered;
+}
+
+static void level_selection_buttons(void)
+{
+ v3f tutorial_colour = { 0.204f, 0.345f, 0.553f };
+ v3f locked_colour = { 0.2f, 0.2f, 0.2f };
+
+ struct cmp_level *switch_level_to = NULL;
+
+ for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+ {
+ struct career_level_pack *grid = &career_packs[i];
+
+ for( int j = 0; j < grid->count; j ++ )
+ {
+ struct cmp_level *lvl = &grid->pack[ j ];
+
+ if( world.pCmpLevel == lvl )
+ lvl->btn.extra_light = 0.35f + fabsf(sinf( vg_time * 2.0f )) * 0.05f;
+ else lvl->btn.extra_light = 0.2f;
+
+ if( lvl->completed_score )
+ lvl->btn.extra_light += 0.6f;
+
+ enum world_button_status status;
+ if( world_button_exec(
+ &lvl->btn,
+ (v2f){0.0f,0.0f},
+ lvl->unlocked? (lvl->is_tutorial? tutorial_colour: grid->primary_colour): locked_colour,
+ &status
+ ))
+ {
+ if( status == k_world_button_on_enable && lvl->unlocked )
+ switch_level_to = lvl;
+ }
+ }
+ }
+
+ if( switch_level_to )
+ {
+ world.st.lvl_to_load = switch_level_to;
+ world.st.lvl_load_time = vg_time + 0.25f;
+ world.st.world_transition = 1.0f;
+
+ /*
+ if( console_changelevel( 1, &switch_level_to->map_name ) )
+ {
+ world.pCmpLevel = switch_level_to;
+ gen_level_text( world.pCmpLevel );
+ }
+ */
+ }
+}
+
+static void render_sprite( enum sprites_auto_combine_index id, v3f pos )
+{
+ 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 );
+
+ 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( 0.14f, 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};
+ v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
+
+ int const circle_base = 6;
+ int const filled_start = circle_base+0;
+ int const filled_count = circle_base+32;
+ int const empty_start = circle_base+32;
+ int const empty_count = circle_base+32*2;
+
+#if 0
+ struct world_theme *theme = &world_themes[ world_theme_id ];
+#else
+ struct world_theme *theme = &world_themes[ 0 ];
+#endif
+
+ if( !world.initialzed )
+ return;
+
+ // Extract render commands
+ world.tile_count = 0;
+ world.tile_special_count = 0;
+
+ 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_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER|FLAG_INPUT_NICE) )
+ {
+ struct render_cmd *cmd;
+
+ if(
+ (cell->config == k_cell_type_split && (cell->state & FLAG_CANAL))
+ || (cell->state & (FLAG_EMITTER|FLAG_IS_TRIGGER))
+ )
+ cmd = &world.cmd_buf_tiles[ world.max_commands - (++ world.tile_special_count) ];
+ else
+ cmd = &world.cmd_buf_tiles[ world.tile_count ++ ];
+
+ 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] );
+ }
+ }
+ }
+ }
+
+ world.cmd_buf_specials = &world.cmd_buf_tiles[ world.max_commands - world.tile_special_count ];
+
+ // BACKGROUND
+ // ========================================================================================================
+ use_mesh( &world.shapes );
+
+ SHADER_USE( shader_background );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
+
+ glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
+ glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.05f );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+ glUniform1f( SHADER_UNIFORM( shader_background, "uVisibility" ), 1.0f ); //world.st.world_transition );
+
+ draw_mesh( 0, 2 );
+
+ // TILESET BACKGROUND LAYER
+ // ========================================================================================================
+ use_mesh( &world.shapes );
+ SHADER_USE( shader_tile_main );
+
+ m2x2f subtransform;
+ m2x2_identity( subtransform );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uVisibility" ), world.st.world_transition * 2.0f );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ // 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, 1 );
+
+ // MARBLES
+ // ========================================================================================================
+ SHADER_USE( shader_ball );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_ball_noise, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
+
+ if( world.st.buttons[ k_world_button_sim ].state )
+ {
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+ v3f render_pos;
+ render_pos[2] = 1.0f;
+
+ if( fish->state == k_fish_state_dead || fish->state == k_fish_state_soon_dead )
+ {
+ float death_anim_time = world.sim_internal_time - fish->death_time;
+
+ // Death animation
+ if( death_anim_time > 0.0f && death_anim_time < 1.0f )
+ {
+ float amt = 1.0f-death_anim_time*death_anim_time;
+
+ v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta * amt, fish->physics_co );
+ render_pos[2] = amt;
+ }
+ else if( world.sim_internal_time > fish->death_time )
+ continue;
+ }
+ else if( fish->state == k_fish_state_bg )
+ continue;
+
+ v2_copy( fish->physics_co, render_pos );
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+ colour_code_v3( fish->colour, dot_colour );
+
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos );
+ glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
+ draw_mesh( 0, 2 );
+ }
+ }
+
+ // TILESET FOREGROUND LAYER
+ // ========================================================================================================
+ SHADER_USE( shader_tile_main );
+
+ // Re Bind textures
+ vg_tex2d_bind( &tex_tile_data, 0 );
+ vg_tex2d_bind( theme->tex_tiles, 1 );
+ vg_tex2d_bind( &tex_tile_glow, 2 );
+
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
+ render_tiles( colour_default, colour_selected, 0 );
+
+ // Draw splitters
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( cell->config == k_cell_type_split )
+ {
+ float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+
+ if( cell->state & FLAG_FLIP_ROTATING )
+ {
+ if( (world.frame_lerp > curve_7_linear_section) )
+ {
+ float const rotation_speed = 0.4f;
+ if( (world.frame_lerp < 1.0f-rotation_speed) )
+ {
+ float t = world.frame_lerp - curve_7_linear_section;
+ t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+ t += 1.0f;
+
+ rotation *= t;
+ }
+ else
+ rotation *= -1.0f;
+ }
+ }
+
+ m2x2_create_rotation( subtransform, rotation );
+
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main,"uSubTransform" ),
+ 1, GL_FALSE, (float *)subtransform );
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ),
+ (float)cmd->pos[0],
+ (float)cmd->pos[1] + 0.125f,
+ cell->state & FLAG_TARGETED? 3.0f: 2.0f,
+ 3.0f
+ );
+ draw_mesh( 0, 2 );
+ }
+ }
+
+ // EDIT OVERLAY
+ // ========================================================================================================
+ if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !world.id_drag_from )
+ {
+ v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
+ v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end, 0 );
+
+ m2x2_identity( subtransform );
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
+ glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
+ glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
+
+ render_tile_block( new_begin, new_end, colour_default, colour_default );
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end, 0 );
+ }
+
+ // BUTTONS
+ // ========================================================================================================
+ SHADER_USE( shader_buttons );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_buttons, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
+
+ enum world_button_status stat;
+ int world_paused = world.st.buttons[k_world_button_pause].state;
+ int world_running = world.st.buttons[k_world_button_sim].state;
+
+ float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f);
+
+ v3f btn_dark_blue = { 0.204f, 0.345f, 0.553f };
+ v3f btn_orange = { 0.553f, 0.345f, 0.204f };
+
+ if( world_button_exec( &world.st.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, btn_dark_blue, &stat ))
+ {
+ if( stat == k_world_button_on_enable )
+ {
+ simulation_start();
+
+ if( world_paused )
+ world.pause_offset_target = 0.5f;
+ }
+ else
+ {
+ if( world_paused )
+ {
+ // Trigger single step
+ world.pause_offset_target += 1.0f;
+ world.st.buttons[k_world_button_sim].state = 1;
+ }
+ else
+ {
+ simulation_stop();
+ }
+ }
+ }
+
+ if( world_button_exec( &world.st.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, btn_dark_blue, &stat ))
+ {
+ world.sim_internal_ref = world.sim_internal_time;
+ world.sim_delta_ref = vg_time;
+
+ if( stat == k_world_button_on_enable )
+ {
+ float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
+ world.pause_offset_target = 0.5f - time_frac;
+ }
+ else
+ world.pause_offset_target = 0.0f;
+ }
+
+ if( world_button_exec( &world.st.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, btn_orange, &stat ))
+ {
+ world.sim_delta_speed = stat == k_world_button_on_enable? 10.0f: 2.5f;
+
+ if( !world_paused )
+ {
+ world.sim_delta_ref = vg_time;
+ world.sim_internal_ref = world.sim_internal_time;
+ }
+ }
+
+ 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;
+ }
+
+ level_selection_buttons();
+
+ if( vg_get_button_up( "primary" ) )
+ world_button_exec( NULL, NULL, NULL, NULL );
+
+ // I/O ARRAYS
+ // ========================================================================================================
+
+ //glEnable(GL_BLEND);
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ struct cell *cell = pcell(term->pos);
+
+ int is_input = cell->state & FLAG_INPUT;
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ if( cell->state & FLAG_EMITTER )
+ {
+ for( int j = 0; j < 2; j ++ )
+ {
+ if( cell->emit[j] != -1 )
+ {
+ colour_code_v3( cell->emit[j], dot_colour );
+
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ term->pos[0] + 0.25f + (float)j * 0.5f,
+ term->pos[1] + 0.25f,
+ 0.12f
+ );
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+ draw_mesh( filled_start, filled_count );
+ }
+ }
+ continue;
+ }
+
+ for( int k = 0; k < term->run_count; k ++ )
+ {
+ float arr_base = is_input? 1.2f: -0.2f,
+ run_offset = (is_input? 0.2f: -0.2f) * (float)k,
+ y_position = is_input?
+ (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset:
+ (float)term->pos[1] + arr_base + run_offset;
+
+ v4f bar_colour;
+ int bar_draw = 0;
+
+ if( is_simulation_running() )
+ {
+ if( k == world.sim_run )
+ {
+ float a = fabsf(sinf( vg_time * 2.0f )) * 0.075f + 0.075f;
+
+ v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, a }, bar_colour );
+ }
+ else
+ v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
+
+ bar_draw = 1;
+ }
+ else if( 1 || k & 0x1 )
+ {
+ if( k & 0x1 )
+ v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, 0.07f }, bar_colour );
+ else
+ v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
+
+ bar_draw = 1;
+ }
+
+ if( bar_draw )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, bar_colour );
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ (float)term->pos[0], y_position - 0.1f, 1.0f );
+
+ draw_mesh( 2, 2 );
+ }
+
+ for( int j = 0; j < term->runs[k].step_count; j ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ (float)term->pos[0] + 0.2f + 0.2f * (float)j,
+ y_position,
+ 0.1f
+ );
+
+ if( is_input )
+ {
+ i8 colour = term->runs[k].steps[j];
+ if( colour != -1 )
+ {
+ colour_code_v3( colour, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ // Draw filled if tick not passed, draw empty if empty
+ if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
+ draw_mesh( empty_start, empty_count );
+ else
+ draw_mesh( filled_start, filled_count );
+ }
+ }
+ else
+ {
+
+ if( term->runs[k].recv_count > j )
+ {
+ colour_code_v3( term->runs[k].recieved[j], dot_colour );
+ v3_muls( dot_colour, 0.8f, dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( filled_start, filled_count );
+ }
+
+ colour_code_v3( term->runs[k].steps[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( empty_start, empty_count );
+ }
+ }
+ }
+ }
+
+ // SPRITES
+ // ========================================================================================================
+ SHADER_USE( shader_sprite );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_sprite, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_sprites, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 );
+
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( (cell->config == k_cell_type_split) || (cell->state & FLAG_EMITTER) )
+ {
+ v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f };
+
+ v3f p0 = { 0.0f, 0.0f, 4.0f };
+ v3f p1 = { 0.0f, 0.0f, 4.0f };
+
+ v2_add( center, (v2f){ -0.25f, -0.25f }, p0 );
+ v2_add( center, (v2f){ 0.25f, -0.25f }, p1 );
+
+ render_sprite( k_sprite_jack_1, p0 );
+ render_sprite( k_sprite_jack_2, p1 );
+ }
+ else if( cell->state & FLAG_IS_TRIGGER )
+ {
+ v3f p0 = { 0.0f, 0.0f, 4.0f };
+
+ struct cell_description *desc = &cell_descriptions[ cell->config ];
+
+ v2_add( (v2f){ cmd->pos[0], cmd->pos[1] }, desc->trigger_pos, p0 );
+ render_sprite( desc->trigger_sprite, p0 );
+ }
+ }
+
+ // TEXT ELEMENTS
+ // ========================================================================================================
+ // Old style
+ m3x3f mvp_text;
+ m3x3_identity( mvp_text );
+ m3x3_scale( mvp_text, (v3f){
+ 1.0f/ ((float)UI_GLYPH_SPACING_X*4.0f),
+ 1.0f/ -((float)UI_GLYPH_SPACING_X*4.0f),
+ 1.0f
+ });
+
+ m3x3_mul( vg_pv, mvp_text, mvp_text );
+ ui_draw( &world.st.world_text, mvp_text );
+
+ // WIRES
+ // ========================================================================================================
+ glEnable(GL_BLEND);
+
+ SHADER_USE( shader_wire );
+ glBindVertexArray( world.wire.vao );
+
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ 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 );
+
+ if( world.id_drag_from )
+ {
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_drag_colour );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.20f*world.st.world_transition );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f*world.st.world_transition );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+
+ // Pulling animation
+ float rp_x1 = world.frame_lerp*9.0f;
+ float rp_xa = rp_x1*expf(1.0f-rp_x1)* 0.36f;
+ float rp_x2 = 1.0f-rp_xa;
+
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( cell->state & FLAG_TARGETED )
+ {
+ for( int j = 0; j < 2; j ++ )
+ {
+ if( !cell->links[j] )
+ continue;
+
+ struct cell *other_cell = &world.data[ cell->links[ j ]];
+ struct cell_description *desc = &cell_descriptions[ other_cell->config ];
+
+ int x2 = cell->links[j] % world.w;
+ int y2 = (cell->links[j] - x2) / world.w;
+
+ v2f startpoint;
+ v2f endpoint;
+
+ endpoint[0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f);
+ endpoint[1] = (float)cmd->pos[1] + 0.25f;
+
+ startpoint[0] = x2;
+ startpoint[1] = y2;
+
+ v2_add( desc->trigger_pos, startpoint, startpoint );
+
+ if( cmd->ptr->state & FLAG_EMITTER )
+ {
+ v4f wire_colour;
+ colour_code_v3( cmd->ptr->emit[j], wire_colour );
+ wire_colour[3] = 1.0f;
+
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_colour );
+ }
+ else
+ glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, j? wire_right_colour: wire_left_colour );
+
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), other_cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), other_cell->state & FLAG_TRIGGERED? rp_xa: 0.0f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), startpoint[0], startpoint[1], 0.18f*world.st.world_transition );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), endpoint[0], endpoint[1], 0.18f*world.st.world_transition );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+ }
+ }
+
+ // WIRE ENDPOINTS
+ // ========================================================================================================
+
+ SHADER_USE( shader_tile_colour );
+ use_mesh( &world.shapes );
+
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( cell->state & FLAG_TARGETED )
+ {
+ for( int j = 0; j < 2; j ++ )
+ {
+ if( !cell->links[j] )
+ continue;
+
+ struct cell *other_cell = &world.data[ cell->links[ j ]];
+ struct cell_description *desc = &cell_descriptions[ other_cell->config ];
+
+ int x2 = cell->links[j] % world.w;
+ int y2 = (cell->links[j] - x2) / world.w;
+
+ v2f pts[2];
+
+ pts[0][0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f);
+ pts[0][1] = (float)cmd->pos[1] + 0.25f;
+
+ pts[1][0] = x2;
+ pts[1][1] = y2;
+
+ v2_add( desc->trigger_pos, pts[1], pts[1] );
+
+ if( cell->state & FLAG_EMITTER )
+ {
+ v4f wire_colour;
+ colour_code_v3( cell->emit[j], wire_colour );
+
+ v3_muls( wire_colour, 0.8f, wire_colour );
+ wire_colour[3] = 1.0f;
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, wire_colour );
+ }
+ else
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1,j?wire_right_colour: wire_left_colour );
+
+ for( int i = 0; i < 2; i ++ )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
+ pts[i][0],
+ pts[i][1],
+ 0.08f * world.st.world_transition
+ );
+ draw_mesh( filled_start, filled_count );
+ }
+ }
+ }
+ }
+
+ // SUB SPLITTER DIRECTION
+ // ========================================================================================================
+
+ /*
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f );
+
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( cell->state & FLAG_TARGETED && cell->config == k_cell_type_split )
+ {
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), cmd->pos[0], cmd->pos[1], 1.0f );
+ draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 );
+ }
+ }
+ */
+
+ // LIGHT FLARES
+ // ========================================================================================================
+ glBlendFunc(GL_ONE, GL_ONE);
+ glBlendEquation(GL_FUNC_ADD);
+
+ SHADER_USE( shader_sprite );
+
+ vg_tex2d_bind( &tex_sprites, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 );
+
+ for( int i = 0; i < world.tile_special_count; i ++ )
+ {
+ struct render_cmd *cmd = &world.cmd_buf_specials[i];
+ struct cell *cell = cmd->ptr;
+
+ if( cell->config == k_cell_type_split )
+ {
+ v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f };
+
+ v3f p0 = { 0.0f, 0.0f, 12.0f };
+ v3f p1 = { 0.0f, 0.0f, 12.0f };
+
+ v2_add( center, (v2f){ -0.25f, -0.25f }, p0 );
+ v2_add( center, (v2f){ 0.25f, -0.25f }, p1 );
+
+ if( cell->state & FLAG_TARGETED )
+ {
+ if( cell->state & FLAG_FLIP_FLOP )
+ render_sprite( k_sprite_flare_y, p1 );
+ else
+ render_sprite( k_sprite_flare_b, p0 );
+ }
+ else
+ render_sprite( k_sprite_flare_w, cell->state &FLAG_FLIP_FLOP? p1: p0 );
+ }
+ }
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ glDisable(GL_BLEND);
+
+ // Draw score
+ /*
+ float const score_bright = 1.25f;
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
+ 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
+
+ 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)
+{
+ // Drawing world name
+ if( world.pCmpLevel )
+ {
+ gui_text( (ui_px [2]){ vg_window_x / 2, 4 }, world.pCmpLevel->title, 2, k_text_align_center );
+ 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 );
+
+ ui_global_ctx.cursor[2] = 458;
+ ui_global_ctx.cursor[3] = 316;
+ ui_global_ctx.cursor[0] = vg_window_x / 2 - 229;
+ ui_global_ctx.cursor[1] = vg_window_y / 2 - 158;
+
+ gui_new_node();
+ {
+ gui_capture_mouse( 200 );
+ gui_fill_rect( ui_global_ctx.cursor, 0xE8303030 );
+
+ ui_px title_pos[2];
+ title_pos[0] = ui_global_ctx.cursor[0] + 229;
+ title_pos[1] = ui_global_ctx.cursor[1] + 16;
+
+ gui_text( title_pos, "Update 1.5", 2, k_text_align_center );
+
+ gui_text( (ui_px [2]){ ui_global_ctx.cursor[0] + 16, title_pos[1] + 45 },
+ "Welcome to the first update to marble computing!"
+ "\n"
+ "New features have been added:\n"
+ "\n"
+ " - Settings menu\n"
+ " - Map skins\n"
+ " - More levels and a new block type\n"
+ " - Scores for each level\n"
+ " - Zooming and panning (mousewheel)\n"
+ "\n"
+ "There is much more in the works, such as a\n"
+ "soundtrack, and the rest of the levels for the\n"
+ "3 bit computer!\n"
+ "\n"
+ "Thank you everyone for enjoying my game :)\n",
+ 1, k_text_align_left
+ );
+
+ ui_global_ctx.cursor[2] = 100;
+ ui_global_ctx.cursor[3] = 30;
+ ui_global_ctx.cursor[0] += 229 - 50;
+ ui_global_ctx.cursor[1] += 316 - 30 - 16;
+
+ if( gui_button( 1 ) )
+ {
+ world.st.state = k_game_state_main;
+ }
+ gui_text( (ui_px [2]){ ui_global_ctx.cursor[0] + 50,
+ ui_global_ctx.cursor[1] + 4 }, "OK", 1, k_text_align_center );
+ gui_end();
+ }
+ gui_end();
+ }
+ else
+#endif
+ if( world.st.state == k_game_state_settings )
+ {
+ gui_group_id( 35 );
+
+ ui_global_ctx.cursor[2] = 225;
+ gui_fill_y();
+ gui_align_right();
+
+ gui_new_node();
+ {
+ gui_capture_mouse( 200 );
+
+ gui_fill_rect( ui_global_ctx.cursor, 0xC0202020 );
+ ui_rect_pad( ui_global_ctx.cursor, 8 );
+
+ ui_global_ctx.cursor[3] = 25;
+
+ 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();
+
+ // Colour scheme selection
+ ui_global_ctx.cursor[1] += 30;
+
+ gui_text( ui_global_ctx.cursor, "Colour Scheme", 1, 0 );
+ ui_global_ctx.cursor[1] += 25;
+
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[2] = 50;
+
+ for( int i = 0; i < 4; i ++ )
+ {
+ gui_new_node();
+ {
+ // Convert to RGB
+ u32 rgb = 0xff000000;
+
+ for( int j = 0; j < 3; j ++ )
+ rgb |= (u32)(colour_sets[ colour_set_id ][i][j]*255.0f) << j * 8;
+
+ gui_fill_rect( ui_global_ctx.cursor, rgb );
+ }
+ gui_end_right();
+ }
+ }
+ gui_end_down();
+
+ gui_new_node();
+ {
+ ui_global_ctx.cursor[2] = 25;
+ if( gui_button( 0 ) == k_button_click )
+ {
+ if( colour_set_id > 0 )
+ colour_set_id --;
+ }
+ gui_text( ui_global_ctx.cursor, "<", 2, 0 );
+ gui_end_right();
+
+ ui_global_ctx.cursor[2] = 150;
+ gui_new_node();
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff );
+ gui_text(
+ (ui_px [2]){ ui_global_ctx.cursor[0] + 75, ui_global_ctx.cursor[1] + 6 },
+ (const char *[]){ "Normal", "Extra1", "Extra2" }[ colour_set_id ],
+ 1, k_text_align_center
+ );
+ }
+ gui_end_right();
+
+ ui_global_ctx.cursor[2] = 25;
+ if( gui_button( 1 ) == k_button_click )
+ {
+ if( colour_set_id < vg_list_size( colour_sets )-1 )
+ colour_set_id ++;
+ }
+ gui_text( ui_global_ctx.cursor, ">", 2, 0 );
+ gui_end_down();
+ }
+ gui_end_down();
+
+ // Theme select
+ 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( 2 ) == k_button_click )
+ {
+ if( world_theme_id > 0 )
+ world_theme_id --;
+ }
+ gui_text( ui_global_ctx.cursor, "<", 2, 0 );
+ gui_end_right();
+
+ ui_global_ctx.cursor[2] = 150;
+ gui_new_node();
+ {
+ gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff );
+ gui_text(
+ (ui_px [2]){ ui_global_ctx.cursor[0] + 75, ui_global_ctx.cursor[1] + 6 },
+ world_themes[ world_theme_id ].name, 1, k_text_align_center
+ );
+ }
+ gui_end_right();
+
+ ui_global_ctx.cursor[2] = 25;
+ if( gui_button( 3 ) == k_button_click )
+ {
+ if( world_theme_id < vg_list_size( world_themes )-1 )
+ world_theme_id ++;
+ }
+ gui_text( ui_global_ctx.cursor, ">", 2, 0 );
+ 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();
+ }
+}
+
+#if STEAM_LEADERBOARDS
+void leaderboard_dispatch_score(void)
+{
+
+ sw_upload_leaderboard_score(
+ ui_data.upload_request.level->steam_leaderboard,
+ k_ELeaderboardUploadScoreMethodKeepBest,
+ ui_data.upload_request.score,
+ NULL,
+ 0
+ );
+
+ ui_data.upload_request.is_waiting = 0;
+
+ vg_success( "Dispatched leaderboard score\n" );
+}
+
+void leaderboard_found( LeaderboardFindResult_t *pCallback )
+{
+ if( !pCallback->m_bLeaderboardFound )
+ {
+ vg_error( "Leaderboard could not be found\n" );
+ ui_data.steam_leaderboard = 0;
+ }
+ else
+ {
+ const char *recieved_name = sw_get_leaderboard_name( pCallback->m_hSteamLeaderboard );
+
+ // Update UI state and request entries if this callback found the current UI level
+ if( ui_data.level_selected )
+ {
+ if( !strcmp( recieved_name, ui_data.level_selected->map_name ) )
+ {
+ sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 8 );
+ ui_data.level_selected->steam_leaderboard = pCallback->m_hSteamLeaderboard;
+ }
+ }
+
+ // Dispatch the waiting request if there was one
+ if( ui_data.upload_request.is_waiting )
+ {
+ if( !strcmp( recieved_name, ui_data.upload_request.level->map_name ) )
+ {
+ ui_data.upload_request.level->steam_leaderboard = pCallback->m_hSteamLeaderboard;
+ leaderboard_dispatch_score();
+ }
+ }
+ }
+}
+
+void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
+{
+ // Update UI if this leaderboard matches what we currently have in view
+ if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard )
+ {
+ vg_info( "Recieved %d entries\n", pCallback->m_cEntryCount );
+ ui_data.leaderboard_count = VG_MIN( pCallback->m_cEntryCount, 8 );
+
+ u64_steamid local_player = sw_get_steamid();
+
+ for( int i = 0; i < ui_data.leaderboard_count; i ++ )
+ {
+ LeaderboardEntry_t entry;
+ sw_get_downloaded_entry( pCallback->m_hSteamLeaderboardEntries, i, &entry, NULL, 0 );
+
+ struct leaderboard_player *player = &ui_data.leaderboard_players[i];
+
+ player->id = entry.m_steamIDUser.m_unAll64Bits;
+ strncpy( player->player_name, sw_get_friend_persona_name( player->id ), vg_list_size( player->player_name )-1 );
+ player->score = entry.m_nScore;
+
+ snprintf( player->score_text, vg_list_size(player->score_text), "%d", player->score );
+ player->texture = sw_get_player_image( player->id );
+
+ if( player->texture == 0 )
+ player->texture = tex_unkown.name;
+
+ player->is_local_player = local_player == player->id? 1: 0;
+ }
+
+ if( ui_data.leaderboard_count )
+ ui_data.leaderboard_show = 1;
+ else
+ ui_data.leaderboard_show = 0;
+ }
+ else vg_warn( "Downloaded leaderboard does not match requested!\n" );
+}
+
+void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
+{
+ if( ui_data.upload_request.is_waiting )
+ vg_warn( "You are uploading leaderboard entries too quickly!\n" );
+
+ ui_data.upload_request.level = cmp_level;
+ ui_data.upload_request.score = score;
+ ui_data.upload_request.is_waiting = 1;
+
+ // If leaderboard ID has been downloaded already then just immediately dispatch this
+ if( cmp_level->steam_leaderboard )
+ leaderboard_dispatch_score();
+ else
+ sw_find_leaderboard( cmp_level->map_name );
+}
+#endif
+
+// CONSOLE COMMANDS
+// ===========================================================================================================
+
+static int console_credits( int argc, char const *argv[] )
+{
+ vg_info( "Aknowledgements:\n" );
+ vg_info( " GLFW zlib/libpng glfw.org\n" );
+ vg_info( " miniaudio MIT0 miniaud.io\n" );
+ vg_info( " QOI MIT phoboslab.org\n" );
+ vg_info( " STB library MIT nothings.org\n" );
+ return 0;
+}
+
+static int console_save_map( int argc, char const *argv[] )
+{
+ if( !world.initialzed )
+ {
+ vg_error( "Tried to save uninitialized map!\n" );
+ return 0;
+ }
+
+ char map_path[ 256 ];
+
+ strcpy( map_path, "sav/" );
+ strcat( map_path, world.map_name );
+ strcat( map_path, ".map" );
+
+ FILE *test_writer = fopen( map_path, "wb" );
+ if( test_writer )
+ {
+ vg_info( "Saving map to '%s'\n", map_path );
+ map_serialize( test_writer );
+
+ fclose( test_writer );
+ return 1;
+ }
+ else
+ {
+ vg_error( "Unable to open stream for writing\n" );
+ return 0;
+ }
+}
+
+static int console_load_map( int argc, char const *argv[] )
+{
+ char map_path[ 256 ];
+
+ if( argc >= 1 )
+ {
+ // try from saves
+ strcpy( map_path, "sav/" );
+ strcat( map_path, argv[0] );
+ strcat( map_path, ".map" );
+
+ char *text_source = vg_textasset_read( map_path );
+
+ if( !text_source )
+ {
+ strcpy( map_path, "maps/" );
+ strcat( map_path, argv[0] );
+ strcat( map_path, ".map" );
+
+ text_source = vg_textasset_read( map_path );
+ }
+
+ if( text_source )
+ {
+ vg_info( "Loading map: '%s'\n", map_path );
+ world.pCmpLevel = NULL;
+
+ if( !map_load( text_source, argv[0] ) )
+ {
+ free( text_source );
+ return 0;
+ }
+
+ free( text_source );
+ return 1;
+ }
+ else
+ {
+ vg_error( "Missing maps '%s'\n", argv[0] );
+ return 0;
+ }
+ }
+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ return 0;
+ }
+}
+
+static int console_changelevel( int argc, char const *argv[] )
+{
+ if( argc >= 1 )
+ {
+ // Save current level
+ console_save_map( 0, NULL );
+
+ if( console_load_map( argc, argv ) )
+ {
+ world.st.zoom = 0.0f;
+ simulation_stop();
+ return 1;
+ }
+ }
+ else
+ {
+ vg_error( "Missing argument <map_path>\n" );
+ }
+
+ return 0;
+}
+
+// START UP / SHUTDOWN
+// ===========================================================================================================
+
+#define TRANSFORM_TRI_2D( S, OX, OY, X1, Y1, X2, Y2, X3, Y3 ) \
+ X1*S+OX, Y1*S+OY, X2*S+OX, Y2*S+OY, X3*S+OX, Y3*S+OY
+
+void vg_start(void)
+{
+ // Steamworks callbacks
+ #ifdef STEAM_LEADERBOARDS
+ sw_leaderboard_found = &leaderboard_found;
+ sw_leaderboard_downloaded = &leaderboard_downloaded;
+ #endif
+
+ vg_function_push( (struct vg_cmd){
+ .name = "_map_write",
+ .function = console_save_map
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "_map_load",
+ .function = console_load_map
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "map",
+ .function = console_changelevel
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "credits",
+ .function = console_credits
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "colours",
+ .data = &colour_set_id,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min = 0, .max = 2, .clamp = 1 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "theme",
+ .data = &world_theme_id,
+ .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
+ {
+ float combined_mesh[6*6 + 32*6*3] = {
+ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+
+ 0.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.2f,
+ 0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f,
+
+ TRANSFORM_TRI_2D( 0.15f,0.05f,0.4f, 0.0f, 1.0f, 1.0f, 2.0f, 1.0f, 0.0f ),
+ TRANSFORM_TRI_2D( 0.15f,0.80f,0.4f, 0.0f, 0.0f, 0.0f, 2.0f, 1.0f, 1.0f )
+ };
+
+ float *circle_mesh = combined_mesh + 6*6;
+ int const res = 32;
+
+ for( int i = 0; i < res; i ++ )
+ {
+ v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
+ v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
+
+ circle_mesh[ i*6+0 ] = 0.0f;
+ circle_mesh[ i*6+1 ] = 0.0f;
+
+ v2_copy( v0, circle_mesh + 32*6 + i*12 );
+ v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
+ v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
+
+ v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
+ v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
+ v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
+
+ v2_copy( v0, circle_mesh + i*6+4 );
+ v2_copy( v1, circle_mesh + i*6+2 );
+ v2_copy( v0, circle_mesh+i*6+4 );
+ v2_copy( v1, circle_mesh+i*6+2 );
+ }
+
+ init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_mesh ) );
+ }
+
+ // Create wire mesh
+ {
+ int const num_segments = 64;
+
+ struct mesh_wire *mw = &world.wire;
+
+ v2f wire_points[ num_segments * 2 ];
+ u16 wire_indices[ 6*(num_segments-1) ];
+
+ for( int i = 0; i < num_segments; i ++ )
+ {
+ float l = (float)i / (float)(num_segments-1);
+
+ v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] );
+ v2_copy( (v2f){ l, 0.5f }, wire_points[i*2+1] );
+
+ if( i < num_segments-1 )
+ {
+ wire_indices[ i*6+0 ] = i*2 + 0;
+ wire_indices[ i*6+1 ] = i*2 + 1;
+ wire_indices[ i*6+2 ] = i*2 + 3;
+ wire_indices[ i*6+3 ] = i*2 + 0;
+ wire_indices[ i*6+4 ] = i*2 + 3;
+ wire_indices[ i*6+5 ] = i*2 + 2;
+ }
+ }
+
+ glGenVertexArrays( 1, &mw->vao );
+ glGenBuffers( 1, &mw->vbo );
+ glGenBuffers( 1, &mw->ebo );
+ glBindVertexArray( mw->vao );
+
+ glBindBuffer( GL_ARRAY_BUFFER, mw->vbo );
+
+ glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW );
+ glBindVertexArray( mw->vao );
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW );
+
+ // XY
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
+
+ mw->em = vg_list_size( wire_indices );
+ }
+
+ // Create info data texture
+ {
+ glGenTextures( 1, &world.background_data );
+ glBindTexture( GL_TEXTURE_2D, world.background_data );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ vg_tex2d_nearest();
+ }
+
+ // Create random smaples texture
+ {
+ u8 *data = malloc(512*512*2);
+ for( int i = 0; i < 512*512*2; i ++ )
+ data[ i ] = rand()/(RAND_MAX/255);
+
+ glGenTextures( 1, &world.random_samples );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
+ vg_tex2d_nearest();
+ vg_tex2d_repeat();
+
+ free( data );
+ }
+
+ resource_load_main();
+
+ // Init world text
+ {
+ ui_init_context( &world.st.world_text, 15000 );
+ }
+
+ // 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();
+
+ resource_free_main();
+
+ glDeleteTextures( 1, &world.background_data );
+ glDeleteTextures( 1, &world.random_samples );
+
+ glDeleteVertexArrays( 1, &world.wire.vao );
+ glDeleteBuffers( 1, &world.wire.vbo );
+ glDeleteBuffers( 1, &world.wire.ebo );
+
+ free_mesh( &world.shapes );
+
+ ui_context_free( &world.st.world_text );
+
+ map_free();
+}
+
+int main( int argc, char *argv[] )
+{
+ vg_init( argc, argv, "Marble Computing" );
+ return 0;
+}