1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
6 SHADER_DEFINE( shader_tile_colour
,
9 "layout (location=0) in vec2 a_co;"
11 "uniform vec3 uOffset;"
15 "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
20 "uniform vec4 uColour;"
24 "FragColor = uColour;"
27 UNIFORMS({ "uPv", "uOffset", "uColour" })
30 SHADER_DEFINE( shader_ball
,
32 "layout (location=0) in vec2 a_co;"
33 "uniform vec2 uOffset;"
36 "out vec2 aTexCoords;"
40 // Create texture coords
44 "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
45 "gl_Position = vec4( uPv * worldpos, 1.0 );"
51 "uniform sampler2D uTexMain;"
52 "uniform vec3 uColour;"
58 "vec4 glyph = texture( uTexMain, aTexCoords );"
59 "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
62 UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
65 SHADER_DEFINE( shader_tile_main
,
67 "layout (location=0) in vec2 a_co;"
68 "uniform vec4 uOffset;" // Tile x/y, uv x/y
70 "uniform mat2 uSubTransform;"
72 "out vec4 aTexCoords;"
76 "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
77 "p3 += dot(p3, p3.yzx+33.33);"
78 "return fract((p3.xx+p3.yz)*p3.zy);"
83 // Create texture coords
84 "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
85 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
86 "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
89 "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
90 "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
91 "gl_Position = vec4( uPv * worldpos, 1.0 );"
97 "uniform sampler2D uTexGlyphs;"
98 "uniform sampler2D uTexWood;"
100 "in vec4 aTexCoords;"
104 "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
105 "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
106 "vec4 wood = texture( uTexWood, aTexCoords.zw );"
107 "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
108 "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
110 "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
112 "FragColor = vec4( wood_comp * shadows, glyph.b );"
115 UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" })
118 const char *level_pack
[] =
143 "#####-#####;bbbbb\n"
148 "###+##+####;bbb,bb\n"
153 "###-#####-###;a,aaa\n"
160 "######+######;aaaa\n"
165 "###-#####-###;aaa,aa\n"
172 "###+#####+###;aa,aaa\n"
176 GLuint tex_tile_data
;
177 GLuint tex_tile_detail
;
181 sfx_system_t audio_system_sfx
=
187 .vol_src
= &g_vol_sfx
,
189 .fadeout
= FADEOUT_LENGTH
,
193 sfx_set_t audio_tile_mod
=
209 #define FLAG_INPUT 0x1
210 #define FLAG_OUTPUT 0x2
211 #define FLAG_CANAL 0x4
212 #define FLAG_WALL 0x8
213 #define FLAG_DROP_L 0x10
214 #define FLAG_SPLIT 0x20
215 #define FLAG_MERGER 0x40
216 #define FLAG_DROP_R 0x80
217 #define FLAG_FLIP_FLOP 0x100
218 #define FLAG_FLIP_ROTATING 0x200
221 0000 0 | 0001 1 | 0010 2 | 0011 3
225 0100 4 | 0101 5 | 0110 6 | 0111 7
229 1000 8 | 1001 9 | 1010 10 | 1011 11
233 1100 12 | 1101 13 | 1110 14 | 1111 15
241 k_cell_type_split
= 7,
242 k_cell_type_merge
= 13
246 { { 0.9f
, 0.2f
, 0.01f
},
247 { 0.2f
, 0.9f
, 0.14f
},
248 { 0.1f
, 0.3f
, 0.85f
} };
250 static void colour_code_v3( char cc
, v3f target
)
252 if( cc
>= 'a' && cc
<= 'z' )
256 if( id
< vg_list_size( colour_sets
) )
258 v3_copy( colour_sets
[ id
], target
);
263 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, target
);
272 static void init_mesh( struct mesh
*m
, float *tris
, u32 length
)
274 m
->elements
= length
/3;
275 glGenVertexArrays( 1, &m
->vao
);
276 glGenBuffers( 1, &m
->vbo
);
278 glBindVertexArray( m
->vao
);
279 glBindBuffer( GL_ARRAY_BUFFER
, m
->vbo
);
280 glBufferData( GL_ARRAY_BUFFER
, length
*sizeof(float), tris
, GL_STATIC_DRAW
);
282 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
283 glEnableVertexAttribArray( 0 );
288 static void free_mesh( struct mesh
*m
)
290 glDeleteVertexArrays( 1, &m
->vao
);
291 glDeleteBuffers( 1, &m
->vbo
);
294 static void draw_mesh( int const start
, int const count
)
296 glDrawArrays( GL_TRIANGLES
, start
*3, count
*3 );
299 static void use_mesh( struct mesh
*m
)
301 glBindVertexArray( m
->vao
);
321 // TODO: Split into input/output structures
331 struct mesh tile
, circle
;
347 static void map_free(void)
349 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
350 arrfree( world
.io
[ i
].conditions
);
352 arrfree( world
.data
);
361 static int map_load( const char *str
)
370 if( str
[world
.w
] == ';' )
372 else if( !str
[world
.w
] )
374 vg_error( "Unexpected EOF when parsing level\n" );
379 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
381 int reg_start
= 0, reg_end
= 0;
397 if( reg_start
< reg_end
)
399 if( *c
>= 'a' && *c
<= 'z' )
401 arrpush( world
.io
[ reg_start
].conditions
, *c
);
405 if( *c
== ',' || *c
== '\n' )
414 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
421 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
429 if( reg_start
!= reg_end
)
431 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
437 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
441 row
= arraddnptr( world
.data
, world
.w
);
444 reg_end
= reg_start
= arrlen( world
.io
);
450 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
454 // Tile initialization
457 if( *c
== '+' || *c
== '-' )
459 struct cell_terminal term
= { .id
= cx
+ world
.h
*world
.w
};
460 arrpush( world
.io
, term
);
461 row
[ cx
++ ].state
= *c
== '+'? FLAG_INPUT
: FLAG_OUTPUT
;
466 row
[ cx
++ ].state
= FLAG_WALL
;
470 row
[ cx
++ ].state
= 0x00;
477 vg_success( "Map loaded! (%u:%u)\n", world
.w
, world
.h
);
481 static struct cell
*pcell( v2i pos
)
483 return &world
.data
[ pos
[1]*world
.w
+ pos
[0] ];
486 int main( int argc
, char *argv
[] )
488 vg_init( argc
, argv
, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
491 void vg_register(void)
493 SHADER_INIT( shader_tile_colour
);
494 SHADER_INIT( shader_tile_main
);
495 SHADER_INIT( shader_ball
);
504 0.0f
, 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
,
505 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
, 0.0f
,
507 0.48f
, 0.48f
, 0.5f
, 0.52f
, 0.52f
, 0.52f
, // Static dot
508 0.375f
, 0.25f
, 0.5f
, 0.75f
, 0.625f
, 0.25f
, // Downwards pointing arrow
509 0.25f
, 0.625f
, 0.75f
, 0.5f
, 0.25f
, 0.375f
, // Left
510 0.625f
, 0.75f
, 0.5f
, 0.25f
, 0.375f
, 0.75f
, // up
511 0.75f
, 0.375f
, 0.25f
, 0.5f
, 0.75f
, 0.625f
514 init_mesh( &world
.tile
, quad_mesh
, vg_list_size(quad_mesh
) );
519 float circle_mesh
[32*6*3];
520 int res
= vg_list_size( circle_mesh
) / (6*3);
522 for( int i
= 0; i
< res
; i
++ )
524 v2f v0
= { sinf( ((float)i
/(float)res
)*VG_TAUf
), cosf( ((float)i
/(float)res
)*VG_TAUf
) };
525 v2f v1
= { sinf( ((float)(i
+1)/(float)res
)*VG_TAUf
), cosf( ((float)(i
+1)/(float)res
)*VG_TAUf
) };
527 circle_mesh
[ i
*6+0 ] = 0.0f
;
528 circle_mesh
[ i
*6+1 ] = 0.0f
;
530 v2_copy( v0
, circle_mesh
+ 32*6 + i
*12 );
531 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+2 );
532 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+4 );
534 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+6 );
535 v2_muls( v1
, 0.8f
, circle_mesh
+ 32*6 + i
*12+8 );
536 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+10 );
538 v2_copy( v0
, circle_mesh
+ i
*6+4 );
539 v2_copy( v1
, circle_mesh
+ i
*6+2 );
540 v2_copy( v0
, circle_mesh
+i
*6+4 );
541 v2_copy( v1
, circle_mesh
+i
*6+2 );
544 init_mesh( &world
.circle
, circle_mesh
, vg_list_size( circle_mesh
) );
549 tex_tile_detail
= vg_tex2d_rgba( "textures/tile_overlays.png" );
551 vg_tex2d_linear_mipmap();
554 tex_tile_data
= vg_tex2d_rgba( "textures/tileset.png" );
556 vg_tex2d_linear_mipmap();
559 tex_wood
= vg_tex2d_rgba( "textures/wood.png" );
561 vg_tex2d_linear_mipmap();
564 tex_ball
= vg_tex2d_rgba( "textures/ball.png" );
566 vg_tex2d_linear_mipmap();
572 sfx_set_init( &audio_tile_mod
, NULL
);
575 map_load( level_pack
[ 0 ] );
580 free_mesh( &world
.tile
);
581 free_mesh( &world
.circle
);
585 glDeleteTextures( 1, &tex_tile_data
);
586 glDeleteTextures( 1, &tex_tile_detail
);
587 glDeleteTextures( 1, &tex_wood
);
588 glDeleteTextures( 1, &tex_ball
);
590 sfx_set_free( &audio_tile_mod
);
593 static int cell_interactive( v2i co
)
596 if( co
[0] < 2 || co
[0] >= world
.w
-2 || co
[1] < 2 || co
[1] >= world
.h
-2 )
600 if( world
.data
[ world
.w
*co
[1] + co
[0] ].state
& (FLAG_WALL
|FLAG_INPUT
|FLAG_OUTPUT
) )
603 // List of 3x3 configurations that we do not allow
604 static u32 invalid_src
[][9] =
636 // Statically compile invalid configurations into bitmasks
637 static u32 invalid
[ vg_list_size(invalid_src
) ];
639 for( int i
= 0; i
< vg_list_size(invalid_src
); i
++ )
643 for( int j
= 0; j
< 3; j
++ )
644 for( int k
= 0; k
< 3; k
++ )
645 comped
|= invalid_src
[i
][ j
*3+k
] << ((j
*5)+k
);
650 // Extract 5x5 grid surrounding tile
652 for( int y
= co
[1]-2; y
< co
[1]+3; y
++ )
653 for( int x
= co
[0]-2; x
< co
[0]+3; x
++ )
655 struct cell
*cell
= pcell((v2i
){x
,y
});
657 if( cell
&& (cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
)) )
658 blob
|= 0x1 << ((y
-(co
[1]-2))*5 + x
-(co
[0]-2));
661 // Run filter over center 3x3 grid to check for invalid configurations
662 int kernel
[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
663 for( int i
= 0; i
< vg_list_size(kernel
); i
++ )
665 if( blob
& (0x1 << (6+kernel
[i
])) )
667 u32 window
= blob
>> kernel
[i
];
669 for( int j
= 0; j
< vg_list_size(invalid
); j
++ )
670 if((window
& invalid
[j
]) == invalid
[j
])
680 static int curlevel
= 0;
681 int changelvl
= curlevel
;
682 if( vg_get_button_down( "prev" ) ) { if( curlevel
> 0 ) changelvl
--; }
683 else if( vg_get_button_down( "next" ) ) { if( curlevel
< vg_list_size( level_pack
)-1 ) changelvl
++; }
685 if( changelvl
!= curlevel
)
687 map_load( level_pack
[ changelvl
] );
688 curlevel
= changelvl
;
691 world
.simulating
= 0;
692 world
.num_fishes
= 0;
695 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
696 world
.io
[i
].recv_count
= 0;
698 vg_info( "Stopping simulation!\n" );
701 float ratio
= (float)vg_window_y
/ (float)vg_window_x
;
702 float const size
= 9.5f
;
705 origin
[0] = -0.5f
* world
.w
;
706 origin
[1] = -0.5f
* world
.h
;
709 m3x3_projection( m_projection
, -size
, size
, -size
*ratio
, size
*ratio
);
710 m3x3_identity( m_view
);
711 m3x3_translate( m_view
, origin
);
712 m3x3_mul( m_projection
, m_view
, vg_pv
);
713 vg_projection_update();
718 v2_copy( vg_mouse_ws
, tile_pos
);
720 int tile_x
= floorf( tile_pos
[0] );
721 int tile_y
= floorf( tile_pos
[1] );
724 if( !world
.simulating
)
726 if( cell_interactive( (v2i
){ tile_x
, tile_y
} ))
728 world
.selected
= tile_y
* world
.w
+ tile_x
;
730 if( vg_get_button_down("primary") )
732 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
734 if( world
.data
[ world
.selected
].state
& FLAG_CANAL
)
735 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 3, 6 );
737 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 0, 3 );
744 // Simulation stop/start
745 if( vg_get_button_down("go") )
747 if( world
.simulating
)
749 world
.simulating
= 0;
750 world
.num_fishes
= 0;
753 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
754 world
.io
[i
].recv_count
= 0;
756 vg_info( "Stopping simulation!\n" );
760 vg_success( "Starting simulation!\n" );
762 world
.simulating
= 1;
763 world
.num_fishes
= 0;
765 world
.sim_start
= vg_time
;
767 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
769 world
.data
[ i
].state
&= ~FLAG_FLIP_FLOP
;
772 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
773 world
.io
[i
].recv_count
= 0;
778 // ========================================================
780 for( int y
= 2; y
< world
.h
-2; y
++ )
782 for( int x
= 2; x
< world
.w
-2; x
++ )
784 v2i dirs
[] = {{1,0},{0,1},{-1,0},{0,-1}};
788 if( pcell((v2i
){x
,y
})->state
& FLAG_CANAL
)
790 for( int i
= 0; i
< vg_list_size( dirs
); i
++ )
792 struct cell
*neighbour
= pcell((v2i
){x
+dirs
[i
][0], y
+dirs
[i
][1]});
793 if( neighbour
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
798 pcell((v2i
){x
,y
})->config
= config
;
799 pcell((v2i
){x
,y
})->state
&= ~(FLAG_DROP_L
|FLAG_DROP_R
|FLAG_SPLIT
|FLAG_MERGER
);
803 for( int y
= 2; y
< world
.h
-2; y
++ )
804 for( int x
= 2; x
< world
.w
-2; x
++ )
806 // R,D,L,- 1110 (splitter, 1 drop created)
808 // R,-,L,U - 1011 (merger, 2 drop created)
810 u8 config
= pcell((v2i
){x
,y
})->config
;
812 if( config
== k_cell_type_split
) // splitter
814 struct cell
*cell
= pcell((v2i
){x
,y
});
816 cell
->state
|= (FLAG_SPLIT
| FLAG_DROP_L
| FLAG_DROP_R
);
818 else if( config
== k_cell_type_merge
)
820 world
.data
[y
*world
.w
+x
-1].state
|= FLAG_DROP_R
;
821 world
.data
[y
*world
.w
+x
+1].state
|= FLAG_DROP_L
;
822 world
.data
[y
*world
.w
+x
].state
|= FLAG_MERGER
;
827 if( world
.simulating
)
829 while( world
.sim_frame
< (int)((vg_time
-world
.sim_start
)*2.0f
) )
831 vg_info( "frame: %u\n", world
.sim_frame
);
833 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
835 struct cell_terminal
*term
= &world
.io
[ i
];
836 int posx
= term
->id
% world
.w
;
837 int posy
= (term
->id
- posx
)/world
.w
;
838 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
842 if( world
.sim_frame
< arrlen( term
->conditions
) )
844 struct fish
*fish
= &world
.fishes
[world
.num_fishes
++];
848 fish
->payload
= term
->conditions
[world
.sim_frame
];
852 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
853 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
854 if( pcell( (v2i
){ posx
+dirs
[j
][0], posy
+dirs
[j
][1] } )->state
& FLAG_CANAL
)
856 fish
->dir
[0] = dirs
[j
][0];
857 fish
->dir
[1] = dirs
[j
][1];
868 // Update splitter deltas
869 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
871 struct cell
*cell
= &world
.data
[i
];
872 if( cell
->config
== k_cell_type_split
)
874 cell
->state
&= ~FLAG_FLIP_ROTATING
;
878 for( int i
= 0; i
< world
.num_fishes
; i
++ )
880 struct fish
*fish
= &world
.fishes
[i
];
881 struct cell
*cell_current
= pcell( fish
->pos
);
887 if( cell_current
->state
& FLAG_OUTPUT
)
889 for( int j
= 0; j
< arrlen( world
.io
); j
++ )
891 struct cell_terminal
*term
= &world
.io
[j
];
893 if( term
->id
== fish
->pos
[1]*world
.w
+ fish
->pos
[0] )
895 term
->recv
[ term
->recv_count
++ ] = fish
->payload
;
904 if( cell_current
->state
& FLAG_SPLIT
)
907 fish
->dir
[0] = cell_current
->state
&FLAG_FLIP_FLOP
?1:-1;
910 cell_current
->state
^= FLAG_FLIP_FLOP
;
912 else if( cell_current
->state
& FLAG_MERGER
)
920 struct cell
*cell_next
= pcell( (v2i
){ fish
->pos
[0]+fish
->dir
[0], fish
->pos
[1]+fish
->dir
[1] } );
921 if( !(cell_next
->state
& (FLAG_CANAL
|FLAG_OUTPUT
)) )
923 // Try other directions for valid, so down, left, right..
924 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
925 vg_info( "Trying some other directions...\n" );
927 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
929 if( (dirs
[j
][0] == -fish
->dir
[0]) && (dirs
[j
][1] == -fish
->dir
[1]) )
932 if( pcell( (v2i
){ fish
->pos
[0]+dirs
[j
][0], fish
->pos
[1]+dirs
[j
][1] } )->state
& (FLAG_CANAL
|FLAG_OUTPUT
) )
934 fish
->dir
[0] = dirs
[j
][0];
935 fish
->dir
[1] = dirs
[j
][1];
941 fish
->pos
[0] += fish
->dir
[0];
942 fish
->pos
[1] += fish
->dir
[1];
944 struct cell
*cell_entry
= pcell( fish
->pos
);
946 if( !(cell_entry
->state
& (FLAG_INPUT
|FLAG_CANAL
|FLAG_OUTPUT
) ))
949 if( cell_entry
->config
== k_cell_type_split
)
950 cell_entry
->state
|= FLAG_FLIP_ROTATING
;
958 static void render_tiles(void)
960 for( int y
= 0; y
< world
.h
; y
++ )
962 for( int x
= 0; x
< world
.w
; x
++ )
964 struct cell
*cell
= pcell((v2i
){x
,y
});
965 int selected
= world
.selected
== y
*world
.w
+ x
;
967 int tile_offsets
[][2] =
969 {2, 0}, {0, 3}, {0, 2}, {2, 2},
970 {1, 0}, {2, 3}, {3, 2}, {1, 3},
971 {3, 1}, {0, 1}, {1, 2}, {2, 1},
972 {1, 1}, {3, 3}, {2, 1}, {2, 1}
975 int uv
[2] = { 3, 0 };
977 if( cell
->state
& FLAG_CANAL
)
979 uv
[0] = tile_offsets
[ cell
->config
][0];
980 uv
[1] = tile_offsets
[ cell
->config
][1];
983 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
, uv
[0], uv
[1] );
991 glViewport( 0,0, vg_window_x
, vg_window_y
);
993 glDisable( GL_DEPTH_TEST
);
994 glClearColor( 0.8f
, 0.8f
, 0.8f
, 1.0f
);
995 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
997 float scaled_time
= 0.0f
, frame_lerp
= 0.0f
;
999 if( world
.simulating
)
1001 scaled_time
= (vg_time
-world
.sim_start
)*2.0f
;
1002 frame_lerp
= scaled_time
- (float)world
.sim_frame
;
1005 v2f
const curve_3
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
1006 v2f
const curve_6
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.375f
,0.5f
},{0.0f
,0.5f
}};
1007 v2f
const curve_9
[] = {{1.0f
,0.5f
},{0.625f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
1008 v2f
const curve_12
[]= {{0.0f
,0.5f
},{0.375f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
1010 v2f
const curve_7
[] = {{0.5f
,0.8438f
},{0.875f
,0.8438f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
1011 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
}};
1013 float const curve_7_linear_section
= 0.1562f
;
1015 // TILE SET RENDERING
1016 // todo: just slam everything into a mesh...
1017 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1019 // Currently we're uploading a fair amount of data every frame anyway.
1020 // NOTE: this is for final optimisations ONLY!
1021 // ======================================================================
1023 use_mesh( &world
.tile
);
1025 SHADER_USE( shader_tile_main
);
1028 m2x2_identity( subtransform
);
1029 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1030 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1033 glActiveTexture( GL_TEXTURE0
);
1034 glBindTexture( GL_TEXTURE_2D
, tex_tile_data
);
1035 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1037 glActiveTexture( GL_TEXTURE1
);
1038 glBindTexture( GL_TEXTURE_2D
, tex_wood
);
1039 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1044 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1045 glBlendEquation(GL_FUNC_ADD
);
1047 SHADER_USE( shader_ball
);
1048 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1050 glActiveTexture( GL_TEXTURE0
);
1051 glBindTexture( GL_TEXTURE_2D
, tex_ball
);
1052 glUniform1i( SHADER_UNIFORM( shader_ball
, "uTexMain" ), 0 );
1055 if( world
.simulating
)
1057 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1059 struct fish
*fish
= &world
.fishes
[i
];
1064 // Evaluate position
1065 struct cell
*cell
= pcell(fish
->pos
);
1070 float t
= frame_lerp
;
1072 switch( cell
->config
)
1075 if( fish
->dir
[0] == 1 )
1080 case 3: curve
= curve_3
; break;
1081 case 6: curve
= curve_6
; break;
1082 case 9: curve
= curve_9
; break;
1083 case 12: curve
= curve_12
; break;
1085 if( t
> curve_7_linear_section
)
1087 t
-= curve_7_linear_section
;
1088 t
*= (1.0f
/(1.0f
-curve_7_linear_section
));
1090 curve
= cell
->state
& FLAG_FLIP_FLOP
? curve_7
: curve_7_1
;
1094 default: curve
= NULL
; break;
1100 float t3
= t
* t
* t
;
1102 float cA
= 3.0f
*t2
- 3.0f
*t3
;
1103 float cB
= 3.0f
*t3
- 6.0f
*t2
+ 3.0f
*t
;
1104 float cC
= 3.0f
*t2
- t3
- 3.0f
*t
+ 1.0f
;
1106 fish_pos
[0] = t3
*curve
[3][0] + cA
*curve
[2][0] + cB
*curve
[1][0] + cC
*curve
[0][0];
1107 fish_pos
[1] = t3
*curve
[3][1] + cA
*curve
[2][1] + cB
*curve
[1][1] + cC
*curve
[0][1];
1108 fish_pos
[0] += (float)fish
->pos
[0];
1109 fish_pos
[1] += (float)fish
->pos
[1];
1114 origin
[0] = (float)fish
->pos
[0] + (float)fish
->dir
[0]*-0.5f
+ 0.5f
;
1115 origin
[1] = (float)fish
->pos
[1] + (float)fish
->dir
[1]*-0.5f
+ 0.5f
;
1117 fish_pos
[0] = origin
[0] + (float)fish
->dir
[0]*t
;
1118 fish_pos
[1] = origin
[1] + (float)fish
->dir
[1]*t
;
1121 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1122 colour_code_v3( fish
->payload
, dot_colour
);
1124 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uColour" ), 1, dot_colour
);
1125 glUniform2f( SHADER_UNIFORM( shader_ball
, "uOffset" ), fish_pos
[0], fish_pos
[1] );
1131 SHADER_USE( shader_tile_main
);
1134 glActiveTexture( GL_TEXTURE0
);
1135 glBindTexture( GL_TEXTURE_2D
, tex_tile_data
);
1136 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1138 glActiveTexture( GL_TEXTURE1
);
1139 glBindTexture( GL_TEXTURE_2D
, tex_wood
);
1140 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1146 for( int y
= 0; y
< world
.h
; y
++ )
1148 for( int x
= 0; x
< world
.w
; x
++ )
1150 struct cell
*cell
= pcell((v2i
){x
,y
});
1152 if( cell
->state
& FLAG_SPLIT
)
1154 float rotation
= cell
->state
& FLAG_FLIP_FLOP
? vg_rad( -45.0f
): vg_rad( 45.0f
);
1156 if( cell
->state
& FLAG_FLIP_ROTATING
)
1158 if( (frame_lerp
> curve_7_linear_section
) )
1160 float const rotation_speed
= 0.4f
;
1161 if( (frame_lerp
< 1.0f
-rotation_speed
) )
1163 float t
= frame_lerp
- curve_7_linear_section
;
1164 t
*= -2.0f
* (1.0f
/(1.0f
-(curve_7_linear_section
+rotation_speed
)));
1174 m2x2_create_rotation( subtransform
, rotation
);
1176 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1177 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
+ 0.125f
, 0.0f
, 0.0f
);
1183 //glDisable(GL_BLEND);
1185 glDisable(GL_BLEND
);
1187 SHADER_USE( shader_tile_colour
);
1188 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1189 use_mesh( &world
.circle
);
1192 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1194 struct cell_terminal
*term
= &world
.io
[ i
];
1195 int posx
= term
->id
% world
.w
;
1196 int posy
= (term
->id
- posx
)/world
.w
;
1197 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1199 int const filled_start
= 0;
1200 int const filled_count
= 32;
1201 int const empty_start
= 32;
1202 int const empty_count
= 32*2;
1204 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1206 for( int j
= 0; j
< arrlen( term
->conditions
); j
++ )
1208 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), (float)posx
+ 0.2f
+ 0.2f
* (float)j
, (float)posy
+ 0.2f
, 0.1f
);
1212 colour_code_v3( term
->conditions
[j
], dot_colour
);
1213 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1215 // Draw filled if tick not passed, draw empty if empty
1216 if( world
.sim_frame
> j
)
1217 draw_mesh( empty_start
, empty_count
);
1219 draw_mesh( filled_start
, filled_count
);
1223 if( term
->recv_count
> j
)
1225 colour_code_v3( term
->recv
[j
], dot_colour
);
1226 v3_muls( dot_colour
, 0.8f
, dot_colour
);
1227 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1229 draw_mesh( filled_start
, filled_count
);
1232 colour_code_v3( term
->conditions
[j
], dot_colour
);
1233 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1235 draw_mesh( empty_start
, empty_count
);
1240 if( world
.simulating
)
1242 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.0f
, 0.0f
, 0.0f
, 1.0f
);
1243 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), -0.5f
+ cosf( vg_time
* 4.0f
) * 0.2f
, sinf( vg_time
* 4.0f
) * 0.2f
+ (float)world
.h
* 0.5f
, 0.05f
);