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_FLIP_FLOP 0x100
214 #define FLAG_FLIP_ROTATING 0x200
217 0000 0 | 0001 1 | 0010 2 | 0011 3
221 0100 4 | 0101 5 | 0110 6 | 0111 7
225 1000 8 | 1001 9 | 1010 10 | 1011 11
229 1100 12 | 1101 13 | 1110 14 | 1111 15
237 k_cell_type_split
= 7,
238 k_cell_type_merge
= 13
242 { { 0.9f
, 0.2f
, 0.01f
},
243 { 0.2f
, 0.9f
, 0.14f
},
244 { 0.1f
, 0.3f
, 0.85f
} };
246 static void colour_code_v3( char cc
, v3f target
)
248 if( cc
>= 'a' && cc
<= 'z' )
252 if( id
< vg_list_size( colour_sets
) )
254 v3_copy( colour_sets
[ id
], target
);
259 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, target
);
268 static void init_mesh( struct mesh
*m
, float *tris
, u32 length
)
270 m
->elements
= length
/3;
271 glGenVertexArrays( 1, &m
->vao
);
272 glGenBuffers( 1, &m
->vbo
);
274 glBindVertexArray( m
->vao
);
275 glBindBuffer( GL_ARRAY_BUFFER
, m
->vbo
);
276 glBufferData( GL_ARRAY_BUFFER
, length
*sizeof(float), tris
, GL_STATIC_DRAW
);
278 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
279 glEnableVertexAttribArray( 0 );
284 static void free_mesh( struct mesh
*m
)
286 glDeleteVertexArrays( 1, &m
->vao
);
287 glDeleteBuffers( 1, &m
->vbo
);
290 static void draw_mesh( int const start
, int const count
)
292 glDrawArrays( GL_TRIANGLES
, start
*3, count
*3 );
295 static void use_mesh( struct mesh
*m
)
297 glBindVertexArray( m
->vao
);
317 // TODO: Split into input/output structures
327 struct mesh tile
, circle
;
343 static void map_free(void)
345 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
346 arrfree( world
.io
[ i
].conditions
);
348 arrfree( world
.data
);
357 static void map_reclassify( v2i start
, v2i end
);
358 static int map_load( const char *str
)
367 if( str
[world
.w
] == ';' )
369 else if( !str
[world
.w
] )
371 vg_error( "Unexpected EOF when parsing level\n" );
376 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
378 int reg_start
= 0, reg_end
= 0;
394 if( reg_start
< reg_end
)
396 if( *c
>= 'a' && *c
<= 'z' )
398 arrpush( world
.io
[ reg_start
].conditions
, *c
);
402 if( *c
== ',' || *c
== '\n' )
411 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
418 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
426 if( reg_start
!= reg_end
)
428 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
434 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
438 row
= arraddnptr( world
.data
, world
.w
);
441 reg_end
= reg_start
= arrlen( world
.io
);
447 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
451 // Tile initialization
454 if( *c
== '+' || *c
== '-' )
456 struct cell_terminal term
= { .id
= cx
+ world
.h
*world
.w
};
457 arrpush( world
.io
, term
);
458 row
[ cx
++ ].state
= *c
== '+'? FLAG_INPUT
: FLAG_OUTPUT
;
463 row
[ cx
++ ].state
= FLAG_WALL
;
467 row
[ cx
++ ].state
= 0x00;
474 map_reclassify( NULL
, NULL
);
475 vg_success( "Map loaded! (%u:%u)\n", world
.w
, world
.h
);
479 static struct cell
*pcell( v2i pos
)
481 return &world
.data
[ pos
[1]*world
.w
+ pos
[0] ];
484 int main( int argc
, char *argv
[] )
486 vg_init( argc
, argv
, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
489 void vg_register(void)
491 SHADER_INIT( shader_tile_colour
);
492 SHADER_INIT( shader_tile_main
);
493 SHADER_INIT( shader_ball
);
502 0.0f
, 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
,
503 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
, 0.0f
,
505 0.48f
, 0.48f
, 0.5f
, 0.52f
, 0.52f
, 0.52f
, // Static dot
506 0.375f
, 0.25f
, 0.5f
, 0.75f
, 0.625f
, 0.25f
, // Downwards pointing arrow
507 0.25f
, 0.625f
, 0.75f
, 0.5f
, 0.25f
, 0.375f
, // Left
508 0.625f
, 0.75f
, 0.5f
, 0.25f
, 0.375f
, 0.75f
, // up
509 0.75f
, 0.375f
, 0.25f
, 0.5f
, 0.75f
, 0.625f
512 init_mesh( &world
.tile
, quad_mesh
, vg_list_size(quad_mesh
) );
517 float circle_mesh
[32*6*3];
518 int res
= vg_list_size( circle_mesh
) / (6*3);
520 for( int i
= 0; i
< res
; i
++ )
522 v2f v0
= { sinf( ((float)i
/(float)res
)*VG_TAUf
), cosf( ((float)i
/(float)res
)*VG_TAUf
) };
523 v2f v1
= { sinf( ((float)(i
+1)/(float)res
)*VG_TAUf
), cosf( ((float)(i
+1)/(float)res
)*VG_TAUf
) };
525 circle_mesh
[ i
*6+0 ] = 0.0f
;
526 circle_mesh
[ i
*6+1 ] = 0.0f
;
528 v2_copy( v0
, circle_mesh
+ 32*6 + i
*12 );
529 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+2 );
530 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+4 );
532 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+6 );
533 v2_muls( v1
, 0.8f
, circle_mesh
+ 32*6 + i
*12+8 );
534 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+10 );
536 v2_copy( v0
, circle_mesh
+ i
*6+4 );
537 v2_copy( v1
, circle_mesh
+ i
*6+2 );
538 v2_copy( v0
, circle_mesh
+i
*6+4 );
539 v2_copy( v1
, circle_mesh
+i
*6+2 );
542 init_mesh( &world
.circle
, circle_mesh
, vg_list_size( circle_mesh
) );
547 tex_tile_detail
= vg_tex2d_rgba( "textures/tile_overlays.png" );
549 vg_tex2d_linear_mipmap();
552 tex_tile_data
= vg_tex2d_rgba( "textures/tileset.png" );
554 vg_tex2d_linear_mipmap();
557 tex_wood
= vg_tex2d_rgba( "textures/wood.png" );
559 vg_tex2d_linear_mipmap();
562 tex_ball
= vg_tex2d_rgba( "textures/ball.png" );
564 vg_tex2d_linear_mipmap();
570 sfx_set_init( &audio_tile_mod
, NULL
);
573 map_load( level_pack
[ 0 ] );
578 free_mesh( &world
.tile
);
579 free_mesh( &world
.circle
);
583 glDeleteTextures( 1, &tex_tile_data
);
584 glDeleteTextures( 1, &tex_tile_detail
);
585 glDeleteTextures( 1, &tex_wood
);
586 glDeleteTextures( 1, &tex_ball
);
588 sfx_set_free( &audio_tile_mod
);
591 static int cell_interactive( v2i co
)
594 if( co
[0] < 2 || co
[0] >= world
.w
-2 || co
[1] < 2 || co
[1] >= world
.h
-2 )
598 if( world
.data
[ world
.w
*co
[1] + co
[0] ].state
& (FLAG_WALL
|FLAG_INPUT
|FLAG_OUTPUT
) )
601 // List of 3x3 configurations that we do not allow
602 static u32 invalid_src
[][9] =
634 // Statically compile invalid configurations into bitmasks
635 static u32 invalid
[ vg_list_size(invalid_src
) ];
637 for( int i
= 0; i
< vg_list_size(invalid_src
); i
++ )
641 for( int j
= 0; j
< 3; j
++ )
642 for( int k
= 0; k
< 3; k
++ )
643 comped
|= invalid_src
[i
][ j
*3+k
] << ((j
*5)+k
);
648 // Extract 5x5 grid surrounding tile
650 for( int y
= co
[1]-2; y
< co
[1]+3; y
++ )
651 for( int x
= co
[0]-2; x
< co
[0]+3; x
++ )
653 struct cell
*cell
= pcell((v2i
){x
,y
});
655 if( cell
&& (cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
)) )
656 blob
|= 0x1 << ((y
-(co
[1]-2))*5 + x
-(co
[0]-2));
659 // Run filter over center 3x3 grid to check for invalid configurations
660 int kernel
[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
661 for( int i
= 0; i
< vg_list_size(kernel
); i
++ )
663 if( blob
& (0x1 << (6+kernel
[i
])) )
665 u32 window
= blob
>> kernel
[i
];
667 for( int j
= 0; j
< vg_list_size(invalid
); j
++ )
668 if((window
& invalid
[j
]) == invalid
[j
])
676 static void map_reclassify( v2i start
, v2i end
)
678 v2i full_start
= { 2,2 };
679 v2i full_end
= { world
.w
-2, world
.h
-2 };
687 for( int y
= vg_max( start
[1], full_start
[1] ); y
< vg_min( end
[1], full_end
[1] ); y
++ )
689 for( int x
= vg_max( start
[0], full_start
[0] ); x
< vg_min( end
[0], full_end
[0] ); x
++ )
691 v2i dirs
[] = {{1,0},{0,1},{-1,0},{0,-1}};
695 if( pcell((v2i
){x
,y
})->state
& FLAG_CANAL
)
697 for( int i
= 0; i
< vg_list_size( dirs
); i
++ )
699 struct cell
*neighbour
= pcell((v2i
){x
+dirs
[i
][0], y
+dirs
[i
][1]});
700 if( neighbour
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
706 pcell((v2i
){x
,y
})->config
= config
;
713 static int curlevel
= 0;
714 int changelvl
= curlevel
;
715 if( vg_get_button_down( "prev" ) ) { if( curlevel
> 0 ) changelvl
--; }
716 else if( vg_get_button_down( "next" ) ) { if( curlevel
< vg_list_size( level_pack
)-1 ) changelvl
++; }
718 if( changelvl
!= curlevel
)
720 map_load( level_pack
[ changelvl
] );
721 curlevel
= changelvl
;
724 world
.simulating
= 0;
725 world
.num_fishes
= 0;
728 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
729 world
.io
[i
].recv_count
= 0;
731 vg_info( "Stopping simulation!\n" );
734 float ratio
= (float)vg_window_y
/ (float)vg_window_x
;
735 float const size
= 9.5f
;
738 origin
[0] = -0.5f
* world
.w
;
739 origin
[1] = -0.5f
* world
.h
;
742 m3x3_projection( m_projection
, -size
, size
, -size
*ratio
, size
*ratio
);
743 m3x3_identity( m_view
);
744 m3x3_translate( m_view
, origin
);
745 m3x3_mul( m_projection
, m_view
, vg_pv
);
746 vg_projection_update();
751 v2_copy( vg_mouse_ws
, tile_pos
);
753 int tile_x
= floorf( tile_pos
[0] );
754 int tile_y
= floorf( tile_pos
[1] );
757 if( !world
.simulating
)
759 if( cell_interactive( (v2i
){ tile_x
, tile_y
} ))
761 world
.selected
= tile_y
* world
.w
+ tile_x
;
763 if( vg_get_button_down("primary") )
765 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
767 if( world
.data
[ world
.selected
].state
& FLAG_CANAL
)
768 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 3, 6 );
770 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 0, 3 );
772 map_reclassify( (v2i
){ tile_x
-2, tile_y
-2 }, (v2i
){ tile_x
+2, tile_y
+2 } );
779 // Simulation stop/start
780 if( vg_get_button_down("go") )
782 if( world
.simulating
)
784 world
.simulating
= 0;
785 world
.num_fishes
= 0;
788 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
789 world
.io
[i
].recv_count
= 0;
791 vg_info( "Stopping simulation!\n" );
795 vg_success( "Starting simulation!\n" );
797 world
.simulating
= 1;
798 world
.num_fishes
= 0;
800 world
.sim_start
= vg_time
;
802 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
804 world
.data
[ i
].state
&= ~FLAG_FLIP_FLOP
;
807 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
808 world
.io
[i
].recv_count
= 0;
813 if( world
.simulating
)
815 while( world
.sim_frame
< (int)((vg_time
-world
.sim_start
)*2.0f
) )
817 vg_info( "frame: %u\n", world
.sim_frame
);
819 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
821 struct cell_terminal
*term
= &world
.io
[ i
];
822 int posx
= term
->id
% world
.w
;
823 int posy
= (term
->id
- posx
)/world
.w
;
824 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
828 if( world
.sim_frame
< arrlen( term
->conditions
) )
830 struct fish
*fish
= &world
.fishes
[world
.num_fishes
++];
834 fish
->payload
= term
->conditions
[world
.sim_frame
];
838 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
839 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
840 if( pcell( (v2i
){ posx
+dirs
[j
][0], posy
+dirs
[j
][1] } )->state
& FLAG_CANAL
)
842 fish
->dir
[0] = dirs
[j
][0];
843 fish
->dir
[1] = dirs
[j
][1];
854 // Update splitter deltas
855 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
857 struct cell
*cell
= &world
.data
[i
];
858 if( cell
->config
== k_cell_type_split
)
860 cell
->state
&= ~FLAG_FLIP_ROTATING
;
864 for( int i
= 0; i
< world
.num_fishes
; i
++ )
866 struct fish
*fish
= &world
.fishes
[i
];
867 struct cell
*cell_current
= pcell( fish
->pos
);
873 if( cell_current
->state
& FLAG_OUTPUT
)
875 for( int j
= 0; j
< arrlen( world
.io
); j
++ )
877 struct cell_terminal
*term
= &world
.io
[j
];
879 if( term
->id
== fish
->pos
[1]*world
.w
+ fish
->pos
[0] )
881 term
->recv
[ term
->recv_count
++ ] = fish
->payload
;
890 if( cell_current
->config
== k_cell_type_split
)
893 fish
->dir
[0] = cell_current
->state
&FLAG_FLIP_FLOP
?1:-1;
896 cell_current
->state
^= FLAG_FLIP_FLOP
;
898 else if( cell_current
->config
== k_cell_type_merge
)
906 struct cell
*cell_next
= pcell( (v2i
){ fish
->pos
[0]+fish
->dir
[0], fish
->pos
[1]+fish
->dir
[1] } );
907 if( !(cell_next
->state
& (FLAG_CANAL
|FLAG_OUTPUT
)) )
909 // Try other directions for valid, so down, left, right..
910 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
911 vg_info( "Trying some other directions...\n" );
913 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
915 if( (dirs
[j
][0] == -fish
->dir
[0]) && (dirs
[j
][1] == -fish
->dir
[1]) )
918 if( pcell( (v2i
){ fish
->pos
[0]+dirs
[j
][0], fish
->pos
[1]+dirs
[j
][1] } )->state
& (FLAG_CANAL
|FLAG_OUTPUT
) )
920 fish
->dir
[0] = dirs
[j
][0];
921 fish
->dir
[1] = dirs
[j
][1];
927 fish
->pos
[0] += fish
->dir
[0];
928 fish
->pos
[1] += fish
->dir
[1];
930 struct cell
*cell_entry
= pcell( fish
->pos
);
932 if( !(cell_entry
->state
& (FLAG_INPUT
|FLAG_CANAL
|FLAG_OUTPUT
) ))
935 if( cell_entry
->config
== k_cell_type_split
)
936 cell_entry
->state
|= FLAG_FLIP_ROTATING
;
944 static void render_tiles(void)
946 for( int y
= 0; y
< world
.h
; y
++ )
948 for( int x
= 0; x
< world
.w
; x
++ )
950 struct cell
*cell
= pcell((v2i
){x
,y
});
951 int selected
= world
.selected
== y
*world
.w
+ x
;
953 int tile_offsets
[][2] =
955 {2, 0}, {0, 3}, {0, 2}, {2, 2},
956 {1, 0}, {2, 3}, {3, 2}, {1, 3},
957 {3, 1}, {0, 1}, {1, 2}, {2, 1},
958 {1, 1}, {3, 3}, {2, 1}, {2, 1}
961 int uv
[2] = { 3, 0 };
963 if( cell
->state
& FLAG_CANAL
)
965 uv
[0] = tile_offsets
[ cell
->config
][0];
966 uv
[1] = tile_offsets
[ cell
->config
][1];
969 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
, uv
[0], uv
[1] );
977 glViewport( 0,0, vg_window_x
, vg_window_y
);
979 glDisable( GL_DEPTH_TEST
);
980 glClearColor( 0.8f
, 0.8f
, 0.8f
, 1.0f
);
981 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
983 float scaled_time
= 0.0f
, frame_lerp
= 0.0f
;
985 if( world
.simulating
)
987 scaled_time
= (vg_time
-world
.sim_start
)*2.0f
;
988 frame_lerp
= scaled_time
- (float)world
.sim_frame
;
991 v2f
const curve_3
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
992 v2f
const curve_6
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.375f
,0.5f
},{0.0f
,0.5f
}};
993 v2f
const curve_9
[] = {{1.0f
,0.5f
},{0.625f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
994 v2f
const curve_12
[]= {{0.0f
,0.5f
},{0.375f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
996 v2f
const curve_7
[] = {{0.5f
,0.8438f
},{0.875f
,0.8438f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
997 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
}};
999 float const curve_7_linear_section
= 0.1562f
;
1001 // TILE SET RENDERING
1002 // todo: just slam everything into a mesh...
1003 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1005 // Currently we're uploading a fair amount of data every frame anyway.
1006 // NOTE: this is for final optimisations ONLY!
1007 // ======================================================================
1009 use_mesh( &world
.tile
);
1011 SHADER_USE( shader_tile_main
);
1014 m2x2_identity( subtransform
);
1015 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1016 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1019 glActiveTexture( GL_TEXTURE0
);
1020 glBindTexture( GL_TEXTURE_2D
, tex_tile_data
);
1021 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1023 glActiveTexture( GL_TEXTURE1
);
1024 glBindTexture( GL_TEXTURE_2D
, tex_wood
);
1025 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1030 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1031 glBlendEquation(GL_FUNC_ADD
);
1033 SHADER_USE( shader_ball
);
1034 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1036 glActiveTexture( GL_TEXTURE0
);
1037 glBindTexture( GL_TEXTURE_2D
, tex_ball
);
1038 glUniform1i( SHADER_UNIFORM( shader_ball
, "uTexMain" ), 0 );
1041 if( world
.simulating
)
1043 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1045 struct fish
*fish
= &world
.fishes
[i
];
1050 // Evaluate position
1051 struct cell
*cell
= pcell(fish
->pos
);
1056 float t
= frame_lerp
;
1058 switch( cell
->config
)
1061 if( fish
->dir
[0] == 1 )
1066 case 3: curve
= curve_3
; break;
1067 case 6: curve
= curve_6
; break;
1068 case 9: curve
= curve_9
; break;
1069 case 12: curve
= curve_12
; break;
1071 if( t
> curve_7_linear_section
)
1073 t
-= curve_7_linear_section
;
1074 t
*= (1.0f
/(1.0f
-curve_7_linear_section
));
1076 curve
= cell
->state
& FLAG_FLIP_FLOP
? curve_7
: curve_7_1
;
1080 default: curve
= NULL
; break;
1086 float t3
= t
* t
* t
;
1088 float cA
= 3.0f
*t2
- 3.0f
*t3
;
1089 float cB
= 3.0f
*t3
- 6.0f
*t2
+ 3.0f
*t
;
1090 float cC
= 3.0f
*t2
- t3
- 3.0f
*t
+ 1.0f
;
1092 fish_pos
[0] = t3
*curve
[3][0] + cA
*curve
[2][0] + cB
*curve
[1][0] + cC
*curve
[0][0];
1093 fish_pos
[1] = t3
*curve
[3][1] + cA
*curve
[2][1] + cB
*curve
[1][1] + cC
*curve
[0][1];
1094 fish_pos
[0] += (float)fish
->pos
[0];
1095 fish_pos
[1] += (float)fish
->pos
[1];
1100 origin
[0] = (float)fish
->pos
[0] + (float)fish
->dir
[0]*-0.5f
+ 0.5f
;
1101 origin
[1] = (float)fish
->pos
[1] + (float)fish
->dir
[1]*-0.5f
+ 0.5f
;
1103 fish_pos
[0] = origin
[0] + (float)fish
->dir
[0]*t
;
1104 fish_pos
[1] = origin
[1] + (float)fish
->dir
[1]*t
;
1107 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1108 colour_code_v3( fish
->payload
, dot_colour
);
1110 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uColour" ), 1, dot_colour
);
1111 glUniform2f( SHADER_UNIFORM( shader_ball
, "uOffset" ), fish_pos
[0], fish_pos
[1] );
1117 SHADER_USE( shader_tile_main
);
1120 glActiveTexture( GL_TEXTURE0
);
1121 glBindTexture( GL_TEXTURE_2D
, tex_tile_data
);
1122 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1124 glActiveTexture( GL_TEXTURE1
);
1125 glBindTexture( GL_TEXTURE_2D
, tex_wood
);
1126 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1132 for( int y
= 0; y
< world
.h
; y
++ )
1134 for( int x
= 0; x
< world
.w
; x
++ )
1136 struct cell
*cell
= pcell((v2i
){x
,y
});
1138 if( cell
->config
== k_cell_type_split
)
1140 float rotation
= cell
->state
& FLAG_FLIP_FLOP
? vg_rad( -45.0f
): vg_rad( 45.0f
);
1142 if( cell
->state
& FLAG_FLIP_ROTATING
)
1144 if( (frame_lerp
> curve_7_linear_section
) )
1146 float const rotation_speed
= 0.4f
;
1147 if( (frame_lerp
< 1.0f
-rotation_speed
) )
1149 float t
= frame_lerp
- curve_7_linear_section
;
1150 t
*= -2.0f
* (1.0f
/(1.0f
-(curve_7_linear_section
+rotation_speed
)));
1160 m2x2_create_rotation( subtransform
, rotation
);
1162 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1163 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
+ 0.125f
, 0.0f
, 0.0f
);
1169 //glDisable(GL_BLEND);
1171 glDisable(GL_BLEND
);
1173 SHADER_USE( shader_tile_colour
);
1174 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1175 use_mesh( &world
.circle
);
1178 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1180 struct cell_terminal
*term
= &world
.io
[ i
];
1181 int posx
= term
->id
% world
.w
;
1182 int posy
= (term
->id
- posx
)/world
.w
;
1183 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1185 int const filled_start
= 0;
1186 int const filled_count
= 32;
1187 int const empty_start
= 32;
1188 int const empty_count
= 32*2;
1190 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1192 for( int j
= 0; j
< arrlen( term
->conditions
); j
++ )
1194 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), (float)posx
+ 0.2f
+ 0.2f
* (float)j
, (float)posy
+ 0.2f
, 0.1f
);
1198 colour_code_v3( term
->conditions
[j
], dot_colour
);
1199 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1201 // Draw filled if tick not passed, draw empty if empty
1202 if( world
.sim_frame
> j
)
1203 draw_mesh( empty_start
, empty_count
);
1205 draw_mesh( filled_start
, filled_count
);
1209 if( term
->recv_count
> j
)
1211 colour_code_v3( term
->recv
[j
], dot_colour
);
1212 v3_muls( dot_colour
, 0.8f
, dot_colour
);
1213 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1215 draw_mesh( filled_start
, filled_count
);
1218 colour_code_v3( term
->conditions
[j
], dot_colour
);
1219 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1221 draw_mesh( empty_start
, empty_count
);
1226 if( world
.simulating
)
1228 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.0f
, 0.0f
, 0.0f
, 1.0f
);
1229 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
);