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
=
207 #define FLAG_INPUT 0x1
208 #define FLAG_OUTPUT 0x2
209 #define FLAG_CANAL 0x4
210 #define FLAG_WALL 0x8
211 #define FLAG_DROP_L 0x10
212 #define FLAG_SPLIT 0x20
213 #define FLAG_MERGER 0x40
214 #define FLAG_DROP_R 0x80
215 #define FLAG_FLIP_FLOP 0x100
216 #define FLAG_FLIP_ROTATING 0x200
219 0000 0 | 0001 1 | 0010 2 | 0011 3
223 0100 4 | 0101 5 | 0110 6 | 0111 7
227 1000 8 | 1001 9 | 1010 10 | 1011 11
231 1100 12 | 1101 13 | 1110 14 | 1111 15
239 k_cell_type_split
= 7,
240 k_cell_type_merge
= 13
244 { { 0.9f
, 0.2f
, 0.01f
},
245 { 0.2f
, 0.9f
, 0.14f
},
246 { 0.1f
, 0.3f
, 0.85f
} };
248 static void colour_code_v3( char cc
, v3f target
)
250 if( cc
>= 'a' && cc
<= 'z' )
254 if( id
< vg_list_size( colour_sets
) )
256 v3_copy( colour_sets
[ id
], target
);
261 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, target
);
270 static void init_mesh( struct mesh
*m
, float *tris
, u32 length
)
272 m
->elements
= length
/3;
273 glGenVertexArrays( 1, &m
->vao
);
274 glGenBuffers( 1, &m
->vbo
);
276 glBindVertexArray( m
->vao
);
277 glBindBuffer( GL_ARRAY_BUFFER
, m
->vbo
);
278 glBufferData( GL_ARRAY_BUFFER
, length
*sizeof(float), tris
, GL_STATIC_DRAW
);
280 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
281 glEnableVertexAttribArray( 0 );
286 static void free_mesh( struct mesh
*m
)
288 glDeleteVertexArrays( 1, &m
->vao
);
289 glDeleteBuffers( 1, &m
->vbo
);
292 static void draw_mesh( int const start
, int const count
)
294 glDrawArrays( GL_TRIANGLES
, start
*3, count
*3 );
297 static void use_mesh( struct mesh
*m
)
299 glBindVertexArray( m
->vao
);
319 // TODO: Split into input/output structures
329 struct mesh tile
, circle
;
345 static void map_free(void)
347 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
348 arrfree( world
.io
[ i
].conditions
);
350 arrfree( world
.data
);
359 static int map_load( const char *str
)
368 if( str
[world
.w
] == ';' )
370 else if( !str
[world
.w
] )
372 vg_error( "Unexpected EOF when parsing level\n" );
377 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
379 int reg_start
= 0, reg_end
= 0;
395 if( reg_start
< reg_end
)
397 if( *c
>= 'a' && *c
<= 'z' )
399 arrpush( world
.io
[ reg_start
].conditions
, *c
);
403 if( *c
== ',' || *c
== '\n' )
412 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
419 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
427 if( reg_start
!= reg_end
)
429 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
435 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
439 row
= arraddnptr( world
.data
, world
.w
);
442 reg_end
= reg_start
= arrlen( world
.io
);
448 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
452 // Tile initialization
455 if( *c
== '+' || *c
== '-' )
457 struct cell_terminal term
= { .id
= cx
+ world
.h
*world
.w
};
458 arrpush( world
.io
, term
);
459 row
[ cx
++ ].state
= *c
== '+'? FLAG_INPUT
: FLAG_OUTPUT
;
464 row
[ cx
++ ].state
= FLAG_WALL
;
468 row
[ cx
++ ].state
= 0x00;
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
])
678 static int curlevel
= 0;
679 int changelvl
= curlevel
;
680 if( vg_get_button_down( "prev" ) ) { if( curlevel
> 0 ) changelvl
--; }
681 else if( vg_get_button_down( "next" ) ) { if( curlevel
< vg_list_size( level_pack
)-1 ) changelvl
++; }
683 if( changelvl
!= curlevel
)
685 map_load( level_pack
[ changelvl
] );
686 curlevel
= changelvl
;
689 world
.simulating
= 0;
690 world
.num_fishes
= 0;
693 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
694 world
.io
[i
].recv_count
= 0;
696 vg_info( "Stopping simulation!\n" );
699 float ratio
= (float)vg_window_y
/ (float)vg_window_x
;
700 float const size
= 9.5f
;
703 origin
[0] = -0.5f
* world
.w
;
704 origin
[1] = -0.5f
* world
.h
;
707 m3x3_projection( m_projection
, -size
, size
, -size
*ratio
, size
*ratio
);
708 m3x3_identity( m_view
);
709 m3x3_translate( m_view
, origin
);
710 m3x3_mul( m_projection
, m_view
, vg_pv
);
711 vg_projection_update();
716 v2_copy( vg_mouse_ws
, tile_pos
);
718 int tile_x
= floorf( tile_pos
[0] );
719 int tile_y
= floorf( tile_pos
[1] );
722 if( !world
.simulating
)
724 if( cell_interactive( (v2i
){ tile_x
, tile_y
} ))
726 world
.selected
= tile_y
* world
.w
+ tile_x
;
728 if( vg_get_button_down("primary") )
730 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
731 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
);
738 // Simulation stop/start
739 if( vg_get_button_down("go") )
741 if( world
.simulating
)
743 world
.simulating
= 0;
744 world
.num_fishes
= 0;
747 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
748 world
.io
[i
].recv_count
= 0;
750 vg_info( "Stopping simulation!\n" );
754 vg_success( "Starting simulation!\n" );
756 world
.simulating
= 1;
757 world
.num_fishes
= 0;
759 world
.sim_start
= vg_time
;
761 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
763 world
.data
[ i
].state
&= ~FLAG_FLIP_FLOP
;
766 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
767 world
.io
[i
].recv_count
= 0;
772 // ========================================================
774 for( int y
= 2; y
< world
.h
-2; y
++ )
776 for( int x
= 2; x
< world
.w
-2; x
++ )
778 v2i dirs
[] = {{1,0},{0,1},{-1,0},{0,-1}};
782 if( pcell((v2i
){x
,y
})->state
& FLAG_CANAL
)
784 for( int i
= 0; i
< vg_list_size( dirs
); i
++ )
786 struct cell
*neighbour
= pcell((v2i
){x
+dirs
[i
][0], y
+dirs
[i
][1]});
787 if( neighbour
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
792 pcell((v2i
){x
,y
})->config
= config
;
793 pcell((v2i
){x
,y
})->state
&= ~(FLAG_DROP_L
|FLAG_DROP_R
|FLAG_SPLIT
|FLAG_MERGER
);
797 for( int y
= 2; y
< world
.h
-2; y
++ )
798 for( int x
= 2; x
< world
.w
-2; x
++ )
800 // R,D,L,- 1110 (splitter, 1 drop created)
802 // R,-,L,U - 1011 (merger, 2 drop created)
804 u8 config
= pcell((v2i
){x
,y
})->config
;
806 if( config
== k_cell_type_split
) // splitter
808 struct cell
*cell
= pcell((v2i
){x
,y
});
810 cell
->state
|= (FLAG_SPLIT
| FLAG_DROP_L
| FLAG_DROP_R
);
812 else if( config
== k_cell_type_merge
)
814 world
.data
[y
*world
.w
+x
-1].state
|= FLAG_DROP_R
;
815 world
.data
[y
*world
.w
+x
+1].state
|= FLAG_DROP_L
;
816 world
.data
[y
*world
.w
+x
].state
|= FLAG_MERGER
;
821 if( world
.simulating
)
823 while( world
.sim_frame
< (int)((vg_time
-world
.sim_start
)*2.0f
) )
825 vg_info( "frame: %u\n", world
.sim_frame
);
827 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
829 struct cell_terminal
*term
= &world
.io
[ i
];
830 int posx
= term
->id
% world
.w
;
831 int posy
= (term
->id
- posx
)/world
.w
;
832 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
836 if( world
.sim_frame
< arrlen( term
->conditions
) )
838 struct fish
*fish
= &world
.fishes
[world
.num_fishes
++];
842 fish
->payload
= term
->conditions
[world
.sim_frame
];
846 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
847 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
848 if( pcell( (v2i
){ posx
+dirs
[j
][0], posy
+dirs
[j
][1] } )->state
& FLAG_CANAL
)
850 fish
->dir
[0] = dirs
[j
][0];
851 fish
->dir
[1] = dirs
[j
][1];
862 // Update splitter deltas
863 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
865 struct cell
*cell
= &world
.data
[i
];
866 if( cell
->config
== k_cell_type_split
)
868 cell
->state
&= ~FLAG_FLIP_ROTATING
;
872 for( int i
= 0; i
< world
.num_fishes
; i
++ )
874 struct fish
*fish
= &world
.fishes
[i
];
875 struct cell
*cell_current
= pcell( fish
->pos
);
881 if( cell_current
->state
& FLAG_OUTPUT
)
883 for( int j
= 0; j
< arrlen( world
.io
); j
++ )
885 struct cell_terminal
*term
= &world
.io
[j
];
887 if( term
->id
== fish
->pos
[1]*world
.w
+ fish
->pos
[0] )
889 term
->recv
[ term
->recv_count
++ ] = fish
->payload
;
898 if( cell_current
->state
& FLAG_SPLIT
)
901 fish
->dir
[0] = cell_current
->state
&FLAG_FLIP_FLOP
?1:-1;
904 cell_current
->state
^= FLAG_FLIP_FLOP
;
906 else if( cell_current
->state
& FLAG_MERGER
)
914 struct cell
*cell_next
= pcell( (v2i
){ fish
->pos
[0]+fish
->dir
[0], fish
->pos
[1]+fish
->dir
[1] } );
915 if( !(cell_next
->state
& (FLAG_CANAL
|FLAG_OUTPUT
)) )
917 // Try other directions for valid, so down, left, right..
918 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
919 vg_info( "Trying some other directions...\n" );
921 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
923 if( (dirs
[j
][0] == -fish
->dir
[0]) && (dirs
[j
][1] == -fish
->dir
[1]) )
926 if( pcell( (v2i
){ fish
->pos
[0]+dirs
[j
][0], fish
->pos
[1]+dirs
[j
][1] } )->state
& (FLAG_CANAL
|FLAG_OUTPUT
) )
928 fish
->dir
[0] = dirs
[j
][0];
929 fish
->dir
[1] = dirs
[j
][1];
935 fish
->pos
[0] += fish
->dir
[0];
936 fish
->pos
[1] += fish
->dir
[1];
938 struct cell
*cell_entry
= pcell( fish
->pos
);
940 if( !(cell_entry
->state
& (FLAG_INPUT
|FLAG_CANAL
|FLAG_OUTPUT
) ))
943 if( cell_entry
->config
== k_cell_type_split
)
944 cell_entry
->state
|= FLAG_FLIP_ROTATING
;
952 static void render_tiles(void)
954 for( int y
= 0; y
< world
.h
; y
++ )
956 for( int x
= 0; x
< world
.w
; x
++ )
958 struct cell
*cell
= pcell((v2i
){x
,y
});
959 int selected
= world
.selected
== y
*world
.w
+ x
;
961 int tile_offsets
[][2] =
963 {2, 0}, {0, 3}, {0, 2}, {2, 2},
964 {1, 0}, {2, 3}, {3, 2}, {1, 3},
965 {3, 1}, {0, 1}, {1, 2}, {2, 1},
966 {1, 1}, {3, 3}, {2, 1}, {2, 1}
969 int uv
[2] = { 3, 0 };
971 if( cell
->state
& FLAG_CANAL
)
973 uv
[0] = tile_offsets
[ cell
->config
][0];
974 uv
[1] = tile_offsets
[ cell
->config
][1];
977 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
, uv
[0], uv
[1] );
985 glViewport( 0,0, vg_window_x
, vg_window_y
);
987 glDisable( GL_DEPTH_TEST
);
988 glClearColor( 0.8f
, 0.8f
, 0.8f
, 1.0f
);
989 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
991 float scaled_time
= 0.0f
, frame_lerp
= 0.0f
;
993 if( world
.simulating
)
995 scaled_time
= (vg_time
-world
.sim_start
)*2.0f
;
996 frame_lerp
= scaled_time
- (float)world
.sim_frame
;
999 v2f
const curve_3
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
1000 v2f
const curve_6
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.375f
,0.5f
},{0.0f
,0.5f
}};
1001 v2f
const curve_9
[] = {{1.0f
,0.5f
},{0.625f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
1002 v2f
const curve_12
[]= {{0.0f
,0.5f
},{0.375f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
1004 v2f
const curve_7
[] = {{0.5f
,0.8438f
},{0.875f
,0.8438f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
1005 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
}};
1007 float const curve_7_linear_section
= 0.1562f
;
1009 // TILE SET RENDERING
1010 // todo: just slam everything into a mesh...
1011 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1013 // Currently we're uploading a fair amount of data every frame anyway.
1014 // NOTE: this is for final optimisations ONLY!
1015 // ======================================================================
1017 use_mesh( &world
.tile
);
1019 SHADER_USE( shader_tile_main
);
1022 m2x2_identity( subtransform
);
1023 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1024 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1027 glActiveTexture( GL_TEXTURE0
);
1028 glBindTexture( GL_TEXTURE_2D
, tex_tile_data
);
1029 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1031 glActiveTexture( GL_TEXTURE1
);
1032 glBindTexture( GL_TEXTURE_2D
, tex_wood
);
1033 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1038 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1039 glBlendEquation(GL_FUNC_ADD
);
1041 SHADER_USE( shader_ball
);
1042 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1044 glActiveTexture( GL_TEXTURE0
);
1045 glBindTexture( GL_TEXTURE_2D
, tex_ball
);
1046 glUniform1i( SHADER_UNIFORM( shader_ball
, "uTexMain" ), 0 );
1049 if( world
.simulating
)
1051 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1053 struct fish
*fish
= &world
.fishes
[i
];
1058 // Evaluate position
1059 struct cell
*cell
= pcell(fish
->pos
);
1064 float t
= frame_lerp
;
1066 switch( cell
->config
)
1069 if( fish
->dir
[0] == 1 )
1074 case 3: curve
= curve_3
; break;
1075 case 6: curve
= curve_6
; break;
1076 case 9: curve
= curve_9
; break;
1077 case 12: curve
= curve_12
; break;
1079 if( t
> curve_7_linear_section
)
1081 t
-= curve_7_linear_section
;
1082 t
*= (1.0f
/(1.0f
-curve_7_linear_section
));
1084 curve
= cell
->state
& FLAG_FLIP_FLOP
? curve_7
: curve_7_1
;
1088 default: curve
= NULL
; break;
1094 float t3
= t
* t
* t
;
1096 float cA
= 3.0f
*t2
- 3.0f
*t3
;
1097 float cB
= 3.0f
*t3
- 6.0f
*t2
+ 3.0f
*t
;
1098 float cC
= 3.0f
*t2
- t3
- 3.0f
*t
+ 1.0f
;
1100 fish_pos
[0] = t3
*curve
[3][0] + cA
*curve
[2][0] + cB
*curve
[1][0] + cC
*curve
[0][0];
1101 fish_pos
[1] = t3
*curve
[3][1] + cA
*curve
[2][1] + cB
*curve
[1][1] + cC
*curve
[0][1];
1102 fish_pos
[0] += (float)fish
->pos
[0];
1103 fish_pos
[1] += (float)fish
->pos
[1];
1108 origin
[0] = (float)fish
->pos
[0] + (float)fish
->dir
[0]*-0.5f
+ 0.5f
;
1109 origin
[1] = (float)fish
->pos
[1] + (float)fish
->dir
[1]*-0.5f
+ 0.5f
;
1111 fish_pos
[0] = origin
[0] + (float)fish
->dir
[0]*t
;
1112 fish_pos
[1] = origin
[1] + (float)fish
->dir
[1]*t
;
1115 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1116 colour_code_v3( fish
->payload
, dot_colour
);
1118 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uColour" ), 1, dot_colour
);
1119 glUniform2f( SHADER_UNIFORM( shader_ball
, "uOffset" ), fish_pos
[0], fish_pos
[1] );
1125 SHADER_USE( shader_tile_main
);
1128 glActiveTexture( GL_TEXTURE0
);
1129 glBindTexture( GL_TEXTURE_2D
, tex_tile_data
);
1130 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1132 glActiveTexture( GL_TEXTURE1
);
1133 glBindTexture( GL_TEXTURE_2D
, tex_wood
);
1134 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1140 for( int y
= 0; y
< world
.h
; y
++ )
1142 for( int x
= 0; x
< world
.w
; x
++ )
1144 struct cell
*cell
= pcell((v2i
){x
,y
});
1146 if( cell
->state
& FLAG_SPLIT
)
1148 float rotation
= cell
->state
& FLAG_FLIP_FLOP
? vg_rad( -45.0f
): vg_rad( 45.0f
);
1150 if( cell
->state
& FLAG_FLIP_ROTATING
)
1152 if( (frame_lerp
> curve_7_linear_section
) )
1154 float const rotation_speed
= 0.4f
;
1155 if( (frame_lerp
< 1.0f
-rotation_speed
) )
1157 float t
= frame_lerp
- curve_7_linear_section
;
1158 t
*= -2.0f
* (1.0f
/(1.0f
-(curve_7_linear_section
+rotation_speed
)));
1168 m2x2_create_rotation( subtransform
, rotation
);
1170 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1171 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
+ 0.125f
, 0.0f
, 0.0f
);
1177 //glDisable(GL_BLEND);
1179 glDisable(GL_BLEND
);
1181 SHADER_USE( shader_tile_colour
);
1182 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1183 use_mesh( &world
.circle
);
1186 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1188 struct cell_terminal
*term
= &world
.io
[ i
];
1189 int posx
= term
->id
% world
.w
;
1190 int posy
= (term
->id
- posx
)/world
.w
;
1191 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1193 int const filled_start
= 0;
1194 int const filled_count
= 32;
1195 int const empty_start
= 32;
1196 int const empty_count
= 32*2;
1198 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1200 for( int j
= 0; j
< arrlen( term
->conditions
); j
++ )
1202 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), (float)posx
+ 0.2f
+ 0.2f
* (float)j
, (float)posy
+ 0.2f
, 0.1f
);
1206 colour_code_v3( term
->conditions
[j
], dot_colour
);
1207 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1209 // Draw filled if tick not passed, draw empty if empty
1210 if( world
.sim_frame
> j
)
1211 draw_mesh( empty_start
, empty_count
);
1213 draw_mesh( filled_start
, filled_count
);
1217 if( term
->recv_count
> j
)
1219 colour_code_v3( term
->recv
[j
], dot_colour
);
1220 v3_muls( dot_colour
, 0.8f
, dot_colour
);
1221 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1223 draw_mesh( filled_start
, filled_count
);
1226 colour_code_v3( term
->conditions
[j
], dot_colour
);
1227 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1229 draw_mesh( empty_start
, empty_count
);
1234 if( world
.simulating
)
1236 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.0f
, 0.0f
, 0.0f
, 1.0f
);
1237 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
);