1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
5 #include "fishladder_resources.h"
7 const char *level_pack_1
[] = {
15 const char *level_pack
[] =
45 "###+##+####;bbb,bb\n"
50 "###-#####-###;a,aaa\n"
57 "######+######;aaaa\n"
62 "###-#####-###;aaa,aa\n"
69 "###+#####+###;aa,aaa\n"
74 "####-##########;abcb\n"
84 "##########+####;bcba\n"
92 #define FLAG_INPUT 0x1
93 #define FLAG_OUTPUT 0x2
94 #define FLAG_CANAL 0x4
96 #define FLAG_FLIP_FLOP 0x100
97 #define FLAG_FLIP_ROTATING 0x200
100 0000 0 | 0001 1 | 0010 2 | 0011 3
104 0100 4 | 0101 5 | 0110 6 | 0111 7
108 1000 8 | 1001 9 | 1010 10 | 1011 11
112 1100 12 | 1101 13 | 1110 14 | 1111 15
120 k_cell_type_ramp_right
= 3,
121 k_cell_type_ramp_left
= 6,
122 k_cell_type_split
= 7,
123 k_cell_type_merge
= 13
127 { { 0.9f
, 0.6f
, 0.20f
},
128 { 0.2f
, 0.9f
, 0.14f
},
129 { 0.4f
, 0.8f
, 1.00f
} };
131 static void colour_code_v3( char cc
, v3f target
)
133 if( cc
>= 'a' && cc
<= 'z' )
137 if( id
< vg_list_size( colour_sets
) )
139 v3_copy( colour_sets
[ id
], target
);
144 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, target
);
153 static void init_mesh( struct mesh
*m
, float *tris
, u32 length
)
155 m
->elements
= length
/3;
156 glGenVertexArrays( 1, &m
->vao
);
157 glGenBuffers( 1, &m
->vbo
);
159 glBindVertexArray( m
->vao
);
160 glBindBuffer( GL_ARRAY_BUFFER
, m
->vbo
);
161 glBufferData( GL_ARRAY_BUFFER
, length
*sizeof(float), tris
, GL_STATIC_DRAW
);
163 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
164 glEnableVertexAttribArray( 0 );
169 static void free_mesh( struct mesh
*m
)
171 glDeleteVertexArrays( 1, &m
->vao
);
172 glDeleteBuffers( 1, &m
->vbo
);
175 static void draw_mesh( int const start
, int const count
)
177 glDrawArrays( GL_TRIANGLES
, start
*3, count
*3 );
180 static void use_mesh( struct mesh
*m
)
182 glBindVertexArray( m
->vao
);
204 // TODO: Split into input/output structures
214 struct mesh tile
, circle
;
216 GLuint background_data
;
217 GLuint random_samples
;
219 int selected
, tile_x
, tile_y
;
239 static void map_free(void)
241 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
242 arrfree( world
.io
[ i
].conditions
);
244 arrfree( world
.data
);
253 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
);
254 static int map_load( const char *str
, const char *name
)
263 if( str
[world
.w
] == ';' )
265 else if( !str
[world
.w
] )
267 vg_error( "Unexpected EOF when parsing level\n" );
272 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
274 int reg_start
= 0, reg_end
= 0;
290 if( reg_start
< reg_end
)
292 if( *c
>= 'a' && *c
<= 'z' )
294 arrpush( world
.io
[ reg_start
].conditions
, *c
);
298 if( *c
== ',' || *c
== '\n' )
307 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
314 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
322 if( reg_start
!= reg_end
)
324 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
330 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
334 row
= arraddnptr( world
.data
, world
.w
);
337 reg_end
= reg_start
= arrlen( world
.io
);
343 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
347 // Tile initialization
349 struct cell
*cell
= &row
[ cx
];
351 if( *c
== '+' || *c
== '-' )
353 struct cell_terminal term
= { .id
= cx
+ world
.h
*world
.w
};
354 arrpush( world
.io
, term
);
355 cell
->state
= *c
== '+'? FLAG_INPUT
: FLAG_OUTPUT
;
358 else if( *c
== '#' ) cell
->state
= FLAG_WALL
;
359 else if( *c
== '*' ) cell
->state
= FLAG_CANAL
;
360 else cell
->state
= 0x00;
368 // Update data texture to fill out the background
370 u8 info_buffer
[64*64*4];
371 for( int i
= 0; i
< 64*64; i
++ )
373 u8
*px
= &info_buffer
[i
*4];
380 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
381 glTexSubImage2D( GL_TEXTURE_2D
, 0, 0, 0, 64, 64, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
384 map_reclassify( NULL
, NULL
, 1 );
385 vg_success( "Map '%s' loaded! (%u:%u)\n", name
, world
.w
, world
.h
);
387 strncpy( world
.map_name
, name
, vg_list_size( world
.map_name
)-1 );
391 static struct cell
*pcell( v2i pos
)
393 return &world
.data
[ pos
[1]*world
.w
+ pos
[0] ];
396 static void map_serialize( FILE *stream
)
398 for( int y
= 0; y
< world
.h
; y
++ )
400 for( int x
= 0; x
< world
.w
; x
++ )
402 struct cell
*cell
= pcell( (v2i
){ x
, y
} );
404 if( cell
->state
& FLAG_WALL
) fputc( '#', stream
);
405 else if( cell
->state
& FLAG_INPUT
) fputc( '+', stream
);
406 else if( cell
->state
& FLAG_OUTPUT
) fputc( '-', stream
);
407 else if( cell
->state
& FLAG_CANAL
) fputc( '*', stream
);
408 else fputc( ' ', stream
);
411 fputc( ';', stream
);
413 int terminal_write_count
= 0;
415 for( int x
= 0; x
< world
.w
; x
++ )
417 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
419 struct cell_terminal
*term
= &world
.io
[i
];
420 if( term
->id
== y
*world
.w
+x
)
422 if( terminal_write_count
)
423 fputc( ',', stream
);
424 terminal_write_count
++;
426 for( int j
= 0; j
< arrlen( term
->conditions
); j
++ )
427 fputc( term
->conditions
[j
], stream
);
432 fputc( '\n', stream
);
436 int main( int argc
, char *argv
[] )
438 vg_init( argc
, argv
, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
441 static int console_save_map( int argc
, char const *argv
[] )
443 char map_path
[ 256 ];
445 strcpy( map_path
, "sav/" );
446 strcat( map_path
, world
.map_name
);
447 strcat( map_path
, ".map" );
449 FILE *test_writer
= fopen( map_path
, "wb" );
452 map_serialize( test_writer
);
454 fclose( test_writer
);
459 vg_error( "Unable to open stream for writing\n" );
464 static int console_load_map( int argc
, char const *argv
[] )
466 char map_path
[ 256 ];
471 strcpy( map_path
, "sav/" );
472 strcat( map_path
, argv
[0] );
473 strcat( map_path
, ".map" );
475 char *text_source
= vg_textasset_read( map_path
);
479 strcpy( map_path
, "maps/" );
480 strcat( map_path
, argv
[0] );
481 strcat( map_path
, ".map" );
483 text_source
= vg_textasset_read( map_path
);
488 map_load( text_source
, argv
[0] );
494 vg_error( "Missing maps '%s'\n", argv
[0] );
500 vg_error( "Missing argument <map_path>\n" );
505 static int console_changelevel( int argc
, char const *argv
[] )
509 // Save current level
510 if( console_save_map( 0, NULL
) )
511 if( console_load_map( argc
, argv
) )
516 vg_error( "Missing argument <map_path>\n" );
524 vg_function_push( (struct vg_cmd
){
526 .function
= console_save_map
529 vg_function_push( (struct vg_cmd
){
531 .function
= console_load_map
534 vg_function_push( (struct vg_cmd
){
535 .name
= "changelevel",
536 .function
= console_changelevel
543 0.0f
, 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
,
544 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
, 0.0f
,
546 0.0f
, 0.0f
, 0.0f
, 1.0f
, 4.0f
, 1.0f
,
547 0.0f
, 0.0f
, 4.0f
, 1.0f
, 4.0f
, 0.0f
550 init_mesh( &world
.tile
, quad_mesh
, vg_list_size(quad_mesh
) );
555 float circle_mesh
[32*6*3];
556 int res
= vg_list_size( circle_mesh
) / (6*3);
558 for( int i
= 0; i
< res
; i
++ )
560 v2f v0
= { sinf( ((float)i
/(float)res
)*VG_TAUf
), cosf( ((float)i
/(float)res
)*VG_TAUf
) };
561 v2f v1
= { sinf( ((float)(i
+1)/(float)res
)*VG_TAUf
), cosf( ((float)(i
+1)/(float)res
)*VG_TAUf
) };
563 circle_mesh
[ i
*6+0 ] = 0.0f
;
564 circle_mesh
[ i
*6+1 ] = 0.0f
;
566 v2_copy( v0
, circle_mesh
+ 32*6 + i
*12 );
567 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+2 );
568 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+4 );
570 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+6 );
571 v2_muls( v1
, 0.8f
, circle_mesh
+ 32*6 + i
*12+8 );
572 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+10 );
574 v2_copy( v0
, circle_mesh
+ i
*6+4 );
575 v2_copy( v1
, circle_mesh
+ i
*6+2 );
576 v2_copy( v0
, circle_mesh
+i
*6+4 );
577 v2_copy( v1
, circle_mesh
+i
*6+2 );
580 init_mesh( &world
.circle
, circle_mesh
, vg_list_size( circle_mesh
) );
583 // Create info data texture
585 glGenTextures( 1, &world
.background_data
);
586 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
587 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGBA
, 64, 64, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
591 // Create random smaples texture
593 u8
*data
= malloc(512*512*2);
594 for( int i
= 0; i
< 512*512*2; i
++ )
595 data
[ i
] = rand()/(RAND_MAX
/255);
597 glGenTextures( 1, &world
.random_samples
);
598 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
599 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RG
, 512, 512, 0, GL_RG
, GL_UNSIGNED_BYTE
, data
);
606 resource_load_main();
608 console_load_map( 1, level_pack_1
);
613 console_save_map( 0, NULL
);
615 resource_free_main();
617 glDeleteTextures( 1, &world
.background_data
);
618 glDeleteTextures( 1, &world
.random_samples
);
620 free_mesh( &world
.tile
);
621 free_mesh( &world
.circle
);
626 static int cell_interactive( v2i co
)
629 if( co
[0] < 2 || co
[0] >= world
.w
-2 || co
[1] < 2 || co
[1] >= world
.h
-2 )
633 if( world
.data
[ world
.w
*co
[1] + co
[0] ].state
& (FLAG_WALL
|FLAG_INPUT
|FLAG_OUTPUT
) )
636 // List of 3x3 configurations that we do not allow
637 static u32 invalid_src
[][9] =
669 // Statically compile invalid configurations into bitmasks
670 static u32 invalid
[ vg_list_size(invalid_src
) ];
672 for( int i
= 0; i
< vg_list_size(invalid_src
); i
++ )
676 for( int j
= 0; j
< 3; j
++ )
677 for( int k
= 0; k
< 3; k
++ )
678 comped
|= invalid_src
[i
][ j
*3+k
] << ((j
*5)+k
);
683 // Extract 5x5 grid surrounding tile
685 for( int y
= co
[1]-2; y
< co
[1]+3; y
++ )
686 for( int x
= co
[0]-2; x
< co
[0]+3; x
++ )
688 struct cell
*cell
= pcell((v2i
){x
,y
});
690 if( cell
&& (cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
)) )
691 blob
|= 0x1 << ((y
-(co
[1]-2))*5 + x
-(co
[0]-2));
694 // Run filter over center 3x3 grid to check for invalid configurations
695 int kernel
[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
696 for( int i
= 0; i
< vg_list_size(kernel
); i
++ )
698 if( blob
& (0x1 << (6+kernel
[i
])) )
700 u32 window
= blob
>> kernel
[i
];
702 for( int j
= 0; j
< vg_list_size(invalid
); j
++ )
703 if((window
& invalid
[j
]) == invalid
[j
])
711 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
)
713 v2i full_start
= { 1,1 };
714 v2i full_end
= { world
.w
-1, world
.h
-1 };
723 u8 info_buffer
[64*64*4];
726 int px0
= vg_max( start
[0], full_start
[0] ),
727 px1
= vg_min( end
[0], full_end
[0] ),
728 py0
= vg_max( start
[1], full_start
[1] ),
729 py1
= vg_min( end
[1], full_end
[1] );
731 for( int y
= py0
; y
< py1
; y
++ )
733 for( int x
= px0
; x
< px1
; x
++ )
735 struct cell
*cell
= pcell((v2i
){x
,y
});
737 v2i dirs
[] = {{1,0},{0,1},{-1,0},{0,-1}};
742 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
744 for( int i
= 0; i
< vg_list_size( dirs
); i
++ )
746 struct cell
*neighbour
= pcell((v2i
){x
+dirs
[i
][0], y
+dirs
[i
][1]});
747 if( neighbour
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
755 if( cell
->state
& FLAG_WALL
)
761 pcell((v2i
){x
,y
})->config
= config
;
763 u8
*info_px
= &info_buffer
[ (pixel_id
++)*4 ];
765 info_px
[1] = cell
->state
& FLAG_WALL
? 0: 255;
771 if( update_texbuffer
)
773 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
774 glTexSubImage2D( GL_TEXTURE_2D
, 0, px0
+ 16, py0
+ 16, px1
-px0
, py1
-py0
, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
778 v2f
const curve_3
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
779 v2f
const curve_6
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.375f
,0.5f
},{0.0f
,0.5f
}};
780 v2f
const curve_9
[] = {{1.0f
,0.5f
},{0.625f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
781 v2f
const curve_12
[]= {{0.0f
,0.5f
},{0.375f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
783 v2f
const curve_2
[] = {{0.5f
,1.0f
},{0.5f
,0.8f
},{0.5f
,0.3f
},{0.5f
,0.2f
}};
784 v2f
const curve_8
[] = {{0.5f
,0.8f
},{0.5f
,0.5f
},{0.5f
,0.3f
},{0.5f
,0.0f
}};
786 v2f
const curve_7
[] = {{0.5f
,0.8438f
},{0.875f
,0.8438f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
787 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
}};
789 float const curve_7_linear_section
= 0.1562f
;
793 static int curlevel
= 0;
794 int changelvl
= curlevel
;
795 if( vg_get_button_down( "prev" ) ) { if( curlevel
> 0 ) changelvl
--; }
796 else if( vg_get_button_down( "next" ) ) { if( curlevel
< vg_list_size( level_pack
)-1 ) changelvl
++; }
798 if( changelvl
!= curlevel
)
800 console_changelevel( 1, level_pack
+ changelvl
);
801 curlevel
= changelvl
;
804 world
.simulating
= 0;
805 world
.num_fishes
= 0;
808 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
809 world
.io
[i
].recv_count
= 0;
811 vg_info( "Stopping simulation!\n" );
816 float r1
= (float)vg_window_y
/ (float)vg_window_x
,
817 r2
= (float)world
.h
/ (float)world
.w
,
820 size
= ( r2
< r1
? (float)world
.w
* 0.5f
: ((float)world
.h
* 0.5f
) / r1
) + 2.5f
;
821 m3x3_projection( m_projection
, -size
, size
, -size
*r1
, size
*r1
);
824 origin
[0] = floorf( -0.5f
* world
.w
);
825 origin
[1] = floorf( -0.5f
* world
.h
);
828 m3x3_identity( m_view
);
829 m3x3_translate( m_view
, origin
);
830 m3x3_mul( m_projection
, m_view
, vg_pv
);
831 vg_projection_update();
834 v2_copy( vg_mouse_ws
, world
.tile_pos
);
836 world
.tile_x
= floorf( world
.tile_pos
[0] );
837 world
.tile_y
= floorf( world
.tile_pos
[1] );
840 if( !world
.simulating
)
842 if( cell_interactive( (v2i
){ world
.tile_x
, world
.tile_y
} ))
844 world
.selected
= world
.tile_y
* world
.w
+ world
.tile_x
;
846 if( vg_get_button_down("primary") )
848 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
850 if( world
.data
[ world
.selected
].state
& FLAG_CANAL
)
851 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 3, 6 );
853 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 0, 3 );
855 map_reclassify( (v2i
){ world
.tile_x
-2, world
.tile_y
-2 },
856 (v2i
){ world
.tile_x
+2, world
.tile_y
+2 }, 1 );
862 else world
.selected
= -1;
864 // Simulation stop/start
865 if( vg_get_button_down("go") )
867 if( world
.simulating
)
869 world
.simulating
= 0;
870 world
.num_fishes
= 0;
873 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
874 world
.io
[i
].recv_count
= 0;
876 vg_info( "Stopping simulation!\n" );
878 sfx_system_fadeout( &audio_system_balls_rolling
, 44100 );
882 vg_success( "Starting simulation!\n" );
884 sfx_set_playrnd( &audio_rolls
, &audio_system_balls_rolling
, 0, 1 );
886 world
.simulating
= 1;
887 world
.num_fishes
= 0;
889 world
.sim_start
= vg_time
;
891 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
893 world
.data
[ i
].state
&= ~FLAG_FLIP_FLOP
;
896 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
897 world
.io
[i
].recv_count
= 0;
902 if( world
.simulating
)
904 while( world
.sim_frame
< (int)((vg_time
-world
.sim_start
)*2.0f
) )
906 //vg_info( "frame: %u\n", world.sim_frame );
907 sfx_set_playrnd( &audio_random
, &audio_system_balls_switching
, 0, 9 );
909 // Update splitter deltas
910 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
912 struct cell
*cell
= &world
.data
[i
];
913 if( cell
->config
== k_cell_type_split
)
915 cell
->state
&= ~FLAG_FLIP_ROTATING
;
919 // Update fish positions
920 for( int i
= 0; i
< world
.num_fishes
; i
++ )
922 struct fish
*fish
= &world
.fishes
[i
];
923 struct cell
*cell_current
= pcell( fish
->pos
);
925 if( fish
->alive
== -1 )
928 if( fish
->alive
!= 1 )
932 if( cell_current
->state
& FLAG_OUTPUT
)
934 for( int j
= 0; j
< arrlen( world
.io
); j
++ )
936 struct cell_terminal
*term
= &world
.io
[j
];
938 if( term
->id
== fish
->pos
[1]*world
.w
+ fish
->pos
[0] )
940 term
->recv
[ term
->recv_count
++ ] = fish
->payload
;
949 if( cell_current
->config
== k_cell_type_split
)
952 fish
->dir
[0] = cell_current
->state
&FLAG_FLIP_FLOP
?1:-1;
955 cell_current
->state
^= FLAG_FLIP_FLOP
;
957 else if( cell_current
->config
== k_cell_type_merge
)
965 struct cell
*cell_next
= pcell( (v2i
){ fish
->pos
[0]+fish
->dir
[0], fish
->pos
[1]+fish
->dir
[1] } );
966 if( !(cell_next
->state
& (FLAG_CANAL
|FLAG_OUTPUT
)) )
968 // Try other directions for valid, so down, left, right..
969 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
970 vg_info( "Trying some other directions...\n" );
972 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
974 if( (dirs
[j
][0] == -fish
->dir
[0]) && (dirs
[j
][1] == -fish
->dir
[1]) )
977 if( pcell( (v2i
){ fish
->pos
[0]+dirs
[j
][0], fish
->pos
[1]+dirs
[j
][1] } )->state
& (FLAG_CANAL
|FLAG_OUTPUT
) )
979 fish
->dir
[0] = dirs
[j
][0];
980 fish
->dir
[1] = dirs
[j
][1];
986 fish
->pos
[0] += fish
->dir
[0];
987 fish
->pos
[1] += fish
->dir
[1];
989 struct cell
*cell_entry
= pcell( fish
->pos
);
991 if( !(cell_entry
->state
& (FLAG_INPUT
|FLAG_CANAL
|FLAG_OUTPUT
) ))
997 if( cell_entry
->config
== k_cell_type_split
||
998 cell_entry
->config
== k_cell_type_ramp_right
||
999 cell_entry
->config
== k_cell_type_ramp_left
)
1001 // Special death (FALL)
1002 v2_sub( fish
->physics_co
, fish
->physics_v
, fish
->physics_v
);
1003 v2_divs( fish
->physics_v
, vg_time_delta
, fish
->physics_v
);
1006 vg_warn( "Special death (fall)\n" );
1011 if( cell_entry
->config
== k_cell_type_split
)
1013 sfx_set_playrnd( &audio_splitter
, &audio_system_balls_important
, 0, 1 );
1014 cell_entry
->state
|= FLAG_FLIP_ROTATING
;
1019 // Check for collisions
1020 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1022 if( world
.fishes
[i
].alive
== 1 )
1024 for( int j
= i
+1; j
< world
.num_fishes
; j
++ )
1026 if( (world
.fishes
[j
].alive
== 1) && (world
.fishes
[i
].pos
[0] == world
.fishes
[j
].pos
[0]) &&
1027 (world
.fishes
[i
].pos
[1] == world
.fishes
[j
].pos
[1]) )
1029 // Shatter death (+0.5s)
1030 world
.fishes
[i
].alive
= -1;
1031 world
.fishes
[j
].alive
= -1;
1032 world
.fishes
[i
].death_time
= 0.5f
;
1033 world
.fishes
[j
].death_time
= 0.5f
;
1040 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1042 struct cell_terminal
*term
= &world
.io
[ i
];
1043 int posx
= term
->id
% world
.w
;
1044 int posy
= (term
->id
- posx
)/world
.w
;
1045 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1049 if( world
.sim_frame
< arrlen( term
->conditions
) )
1051 struct fish
*fish
= &world
.fishes
[world
.num_fishes
++];
1052 fish
->pos
[0] = posx
;
1053 fish
->pos
[1] = posy
;
1055 fish
->payload
= term
->conditions
[world
.sim_frame
];
1059 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
1060 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
1061 if( pcell( (v2i
){ posx
+dirs
[j
][0], posy
+dirs
[j
][1] } )->state
& FLAG_CANAL
)
1063 fish
->dir
[0] = dirs
[j
][0];
1064 fish
->dir
[1] = dirs
[j
][1];
1078 float scaled_time
= 0.0f
;
1079 scaled_time
= (vg_time
-world
.sim_start
)*2.0f
;
1080 world
.frame_lerp
= scaled_time
- (float)world
.sim_frame
;
1083 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1085 struct fish
*fish
= &world
.fishes
[i
];
1087 if( fish
->alive
== 0 )
1090 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1091 continue; // Todo: particle thing?
1093 if( fish
->alive
== -2 )
1095 v2_muladds( fish
->physics_v
, (v2f
){ 0.0, -9.8f
}, vg_time_delta
, fish
->physics_v
);
1096 v2_muladds( fish
->physics_co
, fish
->physics_v
, vg_time_delta
, fish
->physics_co
);
1100 struct cell
*cell
= pcell(fish
->pos
);
1103 float t
= world
.frame_lerp
;
1105 v2_copy( fish
->physics_co
, fish
->physics_v
);
1107 switch( cell
->config
)
1110 if( fish
->dir
[0] == 1 )
1115 case 2: curve
= curve_2
; break;
1116 case 8: curve
= curve_8
; break;
1117 case 3: curve
= curve_3
; break;
1118 case 6: curve
= curve_6
; break;
1119 case 9: curve
= curve_9
; break;
1120 case 12: curve
= curve_12
; break;
1122 if( t
> curve_7_linear_section
)
1124 t
-= curve_7_linear_section
;
1125 t
*= (1.0f
/(1.0f
-curve_7_linear_section
));
1127 curve
= cell
->state
& FLAG_FLIP_FLOP
? curve_7
: curve_7_1
;
1131 default: curve
= NULL
; break;
1137 float t3
= t
* t
* t
;
1139 float cA
= 3.0f
*t2
- 3.0f
*t3
;
1140 float cB
= 3.0f
*t3
- 6.0f
*t2
+ 3.0f
*t
;
1141 float cC
= 3.0f
*t2
- t3
- 3.0f
*t
+ 1.0f
;
1143 fish
->physics_co
[0] = t3
*curve
[3][0] + cA
*curve
[2][0] + cB
*curve
[1][0] + cC
*curve
[0][0];
1144 fish
->physics_co
[1] = t3
*curve
[3][1] + cA
*curve
[2][1] + cB
*curve
[1][1] + cC
*curve
[0][1];
1145 fish
->physics_co
[0] += (float)fish
->pos
[0];
1146 fish
->physics_co
[1] += (float)fish
->pos
[1];
1151 origin
[0] = (float)fish
->pos
[0] + (float)fish
->dir
[0]*-0.5f
+ 0.5f
;
1152 origin
[1] = (float)fish
->pos
[1] + (float)fish
->dir
[1]*-0.5f
+ 0.5f
;
1154 fish
->physics_co
[0] = origin
[0] + (float)fish
->dir
[0]*t
;
1155 fish
->physics_co
[1] = origin
[1] + (float)fish
->dir
[1]*t
;
1162 static void render_tiles( v2i start
, v2i end
, v4f
const regular_colour
, v4f
const selected_colour
)
1164 v2i full_start
= { 0,0 };
1165 v2i full_end
= { world
.w
, world
.h
};
1167 if( !start
|| !end
)
1173 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1175 for( int y
= start
[1]; y
< end
[1]; y
++ )
1177 for( int x
= start
[0]; x
< end
[0]; x
++ )
1179 struct cell
*cell
= pcell((v2i
){x
,y
});
1180 int selected
= world
.selected
== y
*world
.w
+ x
;
1182 int tile_offsets
[][2] =
1184 {2, 0}, {0, 3}, {0, 2}, {2, 2},
1185 {1, 0}, {2, 3}, {3, 2}, {1, 3},
1186 {3, 1}, {0, 1}, {1, 2}, {2, 1},
1187 {1, 1}, {3, 3}, {2, 1}, {2, 1}
1190 int uv
[2] = { 3, 0 };
1192 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
1194 uv
[0] = tile_offsets
[ cell
->config
][0];
1195 uv
[1] = tile_offsets
[ cell
->config
][1];
1198 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
, uv
[0], uv
[1] );
1201 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, selected_colour
);
1203 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1211 void vg_render(void)
1213 glViewport( 0,0, vg_window_x
, vg_window_y
);
1215 glDisable( GL_DEPTH_TEST
);
1216 glClearColor( 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
1217 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
1219 v4f
const colour_default
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
1220 v4f
const colour_selected
= {0.90f
, 0.92f
, 1.0f
, 1.0f
};
1222 // TILE SET RENDERING
1223 // todo: just slam everything into a mesh...
1224 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1226 // Currently we're uploading a fair amount of data every frame anyway.
1227 // NOTE: this is for final optimisations ONLY!
1228 // ======================================================================
1230 use_mesh( &world
.tile
);
1236 SHADER_USE( shader_background
);
1237 glUniformMatrix3fv( SHADER_UNIFORM( shader_background
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1239 glActiveTexture( GL_TEXTURE0
);
1240 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
1241 glUniform1i( SHADER_UNIFORM( shader_background
, "uTexMain" ), 0 );
1243 glUniform3f( SHADER_UNIFORM( shader_background
, "uOffset" ), -16, -16, 64 );
1244 glUniform1f( SHADER_UNIFORM( shader_background
, "uVariance" ), 0.02f
);
1246 glActiveTexture( GL_TEXTURE1
);
1247 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
1248 glUniform1i( SHADER_UNIFORM( shader_background
, "uSamplerNoise" ), 1 );
1255 SHADER_USE( shader_tile_main
);
1258 m2x2_identity( subtransform
);
1259 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1260 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1261 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 0.0f
);
1262 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 0.0f
);
1265 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1266 glBlendEquation(GL_FUNC_ADD
);
1269 vg_tex2d_bind( &tex_tile_data
, 0 );
1270 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1272 vg_tex2d_bind( &tex_wood
, 1 );
1273 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1275 render_tiles( NULL
, NULL
, colour_default
, colour_default
);
1279 SHADER_USE( shader_ball
);
1280 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1282 vg_tex2d_bind( &tex_ball
, 0 );
1283 glUniform1i( SHADER_UNIFORM( shader_ball
, "uTexMain" ), 0 );
1286 if( world
.simulating
)
1288 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1290 struct fish
*fish
= &world
.fishes
[i
];
1292 if( fish
->alive
== 0 )
1295 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1298 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1299 colour_code_v3( fish
->payload
, dot_colour
);
1301 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uColour" ), 1, dot_colour
);
1302 glUniform2fv( SHADER_UNIFORM( shader_ball
, "uOffset" ), 1, fish
->physics_co
);
1307 SHADER_USE( shader_tile_main
);
1310 vg_tex2d_bind( &tex_tile_data
, 0 );
1311 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1313 vg_tex2d_bind( &tex_wood
, 1 );
1314 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1316 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 1.0f
);
1317 render_tiles( NULL
, NULL
, colour_default
, colour_selected
);
1321 for( int y
= 0; y
< world
.h
; y
++ )
1323 for( int x
= 0; x
< world
.w
; x
++ )
1325 struct cell
*cell
= pcell((v2i
){x
,y
});
1327 if( cell
->config
== k_cell_type_split
)
1329 float rotation
= cell
->state
& FLAG_FLIP_FLOP
? vg_rad( -45.0f
): vg_rad( 45.0f
);
1331 if( cell
->state
& FLAG_FLIP_ROTATING
)
1333 if( (world
.frame_lerp
> curve_7_linear_section
) )
1335 float const rotation_speed
= 0.4f
;
1336 if( (world
.frame_lerp
< 1.0f
-rotation_speed
) )
1338 float t
= world
.frame_lerp
- curve_7_linear_section
;
1339 t
*= -2.0f
* (1.0f
/(1.0f
-(curve_7_linear_section
+rotation_speed
)));
1349 m2x2_create_rotation( subtransform
, rotation
);
1351 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1352 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
+ 0.125f
, 0.0f
, 0.0f
);
1359 if( world
.selected
!= -1 && !(world
.data
[ world
.selected
].state
& FLAG_CANAL
) )
1361 v2i new_begin
= { world
.tile_x
- 2, world
.tile_y
- 2 };
1362 v2i new_end
= { world
.tile_x
+ 2, world
.tile_y
+ 2 };
1364 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1365 map_reclassify( new_begin
, new_end
, 0 );
1367 m2x2_identity( subtransform
);
1368 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 1.0f
);
1369 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1370 glUniform2fv( SHADER_UNIFORM( shader_tile_main
, "uMousePos" ), 1, world
.tile_pos
);
1372 render_tiles( new_begin
, new_end
, colour_default
, colour_default
);
1374 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1375 map_reclassify( new_begin
, new_end
, 0 );
1378 //glDisable(GL_BLEND);
1380 glDisable(GL_BLEND
);
1382 SHADER_USE( shader_tile_colour
);
1383 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1384 use_mesh( &world
.circle
);
1386 int const filled_start
= 0;
1387 int const filled_count
= 32;
1388 int const empty_start
= 32;
1389 int const empty_count
= 32*2;
1392 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1394 struct cell_terminal
*term
= &world
.io
[ i
];
1395 int posx
= term
->id
% world
.w
;
1396 int posy
= (term
->id
- posx
)/world
.w
;
1397 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1399 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1401 for( int j
= 0; j
< arrlen( term
->conditions
); j
++ )
1403 float y_offset
= is_input
? 1.2f
: -0.2f
;
1404 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), (float)posx
+ 0.2f
+ 0.2f
* (float)j
, (float)posy
+ y_offset
, 0.1f
);
1408 colour_code_v3( term
->conditions
[j
], dot_colour
);
1409 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1411 // Draw filled if tick not passed, draw empty if empty
1412 if( world
.sim_frame
> j
)
1413 draw_mesh( empty_start
, empty_count
);
1415 draw_mesh( filled_start
, filled_count
);
1419 if( term
->recv_count
> j
)
1421 colour_code_v3( term
->recv
[j
], dot_colour
);
1422 v3_muls( dot_colour
, 0.8f
, dot_colour
);
1423 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1425 draw_mesh( filled_start
, filled_count
);
1428 colour_code_v3( term
->conditions
[j
], dot_colour
);
1429 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1431 draw_mesh( empty_start
, empty_count
);
1436 if( world
.simulating
)
1438 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.0f
, 0.0f
, 0.0f
, 1.0f
);
1439 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
);
1440 draw_mesh( filled_start
, filled_count
);
1443 // Level selection UI
1444 float ratio
= ((float)vg_window_x
/(float)vg_window_y
);
1446 m3x3f ui_view
= M3X3_IDENTITY
;
1447 m3x3_scale( ui_view
, (v3f
){ 1.0f
, -ratio
, 1.0f
} );
1448 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)ui_view
);
1450 // Calculate mouse in UIsp
1451 v3f mouse_ui_space
= { ((float)vg_mouse
[0] / (float)(vg_window_x
)) * 2.0f
- 1.0f
,
1452 (((float)vg_mouse
[1] / (float)(vg_window_y
)) * 2.0f
- 1.0f
)*(1.0f
/ratio
), 0.0125f
};
1454 // Get selected level
1455 const float selection_scale
= 0.05f
;
1456 int const level_count
= vg_list_size( level_pack_1
);
1457 int level_select
= -1;
1459 if( mouse_ui_space
[0] <= -0.8f
)
1461 float levels_range
= (float)level_count
*selection_scale
*0.6f
;
1462 float level_offset
= ((mouse_ui_space
[1] + levels_range
) / levels_range
) * 0.5f
* (float)level_count
;
1463 level_select
= floorf( level_offset
);
1466 if( level_select
>= 0 && level_select
< vg_list_size( level_pack_1
) )
1468 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
1470 use_mesh( &world
.tile
);
1471 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ),
1473 (-(float)level_count
+ (float)level_select
* 2.0f
) * selection_scale
* 0.6f
,
1478 use_mesh( &world
.circle
);
1480 if( vg_get_button_down( "primary" ) )
1482 console_changelevel( 1, level_pack_1
+ level_select
);
1487 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.4f
, 0.39f
, 0.45f
, 1.0f
);
1490 for( int i
= 0; i
< level_count
; i
++ )
1492 v3f level_ui_space
= {
1494 (-(float)level_count
+ (float)i
* 2.0f
) * selection_scale
* 0.6f
+ selection_scale
* 0.5f
,
1495 selection_scale
* 0.5f
1498 float scale
= vg_clampf( 1.0f
- fabsf(level_ui_space
[1] - mouse_ui_space
[1]) * 2.0f
, 0.9f
, 1.0f
);
1499 level_ui_space
[2] *= scale
;
1501 glUniform3fv( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), 1, level_ui_space
);
1502 draw_mesh( empty_start
, empty_count
);
1505 glUniform3fv( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), 1, mouse_ui_space
);
1506 draw_mesh( empty_start
, empty_count
);