fix bug with audio fadeout
[fishladder.git] / fishladder.c
1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
2
3 //#define VG_STEAM
4 #include "vg/vg.h"
5 #include "fishladder_resources.h"
6
7 const char *level_pack_1[] = {
8 "level0",
9 "level1",
10 "level2",
11 "level3",
12 "level4"
13 };
14
15 const char *level_pack[] =
16 {
17 // Level 0
18 "#########;\n"
19 "###-#####;acac\n"
20 "## ##;\n"
21 "## ##;\n"
22 "## ##;\n"
23 "## ##;\n"
24 "#####+###;acac\n"
25 "#########;\n",
26
27 // Level 1
28 "#########;\n"
29 "##-###-##;b,b\n"
30 "## ##;\n"
31 "## ##;\n"
32 "## ##;\n"
33 "## ##;\n"
34 "## ##;\n"
35 "####+####;bb\n"
36 "#########;\n",
37
38 // Level 2
39 "###########;\n"
40 "#####-#####;bbbbb\n"
41 "## ##;\n"
42 "## ###;\n"
43 "## # ##;\n"
44 "## ##;\n"
45 "###+##+####;bbb,bb\n"
46 "###########;\n",
47
48 // Level 3
49 "#############;\n"
50 "###-#####-###;a,aaa\n"
51 "## ##;\n"
52 "## ##;\n"
53 "## ##;\n"
54 "## ##;\n"
55 "## ##;\n"
56 "## ##;\n"
57 "######+######;aaaa\n"
58 "#############;\n",
59
60 // Level 4
61 "#############;\n"
62 "###-#####-###;aaa,aa\n"
63 "## ##;\n"
64 "## ##;\n"
65 "## ##;\n"
66 "## ##;\n"
67 "## ##;\n"
68 "## ##;\n"
69 "###+#####+###;aa,aaa\n"
70 "#############;\n",
71
72 // Level 5
73 "###############;\n"
74 "####-##########;abcb\n"
75 "## ##;\n"
76 "## ##;\n"
77 "## ##;\n"
78 "## ##;\n"
79 "## ##;\n"
80 "## ##;\n"
81 "## ##;\n"
82 "## ##;\n"
83 "## ##;\n"
84 "##########+####;bcba\n"
85 "###############;\n"
86 };
87
88 m3x3f m_projection;
89 m3x3f m_view;
90 m3x3f m_mdl;
91
92 #define FLAG_INPUT 0x1
93 #define FLAG_OUTPUT 0x2
94 #define FLAG_CANAL 0x4
95 #define FLAG_WALL 0x8
96 #define FLAG_FLIP_FLOP 0x100
97 #define FLAG_FLIP_ROTATING 0x200
98
99 /*
100 0000 0 | 0001 1 | 0010 2 | 0011 3
101 | | | | |
102 X | X= | X | X=
103 | | |
104 0100 4 | 0101 5 | 0110 6 | 0111 7
105 | | | | |
106 =X | =X= | =X | =X=
107 | | |
108 1000 8 | 1001 9 | 1010 10 | 1011 11
109 | | | | |
110 X | X= | X | X=
111 | | | | | | |
112 1100 12 | 1101 13 | 1110 14 | 1111 15
113 | | | | |
114 =X | =X= | =X | =X=
115 | | | | | | |
116 */
117
118 enum cell_type
119 {
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
124 };
125
126 v3f colour_sets[] =
127 { { 0.9f, 0.6f, 0.20f },
128 { 0.2f, 0.9f, 0.14f },
129 { 0.4f, 0.8f, 1.00f } };
130
131 static void colour_code_v3( char cc, v3f target )
132 {
133 if( cc >= 'a' && cc <= 'z' )
134 {
135 int id = cc - 'a';
136
137 if( id < vg_list_size( colour_sets ) )
138 {
139 v3_copy( colour_sets[ id ], target );
140 return;
141 }
142 }
143
144 v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
145 }
146
147 struct mesh
148 {
149 GLuint vao, vbo;
150 u32 elements;
151 };
152
153 static void init_mesh( struct mesh *m, float *tris, u32 length )
154 {
155 m->elements = length/3;
156 glGenVertexArrays( 1, &m->vao );
157 glGenBuffers( 1, &m->vbo );
158
159 glBindVertexArray( m->vao );
160 glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
161 glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
162
163 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
164 glEnableVertexAttribArray( 0 );
165
166 VG_CHECK_GL();
167 }
168
169 static void free_mesh( struct mesh *m )
170 {
171 glDeleteVertexArrays( 1, &m->vao );
172 glDeleteBuffers( 1, &m->vbo );
173 }
174
175 static void draw_mesh( int const start, int const count )
176 {
177 glDrawArrays( GL_TRIANGLES, start*3, count*3 );
178 }
179
180 static void use_mesh( struct mesh *m )
181 {
182 glBindVertexArray( m->vao );
183 }
184
185 struct world
186 {
187 struct cell
188 {
189 u32 state;
190 u8 config;
191 }
192 *data;
193
194 u32 frame;
195
196 u32 sim_frame;
197 float sim_start;
198 int simulating;
199
200 float frame_lerp;
201
202 struct cell_terminal
203 {
204 // TODO: Split into input/output structures
205 char *conditions;
206 char recv[12];
207 int recv_count;
208 int id;
209 }
210 *io;
211
212 u32 w, h;
213
214 struct mesh tile, circle;
215
216 GLuint background_data;
217 GLuint random_samples;
218
219 int selected, tile_x, tile_y;
220 v2f tile_pos;
221
222 struct fish
223 {
224 v2i pos;
225 v2i dir;
226 int alive;
227 char payload;
228 float death_time;
229 v2f physics_v;
230 v2f physics_co;
231 }
232 fishes[16];
233
234 int num_fishes;
235
236 char map_name[128];
237 } world = {};
238
239 static void map_free(void)
240 {
241 for( int i = 0; i < arrlen( world.io ); i ++ )
242 arrfree( world.io[ i ].conditions );
243
244 arrfree( world.data );
245 arrfree( world.io );
246
247 world.w = 0;
248 world.h = 0;
249 world.data = NULL;
250 world.io = NULL;
251 }
252
253 static void map_reclassify( v2i start, v2i end, int update_texbuffer );
254 static int map_load( const char *str, const char *name )
255 {
256 map_free();
257
258 char const *c = str;
259
260 // Scan for width
261 for(;; world.w ++)
262 {
263 if( str[world.w] == ';' )
264 break;
265 else if( !str[world.w] )
266 {
267 vg_error( "Unexpected EOF when parsing level\n" );
268 return 0;
269 }
270 }
271
272 struct cell *row = arraddnptr( world.data, world.w );
273 int cx = 0;
274 int reg_start = 0, reg_end = 0;
275
276 for(;;)
277 {
278 if( !*c )
279 break;
280
281 if( *c == ';' )
282 {
283 c ++;
284
285 // Parse attribs
286 if( *c != '\n' )
287 {
288 while( *c )
289 {
290 if( reg_start < reg_end )
291 {
292 if( *c >= 'a' && *c <= 'z' )
293 {
294 arrpush( world.io[ reg_start ].conditions, *c );
295 }
296 else
297 {
298 if( *c == ',' || *c == '\n' )
299 {
300 reg_start ++;
301
302 if( *c == '\n' )
303 break;
304 }
305 else
306 {
307 vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
308 return 0;
309 }
310 }
311 }
312 else
313 {
314 vg_error( "Too many values to assign (row: %u)\n", world.h );
315 return 0;
316 }
317
318 c ++;
319 }
320 }
321
322 if( reg_start != reg_end )
323 {
324 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
325 return 0;
326 }
327
328 if( cx != world.w )
329 {
330 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
331 return 0;
332 }
333
334 row = arraddnptr( world.data, world.w );
335 cx = 0;
336 world.h ++;
337 reg_end = reg_start = arrlen( world.io );
338 }
339 else
340 {
341 if( cx == world.w )
342 {
343 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
344 return 0;
345 }
346
347 // Tile initialization
348 // row[ cx ] .. etc
349 struct cell *cell = &row[ cx ];
350
351 if( *c == '+' || *c == '-' )
352 {
353 struct cell_terminal term = { .id = cx + world.h*world.w };
354 arrpush( world.io, term );
355 cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
356 reg_end ++;
357 }
358 else if( *c == '#' ) cell->state = FLAG_WALL;
359 else if( *c == '*' ) cell->state = FLAG_CANAL;
360 else cell->state = 0x00;
361
362 cx ++;
363 }
364
365 c ++;
366 }
367
368 // Update data texture to fill out the background
369 {
370 u8 info_buffer[64*64*4];
371 for( int i = 0; i < 64*64; i ++ )
372 {
373 u8 *px = &info_buffer[i*4];
374 px[0] = 255;
375 px[1] = 0;
376 px[2] = 0;
377 px[3] = 0;
378 }
379
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 );
382 }
383
384 map_reclassify( NULL, NULL, 1 );
385 vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
386
387 strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
388 return 1;
389 }
390
391 static struct cell *pcell( v2i pos )
392 {
393 return &world.data[ pos[1]*world.w + pos[0] ];
394 }
395
396 static void map_serialize( FILE *stream )
397 {
398 for( int y = 0; y < world.h; y ++ )
399 {
400 for( int x = 0; x < world.w; x ++ )
401 {
402 struct cell *cell = pcell( (v2i){ x, y } );
403
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 );
409 }
410
411 fputc( ';', stream );
412
413 int terminal_write_count = 0;
414
415 for( int x = 0; x < world.w; x ++ )
416 {
417 for( int i = 0; i < arrlen( world.io ); i ++ )
418 {
419 struct cell_terminal *term = &world.io[i];
420 if( term->id == y*world.w+x )
421 {
422 if( terminal_write_count )
423 fputc( ',', stream );
424 terminal_write_count ++;
425
426 for( int j = 0; j < arrlen( term->conditions ); j ++ )
427 fputc( term->conditions[j], stream );
428 }
429 }
430 }
431
432 fputc( '\n', stream );
433 }
434 }
435
436 int main( int argc, char *argv[] )
437 {
438 vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
439 }
440
441 static int console_save_map( int argc, char const *argv[] )
442 {
443 char map_path[ 256 ];
444
445 strcpy( map_path, "sav/" );
446 strcat( map_path, world.map_name );
447 strcat( map_path, ".map" );
448
449 FILE *test_writer = fopen( map_path, "wb" );
450 if( test_writer )
451 {
452 map_serialize( test_writer );
453
454 fclose( test_writer );
455 return 1;
456 }
457 else
458 {
459 vg_error( "Unable to open stream for writing\n" );
460 return 0;
461 }
462 }
463
464 static int console_load_map( int argc, char const *argv[] )
465 {
466 char map_path[ 256 ];
467
468 if( argc >= 1 )
469 {
470 // try from saves
471 strcpy( map_path, "sav/" );
472 strcat( map_path, argv[0] );
473 strcat( map_path, ".map" );
474
475 char *text_source = vg_textasset_read( map_path );
476
477 if( !text_source )
478 {
479 strcpy( map_path, "maps/" );
480 strcat( map_path, argv[0] );
481 strcat( map_path, ".map" );
482
483 text_source = vg_textasset_read( map_path );
484 }
485
486 if( text_source )
487 {
488 map_load( text_source, argv[0] );
489 free( text_source );
490 return 1;
491 }
492 else
493 {
494 vg_error( "Missing maps '%s'\n", argv[0] );
495 return 0;
496 }
497 }
498 else
499 {
500 vg_error( "Missing argument <map_path>\n" );
501 return 0;
502 }
503 }
504
505 static void simulation_stop(void)
506 {
507 world.simulating = 0;
508 world.num_fishes = 0;
509 world.sim_frame = 0;
510
511 for( int i = 0; i < arrlen( world.io ); i ++ )
512 world.io[i].recv_count = 0;
513
514 sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
515
516 vg_info( "Stopping simulation!\n" );
517 }
518
519 static int console_changelevel( int argc, char const *argv[] )
520 {
521 if( argc >= 1 )
522 {
523 // Save current level
524 if( console_save_map( 0, NULL ) )
525 if( console_load_map( argc, argv ) )
526 {
527 simulation_stop();
528 return 1;
529 }
530 }
531 else
532 {
533 vg_error( "Missing argument <map_path>\n" );
534 }
535
536 return 0;
537 }
538
539 void vg_start(void)
540 {
541 vg_function_push( (struct vg_cmd){
542 .name = "map_write",
543 .function = console_save_map
544 });
545
546 vg_function_push( (struct vg_cmd){
547 .name = "map_load",
548 .function = console_load_map
549 });
550
551 vg_function_push( (struct vg_cmd){
552 .name = "changelevel",
553 .function = console_changelevel
554 });
555
556 // Quad mesh
557 {
558 float quad_mesh[] =
559 {
560 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
561 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
562
563 0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f,
564 0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
565 };
566
567 init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
568 }
569
570 // Circle mesh
571 {
572 float circle_mesh[32*6*3];
573 int res = vg_list_size( circle_mesh ) / (6*3);
574
575 for( int i = 0; i < res; i ++ )
576 {
577 v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
578 v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
579
580 circle_mesh[ i*6+0 ] = 0.0f;
581 circle_mesh[ i*6+1 ] = 0.0f;
582
583 v2_copy( v0, circle_mesh + 32*6 + i*12 );
584 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
585 v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
586
587 v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
588 v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
589 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
590
591 v2_copy( v0, circle_mesh + i*6+4 );
592 v2_copy( v1, circle_mesh + i*6+2 );
593 v2_copy( v0, circle_mesh+i*6+4 );
594 v2_copy( v1, circle_mesh+i*6+2 );
595 }
596
597 init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
598 }
599
600 // Create info data texture
601 {
602 glGenTextures( 1, &world.background_data );
603 glBindTexture( GL_TEXTURE_2D, world.background_data );
604 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
605 vg_tex2d_nearest();
606 }
607
608 // Create random smaples texture
609 {
610 u8 *data = malloc(512*512*2);
611 for( int i = 0; i < 512*512*2; i ++ )
612 data[ i ] = rand()/(RAND_MAX/255);
613
614 glGenTextures( 1, &world.random_samples );
615 glBindTexture( GL_TEXTURE_2D, world.random_samples );
616 glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
617 vg_tex2d_linear();
618 vg_tex2d_repeat();
619
620 free( data );
621 }
622
623 resource_load_main();
624
625 console_load_map( 1, level_pack_1 );
626 }
627
628 void vg_free(void)
629 {
630 console_save_map( 0, NULL );
631
632 resource_free_main();
633
634 glDeleteTextures( 1, &world.background_data );
635 glDeleteTextures( 1, &world.random_samples );
636
637 free_mesh( &world.tile );
638 free_mesh( &world.circle );
639
640 map_free();
641 }
642
643 static int cell_interactive( v2i co )
644 {
645 // Bounds check
646 if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 )
647 return 0;
648
649 // Flags check
650 if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
651 return 0;
652
653 // List of 3x3 configurations that we do not allow
654 static u32 invalid_src[][9] =
655 {
656 { 0,1,0,
657 1,1,1,
658 0,1,0
659 },
660 { 0,0,0,
661 0,1,1,
662 0,1,1
663 },
664 { 0,0,0,
665 1,1,0,
666 1,1,0
667 },
668 { 0,1,1,
669 0,1,1,
670 0,0,0
671 },
672 { 1,1,0,
673 1,1,0,
674 0,0,0
675 },
676 { 0,1,0,
677 0,1,1,
678 0,1,0
679 },
680 { 0,1,0,
681 1,1,0,
682 0,1,0
683 }
684 };
685
686 // Statically compile invalid configurations into bitmasks
687 static u32 invalid[ vg_list_size(invalid_src) ];
688
689 for( int i = 0; i < vg_list_size(invalid_src); i ++ )
690 {
691 u32 comped = 0x00;
692
693 for( int j = 0; j < 3; j ++ )
694 for( int k = 0; k < 3; k ++ )
695 comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
696
697 invalid[i] = comped;
698 }
699
700 // Extract 5x5 grid surrounding tile
701 u32 blob = 0x1000;
702 for( int y = co[1]-2; y < co[1]+3; y ++ )
703 for( int x = co[0]-2; x < co[0]+3; x ++ )
704 {
705 struct cell *cell = pcell((v2i){x,y});
706
707 if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
708 blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
709 }
710
711 // Run filter over center 3x3 grid to check for invalid configurations
712 int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
713 for( int i = 0; i < vg_list_size(kernel); i ++ )
714 {
715 if( blob & (0x1 << (6+kernel[i])) )
716 {
717 u32 window = blob >> kernel[i];
718
719 for( int j = 0; j < vg_list_size(invalid); j ++ )
720 if((window & invalid[j]) == invalid[j])
721 return 0;
722 }
723 }
724
725 return 1;
726 }
727
728 static void map_reclassify( v2i start, v2i end, int update_texbuffer )
729 {
730 v2i full_start = { 1,1 };
731 v2i full_end = { world.w-1, world.h-1 };
732
733 if( !start || !end )
734 {
735 start = full_start;
736 end = full_end;
737 }
738
739 // Texture data
740 u8 info_buffer[64*64*4];
741 u32 pixel_id = 0;
742
743 int px0 = vg_max( start[0], full_start[0] ),
744 px1 = vg_min( end[0], full_end[0] ),
745 py0 = vg_max( start[1], full_start[1] ),
746 py1 = vg_min( end[1], full_end[1] );
747
748 for( int y = py0; y < py1; y ++ )
749 {
750 for( int x = px0; x < px1; x ++ )
751 {
752 struct cell *cell = pcell((v2i){x,y});
753
754 v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
755
756 u8 height = 0;
757 u8 config = 0x00;
758
759 if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
760 {
761 for( int i = 0; i < vg_list_size( dirs ); i ++ )
762 {
763 struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
764 if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
765 config |= 0x1 << i;
766 }
767
768 height = 128;
769 }
770 else
771 {
772 if( cell->state & FLAG_WALL )
773 height = 255;
774
775 config = 0xF;
776 }
777
778 pcell((v2i){x,y})->config = config;
779
780 u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
781 info_px[0] = height;
782 info_px[1] = cell->state & FLAG_WALL? 0: 255;
783 info_px[2] = 0;
784 info_px[3] = 0;
785 }
786 }
787
788 if( update_texbuffer )
789 {
790 glBindTexture( GL_TEXTURE_2D, world.background_data );
791 glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
792 }
793 }
794
795 v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
796 v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
797 v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
798 v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
799
800 v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
801 v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{0.5f,0.0f}};
802
803 v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
804 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}};
805
806 float const curve_7_linear_section = 0.1562f;
807
808 void vg_update(void)
809 {
810 static int curlevel = 0;
811 int changelvl = curlevel;
812 if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
813 else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
814
815 // Fit within screen
816
817 float r1 = (float)vg_window_y / (float)vg_window_x,
818 r2 = (float)world.h / (float)world.w,
819 size;
820
821 size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f;
822 m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
823
824 v3f origin;
825 origin[0] = floorf( -0.5f * world.w );
826 origin[1] = floorf( -0.5f * world.h );
827 origin[2] = 0.0f;
828
829 m3x3_identity( m_view );
830 m3x3_translate( m_view, origin );
831 m3x3_mul( m_projection, m_view, vg_pv );
832 vg_projection_update();
833
834 // Input stuff
835 v2_copy( vg_mouse_ws, world.tile_pos );
836
837 world.tile_x = floorf( world.tile_pos[0] );
838 world.tile_y = floorf( world.tile_pos[1] );
839
840 // Tilemap editing
841 if( !world.simulating )
842 {
843 if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
844 {
845 world.selected = world.tile_y * world.w + world.tile_x;
846
847 if( vg_get_button_down("primary") )
848 {
849 world.data[ world.selected ].state ^= FLAG_CANAL;
850
851 if( world.data[ world.selected ].state & FLAG_CANAL )
852 sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
853 else
854 sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
855
856 map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
857 (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
858 }
859 }
860 else
861 world.selected = -1;
862 }
863 else world.selected = -1;
864
865 // Simulation stop/start
866 if( vg_get_button_down("go") )
867 {
868 if( world.simulating )
869 {
870 simulation_stop();
871 }
872 else
873 {
874 vg_success( "Starting simulation!\n" );
875
876 sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
877
878 world.simulating = 1;
879 world.num_fishes = 0;
880 world.sim_frame = 0;
881 world.sim_start = vg_time;
882
883 for( int i = 0; i < world.w*world.h; i ++ )
884 {
885 world.data[ i ].state &= ~FLAG_FLIP_FLOP;
886 }
887
888 for( int i = 0; i < arrlen( world.io ); i ++ )
889 world.io[i].recv_count = 0;
890 }
891 }
892
893 // Fish ticks
894 if( world.simulating )
895 {
896 while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
897 {
898 //vg_info( "frame: %u\n", world.sim_frame );
899 sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
900
901 // Update splitter deltas
902 for( int i = 0; i < world.h*world.w; i ++ )
903 {
904 struct cell *cell = &world.data[i];
905 if( cell->config == k_cell_type_split )
906 {
907 cell->state &= ~FLAG_FLIP_ROTATING;
908 }
909 }
910
911 // Update fish positions
912 for( int i = 0; i < world.num_fishes; i ++ )
913 {
914 struct fish *fish = &world.fishes[i];
915 struct cell *cell_current = pcell( fish->pos );
916
917 if( fish->alive == -1 )
918 fish->alive = 0;
919
920 if( fish->alive != 1 )
921 continue;
922
923 // Apply to output
924 if( cell_current->state & FLAG_OUTPUT )
925 {
926 for( int j = 0; j < arrlen( world.io ); j ++ )
927 {
928 struct cell_terminal *term = &world.io[j];
929
930 if( term->id == fish->pos[1]*world.w + fish->pos[0] )
931 {
932 term->recv[ term->recv_count ++ ] = fish->payload;
933 break;
934 }
935 }
936
937 fish->alive = 0;
938 continue;
939 }
940
941 if( cell_current->config == k_cell_type_split )
942 {
943 // Flip flop L/R
944 fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
945 fish->dir[1] = 0;
946
947 cell_current->state ^= FLAG_FLIP_FLOP;
948 }
949 else if( cell_current->config == k_cell_type_merge )
950 {
951 // Can only move up
952 fish->dir[0] = 0;
953 fish->dir[1] = -1;
954 }
955 else
956 {
957 struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
958 if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
959 {
960 // Try other directions for valid, so down, left, right..
961 v2i dirs[] = {{1,0},{-1,0},{0,-1}};
962 vg_info( "Trying some other directions...\n" );
963
964 for( int j = 0; j < vg_list_size(dirs); j ++ )
965 {
966 if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
967 continue;
968
969 if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
970 {
971 fish->dir[0] = dirs[j][0];
972 fish->dir[1] = dirs[j][1];
973 }
974 }
975 }
976 }
977
978 fish->pos[0] += fish->dir[0];
979 fish->pos[1] += fish->dir[1];
980
981 struct cell *cell_entry = pcell( fish->pos );
982
983 if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
984 fish->alive = 0;
985 else
986 {
987 if( fish->dir[0] )
988 {
989 if( cell_entry->config == k_cell_type_split ||
990 cell_entry->config == k_cell_type_ramp_right ||
991 cell_entry->config == k_cell_type_ramp_left )
992 {
993 // Special death (FALL)
994 v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
995 v2_divs( fish->physics_v, vg_time_delta, fish->physics_v );
996
997 fish->alive = -2;
998 vg_warn( "Special death (fall)\n" );
999 continue;
1000 }
1001 }
1002
1003 if( cell_entry->config == k_cell_type_split )
1004 {
1005 sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
1006 cell_entry->state |= FLAG_FLIP_ROTATING;
1007 }
1008 }
1009 }
1010
1011 // Check for collisions
1012 for( int i = 0; i < world.num_fishes; i ++ )
1013 {
1014 if( world.fishes[i].alive == 1 )
1015 {
1016 for( int j = i+1; j < world.num_fishes; j ++ )
1017 {
1018 if( (world.fishes[j].alive == 1) && (world.fishes[i].pos[0] == world.fishes[j].pos[0]) &&
1019 (world.fishes[i].pos[1] == world.fishes[j].pos[1]) )
1020 {
1021 // Shatter death (+0.5s)
1022 world.fishes[i].alive = -1;
1023 world.fishes[j].alive = -1;
1024 world.fishes[i].death_time = 0.5f;
1025 world.fishes[j].death_time = 0.5f;
1026 }
1027 }
1028 }
1029 }
1030
1031 // Spawn fishes
1032 for( int i = 0; i < arrlen( world.io ); i ++ )
1033 {
1034 struct cell_terminal *term = &world.io[ i ];
1035 int posx = term->id % world.w;
1036 int posy = (term->id - posx)/world.w;
1037 int is_input = world.data[ term->id ].state & FLAG_INPUT;
1038
1039 if( is_input )
1040 {
1041 if( world.sim_frame < arrlen( term->conditions ) )
1042 {
1043 struct fish *fish = &world.fishes[world.num_fishes++];
1044 fish->pos[0] = posx;
1045 fish->pos[1] = posy;
1046 fish->alive = 1;
1047 fish->payload = term->conditions[world.sim_frame];
1048
1049 int can_spawn = 0;
1050
1051 v2i dirs[] = {{1,0},{-1,0},{0,-1}};
1052 for( int j = 0; j < vg_list_size(dirs); j ++ )
1053 if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
1054 {
1055 fish->dir[0] = dirs[j][0];
1056 fish->dir[1] = dirs[j][1];
1057 can_spawn = 1;
1058 break;
1059 }
1060
1061 if( !can_spawn )
1062 world.num_fishes--;
1063 }
1064 }
1065 }
1066
1067 world.sim_frame ++;
1068 }
1069
1070 float scaled_time = 0.0f;
1071 scaled_time = (vg_time-world.sim_start)*2.0f;
1072 world.frame_lerp = scaled_time - (float)world.sim_frame;
1073
1074 // Update positions
1075 for( int i = 0; i < world.num_fishes; i ++ )
1076 {
1077 struct fish *fish = &world.fishes[i];
1078
1079 if( fish->alive == 0 )
1080 continue;
1081
1082 if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
1083 continue; // Todo: particle thing?
1084
1085 if( fish->alive == -2 )
1086 {
1087 v2_muladds( fish->physics_v, (v2f){ 0.0, -9.8f }, vg_time_delta, fish->physics_v );
1088 v2_muladds( fish->physics_co, fish->physics_v, vg_time_delta, fish->physics_co );
1089 }
1090 else
1091 {
1092 struct cell *cell = pcell(fish->pos);
1093 v2f const *curve;
1094
1095 float t = world.frame_lerp;
1096
1097 v2_copy( fish->physics_co, fish->physics_v );
1098
1099 switch( cell->config )
1100 {
1101 case 13:
1102 if( fish->dir[0] == 1 )
1103 curve = curve_12;
1104 else
1105 curve = curve_9;
1106 break;
1107 case 2: curve = curve_2; break;
1108 case 8: curve = curve_8; break;
1109 case 3: curve = curve_3; break;
1110 case 6: curve = curve_6; break;
1111 case 9: curve = curve_9; break;
1112 case 12: curve = curve_12; break;
1113 case 7:
1114 if( t > curve_7_linear_section )
1115 {
1116 t -= curve_7_linear_section;
1117 t *= (1.0f/(1.0f-curve_7_linear_section));
1118
1119 curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
1120 }
1121 else curve = NULL;
1122 break;
1123 default: curve = NULL; break;
1124 }
1125
1126 if( curve )
1127 {
1128 float t2 = t * t;
1129 float t3 = t * t * t;
1130
1131 float cA = 3.0f*t2 - 3.0f*t3;
1132 float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
1133 float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
1134
1135 fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
1136 fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
1137 fish->physics_co[0] += (float)fish->pos[0];
1138 fish->physics_co[1] += (float)fish->pos[1];
1139 }
1140 else
1141 {
1142 v2f origin;
1143 origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
1144 origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
1145
1146 fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
1147 fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
1148 }
1149 }
1150 }
1151 }
1152 }
1153
1154 static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
1155 {
1156 v2i full_start = { 0,0 };
1157 v2i full_end = { world.w, world.h };
1158
1159 if( !start || !end )
1160 {
1161 start = full_start;
1162 end = full_end;
1163 }
1164
1165 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
1166
1167 for( int y = start[1]; y < end[1]; y ++ )
1168 {
1169 for( int x = start[0]; x < end[0]; x ++ )
1170 {
1171 struct cell *cell = pcell((v2i){x,y});
1172 int selected = world.selected == y*world.w + x;
1173
1174 int tile_offsets[][2] =
1175 {
1176 {2, 0}, {0, 3}, {0, 2}, {2, 2},
1177 {1, 0}, {2, 3}, {3, 2}, {1, 3},
1178 {3, 1}, {0, 1}, {1, 2}, {2, 1},
1179 {1, 1}, {3, 3}, {2, 1}, {2, 1}
1180 };
1181
1182 int uv[2] = { 3, 0 };
1183
1184 if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
1185 {
1186 uv[0] = tile_offsets[ cell->config ][0];
1187 uv[1] = tile_offsets[ cell->config ][1];
1188 } else continue;
1189
1190 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
1191 if( selected )
1192 {
1193 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
1194 draw_mesh( 0, 2 );
1195 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
1196 }
1197 else
1198 draw_mesh( 0, 2 );
1199 }
1200 }
1201 }
1202
1203 void vg_render(void)
1204 {
1205 glViewport( 0,0, vg_window_x, vg_window_y );
1206
1207 glDisable( GL_DEPTH_TEST );
1208 glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
1209 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
1210
1211 v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
1212 v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
1213
1214 // TILE SET RENDERING
1215 // todo: just slam everything into a mesh...
1216 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1217 // in ~3 subBuffers
1218 // Currently we're uploading a fair amount of data every frame anyway.
1219 // NOTE: this is for final optimisations ONLY!
1220 // ======================================================================
1221
1222 use_mesh( &world.tile );
1223
1224 // Draw background
1225
1226 if(1){
1227
1228 SHADER_USE( shader_background );
1229 glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1230
1231 glActiveTexture( GL_TEXTURE0 );
1232 glBindTexture( GL_TEXTURE_2D, world.background_data );
1233 glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
1234
1235 glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
1236 glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
1237
1238 glActiveTexture( GL_TEXTURE1 );
1239 glBindTexture( GL_TEXTURE_2D, world.random_samples );
1240 glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
1241
1242 draw_mesh( 0, 2 );
1243
1244 }
1245
1246
1247 SHADER_USE( shader_tile_main );
1248
1249 m2x2f subtransform;
1250 m2x2_identity( subtransform );
1251 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1252 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1253 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
1254 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
1255
1256 glEnable(GL_BLEND);
1257 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1258 glBlendEquation(GL_FUNC_ADD);
1259
1260 // Bind textures
1261 vg_tex2d_bind( &tex_tile_data, 0 );
1262 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
1263
1264 vg_tex2d_bind( &tex_wood, 1 );
1265 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
1266
1267 render_tiles( NULL, NULL, colour_default, colour_default );
1268
1269
1270
1271 SHADER_USE( shader_ball );
1272 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1273
1274 vg_tex2d_bind( &tex_ball, 0 );
1275 glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
1276
1277 // Draw 'fish'
1278 if( world.simulating )
1279 {
1280 for( int i = 0; i < world.num_fishes; i ++ )
1281 {
1282 struct fish *fish = &world.fishes[i];
1283
1284 if( fish->alive == 0 )
1285 continue;
1286
1287 if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
1288 continue;
1289
1290 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
1291 colour_code_v3( fish->payload, dot_colour );
1292
1293 glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
1294 glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
1295 draw_mesh( 0, 32 );
1296 }
1297 }
1298
1299 SHADER_USE( shader_tile_main );
1300
1301 // Bind textures
1302 vg_tex2d_bind( &tex_tile_data, 0 );
1303 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
1304
1305 vg_tex2d_bind( &tex_wood, 1 );
1306 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
1307
1308 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
1309 render_tiles( NULL, NULL, colour_default, colour_selected );
1310
1311 // Draw splitters
1312
1313 for( int y = 0; y < world.h; y ++ )
1314 {
1315 for( int x = 0; x < world.w; x ++ )
1316 {
1317 struct cell *cell = pcell((v2i){x,y});
1318
1319 if( cell->config == k_cell_type_split )
1320 {
1321 float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
1322
1323 if( cell->state & FLAG_FLIP_ROTATING )
1324 {
1325 if( (world.frame_lerp > curve_7_linear_section) )
1326 {
1327 float const rotation_speed = 0.4f;
1328 if( (world.frame_lerp < 1.0f-rotation_speed) )
1329 {
1330 float t = world.frame_lerp - curve_7_linear_section;
1331 t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
1332 t += 1.0f;
1333
1334 rotation *= t;
1335 }
1336 else
1337 rotation *= -1.0f;
1338 }
1339 }
1340
1341 m2x2_create_rotation( subtransform, rotation );
1342
1343 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1344 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
1345 draw_mesh( 0, 2 );
1346 }
1347 }
1348 }
1349
1350 // Edit overlay
1351 if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
1352 {
1353 v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
1354 v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
1355
1356 world.data[ world.selected ].state ^= FLAG_CANAL;
1357 map_reclassify( new_begin, new_end, 0 );
1358
1359 m2x2_identity( subtransform );
1360 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
1361 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1362 glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
1363
1364 render_tiles( new_begin, new_end, colour_default, colour_default );
1365
1366 world.data[ world.selected ].state ^= FLAG_CANAL;
1367 map_reclassify( new_begin, new_end, 0 );
1368 }
1369
1370 //glDisable(GL_BLEND);
1371
1372 glDisable(GL_BLEND);
1373
1374 SHADER_USE( shader_tile_colour );
1375 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1376 use_mesh( &world.circle );
1377
1378 int const filled_start = 0;
1379 int const filled_count = 32;
1380 int const empty_start = 32;
1381 int const empty_count = 32*2;
1382
1383 // Draw i/o arrays
1384 for( int i = 0; i < arrlen( world.io ); i ++ )
1385 {
1386 struct cell_terminal *term = &world.io[ i ];
1387 int posx = term->id % world.w;
1388 int posy = (term->id - posx)/world.w;
1389 int is_input = world.data[ term->id ].state & FLAG_INPUT;
1390
1391 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
1392
1393 for( int j = 0; j < arrlen( term->conditions ); j ++ )
1394 {
1395 float y_offset = is_input? 1.2f: -0.2f;
1396 glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
1397
1398 if( is_input )
1399 {
1400 colour_code_v3( term->conditions[j], dot_colour );
1401 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1402
1403 // Draw filled if tick not passed, draw empty if empty
1404 if( world.sim_frame > j )
1405 draw_mesh( empty_start, empty_count );
1406 else
1407 draw_mesh( filled_start, filled_count );
1408 }
1409 else
1410 {
1411 if( term->recv_count > j )
1412 {
1413 colour_code_v3( term->recv[j], dot_colour );
1414 v3_muls( dot_colour, 0.8f, dot_colour );
1415 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1416
1417 draw_mesh( filled_start, filled_count );
1418 }
1419
1420 colour_code_v3( term->conditions[j], dot_colour );
1421 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1422
1423 draw_mesh( empty_start, empty_count );
1424 }
1425 }
1426 }
1427
1428 if( world.simulating )
1429 {
1430 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
1431 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 );
1432 draw_mesh( filled_start, filled_count );
1433 }
1434
1435 // Level selection UI
1436 float ratio = ((float)vg_window_x/(float)vg_window_y);
1437
1438 m3x3f ui_view = M3X3_IDENTITY;
1439 m3x3_scale( ui_view, (v3f){ 1.0f, -ratio, 1.0f } );
1440 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view );
1441
1442 // Calculate mouse in UIsp
1443 v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f,
1444 (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(1.0f/ratio), 0.0125f };
1445
1446 // Get selected level
1447 const float selection_scale = 0.05f;
1448 int const level_count = vg_list_size( level_pack_1 );
1449 int level_select = -1;
1450
1451 if( mouse_ui_space[0] <= -0.8f )
1452 {
1453 float levels_range = (float)level_count*selection_scale*0.6f;
1454 float level_offset = ((mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
1455 level_select = floorf( level_offset );
1456
1457 // Draw selector
1458 if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
1459 {
1460 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f );
1461
1462 use_mesh( &world.tile );
1463 glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
1464 -1.0f,
1465 (-(float)level_count + (float)level_select * 2.0f ) * selection_scale * 0.6f,
1466 selection_scale
1467 );
1468 draw_mesh( 2, 2 );
1469
1470 use_mesh( &world.circle );
1471
1472 if( vg_get_button_down( "primary" ) )
1473 {
1474 console_changelevel( 1, level_pack_1 + level_select );
1475 }
1476 }
1477 }
1478
1479 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
1480
1481 // Draw levels
1482 for( int i = 0; i < level_count; i ++ )
1483 {
1484 v3f level_ui_space = {
1485 -0.97f,
1486 (-(float)level_count + (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
1487 selection_scale * 0.5f
1488 };
1489
1490 float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f );
1491 level_ui_space[2] *= scale;
1492
1493 glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
1494 draw_mesh( empty_start, empty_count );
1495 }
1496
1497 glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space );
1498 draw_mesh( empty_start, empty_count );
1499 }
1500
1501 void vg_ui(void)
1502 {
1503 //ui_test();
1504 }