1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
6 #define CELL_SHEET_X 512
7 #define CELL_SHEET_Y 512
9 SHADER_DEFINE( colour_shader
,
12 "layout (location=0) in vec2 a_co;"
18 " vec4 vert_pos = uPv * uMdl * vec4( a_co.x, 0.0, a_co.y, 1.0 );"
19 " gl_Position = vert_pos;"
24 "uniform vec4 uColour;"
28 " FragColor = uColour;"
31 UNIFORMS({ "uPv", "uMdl", "uColour" })
34 SHADER_DEFINE( tilemap_shader
,
37 "layout (location=0) in vec2 a_co;" // XY
38 "layout (location=1) in vec2 a_offset;" // XY offset
39 "layout (location=2) in vec4 a_data;" // atlas-uv, amt, other
41 "uniform vec2 uOrigin;"
47 "vec2 world_coord = a_co+a_offset+uOrigin;"
48 "gl_Position = uPv * vec4( world_coord.x, 0.0, world_coord.y, 1.0 );"
49 "aCoords = (a_co*0.98+0.01 + a_data.xy) * 0.0625;"
53 "uniform sampler2D uTexTiles;"
54 "uniform sampler2D uTexRipples;"
55 "uniform float uTime;"
62 "vec4 glyph = texture( uTexTiles, aCoords );"
63 "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
64 "float wstatus = -(fract(uTime)*2.0-1.0);" // -1 := None in, 0.0 := Hold middle, 1.0 := All out
65 "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
66 "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.1, step( 0.75, glyph.a )*dev ) * glyph.z;"
67 "FragColor = vec4( composite, 1.0 );"
70 UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" })
77 int main( int argc
, char *argv
[] )
79 vg_init( argc
, argv
, "FishLadder" );
82 #define CELL_FLAG_INPUT 0x1
83 #define CELL_FLAG_OUTPUT 0x2
84 #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT)
85 #define CELL_FLAG_WALL 0x4
86 #define CELL_FLAG_HOVER 0x8
87 #define CELL_FLAG_ITER 0x10
88 #define CELL_FLAG_CANAL 0x20
89 #define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */
90 #define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL)
91 #define CELL_FLAG_VISITED 0x80
92 #define CELL_FLAG_UPLVL 0x100
93 #define CELL_FLAG_MERGE 0x200
122 struct cell
*selected
;
151 static void map_free(void)
153 for( int i
= 0; i
< arrlen( map
.io
); i
++ )
155 arrfree( map
.cells
[ map
.io
[i
] ].conditions
);
158 arrfree( map
.cells
);
166 static struct cell
*map_tile( int pos
[2] )
168 return map
.cells
+ pos
[1]*map
.x
+ pos
[0];
171 static struct cell
*map_tile_at( int pos
[2] )
173 if( pos
[0] >= 0 && pos
[0] < map
.x
&& pos
[1] >= 0 && pos
[1] < map
.y
)
174 return map
.cells
+ pos
[1]*map
.x
+ pos
[0];
178 static struct cell
*map_tile_at_cond( int pos
[2], u32 flags
)
180 struct cell
*cell
= map_tile_at( pos
);
181 if( cell
&& (cell
->flags
& flags
) )
187 static void map_tile_coords_from_index( int i
, int coords
[2] )
189 coords
[0] = i
% map
.x
;
190 coords
[1] = (i
- coords
[0])/map
.x
;
193 static void map_stack_refresh(void)
195 for( int i
= 0; i
< map
.x
*map
.y
; i
++ )
196 map
.cells
[i
].flags
&= ~CELL_FLAG_VISITED
;
199 static void map_stack_init( int coords
[2] )
202 map
.stack
.frames
[0].i
= 0;
203 map
.stack
.frames
[0].x
= coords
[0];
204 map
.stack
.frames
[0].y
= coords
[1];
207 static struct cell
*map_stack_next(void)
209 struct cell
*tile
= NULL
;
213 struct vframe
*frame
= &map
.stack
.frames
[ map
.stack
.level
];
215 int output_dirs
[][2] = { {0,-1}, {-1,0}, {1,0} };
219 int *dir
= output_dirs
[ frame
->i
];
220 tile
= map_tile_at( (int[2]){frame
->x
+dir
[0], frame
->y
+dir
[1]} );
223 if( tile
&& !(tile
->flags
& CELL_FLAG_VISITED
) )
227 frame
[1].x
= frame
[0].x
+dir
[0];
228 frame
[1].y
= frame
[0].y
+dir
[1];
238 if( map
.stack
.level
< 0 )
246 static void map_update_visual(void)
250 for( int i
= 0; i
< map
.x
*map
.y
; i
++ )
252 celldata
[i
*4+0] = i
& 0x7;
253 celldata
[i
*4+1] = (i
& ~0x7) >> 3;
261 for( int y
= 0; y
< map
.y
; y
++ )
263 for( int x
= 0; x
< map
.x
; x
++ )
265 struct cell
*cur
= map
.cells
+ y
*map
.x
+ x
;
266 u8
*cellbytes
= celldata
+ (y
*map
.x
+x
)*4;
268 if( cur
->flags
& CELL_FLAG_WALKABLE
)
270 struct cell
*a
, *b
, *c
, *d
;
272 a
= map_tile_at_cond( (int[2]){ x
,y
+1 }, CELL_FLAG_WALKABLE
);
273 b
= map_tile_at_cond( (int[2]){ x
+1,y
}, CELL_FLAG_WALKABLE
);
274 c
= map_tile_at_cond( (int[2]){ x
,y
-1 }, CELL_FLAG_WALKABLE
);
275 d
= map_tile_at_cond( (int[2]){ x
-1,y
}, CELL_FLAG_WALKABLE
);
277 u32 config
= (a
?0x1:0x0) | (b
?0x2:0x0) | (c
?0x4:0x0) | (d
?0x8:0x0);
279 cellbytes
[ 0 ] = config
;
284 // TODO: Random background tiles
291 glBindBuffer( GL_ARRAY_BUFFER
, map
.tiles_vbo
);
292 glBufferSubData( GL_ARRAY_BUFFER
, 16*sizeof(float) + 1024*2*sizeof(float), map
.x
*map
.y
*4, celldata
);
295 static int map_load( const char *str
)
304 if( str
[map
.x
] == ';' )
306 else if( !str
[map
.x
] )
308 vg_error( "Unexpected EOF when parsing level!\n" );
313 struct cell
*row
= arraddnptr( map
.cells
, map
.x
);
315 int reg_start
= 0, reg_end
= 0;
331 if( reg_start
< reg_end
)
333 if( *c
>= 'a' && *c
<= 'z' )
335 arrpush( map
.cells
[ map
.io
[ reg_start
] ].conditions
, *c
);
339 if( *c
== ',' || *c
== '\n' )
348 vg_error( "Unkown attrib '%c' (row: %u)\n", *c
, map
.y
);
355 vg_error( "Over-assigned values (row: %u)\n", map
.y
);
363 if( reg_start
!= reg_end
)
365 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map
.y
, reg_start
, reg_end
);
371 vg_error( "Map row underflow (row: %u, %u<%u)\n", map
.y
, cx
, map
.x
);
375 row
= arraddnptr( map
.cells
, map
.x
);
378 reg_end
= reg_start
= arrlen( map
.io
);
384 vg_error( "Map row overflow (row: %u, %u>%u)\n", map
.y
, cx
, map
.x
);
388 row
[ cx
].conditions
= NULL
;
390 // Parse the various cell types
391 if( *c
== '+' || *c
== '-' )
393 arrpush( map
.io
, cx
+ map
.y
*map
.x
);
394 row
[ cx
++ ].flags
= *c
== '+'? CELL_FLAG_INPUT
: CELL_FLAG_OUTPUT
;
399 row
[ cx
++ ].flags
= CELL_FLAG_WALL
;
403 row
[ cx
++ ].flags
= 0x00;
410 // Origin top left corner
411 map
.origin
[0] = -((float)map
.x
) * 0.5f
;
412 map
.origin
[2] = -((float)map
.y
) * 0.5f
;
414 float *offset_array
= (float *)malloc( map
.x
*map
.y
*2*sizeof(float) );
416 for( int y
= 0; y
< map
.y
; y
++ )
418 for( int x
= 0; x
< map
.x
; x
++ )
420 float *coord
= offset_array
+ (y
*map
.x
+x
)*2;
426 glBindBuffer( GL_ARRAY_BUFFER
, map
.tiles_vbo
);
427 glBufferSubData( GL_ARRAY_BUFFER
, 16*sizeof(float), map
.x
*map
.y
*2*sizeof(float), offset_array
);
429 free( offset_array
);
430 vg_success( "Map loaded! (%u:%u)\n", map
.x
, map
.y
);
434 static int map_tile_availible( int co
[2] )
436 // Extract 5x5 grid surrounding tile
438 for( int y
= vg_max( co
[1]-2, 0 ); y
< vg_min( map
.y
, co
[1]+3 ); y
++ )
439 for( int x
= vg_max( co
[0]-2, 0 ); x
< vg_min( map
.x
, co
[0]+3 ); x
++ )
441 struct cell
*cell
= map_tile( (int[2]){ x
, y
} );
443 if( cell
&& (cell
->flags
& CELL_FLAG_WALKABLE
) )
444 blob
|= 0x1 << ((y
-(co
[1]-2))*5 + x
-(co
[0]-2));
447 // Run filter over center 3x3 grid to check for invalid configurations
448 int kernel
[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
449 for( int i
= 0; i
< vg_list_size(kernel
); i
++ )
451 if( blob
& (0x1 << (6+kernel
[i
])) )
453 // (reference window: 0x1CE7) Illegal moves
462 u32 invalid
[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
463 u32 window
= blob
>> kernel
[i
];
465 for( int j
= 0; j
< vg_list_size(invalid
); j
++ )
466 if((window
& invalid
[j
]) == invalid
[j
])
477 float ratio
= (float)vg_window_y
/ (float)vg_window_x
;
478 float const size
= 7.5f
;
479 glm_ortho( -size
, size
, -size
*ratio
, size
*ratio
, 0.01f
, 150.f
, m_projection
);
481 glm_mat4_identity( m_view
);
482 glm_translate_z( m_view
, -10.f
);
483 glm_rotate_x( m_view
, 1.5708f
, m_view
);
485 glm_mat4_mul( m_projection
, m_view
, vg_pv
);
487 // Compute map update
488 for( int y
= 0; y
< map
.y
; y
++ )
490 for( int x
= 0; x
< map
.x
; x
++ )
492 struct cell
*tile
, *upper
, *lower
, *l
, *r
;
493 tile
= map_tile_at( (int [2]){ x
, y
} );
494 tile
->flags
&= ~(CELL_FLAG_SPLIT
|CELL_FLAG_MERGE
|CELL_FLAG_UPLVL
);
496 if( tile
->flags
& CELL_FLAG_WALKABLE
)
498 r
= map_tile_at_cond( (int[2]){ x
+1, y
}, CELL_FLAG_WALKABLE
);
499 l
= map_tile_at_cond( (int[2]){ x
-1, y
}, CELL_FLAG_WALKABLE
);
503 upper
= map_tile_at_cond( (int[2]){ x
, y
-1 }, CELL_FLAG_WALKABLE
);
504 lower
= map_tile_at_cond( (int[2]){ x
, y
+1 }, CELL_FLAG_WALKABLE
);
508 tile
->flags
|= CELL_FLAG_MERGE
| CELL_FLAG_UPLVL
;
513 tile
->flags
|= CELL_FLAG_SPLIT
;
514 l
->flags
|= CELL_FLAG_UPLVL
;
515 r
->flags
|= CELL_FLAG_UPLVL
;
522 // Compute classification
526 for( int i = 0; i < arrlen( map.io ); i ++ )
528 struct *cell cell = &map.cells[ map.io ];
531 if( cell->flags & CELL_FLAG_INPUT )
533 map_tile_coords_from_index( map.io, coords );
534 map_stack_init( coords );
538 if( cell->flags & CELL_FLAG_CONNECTOR )
543 while( (cell = map_stack_next()) );
552 vec4 vp
= { 0.f
, 0.f
, vg_window_x
, vg_window_y
};
553 glm_mat4_inv( vg_pv
, pv_inverse
);
554 glm_unprojecti( (vec3
){ vg_mouse_x
, vg_window_y
-vg_mouse_y
, -1.f
}, pv_inverse
, vp
, ray_dir
);
555 glm_unprojecti( (vec3
){ vg_mouse_x
, vg_window_y
-vg_mouse_y
, 0.f
}, pv_inverse
, vp
, ray_origin
);
556 glm_vec3_sub( ray_dir
, ray_origin
, ray_dir
);
558 // Get floor tile intersection
559 float ray_t
= -ray_origin
[1] / ray_dir
[1];
562 glm_vec3_copy( ray_origin
, tile_pos
);
563 glm_vec3_muladds( ray_dir
, ray_t
, tile_pos
);
564 glm_vec3_sub( tile_pos
, map
.origin
, tile_pos
);
566 int tile_x
= floorf( tile_pos
[0] );
567 int tile_y
= floorf( tile_pos
[2] );
569 map
.selected
= map_tile_at( (int [2]){tile_x
, tile_y
} );
573 static int fish_counter
= 0;
576 if( fish_counter
> 20 )
580 // Advance characters
581 for( int i
= 0; i
< map
.num_fishes
; i
++ )
583 struct fish
*fish
= map
.fishes
+ i
;
588 struct cell
*tile
, *next
;
589 tile
= map_tile_at( fish
->co
);
591 if( tile
->flags
& CELL_FLAG_OUTPUT
)
593 vg_info( "Fish got zucced (%d)\n", i
);
599 if( tile
->flags
& CELL_FLAG_SPLIT
)
602 int new_dir
[][2] = { {0,-1},{1,0},{-1,0} };
605 for( int j
= 0; j
< 3; j
++ )
607 test_dir
= new_dir
[ tile
->state
];
608 tile
->state
= (tile
->state
+1)%3;
610 next
= map_tile_at( (int[2]){ fish
->co
[0]+test_dir
[0], fish
->co
[1]+test_dir
[1] } );
611 if( next
&& (next
->flags
& (CELL_FLAG_WALKABLE
)) )
613 fish
->dir
[0] = test_dir
[0];
614 fish
->dir
[1] = test_dir
[1];
621 next
= map_tile_at( (int[2]){ fish
->co
[0]+fish
->dir
[0], fish
->co
[1]+fish
->dir
[1] } );
622 if( !next
|| (next
&& !(next
->flags
& CELL_FLAG_WALKABLE
)) )
630 vg_info( "Fish died! (%d)\n", i
);
636 fish
->co
[0] += fish
->dir
[0];
637 fish
->co
[1] += fish
->dir
[1];
641 for( int i
= 0; i
< arrlen( map
.io
); i
++ )
643 struct cell
*input
= &map
.cells
[ map
.io
[i
] ];
645 if( input
->flags
& CELL_FLAG_INPUT
)
647 if( input
->state
< arrlen( input
->conditions
) )
649 struct fish
*fish
= &map
.fishes
[ map
.num_fishes
];
650 map_tile_coords_from_index( map
.io
[i
], fish
->co
);
652 int output_dirs
[][2] = { {0,-1}, {-1,0}, {1,0} };
655 for( int i
= 0; i
< vg_list_size( output_dirs
); i
++ )
657 int *dir
= output_dirs
[i
];
658 struct cell
*next
= map_tile_at( (int[2]){ fish
->co
[0]+dir
[0], fish
->co
[1]+dir
[1] } );
659 if( next
&& next
->flags
& CELL_FLAG_CANAL
)
661 fish
->dir
[0] = dir
[0];
662 fish
->dir
[1] = dir
[1];
677 vg_info( "There are now %u active fish\n", map
.num_fishes
);
680 if( vg_get_button_down( "go" ) )
685 vg_info( "Ending!\n" );
690 if( vg_get_button_down( "go" ) )
695 for( int i
= 0; i
< map
.x
*map
.y
; i
++ )
696 map
.cells
[ i
].state
= 0;
698 vg_info( "Starting!\n" );
703 map
.select_valid
= map_tile_availible( (int[2]){ tile_x
, tile_y
} );
705 if( map
.select_valid
)
707 if( vg_get_button_down("primary") )
709 if( map
.selected
->flags
& CELL_FLAG_CANAL
)
711 map
.selected
->flags
&= ~(CELL_FLAG_CANAL
);
715 map
.selected
->flags
|= CELL_FLAG_CANAL
;
728 glViewport( 0,0, vg_window_x
, vg_window_y
);
730 //glEnable( GL_DEPTH_TEST );
731 glClearColor( 0.94f
, 0.94f
, 0.94f
, 1.0f
);
732 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
735 glBindVertexArray( tile_vao );
737 SHADER_USE( colour_shader );
738 glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
740 for( int y = 0; y < map.y; y ++ )
742 for( int x = 0; x < map.x; x ++ )
744 glm_mat4_identity( m_mdl );
745 glm_translate( m_mdl,
747 map.origin[0] + (float)x,
749 map.origin[2] + (float)y
752 glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
754 struct cell *cell = &map.cells[ y*map.x+x ];
756 vec4 colour = { 0.7f, 0.7f, 0.7f, 1.f };
758 if( cell->flags & CELL_FLAG_INPUT ) glm_vec3_copy( (vec3){ 0.9f,0.5f,0.5f }, colour );
759 else if( cell->flags & CELL_FLAG_OUTPUT ) glm_vec3_copy( (vec3){ 0.5f,0.9f,0.5f }, colour );
760 else if( cell->flags & CELL_FLAG_WALL ) glm_vec3_copy( (vec3){ 0.1f,0.1f,0.1f }, colour );
761 else if( cell->flags & CELL_FLAG_CANAL ) glm_vec3_copy( (vec3){ 0.5f,0.5f,0.8f }, colour );
763 if( cell->flags & CELL_FLAG_SPLIT )
764 glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour );
765 else if( cell->flags & CELL_FLAG_MERGE )
766 glm_vec3_copy( (vec3){ 0.f, 0.6f, 0.8f }, colour );
768 if( map.selected == cell )
770 if( !map.select_valid )
771 glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour );
773 float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
774 glm_vec3_scale( colour, flash, colour );
777 glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour );
778 glDrawArrays( GL_TRIANGLES, 0, 6 );
782 glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f );
784 for( int i = 0; i < map.num_fishes; i ++ )
786 struct fish *fish = map.fishes + i;
790 glm_mat4_identity( m_mdl );
791 glm_translate( m_mdl,
793 map.origin[0] + (float)fish->co[0] + 0.5f,
795 map.origin[2] + (float)fish->co[1] + 0.5f
798 glm_scale_uni( m_mdl, 0.2f );
799 glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
800 glDrawArrays( GL_TRIANGLES, 0, 6 );
805 glBindVertexArray( map
.tiles_vao
);
809 SHADER_USE( tilemap_shader
);
810 glUniformMatrix4fv( SHADER_UNIFORM( tilemap_shader
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
812 glUniform1i( SHADER_UNIFORM( tilemap_shader
, "uTexTiles" ), 0 );
813 glActiveTexture( GL_TEXTURE0
);
814 glBindTexture( GL_TEXTURE_2D
, map
.tile_texture
);
816 glUniform1i( SHADER_UNIFORM( tilemap_shader
, "uTexRipples" ), 1 );
817 glActiveTexture( GL_TEXTURE1
);
818 glBindTexture( GL_TEXTURE_2D
, map
.flow_texture
);
820 glUniform2f( SHADER_UNIFORM( tilemap_shader
, "uOrigin" ), map
.origin
[0], map
.origin
[2] );
821 glUniform1f( SHADER_UNIFORM( tilemap_shader
, "uTime" ), vg_time
* 0.5f
);
823 glDrawArraysInstanced( GL_TRIANGLES
, 0, 6, map
.x
*map
.y
);
826 void vg_register(void)
828 SHADER_INIT( colour_shader
);
829 SHADER_INIT( tilemap_shader
);
834 glGenVertexArrays( 1, &tile_vao
);
835 glGenBuffers( 1, &tile_vbo
);
839 0.0f
, 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
,
840 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
, 0.0f
,
843 0.0f
, 0.0f
, 0.0f
, 0.0f
846 glBindVertexArray( tile_vao
);
847 glBindBuffer( GL_ARRAY_BUFFER
, tile_vbo
);
856 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
857 glEnableVertexAttribArray( 0 );
861 // Create map buffers
862 glGenVertexArrays( 1, &map
.tiles_vao
);
863 glGenBuffers( 1, &map
.tiles_vbo
);
865 glBindVertexArray( map
.tiles_vao
);
866 glBindBuffer( GL_ARRAY_BUFFER
, map
.tiles_vbo
);
867 glBufferData( GL_ARRAY_BUFFER
,
868 sizeof( quad_mesh
) +
869 sizeof( float )*2 * 1024 +
870 sizeof( u8
)*4 * 1024,
875 glBufferSubData( GL_ARRAY_BUFFER
, 0, sizeof( quad_mesh
), quad_mesh
);
878 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2*sizeof(float), (void*)0 );
879 glEnableVertexAttribArray( 0 );
881 // Offset, data arrays (instancing)
882 glVertexAttribPointer( 1, 2, GL_FLOAT
, GL_FALSE
, 2*sizeof(float), (void*)(sizeof(quad_mesh
)) );
883 glEnableVertexAttribArray( 1 );
884 glVertexAttribDivisor( 1, 1 );
886 glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE
, GL_FALSE
, 4, (void*)(sizeof(quad_mesh
)+sizeof(float)*2*1024) );
887 glEnableVertexAttribArray( 2 );
888 glVertexAttribDivisor( 2, 1 );
890 map
.tile_texture
= vg_tex2d_rgba( "textures/rivertiles_flowm.tga" );
894 map
.flow_texture
= vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
914 glDeleteVertexArrays( 1, &tile_vao
);
915 glDeleteVertexArrays( 1, &map
.tiles_vao
);
917 glDeleteBuffers( 1, &tile_vbo
);
918 glDeleteBuffers( 1, &map
.tiles_vbo
);
920 glDeleteTextures( 1, &map
.tile_texture
);
921 glDeleteTextures( 1, &map
.flow_texture
);