dynamic background hsader
[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[] =
8 {
9 // Level 0
10 "#########;\n"
11 "###-#####;acac\n"
12 "## ##;\n"
13 "## ##;\n"
14 "## ##;\n"
15 "## ##;\n"
16 "#####+###;acac\n"
17 "#########;\n",
18
19 // Level 1
20 "#########;\n"
21 "##-###-##;b,b\n"
22 "## ##;\n"
23 "## ##;\n"
24 "## ##;\n"
25 "## ##;\n"
26 "## ##;\n"
27 "####+####;bb\n"
28 "#########;\n",
29
30 // Level 2
31 "###########;\n"
32 "#####-#####;bbbbb\n"
33 "## ##;\n"
34 "## ###;\n"
35 "## # ##;\n"
36 "## ##;\n"
37 "###+##+####;bbb,bb\n"
38 "###########;\n",
39
40 // Level 3
41 "#############;\n"
42 "###-#####-###;a,aaa\n"
43 "## ##;\n"
44 "## ##;\n"
45 "## ##;\n"
46 "## ##;\n"
47 "## ##;\n"
48 "## ##;\n"
49 "######+######;aaaa\n"
50 "#############;\n",
51
52 // Level 4
53 "#############;\n"
54 "###-#####-###;aaa,aa\n"
55 "## ##;\n"
56 "## ##;\n"
57 "## ##;\n"
58 "## ##;\n"
59 "## ##;\n"
60 "## ##;\n"
61 "###+#####+###;aa,aaa\n"
62 "#############;\n",
63
64 // Level 5
65 "###############;\n"
66 "####-##########;abcb\n"
67 "## ##;\n"
68 "## ##;\n"
69 "## ##;\n"
70 "## ##;\n"
71 "## ##;\n"
72 "## ##;\n"
73 "## ##;\n"
74 "## ##;\n"
75 "## ##;\n"
76 "##########+####;bcba\n"
77 "###############;\n"
78 };
79
80 m3x3f m_projection;
81 m3x3f m_view;
82 m3x3f m_mdl;
83
84 #define FLAG_INPUT 0x1
85 #define FLAG_OUTPUT 0x2
86 #define FLAG_CANAL 0x4
87 #define FLAG_WALL 0x8
88 #define FLAG_FLIP_FLOP 0x100
89 #define FLAG_FLIP_ROTATING 0x200
90
91 /*
92 0000 0 | 0001 1 | 0010 2 | 0011 3
93 | | | | |
94 X | X= | X | X=
95 | | |
96 0100 4 | 0101 5 | 0110 6 | 0111 7
97 | | | | |
98 =X | =X= | =X | =X=
99 | | |
100 1000 8 | 1001 9 | 1010 10 | 1011 11
101 | | | | |
102 X | X= | X | X=
103 | | | | | | |
104 1100 12 | 1101 13 | 1110 14 | 1111 15
105 | | | | |
106 =X | =X= | =X | =X=
107 | | | | | | |
108 */
109
110 enum cell_type
111 {
112 k_cell_type_ramp_right = 3,
113 k_cell_type_ramp_left = 6,
114 k_cell_type_split = 7,
115 k_cell_type_merge = 13
116 };
117
118 v3f colour_sets[] =
119 { { 0.9f, 0.6f, 0.20f },
120 { 0.2f, 0.9f, 0.14f },
121 { 0.4f, 0.8f, 1.00f } };
122
123 static void colour_code_v3( char cc, v3f target )
124 {
125 if( cc >= 'a' && cc <= 'z' )
126 {
127 int id = cc - 'a';
128
129 if( id < vg_list_size( colour_sets ) )
130 {
131 v3_copy( colour_sets[ id ], target );
132 return;
133 }
134 }
135
136 v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
137 }
138
139 struct mesh
140 {
141 GLuint vao, vbo;
142 u32 elements;
143 };
144
145 static void init_mesh( struct mesh *m, float *tris, u32 length )
146 {
147 m->elements = length/3;
148 glGenVertexArrays( 1, &m->vao );
149 glGenBuffers( 1, &m->vbo );
150
151 glBindVertexArray( m->vao );
152 glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
153 glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
154
155 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
156 glEnableVertexAttribArray( 0 );
157
158 VG_CHECK_GL();
159 }
160
161 static void free_mesh( struct mesh *m )
162 {
163 glDeleteVertexArrays( 1, &m->vao );
164 glDeleteBuffers( 1, &m->vbo );
165 }
166
167 static void draw_mesh( int const start, int const count )
168 {
169 glDrawArrays( GL_TRIANGLES, start*3, count*3 );
170 }
171
172 static void use_mesh( struct mesh *m )
173 {
174 glBindVertexArray( m->vao );
175 }
176
177 struct world
178 {
179 struct cell
180 {
181 u32 state;
182 u8 config;
183 }
184 *data;
185
186 u32 frame;
187
188 u32 sim_frame;
189 float sim_start;
190 int simulating;
191
192 float frame_lerp;
193
194 struct cell_terminal
195 {
196 // TODO: Split into input/output structures
197 char *conditions;
198 char recv[12];
199 int recv_count;
200 int id;
201 }
202 *io;
203
204 u32 w, h;
205
206 struct mesh tile, circle;
207
208 GLuint background_data;
209 GLuint random_samples;
210
211 int selected, tile_x, tile_y;
212 v2f tile_pos;
213
214 struct fish
215 {
216 v2i pos;
217 v2i dir;
218 int alive;
219 char payload;
220 float death_time;
221 v2f physics_v;
222 v2f physics_co;
223 }
224 fishes[16];
225
226 int num_fishes;
227 } world = {};
228
229 static void map_free(void)
230 {
231 for( int i = 0; i < arrlen( world.io ); i ++ )
232 arrfree( world.io[ i ].conditions );
233
234 arrfree( world.data );
235 arrfree( world.io );
236
237 world.w = 0;
238 world.h = 0;
239 world.data = NULL;
240 world.io = NULL;
241 }
242
243 static void map_reclassify( v2i start, v2i end, int update_texbuffer );
244 static int map_load( const char *str )
245 {
246 map_free();
247
248 char const *c = str;
249
250 // Scan for width
251 for(;; world.w ++)
252 {
253 if( str[world.w] == ';' )
254 break;
255 else if( !str[world.w] )
256 {
257 vg_error( "Unexpected EOF when parsing level\n" );
258 return 0;
259 }
260 }
261
262 struct cell *row = arraddnptr( world.data, world.w );
263 int cx = 0;
264 int reg_start = 0, reg_end = 0;
265
266 for(;;)
267 {
268 if( !*c )
269 break;
270
271 if( *c == ';' )
272 {
273 c ++;
274
275 // Parse attribs
276 if( *c != '\n' )
277 {
278 while( *c )
279 {
280 if( reg_start < reg_end )
281 {
282 if( *c >= 'a' && *c <= 'z' )
283 {
284 arrpush( world.io[ reg_start ].conditions, *c );
285 }
286 else
287 {
288 if( *c == ',' || *c == '\n' )
289 {
290 reg_start ++;
291
292 if( *c == '\n' )
293 break;
294 }
295 else
296 {
297 vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
298 return 0;
299 }
300 }
301 }
302 else
303 {
304 vg_error( "Too many values to assign (row: %u)\n", world.h );
305 return 0;
306 }
307
308 c ++;
309 }
310 }
311
312 if( reg_start != reg_end )
313 {
314 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
315 return 0;
316 }
317
318 if( cx != world.w )
319 {
320 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
321 return 0;
322 }
323
324 row = arraddnptr( world.data, world.w );
325 cx = 0;
326 world.h ++;
327 reg_end = reg_start = arrlen( world.io );
328 }
329 else
330 {
331 if( cx == world.w )
332 {
333 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
334 return 0;
335 }
336
337 // Tile initialization
338 // row[ cx ] .. etc
339
340 if( *c == '+' || *c == '-' )
341 {
342 struct cell_terminal term = { .id = cx + world.h*world.w };
343 arrpush( world.io, term );
344 row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
345 reg_end ++;
346 }
347 else if( *c == '#' )
348 {
349 row[ cx ++ ].state = FLAG_WALL;
350 }
351 else
352 {
353 row[ cx ++ ].state = 0x00;
354 }
355 }
356
357 c ++;
358 }
359
360 // Update data texture to fill out the background
361 {
362 u8 info_buffer[64*64*4];
363 for( int i = 0; i < 64*64; i ++ )
364 {
365 u8 *px = &info_buffer[i*4];
366 px[0] = 255;
367 px[1] = 0;
368 px[2] = 0;
369 px[3] = 0;
370 }
371
372 glBindTexture( GL_TEXTURE_2D, world.background_data );
373 glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
374 }
375
376 map_reclassify( NULL, NULL, 1 );
377 vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
378 return 1;
379 }
380
381 static struct cell *pcell( v2i pos )
382 {
383 return &world.data[ pos[1]*world.w + pos[0] ];
384 }
385
386 int main( int argc, char *argv[] )
387 {
388 vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
389 }
390
391 void vg_start(void)
392 {
393 // Quad mesh
394 {
395 float quad_mesh[] =
396 {
397 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
398 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
399
400 0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
401 0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
402 0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left
403 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up
404 0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
405 };
406
407 init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
408 }
409
410 // Circle mesh
411 {
412 float circle_mesh[32*6*3];
413 int res = vg_list_size( circle_mesh ) / (6*3);
414
415 for( int i = 0; i < res; i ++ )
416 {
417 v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
418 v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
419
420 circle_mesh[ i*6+0 ] = 0.0f;
421 circle_mesh[ i*6+1 ] = 0.0f;
422
423 v2_copy( v0, circle_mesh + 32*6 + i*12 );
424 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
425 v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
426
427 v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
428 v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
429 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
430
431 v2_copy( v0, circle_mesh + i*6+4 );
432 v2_copy( v1, circle_mesh + i*6+2 );
433 v2_copy( v0, circle_mesh+i*6+4 );
434 v2_copy( v1, circle_mesh+i*6+2 );
435 }
436
437 init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
438 }
439
440 // Create info data texture
441 {
442 glGenTextures( 1, &world.background_data );
443 glBindTexture( GL_TEXTURE_2D, world.background_data );
444 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
445 vg_tex2d_nearest();
446 }
447
448 // Create random smaples texture
449 {
450 u8 *data = malloc(512*512*2);
451 for( int i = 0; i < 512*512*2; i ++ )
452 data[ i ] = rand()/(RAND_MAX/255);
453
454 glGenTextures( 1, &world.random_samples );
455 glBindTexture( GL_TEXTURE_2D, world.random_samples );
456 glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
457 vg_tex2d_linear();
458 vg_tex2d_repeat();
459
460 free( data );
461 }
462
463 resource_load_main();
464
465 map_load( level_pack[ 0 ] );
466 }
467
468 void vg_free(void)
469 {
470 resource_free_main();
471
472 glDeleteTextures( 1, &world.background_data );
473 glDeleteTextures( 1, &world.random_samples );
474
475 free_mesh( &world.tile );
476 free_mesh( &world.circle );
477
478 map_free();
479 }
480
481 static int cell_interactive( v2i co )
482 {
483 // Bounds check
484 if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 )
485 return 0;
486
487 // Flags check
488 if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
489 return 0;
490
491 // List of 3x3 configurations that we do not allow
492 static u32 invalid_src[][9] =
493 {
494 { 0,1,0,
495 1,1,1,
496 0,1,0
497 },
498 { 0,0,0,
499 0,1,1,
500 0,1,1
501 },
502 { 0,0,0,
503 1,1,0,
504 1,1,0
505 },
506 { 0,1,1,
507 0,1,1,
508 0,0,0
509 },
510 { 1,1,0,
511 1,1,0,
512 0,0,0
513 },
514 { 0,1,0,
515 0,1,1,
516 0,1,0
517 },
518 { 0,1,0,
519 1,1,0,
520 0,1,0
521 }
522 };
523
524 // Statically compile invalid configurations into bitmasks
525 static u32 invalid[ vg_list_size(invalid_src) ];
526
527 for( int i = 0; i < vg_list_size(invalid_src); i ++ )
528 {
529 u32 comped = 0x00;
530
531 for( int j = 0; j < 3; j ++ )
532 for( int k = 0; k < 3; k ++ )
533 comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
534
535 invalid[i] = comped;
536 }
537
538 // Extract 5x5 grid surrounding tile
539 u32 blob = 0x1000;
540 for( int y = co[1]-2; y < co[1]+3; y ++ )
541 for( int x = co[0]-2; x < co[0]+3; x ++ )
542 {
543 struct cell *cell = pcell((v2i){x,y});
544
545 if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
546 blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
547 }
548
549 // Run filter over center 3x3 grid to check for invalid configurations
550 int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
551 for( int i = 0; i < vg_list_size(kernel); i ++ )
552 {
553 if( blob & (0x1 << (6+kernel[i])) )
554 {
555 u32 window = blob >> kernel[i];
556
557 for( int j = 0; j < vg_list_size(invalid); j ++ )
558 if((window & invalid[j]) == invalid[j])
559 return 0;
560 }
561 }
562
563 return 1;
564 }
565
566 static void map_reclassify( v2i start, v2i end, int update_texbuffer )
567 {
568 v2i full_start = { 1,1 };
569 v2i full_end = { world.w-1, world.h-1 };
570
571 if( !start || !end )
572 {
573 start = full_start;
574 end = full_end;
575 }
576
577 // Texture data
578 u8 info_buffer[64*64*4];
579 u32 pixel_id = 0;
580
581 int px0 = vg_max( start[0], full_start[0] ),
582 px1 = vg_min( end[0], full_end[0] ),
583 py0 = vg_max( start[1], full_start[1] ),
584 py1 = vg_min( end[1], full_end[1] );
585
586 for( int y = py0; y < py1; y ++ )
587 {
588 for( int x = px0; x < px1; x ++ )
589 {
590 struct cell *cell = pcell((v2i){x,y});
591
592 v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
593
594 u8 height = 0;
595 u8 config = 0x00;
596
597 if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
598 {
599 for( int i = 0; i < vg_list_size( dirs ); i ++ )
600 {
601 struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
602 if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
603 config |= 0x1 << i;
604 }
605
606 height = 128;
607 }
608 else
609 {
610 if( cell->state & FLAG_WALL )
611 height = 255;
612
613 config = 0xF;
614 }
615
616 pcell((v2i){x,y})->config = config;
617
618 u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
619 info_px[0] = height;
620 info_px[1] = cell->state & FLAG_WALL? 0: 255;
621 info_px[2] = 0;
622 info_px[3] = 0;
623 }
624 }
625
626 if( update_texbuffer )
627 {
628 glBindTexture( GL_TEXTURE_2D, world.background_data );
629 glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
630 }
631 }
632
633 v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
634 v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
635 v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
636 v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
637
638 v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
639 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}};
640
641 float const curve_7_linear_section = 0.1562f;
642
643 void vg_update(void)
644 {
645 static int curlevel = 0;
646 int changelvl = curlevel;
647 if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
648 else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
649
650 if( changelvl != curlevel )
651 {
652 map_load( level_pack[ changelvl ] );
653 curlevel = changelvl;
654
655 // TEMP!!! code dupe
656 world.simulating = 0;
657 world.num_fishes = 0;
658 world.sim_frame = 0;
659
660 for( int i = 0; i < arrlen( world.io ); i ++ )
661 world.io[i].recv_count = 0;
662
663 vg_info( "Stopping simulation!\n" );
664 }
665
666 // Fit within screen
667
668 float r1 = (float)vg_window_y / (float)vg_window_x,
669 r2 = (float)world.h / (float)world.w,
670 size;
671
672 size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f;
673 m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
674
675 v3f origin;
676 origin[0] = floorf( -0.5f * world.w );
677 origin[1] = floorf( -0.5f * world.h );
678 origin[2] = 0.0f;
679
680 m3x3_identity( m_view );
681 m3x3_translate( m_view, origin );
682 m3x3_mul( m_projection, m_view, vg_pv );
683 vg_projection_update();
684
685 // Input stuff
686 v2_copy( vg_mouse_ws, world.tile_pos );
687
688 world.tile_x = floorf( world.tile_pos[0] );
689 world.tile_y = floorf( world.tile_pos[1] );
690
691 // Tilemap editing
692 if( !world.simulating )
693 {
694 if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
695 {
696 world.selected = world.tile_y * world.w + world.tile_x;
697
698 if( vg_get_button_down("primary") )
699 {
700 world.data[ world.selected ].state ^= FLAG_CANAL;
701
702 if( world.data[ world.selected ].state & FLAG_CANAL )
703 sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
704 else
705 sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
706
707 map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
708 (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
709 }
710 }
711 else
712 world.selected = -1;
713 }
714 else world.selected = -1;
715
716 // Simulation stop/start
717 if( vg_get_button_down("go") )
718 {
719 if( world.simulating )
720 {
721 world.simulating = 0;
722 world.num_fishes = 0;
723 world.sim_frame = 0;
724
725 for( int i = 0; i < arrlen( world.io ); i ++ )
726 world.io[i].recv_count = 0;
727
728 vg_info( "Stopping simulation!\n" );
729
730 sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
731 }
732 else
733 {
734 vg_success( "Starting simulation!\n" );
735
736 sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
737
738 world.simulating = 1;
739 world.num_fishes = 0;
740 world.sim_frame = 0;
741 world.sim_start = vg_time;
742
743 for( int i = 0; i < world.w*world.h; i ++ )
744 {
745 world.data[ i ].state &= ~FLAG_FLIP_FLOP;
746 }
747
748 for( int i = 0; i < arrlen( world.io ); i ++ )
749 world.io[i].recv_count = 0;
750 }
751 }
752
753 // Fish ticks
754 if( world.simulating )
755 {
756 while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
757 {
758 //vg_info( "frame: %u\n", world.sim_frame );
759 sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
760
761 // Update splitter deltas
762 for( int i = 0; i < world.h*world.w; i ++ )
763 {
764 struct cell *cell = &world.data[i];
765 if( cell->config == k_cell_type_split )
766 {
767 cell->state &= ~FLAG_FLIP_ROTATING;
768 }
769 }
770
771 // Update fish positions
772 for( int i = 0; i < world.num_fishes; i ++ )
773 {
774 struct fish *fish = &world.fishes[i];
775 struct cell *cell_current = pcell( fish->pos );
776
777 if( fish->alive == -1 )
778 fish->alive = 0;
779
780 if( fish->alive != 1 )
781 continue;
782
783 // Apply to output
784 if( cell_current->state & FLAG_OUTPUT )
785 {
786 for( int j = 0; j < arrlen( world.io ); j ++ )
787 {
788 struct cell_terminal *term = &world.io[j];
789
790 if( term->id == fish->pos[1]*world.w + fish->pos[0] )
791 {
792 term->recv[ term->recv_count ++ ] = fish->payload;
793 break;
794 }
795 }
796
797 fish->alive = 0;
798 continue;
799 }
800
801 if( cell_current->config == k_cell_type_split )
802 {
803 // Flip flop L/R
804 fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
805 fish->dir[1] = 0;
806
807 cell_current->state ^= FLAG_FLIP_FLOP;
808 }
809 else if( cell_current->config == k_cell_type_merge )
810 {
811 // Can only move up
812 fish->dir[0] = 0;
813 fish->dir[1] = -1;
814 }
815 else
816 {
817 struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
818 if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
819 {
820 // Try other directions for valid, so down, left, right..
821 v2i dirs[] = {{1,0},{-1,0},{0,-1}};
822 vg_info( "Trying some other directions...\n" );
823
824 for( int j = 0; j < vg_list_size(dirs); j ++ )
825 {
826 if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
827 continue;
828
829 if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
830 {
831 fish->dir[0] = dirs[j][0];
832 fish->dir[1] = dirs[j][1];
833 }
834 }
835 }
836 }
837
838 fish->pos[0] += fish->dir[0];
839 fish->pos[1] += fish->dir[1];
840
841 struct cell *cell_entry = pcell( fish->pos );
842
843 if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
844 fish->alive = 0;
845 else
846 {
847 if( fish->dir[0] )
848 {
849 if( cell_entry->config == k_cell_type_split ||
850 cell_entry->config == k_cell_type_ramp_right ||
851 cell_entry->config == k_cell_type_ramp_left )
852 {
853 // Special death (FALL)
854 v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
855 v2_divs( fish->physics_v, vg_time_delta, fish->physics_v );
856
857 fish->alive = -2;
858 vg_warn( "Special death (fall)\n" );
859 continue;
860 }
861 }
862
863 if( cell_entry->config == k_cell_type_split )
864 {
865 sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
866 cell_entry->state |= FLAG_FLIP_ROTATING;
867 }
868 }
869 }
870
871 // Check for collisions
872 for( int i = 0; i < world.num_fishes; i ++ )
873 {
874 if( world.fishes[i].alive == 1 )
875 {
876 for( int j = i+1; j < world.num_fishes; j ++ )
877 {
878 if( (world.fishes[j].alive == 1) && (world.fishes[i].pos[0] == world.fishes[j].pos[0]) &&
879 (world.fishes[i].pos[1] == world.fishes[j].pos[1]) )
880 {
881 // Shatter death (+0.5s)
882 world.fishes[i].alive = -1;
883 world.fishes[j].alive = -1;
884 world.fishes[i].death_time = 0.5f;
885 world.fishes[j].death_time = 0.5f;
886 }
887 }
888 }
889 }
890
891 // Spawn fishes
892 for( int i = 0; i < arrlen( world.io ); i ++ )
893 {
894 struct cell_terminal *term = &world.io[ i ];
895 int posx = term->id % world.w;
896 int posy = (term->id - posx)/world.w;
897 int is_input = world.data[ term->id ].state & FLAG_INPUT;
898
899 if( is_input )
900 {
901 if( world.sim_frame < arrlen( term->conditions ) )
902 {
903 struct fish *fish = &world.fishes[world.num_fishes++];
904 fish->pos[0] = posx;
905 fish->pos[1] = posy;
906 fish->alive = 1;
907 fish->payload = term->conditions[world.sim_frame];
908
909 int can_spawn = 0;
910
911 v2i dirs[] = {{1,0},{-1,0},{0,-1}};
912 for( int j = 0; j < vg_list_size(dirs); j ++ )
913 if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
914 {
915 fish->dir[0] = dirs[j][0];
916 fish->dir[1] = dirs[j][1];
917 can_spawn = 1;
918 break;
919 }
920
921 if( !can_spawn )
922 world.num_fishes--;
923 }
924 }
925 }
926
927 world.sim_frame ++;
928 }
929
930 float scaled_time = 0.0f;
931 scaled_time = (vg_time-world.sim_start)*2.0f;
932 world.frame_lerp = scaled_time - (float)world.sim_frame;
933
934 // Update positions
935 for( int i = 0; i < world.num_fishes; i ++ )
936 {
937 struct fish *fish = &world.fishes[i];
938
939 if( fish->alive == 0 )
940 continue;
941
942 if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
943 continue; // Todo: particle thing?
944
945 if( fish->alive == -2 )
946 {
947 v2_muladds( fish->physics_v, (v2f){ 0.0, -9.8f }, vg_time_delta, fish->physics_v );
948 v2_muladds( fish->physics_co, fish->physics_v, vg_time_delta, fish->physics_co );
949 }
950 else
951 {
952 struct cell *cell = pcell(fish->pos);
953 v2f const *curve;
954
955 float t = world.frame_lerp;
956
957 v2_copy( fish->physics_co, fish->physics_v );
958
959 switch( cell->config )
960 {
961 case 13:
962 if( fish->dir[0] == 1 )
963 curve = curve_12;
964 else
965 curve = curve_9;
966 break;
967 case 3: curve = curve_3; break;
968 case 6: curve = curve_6; break;
969 case 9: curve = curve_9; break;
970 case 12: curve = curve_12; break;
971 case 7:
972 if( t > curve_7_linear_section )
973 {
974 t -= curve_7_linear_section;
975 t *= (1.0f/(1.0f-curve_7_linear_section));
976
977 curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
978 }
979 else curve = NULL;
980 break;
981 default: curve = NULL; break;
982 }
983
984 if( curve )
985 {
986 float t2 = t * t;
987 float t3 = t * t * t;
988
989 float cA = 3.0f*t2 - 3.0f*t3;
990 float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
991 float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
992
993 fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
994 fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
995 fish->physics_co[0] += (float)fish->pos[0];
996 fish->physics_co[1] += (float)fish->pos[1];
997 }
998 else
999 {
1000 v2f origin;
1001 origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
1002 origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
1003
1004 fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
1005 fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
1006 }
1007 }
1008 }
1009 }
1010 }
1011
1012 static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
1013 {
1014 v2i full_start = { 0,0 };
1015 v2i full_end = { world.w, world.h };
1016
1017 if( !start || !end )
1018 {
1019 start = full_start;
1020 end = full_end;
1021 }
1022
1023 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
1024
1025 for( int y = start[1]; y < end[1]; y ++ )
1026 {
1027 for( int x = start[0]; x < end[0]; x ++ )
1028 {
1029 struct cell *cell = pcell((v2i){x,y});
1030 int selected = world.selected == y*world.w + x;
1031
1032 int tile_offsets[][2] =
1033 {
1034 {2, 0}, {0, 3}, {0, 2}, {2, 2},
1035 {1, 0}, {2, 3}, {3, 2}, {1, 3},
1036 {3, 1}, {0, 1}, {1, 2}, {2, 1},
1037 {1, 1}, {3, 3}, {2, 1}, {2, 1}
1038 };
1039
1040 int uv[2] = { 3, 0 };
1041
1042 if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
1043 {
1044 uv[0] = tile_offsets[ cell->config ][0];
1045 uv[1] = tile_offsets[ cell->config ][1];
1046 } else continue;
1047
1048 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
1049 if( selected )
1050 {
1051 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
1052 draw_mesh( 0, 2 );
1053 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
1054 }
1055 else
1056 draw_mesh( 0, 2 );
1057 }
1058 }
1059 }
1060
1061 void vg_render(void)
1062 {
1063 glViewport( 0,0, vg_window_x, vg_window_y );
1064
1065 glDisable( GL_DEPTH_TEST );
1066 glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
1067 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
1068
1069 v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
1070 v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
1071
1072 // TILE SET RENDERING
1073 // todo: just slam everything into a mesh...
1074 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1075 // in ~3 subBuffers
1076 // Currently we're uploading a fair amount of data every frame anyway.
1077 // NOTE: this is for final optimisations ONLY!
1078 // ======================================================================
1079
1080 use_mesh( &world.tile );
1081
1082 // Draw background
1083
1084 if(1){
1085
1086 SHADER_USE( shader_background );
1087 glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1088
1089 glActiveTexture( GL_TEXTURE0 );
1090 glBindTexture( GL_TEXTURE_2D, world.background_data );
1091 glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
1092
1093 glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
1094 glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
1095
1096 glActiveTexture( GL_TEXTURE1 );
1097 glBindTexture( GL_TEXTURE_2D, world.random_samples );
1098 glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
1099
1100 draw_mesh( 0, 2 );
1101
1102 }
1103
1104
1105 SHADER_USE( shader_tile_main );
1106
1107 m2x2f subtransform;
1108 m2x2_identity( subtransform );
1109 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1110 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1111 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
1112 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
1113
1114 glEnable(GL_BLEND);
1115 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1116 glBlendEquation(GL_FUNC_ADD);
1117
1118 // Bind textures
1119 vg_tex2d_bind( &tex_tile_data, 0 );
1120 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
1121
1122 vg_tex2d_bind( &tex_wood, 1 );
1123 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
1124
1125 render_tiles( NULL, NULL, colour_default, colour_default );
1126
1127
1128
1129 SHADER_USE( shader_ball );
1130 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1131
1132 vg_tex2d_bind( &tex_ball, 0 );
1133 glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
1134
1135 // Draw 'fish'
1136 if( world.simulating )
1137 {
1138 for( int i = 0; i < world.num_fishes; i ++ )
1139 {
1140 struct fish *fish = &world.fishes[i];
1141
1142 if( fish->alive == 0 )
1143 continue;
1144
1145 if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
1146 continue;
1147
1148 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
1149 colour_code_v3( fish->payload, dot_colour );
1150
1151 glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
1152 glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
1153 draw_mesh( 0, 32 );
1154 }
1155 }
1156
1157 SHADER_USE( shader_tile_main );
1158
1159 // Bind textures
1160 vg_tex2d_bind( &tex_tile_data, 0 );
1161 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
1162
1163 vg_tex2d_bind( &tex_wood, 1 );
1164 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
1165
1166 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
1167 render_tiles( NULL, NULL, colour_default, colour_selected );
1168
1169 // Draw splitters
1170
1171 for( int y = 0; y < world.h; y ++ )
1172 {
1173 for( int x = 0; x < world.w; x ++ )
1174 {
1175 struct cell *cell = pcell((v2i){x,y});
1176
1177 if( cell->config == k_cell_type_split )
1178 {
1179 float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
1180
1181 if( cell->state & FLAG_FLIP_ROTATING )
1182 {
1183 if( (world.frame_lerp > curve_7_linear_section) )
1184 {
1185 float const rotation_speed = 0.4f;
1186 if( (world.frame_lerp < 1.0f-rotation_speed) )
1187 {
1188 float t = world.frame_lerp - curve_7_linear_section;
1189 t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
1190 t += 1.0f;
1191
1192 rotation *= t;
1193 }
1194 else
1195 rotation *= -1.0f;
1196 }
1197 }
1198
1199 m2x2_create_rotation( subtransform, rotation );
1200
1201 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1202 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
1203 draw_mesh( 0, 2 );
1204 }
1205 }
1206 }
1207
1208 // Edit overlay
1209 if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
1210 {
1211 v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
1212 v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
1213
1214 world.data[ world.selected ].state ^= FLAG_CANAL;
1215 map_reclassify( new_begin, new_end, 0 );
1216
1217 m2x2_identity( subtransform );
1218 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
1219 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1220 glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
1221
1222 render_tiles( new_begin, new_end, colour_default, colour_default );
1223
1224 world.data[ world.selected ].state ^= FLAG_CANAL;
1225 map_reclassify( new_begin, new_end, 0 );
1226 }
1227
1228 //glDisable(GL_BLEND);
1229
1230 glDisable(GL_BLEND);
1231
1232 SHADER_USE( shader_tile_colour );
1233 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1234 use_mesh( &world.circle );
1235
1236 // Draw i/o arrays
1237 for( int i = 0; i < arrlen( world.io ); i ++ )
1238 {
1239 struct cell_terminal *term = &world.io[ i ];
1240 int posx = term->id % world.w;
1241 int posy = (term->id - posx)/world.w;
1242 int is_input = world.data[ term->id ].state & FLAG_INPUT;
1243
1244 int const filled_start = 0;
1245 int const filled_count = 32;
1246 int const empty_start = 32;
1247 int const empty_count = 32*2;
1248
1249 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
1250
1251 for( int j = 0; j < arrlen( term->conditions ); j ++ )
1252 {
1253 float y_offset = is_input? 1.2f: -0.2f;
1254 glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
1255
1256 if( is_input )
1257 {
1258 colour_code_v3( term->conditions[j], dot_colour );
1259 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1260
1261 // Draw filled if tick not passed, draw empty if empty
1262 if( world.sim_frame > j )
1263 draw_mesh( empty_start, empty_count );
1264 else
1265 draw_mesh( filled_start, filled_count );
1266 }
1267 else
1268 {
1269 if( term->recv_count > j )
1270 {
1271 colour_code_v3( term->recv[j], dot_colour );
1272 v3_muls( dot_colour, 0.8f, dot_colour );
1273 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1274
1275 draw_mesh( filled_start, filled_count );
1276 }
1277
1278 colour_code_v3( term->conditions[j], dot_colour );
1279 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1280
1281 draw_mesh( empty_start, empty_count );
1282 }
1283 }
1284 }
1285
1286 if( world.simulating )
1287 {
1288 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
1289 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 );
1290 draw_mesh( 0, 32 );
1291 }
1292 }
1293
1294 void vg_ui(void)
1295 {
1296 //ui_test();
1297 }