1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
5 #include "fishladder_resources.h"
7 const char *level_pack
[] =
37 "###+##+####;bbb,bb\n"
42 "###-#####-###;a,aaa\n"
49 "######+######;aaaa\n"
54 "###-#####-###;aaa,aa\n"
61 "###+#####+###;aa,aaa\n"
66 "####-##########;abcb\n"
76 "##########+####;bcba\n"
84 #define FLAG_INPUT 0x1
85 #define FLAG_OUTPUT 0x2
86 #define FLAG_CANAL 0x4
88 #define FLAG_FLIP_FLOP 0x100
89 #define FLAG_FLIP_ROTATING 0x200
92 0000 0 | 0001 1 | 0010 2 | 0011 3
96 0100 4 | 0101 5 | 0110 6 | 0111 7
100 1000 8 | 1001 9 | 1010 10 | 1011 11
104 1100 12 | 1101 13 | 1110 14 | 1111 15
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
119 { { 0.9f
, 0.6f
, 0.20f
},
120 { 0.2f
, 0.9f
, 0.14f
},
121 { 0.4f
, 0.8f
, 1.00f
} };
123 static void colour_code_v3( char cc
, v3f target
)
125 if( cc
>= 'a' && cc
<= 'z' )
129 if( id
< vg_list_size( colour_sets
) )
131 v3_copy( colour_sets
[ id
], target
);
136 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, target
);
145 static void init_mesh( struct mesh
*m
, float *tris
, u32 length
)
147 m
->elements
= length
/3;
148 glGenVertexArrays( 1, &m
->vao
);
149 glGenBuffers( 1, &m
->vbo
);
151 glBindVertexArray( m
->vao
);
152 glBindBuffer( GL_ARRAY_BUFFER
, m
->vbo
);
153 glBufferData( GL_ARRAY_BUFFER
, length
*sizeof(float), tris
, GL_STATIC_DRAW
);
155 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
156 glEnableVertexAttribArray( 0 );
161 static void free_mesh( struct mesh
*m
)
163 glDeleteVertexArrays( 1, &m
->vao
);
164 glDeleteBuffers( 1, &m
->vbo
);
167 static void draw_mesh( int const start
, int const count
)
169 glDrawArrays( GL_TRIANGLES
, start
*3, count
*3 );
172 static void use_mesh( struct mesh
*m
)
174 glBindVertexArray( m
->vao
);
196 // TODO: Split into input/output structures
206 struct mesh tile
, circle
;
208 GLuint background_data
;
209 GLuint random_samples
;
211 int selected
, tile_x
, tile_y
;
229 static void map_free(void)
231 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
232 arrfree( world
.io
[ i
].conditions
);
234 arrfree( world
.data
);
243 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
);
244 static int map_load( const char *str
)
253 if( str
[world
.w
] == ';' )
255 else if( !str
[world
.w
] )
257 vg_error( "Unexpected EOF when parsing level\n" );
262 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
264 int reg_start
= 0, reg_end
= 0;
280 if( reg_start
< reg_end
)
282 if( *c
>= 'a' && *c
<= 'z' )
284 arrpush( world
.io
[ reg_start
].conditions
, *c
);
288 if( *c
== ',' || *c
== '\n' )
297 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
304 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
312 if( reg_start
!= reg_end
)
314 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
320 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
324 row
= arraddnptr( world
.data
, world
.w
);
327 reg_end
= reg_start
= arrlen( world
.io
);
333 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
337 // Tile initialization
340 if( *c
== '+' || *c
== '-' )
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
;
349 row
[ cx
++ ].state
= FLAG_WALL
;
353 row
[ cx
++ ].state
= 0x00;
360 // Update data texture to fill out the background
362 u8 info_buffer
[64*64*4];
363 for( int i
= 0; i
< 64*64; i
++ )
365 u8
*px
= &info_buffer
[i
*4];
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
);
376 map_reclassify( NULL
, NULL
, 1 );
377 vg_success( "Map loaded! (%u:%u)\n", world
.w
, world
.h
);
381 static struct cell
*pcell( v2i pos
)
383 return &world
.data
[ pos
[1]*world
.w
+ pos
[0] ];
386 int main( int argc
, char *argv
[] )
388 vg_init( argc
, argv
, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
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
,
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
407 init_mesh( &world
.tile
, quad_mesh
, vg_list_size(quad_mesh
) );
412 float circle_mesh
[32*6*3];
413 int res
= vg_list_size( circle_mesh
) / (6*3);
415 for( int i
= 0; i
< res
; i
++ )
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
) };
420 circle_mesh
[ i
*6+0 ] = 0.0f
;
421 circle_mesh
[ i
*6+1 ] = 0.0f
;
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 );
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 );
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 );
437 init_mesh( &world
.circle
, circle_mesh
, vg_list_size( circle_mesh
) );
440 // Create info data texture
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
);
448 // Create random smaples texture
450 u8
*data
= malloc(512*512*2);
451 for( int i
= 0; i
< 512*512*2; i
++ )
452 data
[ i
] = rand()/(RAND_MAX
/255);
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
);
463 resource_load_main();
465 map_load( level_pack
[ 0 ] );
470 resource_free_main();
472 glDeleteTextures( 1, &world
.background_data
);
473 glDeleteTextures( 1, &world
.random_samples
);
475 free_mesh( &world
.tile
);
476 free_mesh( &world
.circle
);
481 static int cell_interactive( v2i co
)
484 if( co
[0] < 2 || co
[0] >= world
.w
-2 || co
[1] < 2 || co
[1] >= world
.h
-2 )
488 if( world
.data
[ world
.w
*co
[1] + co
[0] ].state
& (FLAG_WALL
|FLAG_INPUT
|FLAG_OUTPUT
) )
491 // List of 3x3 configurations that we do not allow
492 static u32 invalid_src
[][9] =
524 // Statically compile invalid configurations into bitmasks
525 static u32 invalid
[ vg_list_size(invalid_src
) ];
527 for( int i
= 0; i
< vg_list_size(invalid_src
); i
++ )
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
);
538 // Extract 5x5 grid surrounding tile
540 for( int y
= co
[1]-2; y
< co
[1]+3; y
++ )
541 for( int x
= co
[0]-2; x
< co
[0]+3; x
++ )
543 struct cell
*cell
= pcell((v2i
){x
,y
});
545 if( cell
&& (cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
)) )
546 blob
|= 0x1 << ((y
-(co
[1]-2))*5 + x
-(co
[0]-2));
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
++ )
553 if( blob
& (0x1 << (6+kernel
[i
])) )
555 u32 window
= blob
>> kernel
[i
];
557 for( int j
= 0; j
< vg_list_size(invalid
); j
++ )
558 if((window
& invalid
[j
]) == invalid
[j
])
566 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
)
568 v2i full_start
= { 1,1 };
569 v2i full_end
= { world
.w
-1, world
.h
-1 };
578 u8 info_buffer
[64*64*4];
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] );
586 for( int y
= py0
; y
< py1
; y
++ )
588 for( int x
= px0
; x
< px1
; x
++ )
590 struct cell
*cell
= pcell((v2i
){x
,y
});
592 v2i dirs
[] = {{1,0},{0,1},{-1,0},{0,-1}};
597 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
599 for( int i
= 0; i
< vg_list_size( dirs
); i
++ )
601 struct cell
*neighbour
= pcell((v2i
){x
+dirs
[i
][0], y
+dirs
[i
][1]});
602 if( neighbour
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
610 if( cell
->state
& FLAG_WALL
)
616 pcell((v2i
){x
,y
})->config
= config
;
618 u8
*info_px
= &info_buffer
[ (pixel_id
++)*4 ];
620 info_px
[1] = cell
->state
& FLAG_WALL
? 0: 255;
626 if( update_texbuffer
)
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
);
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
}};
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
}};
641 float const curve_7_linear_section
= 0.1562f
;
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
++; }
650 if( changelvl
!= curlevel
)
652 map_load( level_pack
[ changelvl
] );
653 curlevel
= changelvl
;
656 world
.simulating
= 0;
657 world
.num_fishes
= 0;
660 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
661 world
.io
[i
].recv_count
= 0;
663 vg_info( "Stopping simulation!\n" );
668 float r1
= (float)vg_window_y
/ (float)vg_window_x
,
669 r2
= (float)world
.h
/ (float)world
.w
,
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
);
676 origin
[0] = floorf( -0.5f
* world
.w
);
677 origin
[1] = floorf( -0.5f
* world
.h
);
680 m3x3_identity( m_view
);
681 m3x3_translate( m_view
, origin
);
682 m3x3_mul( m_projection
, m_view
, vg_pv
);
683 vg_projection_update();
686 v2_copy( vg_mouse_ws
, world
.tile_pos
);
688 world
.tile_x
= floorf( world
.tile_pos
[0] );
689 world
.tile_y
= floorf( world
.tile_pos
[1] );
692 if( !world
.simulating
)
694 if( cell_interactive( (v2i
){ world
.tile_x
, world
.tile_y
} ))
696 world
.selected
= world
.tile_y
* world
.w
+ world
.tile_x
;
698 if( vg_get_button_down("primary") )
700 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
702 if( world
.data
[ world
.selected
].state
& FLAG_CANAL
)
703 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 3, 6 );
705 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 0, 3 );
707 map_reclassify( (v2i
){ world
.tile_x
-2, world
.tile_y
-2 },
708 (v2i
){ world
.tile_x
+2, world
.tile_y
+2 }, 1 );
714 else world
.selected
= -1;
716 // Simulation stop/start
717 if( vg_get_button_down("go") )
719 if( world
.simulating
)
721 world
.simulating
= 0;
722 world
.num_fishes
= 0;
725 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
726 world
.io
[i
].recv_count
= 0;
728 vg_info( "Stopping simulation!\n" );
730 sfx_system_fadeout( &audio_system_balls_rolling
, 44100 );
734 vg_success( "Starting simulation!\n" );
736 sfx_set_playrnd( &audio_rolls
, &audio_system_balls_rolling
, 0, 1 );
738 world
.simulating
= 1;
739 world
.num_fishes
= 0;
741 world
.sim_start
= vg_time
;
743 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
745 world
.data
[ i
].state
&= ~FLAG_FLIP_FLOP
;
748 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
749 world
.io
[i
].recv_count
= 0;
754 if( world
.simulating
)
756 while( world
.sim_frame
< (int)((vg_time
-world
.sim_start
)*2.0f
) )
758 //vg_info( "frame: %u\n", world.sim_frame );
759 sfx_set_playrnd( &audio_random
, &audio_system_balls_switching
, 0, 9 );
761 // Update splitter deltas
762 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
764 struct cell
*cell
= &world
.data
[i
];
765 if( cell
->config
== k_cell_type_split
)
767 cell
->state
&= ~FLAG_FLIP_ROTATING
;
771 // Update fish positions
772 for( int i
= 0; i
< world
.num_fishes
; i
++ )
774 struct fish
*fish
= &world
.fishes
[i
];
775 struct cell
*cell_current
= pcell( fish
->pos
);
777 if( fish
->alive
== -1 )
780 if( fish
->alive
!= 1 )
784 if( cell_current
->state
& FLAG_OUTPUT
)
786 for( int j
= 0; j
< arrlen( world
.io
); j
++ )
788 struct cell_terminal
*term
= &world
.io
[j
];
790 if( term
->id
== fish
->pos
[1]*world
.w
+ fish
->pos
[0] )
792 term
->recv
[ term
->recv_count
++ ] = fish
->payload
;
801 if( cell_current
->config
== k_cell_type_split
)
804 fish
->dir
[0] = cell_current
->state
&FLAG_FLIP_FLOP
?1:-1;
807 cell_current
->state
^= FLAG_FLIP_FLOP
;
809 else if( cell_current
->config
== k_cell_type_merge
)
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
)) )
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" );
824 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
826 if( (dirs
[j
][0] == -fish
->dir
[0]) && (dirs
[j
][1] == -fish
->dir
[1]) )
829 if( pcell( (v2i
){ fish
->pos
[0]+dirs
[j
][0], fish
->pos
[1]+dirs
[j
][1] } )->state
& (FLAG_CANAL
|FLAG_OUTPUT
) )
831 fish
->dir
[0] = dirs
[j
][0];
832 fish
->dir
[1] = dirs
[j
][1];
838 fish
->pos
[0] += fish
->dir
[0];
839 fish
->pos
[1] += fish
->dir
[1];
841 struct cell
*cell_entry
= pcell( fish
->pos
);
843 if( !(cell_entry
->state
& (FLAG_INPUT
|FLAG_CANAL
|FLAG_OUTPUT
) ))
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
)
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
);
858 vg_warn( "Special death (fall)\n" );
863 if( cell_entry
->config
== k_cell_type_split
)
865 sfx_set_playrnd( &audio_splitter
, &audio_system_balls_important
, 0, 1 );
866 cell_entry
->state
|= FLAG_FLIP_ROTATING
;
871 // Check for collisions
872 for( int i
= 0; i
< world
.num_fishes
; i
++ )
874 if( world
.fishes
[i
].alive
== 1 )
876 for( int j
= i
+1; j
< world
.num_fishes
; j
++ )
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]) )
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
;
892 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
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
;
901 if( world
.sim_frame
< arrlen( term
->conditions
) )
903 struct fish
*fish
= &world
.fishes
[world
.num_fishes
++];
907 fish
->payload
= term
->conditions
[world
.sim_frame
];
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
)
915 fish
->dir
[0] = dirs
[j
][0];
916 fish
->dir
[1] = dirs
[j
][1];
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
;
935 for( int i
= 0; i
< world
.num_fishes
; i
++ )
937 struct fish
*fish
= &world
.fishes
[i
];
939 if( fish
->alive
== 0 )
942 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
943 continue; // Todo: particle thing?
945 if( fish
->alive
== -2 )
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
);
952 struct cell
*cell
= pcell(fish
->pos
);
955 float t
= world
.frame_lerp
;
957 v2_copy( fish
->physics_co
, fish
->physics_v
);
959 switch( cell
->config
)
962 if( fish
->dir
[0] == 1 )
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;
972 if( t
> curve_7_linear_section
)
974 t
-= curve_7_linear_section
;
975 t
*= (1.0f
/(1.0f
-curve_7_linear_section
));
977 curve
= cell
->state
& FLAG_FLIP_FLOP
? curve_7
: curve_7_1
;
981 default: curve
= NULL
; break;
987 float t3
= t
* t
* t
;
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
;
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];
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
;
1004 fish
->physics_co
[0] = origin
[0] + (float)fish
->dir
[0]*t
;
1005 fish
->physics_co
[1] = origin
[1] + (float)fish
->dir
[1]*t
;
1012 static void render_tiles( v2i start
, v2i end
, v4f
const regular_colour
, v4f
const selected_colour
)
1014 v2i full_start
= { 0,0 };
1015 v2i full_end
= { world
.w
, world
.h
};
1017 if( !start
|| !end
)
1023 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1025 for( int y
= start
[1]; y
< end
[1]; y
++ )
1027 for( int x
= start
[0]; x
< end
[0]; x
++ )
1029 struct cell
*cell
= pcell((v2i
){x
,y
});
1030 int selected
= world
.selected
== y
*world
.w
+ x
;
1032 int tile_offsets
[][2] =
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}
1040 int uv
[2] = { 3, 0 };
1042 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
1044 uv
[0] = tile_offsets
[ cell
->config
][0];
1045 uv
[1] = tile_offsets
[ cell
->config
][1];
1048 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
, uv
[0], uv
[1] );
1051 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, selected_colour
);
1053 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1061 void vg_render(void)
1063 glViewport( 0,0, vg_window_x
, vg_window_y
);
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
);
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
};
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
1076 // Currently we're uploading a fair amount of data every frame anyway.
1077 // NOTE: this is for final optimisations ONLY!
1078 // ======================================================================
1080 use_mesh( &world
.tile
);
1086 SHADER_USE( shader_background
);
1087 glUniformMatrix3fv( SHADER_UNIFORM( shader_background
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1089 glActiveTexture( GL_TEXTURE0
);
1090 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
1091 glUniform1i( SHADER_UNIFORM( shader_background
, "uTexMain" ), 0 );
1093 glUniform3f( SHADER_UNIFORM( shader_background
, "uOffset" ), -16, -16, 64 );
1094 glUniform1f( SHADER_UNIFORM( shader_background
, "uVariance" ), 0.02f
);
1096 glActiveTexture( GL_TEXTURE1
);
1097 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
1098 glUniform1i( SHADER_UNIFORM( shader_background
, "uSamplerNoise" ), 1 );
1105 SHADER_USE( shader_tile_main
);
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
);
1115 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1116 glBlendEquation(GL_FUNC_ADD
);
1119 vg_tex2d_bind( &tex_tile_data
, 0 );
1120 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1122 vg_tex2d_bind( &tex_wood
, 1 );
1123 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1125 render_tiles( NULL
, NULL
, colour_default
, colour_default
);
1129 SHADER_USE( shader_ball
);
1130 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1132 vg_tex2d_bind( &tex_ball
, 0 );
1133 glUniform1i( SHADER_UNIFORM( shader_ball
, "uTexMain" ), 0 );
1136 if( world
.simulating
)
1138 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1140 struct fish
*fish
= &world
.fishes
[i
];
1142 if( fish
->alive
== 0 )
1145 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1148 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1149 colour_code_v3( fish
->payload
, dot_colour
);
1151 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uColour" ), 1, dot_colour
);
1152 glUniform2fv( SHADER_UNIFORM( shader_ball
, "uOffset" ), 1, fish
->physics_co
);
1157 SHADER_USE( shader_tile_main
);
1160 vg_tex2d_bind( &tex_tile_data
, 0 );
1161 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1163 vg_tex2d_bind( &tex_wood
, 1 );
1164 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1166 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 1.0f
);
1167 render_tiles( NULL
, NULL
, colour_default
, colour_selected
);
1171 for( int y
= 0; y
< world
.h
; y
++ )
1173 for( int x
= 0; x
< world
.w
; x
++ )
1175 struct cell
*cell
= pcell((v2i
){x
,y
});
1177 if( cell
->config
== k_cell_type_split
)
1179 float rotation
= cell
->state
& FLAG_FLIP_FLOP
? vg_rad( -45.0f
): vg_rad( 45.0f
);
1181 if( cell
->state
& FLAG_FLIP_ROTATING
)
1183 if( (world
.frame_lerp
> curve_7_linear_section
) )
1185 float const rotation_speed
= 0.4f
;
1186 if( (world
.frame_lerp
< 1.0f
-rotation_speed
) )
1188 float t
= world
.frame_lerp
- curve_7_linear_section
;
1189 t
*= -2.0f
* (1.0f
/(1.0f
-(curve_7_linear_section
+rotation_speed
)));
1199 m2x2_create_rotation( subtransform
, rotation
);
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
);
1209 if( world
.selected
!= -1 && !(world
.data
[ world
.selected
].state
& FLAG_CANAL
) )
1211 v2i new_begin
= { world
.tile_x
- 2, world
.tile_y
- 2 };
1212 v2i new_end
= { world
.tile_x
+ 2, world
.tile_y
+ 2 };
1214 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1215 map_reclassify( new_begin
, new_end
, 0 );
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
);
1222 render_tiles( new_begin
, new_end
, colour_default
, colour_default
);
1224 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1225 map_reclassify( new_begin
, new_end
, 0 );
1228 //glDisable(GL_BLEND);
1230 glDisable(GL_BLEND
);
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
);
1237 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
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
;
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;
1249 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1251 for( int j
= 0; j
< arrlen( term
->conditions
); j
++ )
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
);
1258 colour_code_v3( term
->conditions
[j
], dot_colour
);
1259 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1261 // Draw filled if tick not passed, draw empty if empty
1262 if( world
.sim_frame
> j
)
1263 draw_mesh( empty_start
, empty_count
);
1265 draw_mesh( filled_start
, filled_count
);
1269 if( term
->recv_count
> j
)
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
);
1275 draw_mesh( filled_start
, filled_count
);
1278 colour_code_v3( term
->conditions
[j
], dot_colour
);
1279 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1281 draw_mesh( empty_start
, empty_count
);
1286 if( world
.simulating
)
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
);