switch texture loading to resource based
[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
65 m3x3f m_projection;
66 m3x3f m_view;
67 m3x3f m_mdl;
68
69 #define FLAG_INPUT 0x1
70 #define FLAG_OUTPUT 0x2
71 #define FLAG_CANAL 0x4
72 #define FLAG_WALL 0x8
73 #define FLAG_FLIP_FLOP 0x100
74 #define FLAG_FLIP_ROTATING 0x200
75
76 /*
77 0000 0 | 0001 1 | 0010 2 | 0011 3
78 | | | | |
79 X | X= | X | X=
80 | | |
81 0100 4 | 0101 5 | 0110 6 | 0111 7
82 | | | | |
83 =X | =X= | =X | =X=
84 | | |
85 1000 8 | 1001 9 | 1010 10 | 1011 11
86 | | | | |
87 X | X= | X | X=
88 | | | | | | |
89 1100 12 | 1101 13 | 1110 14 | 1111 15
90 | | | | |
91 =X | =X= | =X | =X=
92 | | | | | | |
93 */
94
95 enum cell_type
96 {
97 k_cell_type_split = 7,
98 k_cell_type_merge = 13
99 };
100
101 v3f colour_sets[] =
102 { { 0.9f, 0.2f, 0.01f },
103 { 0.2f, 0.9f, 0.14f },
104 { 0.1f, 0.3f, 0.85f } };
105
106 static void colour_code_v3( char cc, v3f target )
107 {
108 if( cc >= 'a' && cc <= 'z' )
109 {
110 int id = cc - 'a';
111
112 if( id < vg_list_size( colour_sets ) )
113 {
114 v3_copy( colour_sets[ id ], target );
115 return;
116 }
117 }
118
119 v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
120 }
121
122 struct mesh
123 {
124 GLuint vao, vbo;
125 u32 elements;
126 };
127
128 static void init_mesh( struct mesh *m, float *tris, u32 length )
129 {
130 m->elements = length/3;
131 glGenVertexArrays( 1, &m->vao );
132 glGenBuffers( 1, &m->vbo );
133
134 glBindVertexArray( m->vao );
135 glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
136 glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
137
138 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
139 glEnableVertexAttribArray( 0 );
140
141 VG_CHECK_GL();
142 }
143
144 static void free_mesh( struct mesh *m )
145 {
146 glDeleteVertexArrays( 1, &m->vao );
147 glDeleteBuffers( 1, &m->vbo );
148 }
149
150 static void draw_mesh( int const start, int const count )
151 {
152 glDrawArrays( GL_TRIANGLES, start*3, count*3 );
153 }
154
155 static void use_mesh( struct mesh *m )
156 {
157 glBindVertexArray( m->vao );
158 }
159
160 struct world
161 {
162 struct cell
163 {
164 u32 state;
165 u8 config;
166 }
167 *data;
168
169 u32 frame;
170
171 u32 sim_frame;
172 float sim_start;
173 int simulating;
174
175 struct cell_terminal
176 {
177 // TODO: Split into input/output structures
178 char *conditions;
179 char recv[12];
180 int recv_count;
181 int id;
182 }
183 *io;
184
185 u32 w, h;
186
187 struct mesh tile, circle;
188
189 int selected, tile_x, tile_y;
190 v2f tile_pos;
191
192 struct fish
193 {
194 v2i pos;
195 v2i dir;
196 int alive;
197 char payload;
198 }
199 fishes[16];
200
201 int num_fishes;
202 } world = {};
203
204 static void map_free(void)
205 {
206 for( int i = 0; i < arrlen( world.io ); i ++ )
207 arrfree( world.io[ i ].conditions );
208
209 arrfree( world.data );
210 arrfree( world.io );
211
212 world.w = 0;
213 world.h = 0;
214 world.data = NULL;
215 world.io = NULL;
216 }
217
218 static void map_reclassify( v2i start, v2i end );
219 static int map_load( const char *str )
220 {
221 map_free();
222
223 char const *c = str;
224
225 // Scan for width
226 for(;; world.w ++)
227 {
228 if( str[world.w] == ';' )
229 break;
230 else if( !str[world.w] )
231 {
232 vg_error( "Unexpected EOF when parsing level\n" );
233 return 0;
234 }
235 }
236
237 struct cell *row = arraddnptr( world.data, world.w );
238 int cx = 0;
239 int reg_start = 0, reg_end = 0;
240
241 for(;;)
242 {
243 if( !*c )
244 break;
245
246 if( *c == ';' )
247 {
248 c ++;
249
250 // Parse attribs
251 if( *c != '\n' )
252 {
253 while( *c )
254 {
255 if( reg_start < reg_end )
256 {
257 if( *c >= 'a' && *c <= 'z' )
258 {
259 arrpush( world.io[ reg_start ].conditions, *c );
260 }
261 else
262 {
263 if( *c == ',' || *c == '\n' )
264 {
265 reg_start ++;
266
267 if( *c == '\n' )
268 break;
269 }
270 else
271 {
272 vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
273 return 0;
274 }
275 }
276 }
277 else
278 {
279 vg_error( "Too many values to assign (row: %u)\n", world.h );
280 return 0;
281 }
282
283 c ++;
284 }
285 }
286
287 if( reg_start != reg_end )
288 {
289 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
290 return 0;
291 }
292
293 if( cx != world.w )
294 {
295 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
296 return 0;
297 }
298
299 row = arraddnptr( world.data, world.w );
300 cx = 0;
301 world.h ++;
302 reg_end = reg_start = arrlen( world.io );
303 }
304 else
305 {
306 if( cx == world.w )
307 {
308 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
309 return 0;
310 }
311
312 // Tile initialization
313 // row[ cx ] .. etc
314
315 if( *c == '+' || *c == '-' )
316 {
317 struct cell_terminal term = { .id = cx + world.h*world.w };
318 arrpush( world.io, term );
319 row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
320 reg_end ++;
321 }
322 else if( *c == '#' )
323 {
324 row[ cx ++ ].state = FLAG_WALL;
325 }
326 else
327 {
328 row[ cx ++ ].state = 0x00;
329 }
330 }
331
332 c ++;
333 }
334
335 map_reclassify( NULL, NULL );
336 vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
337 return 1;
338 }
339
340 static struct cell *pcell( v2i pos )
341 {
342 return &world.data[ pos[1]*world.w + pos[0] ];
343 }
344
345 int main( int argc, char *argv[] )
346 {
347 vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
348 }
349
350 void vg_start(void)
351 {
352 // Quad mesh
353 {
354 float quad_mesh[] =
355 {
356 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
357 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
358
359 0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
360 0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
361 0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left
362 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up
363 0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
364 };
365
366 init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
367 }
368
369 // Circle mesh
370 {
371 float circle_mesh[32*6*3];
372 int res = vg_list_size( circle_mesh ) / (6*3);
373
374 for( int i = 0; i < res; i ++ )
375 {
376 v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
377 v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
378
379 circle_mesh[ i*6+0 ] = 0.0f;
380 circle_mesh[ i*6+1 ] = 0.0f;
381
382 v2_copy( v0, circle_mesh + 32*6 + i*12 );
383 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
384 v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
385
386 v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
387 v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
388 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
389
390 v2_copy( v0, circle_mesh + i*6+4 );
391 v2_copy( v1, circle_mesh + i*6+2 );
392 v2_copy( v0, circle_mesh+i*6+4 );
393 v2_copy( v1, circle_mesh+i*6+2 );
394 }
395
396 init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
397 }
398
399 resource_load_main();
400
401 map_load( level_pack[ 0 ] );
402 }
403
404 void vg_free(void)
405 {
406 resource_free_main();
407
408 free_mesh( &world.tile );
409 free_mesh( &world.circle );
410
411 map_free();
412 }
413
414 static int cell_interactive( v2i co )
415 {
416 // Bounds check
417 if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 )
418 return 0;
419
420 // Flags check
421 if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
422 return 0;
423
424 // List of 3x3 configurations that we do not allow
425 static u32 invalid_src[][9] =
426 {
427 { 0,1,0,
428 1,1,1,
429 0,1,0
430 },
431 { 0,0,0,
432 0,1,1,
433 0,1,1
434 },
435 { 0,0,0,
436 1,1,0,
437 1,1,0
438 },
439 { 0,1,1,
440 0,1,1,
441 0,0,0
442 },
443 { 1,1,0,
444 1,1,0,
445 0,0,0
446 },
447 { 0,1,0,
448 0,1,1,
449 0,1,0
450 },
451 { 0,1,0,
452 1,1,0,
453 0,1,0
454 }
455 };
456
457 // Statically compile invalid configurations into bitmasks
458 static u32 invalid[ vg_list_size(invalid_src) ];
459
460 for( int i = 0; i < vg_list_size(invalid_src); i ++ )
461 {
462 u32 comped = 0x00;
463
464 for( int j = 0; j < 3; j ++ )
465 for( int k = 0; k < 3; k ++ )
466 comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
467
468 invalid[i] = comped;
469 }
470
471 // Extract 5x5 grid surrounding tile
472 u32 blob = 0x1000;
473 for( int y = co[1]-2; y < co[1]+3; y ++ )
474 for( int x = co[0]-2; x < co[0]+3; x ++ )
475 {
476 struct cell *cell = pcell((v2i){x,y});
477
478 if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
479 blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
480 }
481
482 // Run filter over center 3x3 grid to check for invalid configurations
483 int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
484 for( int i = 0; i < vg_list_size(kernel); i ++ )
485 {
486 if( blob & (0x1 << (6+kernel[i])) )
487 {
488 u32 window = blob >> kernel[i];
489
490 for( int j = 0; j < vg_list_size(invalid); j ++ )
491 if((window & invalid[j]) == invalid[j])
492 return 0;
493 }
494 }
495
496 return 1;
497 }
498
499 static void map_reclassify( v2i start, v2i end )
500 {
501 v2i full_start = { 2,2 };
502 v2i full_end = { world.w-2, world.h-2 };
503
504 if( !start || !end )
505 {
506 start = full_start;
507 end = full_end;
508 }
509
510 for( int y = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ )
511 {
512 for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_end[0] ); x ++ )
513 {
514 v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
515
516 u8 config = 0x00;
517
518 if( pcell((v2i){x,y})->state & FLAG_CANAL )
519 {
520 for( int i = 0; i < vg_list_size( dirs ); i ++ )
521 {
522 struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
523 if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
524 config |= 0x1 << i;
525 }
526 }
527 else config = 0xF;
528
529 pcell((v2i){x,y})->config = config;
530 }
531 }
532 }
533
534 void vg_update(void)
535 {
536 static int curlevel = 0;
537 int changelvl = curlevel;
538 if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
539 else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
540
541 if( changelvl != curlevel )
542 {
543 map_load( level_pack[ changelvl ] );
544 curlevel = changelvl;
545
546 // TEMP!!! code dupe
547 world.simulating = 0;
548 world.num_fishes = 0;
549 world.sim_frame = 0;
550
551 for( int i = 0; i < arrlen( world.io ); i ++ )
552 world.io[i].recv_count = 0;
553
554 vg_info( "Stopping simulation!\n" );
555 }
556
557 float ratio = (float)vg_window_y / (float)vg_window_x;
558 float const size = 9.5f;
559
560 v3f origin;
561 origin[0] = -0.5f * world.w;
562 origin[1] = -0.5f * world.h;
563 origin[2] = 0.0f;
564
565 m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio );
566 m3x3_identity( m_view );
567 m3x3_translate( m_view, origin );
568 m3x3_mul( m_projection, m_view, vg_pv );
569 vg_projection_update();
570
571 // Input stuff
572 v2_copy( vg_mouse_ws, world.tile_pos );
573
574 world.tile_x = floorf( world.tile_pos[0] );
575 world.tile_y = floorf( world.tile_pos[1] );
576
577 // Tilemap editing
578 if( !world.simulating )
579 {
580 if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
581 {
582 world.selected = world.tile_y * world.w + world.tile_x;
583
584 if( vg_get_button_down("primary") )
585 {
586 world.data[ world.selected ].state ^= FLAG_CANAL;
587
588 if( world.data[ world.selected ].state & FLAG_CANAL )
589 sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
590 else
591 sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
592
593 map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
594 (v2i){ world.tile_x +2, world.tile_y +2 } );
595 }
596 }
597 else
598 world.selected = -1;
599 }
600
601 // Simulation stop/start
602 if( vg_get_button_down("go") )
603 {
604 if( world.simulating )
605 {
606 world.simulating = 0;
607 world.num_fishes = 0;
608 world.sim_frame = 0;
609
610 for( int i = 0; i < arrlen( world.io ); i ++ )
611 world.io[i].recv_count = 0;
612
613 vg_info( "Stopping simulation!\n" );
614 }
615 else
616 {
617 vg_success( "Starting simulation!\n" );
618
619 world.simulating = 1;
620 world.num_fishes = 0;
621 world.sim_frame = 0;
622 world.sim_start = vg_time;
623
624 for( int i = 0; i < world.w*world.h; i ++ )
625 {
626 world.data[ i ].state &= ~FLAG_FLIP_FLOP;
627 }
628
629 for( int i = 0; i < arrlen( world.io ); i ++ )
630 world.io[i].recv_count = 0;
631 }
632 }
633
634 // Fish ticks
635 if( world.simulating )
636 {
637 while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
638 {
639 vg_info( "frame: %u\n", world.sim_frame );
640
641 for( int i = 0; i < arrlen( world.io ); i ++ )
642 {
643 struct cell_terminal *term = &world.io[ i ];
644 int posx = term->id % world.w;
645 int posy = (term->id - posx)/world.w;
646 int is_input = world.data[ term->id ].state & FLAG_INPUT;
647
648 if( is_input )
649 {
650 if( world.sim_frame < arrlen( term->conditions ) )
651 {
652 struct fish *fish = &world.fishes[world.num_fishes++];
653 fish->pos[0] = posx;
654 fish->pos[1] = posy;
655 fish->alive = 1;
656 fish->payload = term->conditions[world.sim_frame];
657
658 int can_spawn = 0;
659
660 v2i dirs[] = {{1,0},{-1,0},{0,-1}};
661 for( int j = 0; j < vg_list_size(dirs); j ++ )
662 if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
663 {
664 fish->dir[0] = dirs[j][0];
665 fish->dir[1] = dirs[j][1];
666 can_spawn = 1;
667 break;
668 }
669
670 if( !can_spawn )
671 world.num_fishes--;
672 }
673 }
674 }
675
676 // Update splitter deltas
677 for( int i = 0; i < world.h*world.w; i ++ )
678 {
679 struct cell *cell = &world.data[i];
680 if( cell->config == k_cell_type_split )
681 {
682 cell->state &= ~FLAG_FLIP_ROTATING;
683 }
684 }
685
686 for( int i = 0; i < world.num_fishes; i ++ )
687 {
688 struct fish *fish = &world.fishes[i];
689 struct cell *cell_current = pcell( fish->pos );
690
691 if( !fish->alive )
692 continue;
693
694 // Apply to output
695 if( cell_current->state & FLAG_OUTPUT )
696 {
697 for( int j = 0; j < arrlen( world.io ); j ++ )
698 {
699 struct cell_terminal *term = &world.io[j];
700
701 if( term->id == fish->pos[1]*world.w + fish->pos[0] )
702 {
703 term->recv[ term->recv_count ++ ] = fish->payload;
704 break;
705 }
706 }
707
708 fish->alive = 0;
709 continue;
710 }
711
712 if( cell_current->config == k_cell_type_split )
713 {
714 // Flip flop L/R
715 fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
716 fish->dir[1] = 0;
717
718 cell_current->state ^= FLAG_FLIP_FLOP;
719 }
720 else if( cell_current->config == k_cell_type_merge )
721 {
722 // Can only move up
723 fish->dir[0] = 0;
724 fish->dir[1] = -1;
725 }
726 else
727 {
728 struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
729 if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
730 {
731 // Try other directions for valid, so down, left, right..
732 v2i dirs[] = {{1,0},{-1,0},{0,-1}};
733 vg_info( "Trying some other directions...\n" );
734
735 for( int j = 0; j < vg_list_size(dirs); j ++ )
736 {
737 if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
738 continue;
739
740 if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
741 {
742 fish->dir[0] = dirs[j][0];
743 fish->dir[1] = dirs[j][1];
744 }
745 }
746 }
747 }
748
749 fish->pos[0] += fish->dir[0];
750 fish->pos[1] += fish->dir[1];
751
752 struct cell *cell_entry = pcell( fish->pos );
753
754 if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
755 fish->alive = 0;
756 else
757 if( cell_entry->config == k_cell_type_split )
758 cell_entry->state |= FLAG_FLIP_ROTATING;
759 }
760
761 world.sim_frame ++;
762 }
763 }
764 }
765
766 static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
767 {
768 v2i full_start = { 0,0 };
769 v2i full_end = { world.w, world.h };
770
771 if( !start || !end )
772 {
773 start = full_start;
774 end = full_end;
775 }
776
777 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
778
779 for( int y = start[1]; y < end[1]; y ++ )
780 {
781 for( int x = start[0]; x < end[0]; x ++ )
782 {
783 struct cell *cell = pcell((v2i){x,y});
784 int selected = world.selected == y*world.w + x;
785
786 int tile_offsets[][2] =
787 {
788 {2, 0}, {0, 3}, {0, 2}, {2, 2},
789 {1, 0}, {2, 3}, {3, 2}, {1, 3},
790 {3, 1}, {0, 1}, {1, 2}, {2, 1},
791 {1, 1}, {3, 3}, {2, 1}, {2, 1}
792 };
793
794 int uv[2] = { 3, 0 };
795
796 if( cell->state & FLAG_CANAL )
797 {
798 uv[0] = tile_offsets[ cell->config ][0];
799 uv[1] = tile_offsets[ cell->config ][1];
800 }
801
802 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
803 if( selected )
804 {
805 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
806 draw_mesh( 0, 2 );
807 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
808 }
809 else
810 draw_mesh( 0, 2 );
811 }
812 }
813 }
814
815 void vg_render(void)
816 {
817 glViewport( 0,0, vg_window_x, vg_window_y );
818
819 glDisable( GL_DEPTH_TEST );
820 glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
821 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
822
823 float scaled_time = 0.0f, frame_lerp = 0.0f;
824
825 if( world.simulating )
826 {
827 scaled_time = (vg_time-world.sim_start)*2.0f;
828 frame_lerp = scaled_time - (float)world.sim_frame;
829 }
830
831 v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
832 v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
833
834 v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
835 v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
836 v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
837 v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
838
839 v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
840 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}};
841
842 float const curve_7_linear_section = 0.1562f;
843
844 // TILE SET RENDERING
845 // todo: just slam everything into a mesh...
846 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
847 // in ~3 subBuffers
848 // Currently we're uploading a fair amount of data every frame anyway.
849 // NOTE: this is for final optimisations ONLY!
850 // ======================================================================
851
852 use_mesh( &world.tile );
853
854 SHADER_USE( shader_tile_main );
855
856 m2x2f subtransform;
857 m2x2_identity( subtransform );
858 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
859 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
860 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
861
862 // Bind textures
863 vg_tex2d_bind( &tex_tile_data, 0 );
864 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
865
866 vg_tex2d_bind( &tex_wood, 1 );
867 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
868
869 render_tiles( NULL, NULL, colour_default, colour_default );
870
871 glEnable(GL_BLEND);
872 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
873 glBlendEquation(GL_FUNC_ADD);
874
875 SHADER_USE( shader_ball );
876 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
877
878 vg_tex2d_bind( &tex_ball, 0 );
879 glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
880
881 // Draw 'fish'
882 if( world.simulating )
883 {
884 for( int i = 0; i < world.num_fishes; i ++ )
885 {
886 struct fish *fish = &world.fishes[i];
887
888 if( !fish->alive )
889 continue;
890
891 // Evaluate position
892 struct cell *cell = pcell(fish->pos);
893 v2f fish_pos;
894
895 v2f const *curve;
896
897 float t = frame_lerp;
898
899 switch( cell->config )
900 {
901 case 13:
902 if( fish->dir[0] == 1 )
903 curve = curve_12;
904 else
905 curve = curve_9;
906 break;
907 case 3: curve = curve_3; break;
908 case 6: curve = curve_6; break;
909 case 9: curve = curve_9; break;
910 case 12: curve = curve_12; break;
911 case 7:
912 if( t > curve_7_linear_section )
913 {
914 t -= curve_7_linear_section;
915 t *= (1.0f/(1.0f-curve_7_linear_section));
916
917 curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
918 }
919 else curve = NULL;
920 break;
921 default: curve = NULL; break;
922 }
923
924 if( curve )
925 {
926 float t2 = t * t;
927 float t3 = t * t * t;
928
929 float cA = 3.0f*t2 - 3.0f*t3;
930 float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
931 float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
932
933 fish_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
934 fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
935 fish_pos[0] += (float)fish->pos[0];
936 fish_pos[1] += (float)fish->pos[1];
937 }
938 else
939 {
940 v2f origin;
941 origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
942 origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
943
944 fish_pos[0] = origin[0] + (float)fish->dir[0]*t;
945 fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
946 }
947
948 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
949 colour_code_v3( fish->payload, dot_colour );
950
951 glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
952 glUniform2f( SHADER_UNIFORM( shader_ball, "uOffset" ), fish_pos[0], fish_pos[1] );
953 draw_mesh( 0, 32 );
954 }
955 }
956
957
958 SHADER_USE( shader_tile_main );
959
960 // Bind textures
961 vg_tex2d_bind( &tex_tile_data, 0 );
962 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
963
964 vg_tex2d_bind( &tex_wood, 1 );
965 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
966
967 render_tiles( NULL, NULL, colour_default, colour_selected );
968
969 // Draw splitters
970
971 for( int y = 0; y < world.h; y ++ )
972 {
973 for( int x = 0; x < world.w; x ++ )
974 {
975 struct cell *cell = pcell((v2i){x,y});
976
977 if( cell->config == k_cell_type_split )
978 {
979 float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
980
981 if( cell->state & FLAG_FLIP_ROTATING )
982 {
983 if( (frame_lerp > curve_7_linear_section) )
984 {
985 float const rotation_speed = 0.4f;
986 if( (frame_lerp < 1.0f-rotation_speed) )
987 {
988 float t = frame_lerp - curve_7_linear_section;
989 t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
990 t += 1.0f;
991
992 rotation *= t;
993 }
994 else
995 rotation *= -1.0f;
996 }
997 }
998
999 m2x2_create_rotation( subtransform, rotation );
1000
1001 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1002 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
1003 draw_mesh( 0, 2 );
1004 }
1005 }
1006 }
1007
1008 // Edit overlay
1009 if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
1010 {
1011 v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
1012 v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
1013
1014 world.data[ world.selected ].state ^= FLAG_CANAL;
1015 map_reclassify( new_begin, new_end );
1016
1017 m2x2_identity( subtransform );
1018 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
1019 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1020 glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
1021
1022 render_tiles( new_begin, new_end, colour_default, colour_default );
1023
1024 world.data[ world.selected ].state ^= FLAG_CANAL;
1025 map_reclassify( new_begin, new_end );
1026 }
1027
1028 //glDisable(GL_BLEND);
1029
1030 glDisable(GL_BLEND);
1031
1032 SHADER_USE( shader_tile_colour );
1033 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1034 use_mesh( &world.circle );
1035
1036 // Draw i/o arrays
1037 for( int i = 0; i < arrlen( world.io ); i ++ )
1038 {
1039 struct cell_terminal *term = &world.io[ i ];
1040 int posx = term->id % world.w;
1041 int posy = (term->id - posx)/world.w;
1042 int is_input = world.data[ term->id ].state & FLAG_INPUT;
1043
1044 int const filled_start = 0;
1045 int const filled_count = 32;
1046 int const empty_start = 32;
1047 int const empty_count = 32*2;
1048
1049 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
1050
1051 for( int j = 0; j < arrlen( term->conditions ); j ++ )
1052 {
1053 glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
1054
1055 if( is_input )
1056 {
1057 colour_code_v3( term->conditions[j], dot_colour );
1058 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1059
1060 // Draw filled if tick not passed, draw empty if empty
1061 if( world.sim_frame > j )
1062 draw_mesh( empty_start, empty_count );
1063 else
1064 draw_mesh( filled_start, filled_count );
1065 }
1066 else
1067 {
1068 if( term->recv_count > j )
1069 {
1070 colour_code_v3( term->recv[j], dot_colour );
1071 v3_muls( dot_colour, 0.8f, dot_colour );
1072 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1073
1074 draw_mesh( filled_start, filled_count );
1075 }
1076
1077 colour_code_v3( term->conditions[j], dot_colour );
1078 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1079
1080 draw_mesh( empty_start, empty_count );
1081 }
1082 }
1083 }
1084
1085 if( world.simulating )
1086 {
1087 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
1088 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 );
1089 draw_mesh( 0, 32 );
1090 }
1091 }
1092
1093 void vg_ui(void)
1094 {
1095 //ui_test();
1096 }