level save/load
[fishladder.git] / fishladder.c
1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
2
3 //#define VG_STEAM
4 #include "vg/vg.h"
5 #include "fishladder_resources.h"
6
7 const char *level_pack_1[] = {
8 "level0",
9 "level1",
10 "level2",
11 "level3",
12 "level4"
13 };
14
15 const char *level_pack[] =
16 {
17 // Level 0
18 "#########;\n"
19 "###-#####;acac\n"
20 "## ##;\n"
21 "## ##;\n"
22 "## ##;\n"
23 "## ##;\n"
24 "#####+###;acac\n"
25 "#########;\n",
26
27 // Level 1
28 "#########;\n"
29 "##-###-##;b,b\n"
30 "## ##;\n"
31 "## ##;\n"
32 "## ##;\n"
33 "## ##;\n"
34 "## ##;\n"
35 "####+####;bb\n"
36 "#########;\n",
37
38 // Level 2
39 "###########;\n"
40 "#####-#####;bbbbb\n"
41 "## ##;\n"
42 "## ###;\n"
43 "## # ##;\n"
44 "## ##;\n"
45 "###+##+####;bbb,bb\n"
46 "###########;\n",
47
48 // Level 3
49 "#############;\n"
50 "###-#####-###;a,aaa\n"
51 "## ##;\n"
52 "## ##;\n"
53 "## ##;\n"
54 "## ##;\n"
55 "## ##;\n"
56 "## ##;\n"
57 "######+######;aaaa\n"
58 "#############;\n",
59
60 // Level 4
61 "#############;\n"
62 "###-#####-###;aaa,aa\n"
63 "## ##;\n"
64 "## ##;\n"
65 "## ##;\n"
66 "## ##;\n"
67 "## ##;\n"
68 "## ##;\n"
69 "###+#####+###;aa,aaa\n"
70 "#############;\n",
71
72 // Level 5
73 "###############;\n"
74 "####-##########;abcb\n"
75 "## ##;\n"
76 "## ##;\n"
77 "## ##;\n"
78 "## ##;\n"
79 "## ##;\n"
80 "## ##;\n"
81 "## ##;\n"
82 "## ##;\n"
83 "## ##;\n"
84 "##########+####;bcba\n"
85 "###############;\n"
86 };
87
88 m3x3f m_projection;
89 m3x3f m_view;
90 m3x3f m_mdl;
91
92 #define FLAG_INPUT 0x1
93 #define FLAG_OUTPUT 0x2
94 #define FLAG_CANAL 0x4
95 #define FLAG_WALL 0x8
96 #define FLAG_FLIP_FLOP 0x100
97 #define FLAG_FLIP_ROTATING 0x200
98
99 /*
100 0000 0 | 0001 1 | 0010 2 | 0011 3
101 | | | | |
102 X | X= | X | X=
103 | | |
104 0100 4 | 0101 5 | 0110 6 | 0111 7
105 | | | | |
106 =X | =X= | =X | =X=
107 | | |
108 1000 8 | 1001 9 | 1010 10 | 1011 11
109 | | | | |
110 X | X= | X | X=
111 | | | | | | |
112 1100 12 | 1101 13 | 1110 14 | 1111 15
113 | | | | |
114 =X | =X= | =X | =X=
115 | | | | | | |
116 */
117
118 enum cell_type
119 {
120 k_cell_type_ramp_right = 3,
121 k_cell_type_ramp_left = 6,
122 k_cell_type_split = 7,
123 k_cell_type_merge = 13
124 };
125
126 v3f colour_sets[] =
127 { { 0.9f, 0.6f, 0.20f },
128 { 0.2f, 0.9f, 0.14f },
129 { 0.4f, 0.8f, 1.00f } };
130
131 static void colour_code_v3( char cc, v3f target )
132 {
133 if( cc >= 'a' && cc <= 'z' )
134 {
135 int id = cc - 'a';
136
137 if( id < vg_list_size( colour_sets ) )
138 {
139 v3_copy( colour_sets[ id ], target );
140 return;
141 }
142 }
143
144 v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
145 }
146
147 struct mesh
148 {
149 GLuint vao, vbo;
150 u32 elements;
151 };
152
153 static void init_mesh( struct mesh *m, float *tris, u32 length )
154 {
155 m->elements = length/3;
156 glGenVertexArrays( 1, &m->vao );
157 glGenBuffers( 1, &m->vbo );
158
159 glBindVertexArray( m->vao );
160 glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
161 glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
162
163 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
164 glEnableVertexAttribArray( 0 );
165
166 VG_CHECK_GL();
167 }
168
169 static void free_mesh( struct mesh *m )
170 {
171 glDeleteVertexArrays( 1, &m->vao );
172 glDeleteBuffers( 1, &m->vbo );
173 }
174
175 static void draw_mesh( int const start, int const count )
176 {
177 glDrawArrays( GL_TRIANGLES, start*3, count*3 );
178 }
179
180 static void use_mesh( struct mesh *m )
181 {
182 glBindVertexArray( m->vao );
183 }
184
185 struct world
186 {
187 struct cell
188 {
189 u32 state;
190 u8 config;
191 }
192 *data;
193
194 u32 frame;
195
196 u32 sim_frame;
197 float sim_start;
198 int simulating;
199
200 float frame_lerp;
201
202 struct cell_terminal
203 {
204 // TODO: Split into input/output structures
205 char *conditions;
206 char recv[12];
207 int recv_count;
208 int id;
209 }
210 *io;
211
212 u32 w, h;
213
214 struct mesh tile, circle;
215
216 GLuint background_data;
217 GLuint random_samples;
218
219 int selected, tile_x, tile_y;
220 v2f tile_pos;
221
222 struct fish
223 {
224 v2i pos;
225 v2i dir;
226 int alive;
227 char payload;
228 float death_time;
229 v2f physics_v;
230 v2f physics_co;
231 }
232 fishes[16];
233
234 int num_fishes;
235
236 char map_name[128];
237 } world = {};
238
239 static void map_free(void)
240 {
241 for( int i = 0; i < arrlen( world.io ); i ++ )
242 arrfree( world.io[ i ].conditions );
243
244 arrfree( world.data );
245 arrfree( world.io );
246
247 world.w = 0;
248 world.h = 0;
249 world.data = NULL;
250 world.io = NULL;
251 }
252
253 static void map_reclassify( v2i start, v2i end, int update_texbuffer );
254 static int map_load( const char *str, const char *name )
255 {
256 map_free();
257
258 char const *c = str;
259
260 // Scan for width
261 for(;; world.w ++)
262 {
263 if( str[world.w] == ';' )
264 break;
265 else if( !str[world.w] )
266 {
267 vg_error( "Unexpected EOF when parsing level\n" );
268 return 0;
269 }
270 }
271
272 struct cell *row = arraddnptr( world.data, world.w );
273 int cx = 0;
274 int reg_start = 0, reg_end = 0;
275
276 for(;;)
277 {
278 if( !*c )
279 break;
280
281 if( *c == ';' )
282 {
283 c ++;
284
285 // Parse attribs
286 if( *c != '\n' )
287 {
288 while( *c )
289 {
290 if( reg_start < reg_end )
291 {
292 if( *c >= 'a' && *c <= 'z' )
293 {
294 arrpush( world.io[ reg_start ].conditions, *c );
295 }
296 else
297 {
298 if( *c == ',' || *c == '\n' )
299 {
300 reg_start ++;
301
302 if( *c == '\n' )
303 break;
304 }
305 else
306 {
307 vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
308 return 0;
309 }
310 }
311 }
312 else
313 {
314 vg_error( "Too many values to assign (row: %u)\n", world.h );
315 return 0;
316 }
317
318 c ++;
319 }
320 }
321
322 if( reg_start != reg_end )
323 {
324 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
325 return 0;
326 }
327
328 if( cx != world.w )
329 {
330 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
331 return 0;
332 }
333
334 row = arraddnptr( world.data, world.w );
335 cx = 0;
336 world.h ++;
337 reg_end = reg_start = arrlen( world.io );
338 }
339 else
340 {
341 if( cx == world.w )
342 {
343 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
344 return 0;
345 }
346
347 // Tile initialization
348 // row[ cx ] .. etc
349 struct cell *cell = &row[ cx ];
350
351 if( *c == '+' || *c == '-' )
352 {
353 struct cell_terminal term = { .id = cx + world.h*world.w };
354 arrpush( world.io, term );
355 cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
356 reg_end ++;
357 }
358 else if( *c == '#' ) cell->state = FLAG_WALL;
359 else if( *c == '*' ) cell->state = FLAG_CANAL;
360 else cell->state = 0x00;
361
362 cx ++;
363 }
364
365 c ++;
366 }
367
368 // Update data texture to fill out the background
369 {
370 u8 info_buffer[64*64*4];
371 for( int i = 0; i < 64*64; i ++ )
372 {
373 u8 *px = &info_buffer[i*4];
374 px[0] = 255;
375 px[1] = 0;
376 px[2] = 0;
377 px[3] = 0;
378 }
379
380 glBindTexture( GL_TEXTURE_2D, world.background_data );
381 glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
382 }
383
384 map_reclassify( NULL, NULL, 1 );
385 vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
386
387 strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
388 return 1;
389 }
390
391 static struct cell *pcell( v2i pos )
392 {
393 return &world.data[ pos[1]*world.w + pos[0] ];
394 }
395
396 static void map_serialize( FILE *stream )
397 {
398 for( int y = 0; y < world.h; y ++ )
399 {
400 for( int x = 0; x < world.w; x ++ )
401 {
402 struct cell *cell = pcell( (v2i){ x, y } );
403
404 if( cell->state & FLAG_WALL ) fputc( '#', stream );
405 else if( cell->state & FLAG_INPUT ) fputc( '+', stream );
406 else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream );
407 else if( cell->state & FLAG_CANAL ) fputc( '*', stream );
408 else fputc( ' ', stream );
409 }
410
411 fputc( ';', stream );
412
413 int terminal_write_count = 0;
414
415 for( int x = 0; x < world.w; x ++ )
416 {
417 for( int i = 0; i < arrlen( world.io ); i ++ )
418 {
419 struct cell_terminal *term = &world.io[i];
420 if( term->id == y*world.w+x )
421 {
422 if( terminal_write_count )
423 fputc( ',', stream );
424 terminal_write_count ++;
425
426 for( int j = 0; j < arrlen( term->conditions ); j ++ )
427 fputc( term->conditions[j], stream );
428 }
429 }
430 }
431
432 fputc( '\n', stream );
433 }
434 }
435
436 int main( int argc, char *argv[] )
437 {
438 vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
439 }
440
441 static int console_save_map( int argc, char const *argv[] )
442 {
443 char map_path[ 256 ];
444
445 strcpy( map_path, "sav/" );
446 strcat( map_path, world.map_name );
447 strcat( map_path, ".map" );
448
449 FILE *test_writer = fopen( map_path, "wb" );
450 if( test_writer )
451 {
452 map_serialize( test_writer );
453
454 fclose( test_writer );
455 return 1;
456 }
457 else
458 {
459 vg_error( "Unable to open stream for writing\n" );
460 return 0;
461 }
462 }
463
464 static int console_load_map( int argc, char const *argv[] )
465 {
466 char map_path[ 256 ];
467
468 if( argc >= 1 )
469 {
470 // try from saves
471 strcpy( map_path, "sav/" );
472 strcat( map_path, argv[0] );
473 strcat( map_path, ".map" );
474
475 char *text_source = vg_textasset_read( map_path );
476
477 if( !text_source )
478 {
479 strcpy( map_path, "maps/" );
480 strcat( map_path, argv[0] );
481 strcat( map_path, ".map" );
482
483 text_source = vg_textasset_read( map_path );
484 }
485
486 if( text_source )
487 {
488 map_load( text_source, argv[0] );
489 free( text_source );
490 return 1;
491 }
492 else
493 {
494 vg_error( "Missing maps '%s'\n", argv[0] );
495 return 0;
496 }
497 }
498 else
499 {
500 vg_error( "Missing argument <map_path>\n" );
501 return 0;
502 }
503 }
504
505 static int console_changelevel( int argc, char const *argv[] )
506 {
507 if( argc >= 1 )
508 {
509 // Save current level
510 if( console_save_map( 0, NULL ) )
511 if( console_load_map( argc, argv ) )
512 return 1;
513 }
514 else
515 {
516 vg_error( "Missing argument <map_path>\n" );
517 }
518
519 return 0;
520 }
521
522 void vg_start(void)
523 {
524 vg_function_push( (struct vg_cmd){
525 .name = "map_write",
526 .function = console_save_map
527 });
528
529 vg_function_push( (struct vg_cmd){
530 .name = "map_load",
531 .function = console_load_map
532 });
533
534 vg_function_push( (struct vg_cmd){
535 .name = "changelevel",
536 .function = console_changelevel
537 });
538
539 // Quad mesh
540 {
541 float quad_mesh[] =
542 {
543 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
544 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
545
546 0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f,
547 0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
548 };
549
550 init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
551 }
552
553 // Circle mesh
554 {
555 float circle_mesh[32*6*3];
556 int res = vg_list_size( circle_mesh ) / (6*3);
557
558 for( int i = 0; i < res; i ++ )
559 {
560 v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
561 v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
562
563 circle_mesh[ i*6+0 ] = 0.0f;
564 circle_mesh[ i*6+1 ] = 0.0f;
565
566 v2_copy( v0, circle_mesh + 32*6 + i*12 );
567 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
568 v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
569
570 v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
571 v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
572 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
573
574 v2_copy( v0, circle_mesh + i*6+4 );
575 v2_copy( v1, circle_mesh + i*6+2 );
576 v2_copy( v0, circle_mesh+i*6+4 );
577 v2_copy( v1, circle_mesh+i*6+2 );
578 }
579
580 init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
581 }
582
583 // Create info data texture
584 {
585 glGenTextures( 1, &world.background_data );
586 glBindTexture( GL_TEXTURE_2D, world.background_data );
587 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
588 vg_tex2d_nearest();
589 }
590
591 // Create random smaples texture
592 {
593 u8 *data = malloc(512*512*2);
594 for( int i = 0; i < 512*512*2; i ++ )
595 data[ i ] = rand()/(RAND_MAX/255);
596
597 glGenTextures( 1, &world.random_samples );
598 glBindTexture( GL_TEXTURE_2D, world.random_samples );
599 glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
600 vg_tex2d_linear();
601 vg_tex2d_repeat();
602
603 free( data );
604 }
605
606 resource_load_main();
607
608 console_load_map( 1, level_pack_1 );
609 }
610
611 void vg_free(void)
612 {
613 resource_free_main();
614
615 glDeleteTextures( 1, &world.background_data );
616 glDeleteTextures( 1, &world.random_samples );
617
618 free_mesh( &world.tile );
619 free_mesh( &world.circle );
620
621 map_free();
622 }
623
624 static int cell_interactive( v2i co )
625 {
626 // Bounds check
627 if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 )
628 return 0;
629
630 // Flags check
631 if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
632 return 0;
633
634 // List of 3x3 configurations that we do not allow
635 static u32 invalid_src[][9] =
636 {
637 { 0,1,0,
638 1,1,1,
639 0,1,0
640 },
641 { 0,0,0,
642 0,1,1,
643 0,1,1
644 },
645 { 0,0,0,
646 1,1,0,
647 1,1,0
648 },
649 { 0,1,1,
650 0,1,1,
651 0,0,0
652 },
653 { 1,1,0,
654 1,1,0,
655 0,0,0
656 },
657 { 0,1,0,
658 0,1,1,
659 0,1,0
660 },
661 { 0,1,0,
662 1,1,0,
663 0,1,0
664 }
665 };
666
667 // Statically compile invalid configurations into bitmasks
668 static u32 invalid[ vg_list_size(invalid_src) ];
669
670 for( int i = 0; i < vg_list_size(invalid_src); i ++ )
671 {
672 u32 comped = 0x00;
673
674 for( int j = 0; j < 3; j ++ )
675 for( int k = 0; k < 3; k ++ )
676 comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
677
678 invalid[i] = comped;
679 }
680
681 // Extract 5x5 grid surrounding tile
682 u32 blob = 0x1000;
683 for( int y = co[1]-2; y < co[1]+3; y ++ )
684 for( int x = co[0]-2; x < co[0]+3; x ++ )
685 {
686 struct cell *cell = pcell((v2i){x,y});
687
688 if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
689 blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
690 }
691
692 // Run filter over center 3x3 grid to check for invalid configurations
693 int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
694 for( int i = 0; i < vg_list_size(kernel); i ++ )
695 {
696 if( blob & (0x1 << (6+kernel[i])) )
697 {
698 u32 window = blob >> kernel[i];
699
700 for( int j = 0; j < vg_list_size(invalid); j ++ )
701 if((window & invalid[j]) == invalid[j])
702 return 0;
703 }
704 }
705
706 return 1;
707 }
708
709 static void map_reclassify( v2i start, v2i end, int update_texbuffer )
710 {
711 v2i full_start = { 1,1 };
712 v2i full_end = { world.w-1, world.h-1 };
713
714 if( !start || !end )
715 {
716 start = full_start;
717 end = full_end;
718 }
719
720 // Texture data
721 u8 info_buffer[64*64*4];
722 u32 pixel_id = 0;
723
724 int px0 = vg_max( start[0], full_start[0] ),
725 px1 = vg_min( end[0], full_end[0] ),
726 py0 = vg_max( start[1], full_start[1] ),
727 py1 = vg_min( end[1], full_end[1] );
728
729 for( int y = py0; y < py1; y ++ )
730 {
731 for( int x = px0; x < px1; x ++ )
732 {
733 struct cell *cell = pcell((v2i){x,y});
734
735 v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
736
737 u8 height = 0;
738 u8 config = 0x00;
739
740 if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
741 {
742 for( int i = 0; i < vg_list_size( dirs ); i ++ )
743 {
744 struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
745 if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
746 config |= 0x1 << i;
747 }
748
749 height = 128;
750 }
751 else
752 {
753 if( cell->state & FLAG_WALL )
754 height = 255;
755
756 config = 0xF;
757 }
758
759 pcell((v2i){x,y})->config = config;
760
761 u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
762 info_px[0] = height;
763 info_px[1] = cell->state & FLAG_WALL? 0: 255;
764 info_px[2] = 0;
765 info_px[3] = 0;
766 }
767 }
768
769 if( update_texbuffer )
770 {
771 glBindTexture( GL_TEXTURE_2D, world.background_data );
772 glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
773 }
774 }
775
776 v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
777 v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
778 v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
779 v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
780
781 v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
782 v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{0.5f,0.0f}};
783
784 v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
785 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}};
786
787 float const curve_7_linear_section = 0.1562f;
788
789 void vg_update(void)
790 {
791 static int curlevel = 0;
792 int changelvl = curlevel;
793 if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
794 else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
795
796 if( changelvl != curlevel )
797 {
798 console_changelevel( 1, level_pack + changelvl );
799 curlevel = changelvl;
800
801 // TEMP!!! code dupe
802 world.simulating = 0;
803 world.num_fishes = 0;
804 world.sim_frame = 0;
805
806 for( int i = 0; i < arrlen( world.io ); i ++ )
807 world.io[i].recv_count = 0;
808
809 vg_info( "Stopping simulation!\n" );
810 }
811
812 // Fit within screen
813
814 float r1 = (float)vg_window_y / (float)vg_window_x,
815 r2 = (float)world.h / (float)world.w,
816 size;
817
818 size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f;
819 m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
820
821 v3f origin;
822 origin[0] = floorf( -0.5f * world.w );
823 origin[1] = floorf( -0.5f * world.h );
824 origin[2] = 0.0f;
825
826 m3x3_identity( m_view );
827 m3x3_translate( m_view, origin );
828 m3x3_mul( m_projection, m_view, vg_pv );
829 vg_projection_update();
830
831 // Input stuff
832 v2_copy( vg_mouse_ws, world.tile_pos );
833
834 world.tile_x = floorf( world.tile_pos[0] );
835 world.tile_y = floorf( world.tile_pos[1] );
836
837 // Tilemap editing
838 if( !world.simulating )
839 {
840 if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
841 {
842 world.selected = world.tile_y * world.w + world.tile_x;
843
844 if( vg_get_button_down("primary") )
845 {
846 world.data[ world.selected ].state ^= FLAG_CANAL;
847
848 if( world.data[ world.selected ].state & FLAG_CANAL )
849 sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
850 else
851 sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
852
853 map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
854 (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
855 }
856 }
857 else
858 world.selected = -1;
859 }
860 else world.selected = -1;
861
862 // Simulation stop/start
863 if( vg_get_button_down("go") )
864 {
865 if( world.simulating )
866 {
867 world.simulating = 0;
868 world.num_fishes = 0;
869 world.sim_frame = 0;
870
871 for( int i = 0; i < arrlen( world.io ); i ++ )
872 world.io[i].recv_count = 0;
873
874 vg_info( "Stopping simulation!\n" );
875
876 sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
877 }
878 else
879 {
880 vg_success( "Starting simulation!\n" );
881
882 sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
883
884 world.simulating = 1;
885 world.num_fishes = 0;
886 world.sim_frame = 0;
887 world.sim_start = vg_time;
888
889 for( int i = 0; i < world.w*world.h; i ++ )
890 {
891 world.data[ i ].state &= ~FLAG_FLIP_FLOP;
892 }
893
894 for( int i = 0; i < arrlen( world.io ); i ++ )
895 world.io[i].recv_count = 0;
896 }
897 }
898
899 // Fish ticks
900 if( world.simulating )
901 {
902 while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
903 {
904 //vg_info( "frame: %u\n", world.sim_frame );
905 sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
906
907 // Update splitter deltas
908 for( int i = 0; i < world.h*world.w; i ++ )
909 {
910 struct cell *cell = &world.data[i];
911 if( cell->config == k_cell_type_split )
912 {
913 cell->state &= ~FLAG_FLIP_ROTATING;
914 }
915 }
916
917 // Update fish positions
918 for( int i = 0; i < world.num_fishes; i ++ )
919 {
920 struct fish *fish = &world.fishes[i];
921 struct cell *cell_current = pcell( fish->pos );
922
923 if( fish->alive == -1 )
924 fish->alive = 0;
925
926 if( fish->alive != 1 )
927 continue;
928
929 // Apply to output
930 if( cell_current->state & FLAG_OUTPUT )
931 {
932 for( int j = 0; j < arrlen( world.io ); j ++ )
933 {
934 struct cell_terminal *term = &world.io[j];
935
936 if( term->id == fish->pos[1]*world.w + fish->pos[0] )
937 {
938 term->recv[ term->recv_count ++ ] = fish->payload;
939 break;
940 }
941 }
942
943 fish->alive = 0;
944 continue;
945 }
946
947 if( cell_current->config == k_cell_type_split )
948 {
949 // Flip flop L/R
950 fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
951 fish->dir[1] = 0;
952
953 cell_current->state ^= FLAG_FLIP_FLOP;
954 }
955 else if( cell_current->config == k_cell_type_merge )
956 {
957 // Can only move up
958 fish->dir[0] = 0;
959 fish->dir[1] = -1;
960 }
961 else
962 {
963 struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
964 if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
965 {
966 // Try other directions for valid, so down, left, right..
967 v2i dirs[] = {{1,0},{-1,0},{0,-1}};
968 vg_info( "Trying some other directions...\n" );
969
970 for( int j = 0; j < vg_list_size(dirs); j ++ )
971 {
972 if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
973 continue;
974
975 if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
976 {
977 fish->dir[0] = dirs[j][0];
978 fish->dir[1] = dirs[j][1];
979 }
980 }
981 }
982 }
983
984 fish->pos[0] += fish->dir[0];
985 fish->pos[1] += fish->dir[1];
986
987 struct cell *cell_entry = pcell( fish->pos );
988
989 if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
990 fish->alive = 0;
991 else
992 {
993 if( fish->dir[0] )
994 {
995 if( cell_entry->config == k_cell_type_split ||
996 cell_entry->config == k_cell_type_ramp_right ||
997 cell_entry->config == k_cell_type_ramp_left )
998 {
999 // Special death (FALL)
1000 v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
1001 v2_divs( fish->physics_v, vg_time_delta, fish->physics_v );
1002
1003 fish->alive = -2;
1004 vg_warn( "Special death (fall)\n" );
1005 continue;
1006 }
1007 }
1008
1009 if( cell_entry->config == k_cell_type_split )
1010 {
1011 sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
1012 cell_entry->state |= FLAG_FLIP_ROTATING;
1013 }
1014 }
1015 }
1016
1017 // Check for collisions
1018 for( int i = 0; i < world.num_fishes; i ++ )
1019 {
1020 if( world.fishes[i].alive == 1 )
1021 {
1022 for( int j = i+1; j < world.num_fishes; j ++ )
1023 {
1024 if( (world.fishes[j].alive == 1) && (world.fishes[i].pos[0] == world.fishes[j].pos[0]) &&
1025 (world.fishes[i].pos[1] == world.fishes[j].pos[1]) )
1026 {
1027 // Shatter death (+0.5s)
1028 world.fishes[i].alive = -1;
1029 world.fishes[j].alive = -1;
1030 world.fishes[i].death_time = 0.5f;
1031 world.fishes[j].death_time = 0.5f;
1032 }
1033 }
1034 }
1035 }
1036
1037 // Spawn fishes
1038 for( int i = 0; i < arrlen( world.io ); i ++ )
1039 {
1040 struct cell_terminal *term = &world.io[ i ];
1041 int posx = term->id % world.w;
1042 int posy = (term->id - posx)/world.w;
1043 int is_input = world.data[ term->id ].state & FLAG_INPUT;
1044
1045 if( is_input )
1046 {
1047 if( world.sim_frame < arrlen( term->conditions ) )
1048 {
1049 struct fish *fish = &world.fishes[world.num_fishes++];
1050 fish->pos[0] = posx;
1051 fish->pos[1] = posy;
1052 fish->alive = 1;
1053 fish->payload = term->conditions[world.sim_frame];
1054
1055 int can_spawn = 0;
1056
1057 v2i dirs[] = {{1,0},{-1,0},{0,-1}};
1058 for( int j = 0; j < vg_list_size(dirs); j ++ )
1059 if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
1060 {
1061 fish->dir[0] = dirs[j][0];
1062 fish->dir[1] = dirs[j][1];
1063 can_spawn = 1;
1064 break;
1065 }
1066
1067 if( !can_spawn )
1068 world.num_fishes--;
1069 }
1070 }
1071 }
1072
1073 world.sim_frame ++;
1074 }
1075
1076 float scaled_time = 0.0f;
1077 scaled_time = (vg_time-world.sim_start)*2.0f;
1078 world.frame_lerp = scaled_time - (float)world.sim_frame;
1079
1080 // Update positions
1081 for( int i = 0; i < world.num_fishes; i ++ )
1082 {
1083 struct fish *fish = &world.fishes[i];
1084
1085 if( fish->alive == 0 )
1086 continue;
1087
1088 if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
1089 continue; // Todo: particle thing?
1090
1091 if( fish->alive == -2 )
1092 {
1093 v2_muladds( fish->physics_v, (v2f){ 0.0, -9.8f }, vg_time_delta, fish->physics_v );
1094 v2_muladds( fish->physics_co, fish->physics_v, vg_time_delta, fish->physics_co );
1095 }
1096 else
1097 {
1098 struct cell *cell = pcell(fish->pos);
1099 v2f const *curve;
1100
1101 float t = world.frame_lerp;
1102
1103 v2_copy( fish->physics_co, fish->physics_v );
1104
1105 switch( cell->config )
1106 {
1107 case 13:
1108 if( fish->dir[0] == 1 )
1109 curve = curve_12;
1110 else
1111 curve = curve_9;
1112 break;
1113 case 2: curve = curve_2; break;
1114 case 8: curve = curve_8; break;
1115 case 3: curve = curve_3; break;
1116 case 6: curve = curve_6; break;
1117 case 9: curve = curve_9; break;
1118 case 12: curve = curve_12; break;
1119 case 7:
1120 if( t > curve_7_linear_section )
1121 {
1122 t -= curve_7_linear_section;
1123 t *= (1.0f/(1.0f-curve_7_linear_section));
1124
1125 curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
1126 }
1127 else curve = NULL;
1128 break;
1129 default: curve = NULL; break;
1130 }
1131
1132 if( curve )
1133 {
1134 float t2 = t * t;
1135 float t3 = t * t * t;
1136
1137 float cA = 3.0f*t2 - 3.0f*t3;
1138 float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
1139 float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
1140
1141 fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
1142 fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
1143 fish->physics_co[0] += (float)fish->pos[0];
1144 fish->physics_co[1] += (float)fish->pos[1];
1145 }
1146 else
1147 {
1148 v2f origin;
1149 origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
1150 origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
1151
1152 fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
1153 fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
1154 }
1155 }
1156 }
1157 }
1158 }
1159
1160 static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
1161 {
1162 v2i full_start = { 0,0 };
1163 v2i full_end = { world.w, world.h };
1164
1165 if( !start || !end )
1166 {
1167 start = full_start;
1168 end = full_end;
1169 }
1170
1171 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
1172
1173 for( int y = start[1]; y < end[1]; y ++ )
1174 {
1175 for( int x = start[0]; x < end[0]; x ++ )
1176 {
1177 struct cell *cell = pcell((v2i){x,y});
1178 int selected = world.selected == y*world.w + x;
1179
1180 int tile_offsets[][2] =
1181 {
1182 {2, 0}, {0, 3}, {0, 2}, {2, 2},
1183 {1, 0}, {2, 3}, {3, 2}, {1, 3},
1184 {3, 1}, {0, 1}, {1, 2}, {2, 1},
1185 {1, 1}, {3, 3}, {2, 1}, {2, 1}
1186 };
1187
1188 int uv[2] = { 3, 0 };
1189
1190 if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
1191 {
1192 uv[0] = tile_offsets[ cell->config ][0];
1193 uv[1] = tile_offsets[ cell->config ][1];
1194 } else continue;
1195
1196 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
1197 if( selected )
1198 {
1199 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
1200 draw_mesh( 0, 2 );
1201 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
1202 }
1203 else
1204 draw_mesh( 0, 2 );
1205 }
1206 }
1207 }
1208
1209 void vg_render(void)
1210 {
1211 glViewport( 0,0, vg_window_x, vg_window_y );
1212
1213 glDisable( GL_DEPTH_TEST );
1214 glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
1215 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
1216
1217 v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
1218 v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
1219
1220 // TILE SET RENDERING
1221 // todo: just slam everything into a mesh...
1222 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1223 // in ~3 subBuffers
1224 // Currently we're uploading a fair amount of data every frame anyway.
1225 // NOTE: this is for final optimisations ONLY!
1226 // ======================================================================
1227
1228 use_mesh( &world.tile );
1229
1230 // Draw background
1231
1232 if(1){
1233
1234 SHADER_USE( shader_background );
1235 glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1236
1237 glActiveTexture( GL_TEXTURE0 );
1238 glBindTexture( GL_TEXTURE_2D, world.background_data );
1239 glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
1240
1241 glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
1242 glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
1243
1244 glActiveTexture( GL_TEXTURE1 );
1245 glBindTexture( GL_TEXTURE_2D, world.random_samples );
1246 glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
1247
1248 draw_mesh( 0, 2 );
1249
1250 }
1251
1252
1253 SHADER_USE( shader_tile_main );
1254
1255 m2x2f subtransform;
1256 m2x2_identity( subtransform );
1257 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1258 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1259 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
1260 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
1261
1262 glEnable(GL_BLEND);
1263 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1264 glBlendEquation(GL_FUNC_ADD);
1265
1266 // Bind textures
1267 vg_tex2d_bind( &tex_tile_data, 0 );
1268 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
1269
1270 vg_tex2d_bind( &tex_wood, 1 );
1271 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
1272
1273 render_tiles( NULL, NULL, colour_default, colour_default );
1274
1275
1276
1277 SHADER_USE( shader_ball );
1278 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1279
1280 vg_tex2d_bind( &tex_ball, 0 );
1281 glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
1282
1283 // Draw 'fish'
1284 if( world.simulating )
1285 {
1286 for( int i = 0; i < world.num_fishes; i ++ )
1287 {
1288 struct fish *fish = &world.fishes[i];
1289
1290 if( fish->alive == 0 )
1291 continue;
1292
1293 if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
1294 continue;
1295
1296 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
1297 colour_code_v3( fish->payload, dot_colour );
1298
1299 glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
1300 glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
1301 draw_mesh( 0, 32 );
1302 }
1303 }
1304
1305 SHADER_USE( shader_tile_main );
1306
1307 // Bind textures
1308 vg_tex2d_bind( &tex_tile_data, 0 );
1309 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
1310
1311 vg_tex2d_bind( &tex_wood, 1 );
1312 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
1313
1314 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
1315 render_tiles( NULL, NULL, colour_default, colour_selected );
1316
1317 // Draw splitters
1318
1319 for( int y = 0; y < world.h; y ++ )
1320 {
1321 for( int x = 0; x < world.w; x ++ )
1322 {
1323 struct cell *cell = pcell((v2i){x,y});
1324
1325 if( cell->config == k_cell_type_split )
1326 {
1327 float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
1328
1329 if( cell->state & FLAG_FLIP_ROTATING )
1330 {
1331 if( (world.frame_lerp > curve_7_linear_section) )
1332 {
1333 float const rotation_speed = 0.4f;
1334 if( (world.frame_lerp < 1.0f-rotation_speed) )
1335 {
1336 float t = world.frame_lerp - curve_7_linear_section;
1337 t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
1338 t += 1.0f;
1339
1340 rotation *= t;
1341 }
1342 else
1343 rotation *= -1.0f;
1344 }
1345 }
1346
1347 m2x2_create_rotation( subtransform, rotation );
1348
1349 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1350 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
1351 draw_mesh( 0, 2 );
1352 }
1353 }
1354 }
1355
1356 // Edit overlay
1357 if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
1358 {
1359 v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
1360 v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
1361
1362 world.data[ world.selected ].state ^= FLAG_CANAL;
1363 map_reclassify( new_begin, new_end, 0 );
1364
1365 m2x2_identity( subtransform );
1366 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
1367 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
1368 glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
1369
1370 render_tiles( new_begin, new_end, colour_default, colour_default );
1371
1372 world.data[ world.selected ].state ^= FLAG_CANAL;
1373 map_reclassify( new_begin, new_end, 0 );
1374 }
1375
1376 //glDisable(GL_BLEND);
1377
1378 glDisable(GL_BLEND);
1379
1380 SHADER_USE( shader_tile_colour );
1381 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
1382 use_mesh( &world.circle );
1383
1384 int const filled_start = 0;
1385 int const filled_count = 32;
1386 int const empty_start = 32;
1387 int const empty_count = 32*2;
1388
1389 // Draw i/o arrays
1390 for( int i = 0; i < arrlen( world.io ); i ++ )
1391 {
1392 struct cell_terminal *term = &world.io[ i ];
1393 int posx = term->id % world.w;
1394 int posy = (term->id - posx)/world.w;
1395 int is_input = world.data[ term->id ].state & FLAG_INPUT;
1396
1397 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
1398
1399 for( int j = 0; j < arrlen( term->conditions ); j ++ )
1400 {
1401 float y_offset = is_input? 1.2f: -0.2f;
1402 glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
1403
1404 if( is_input )
1405 {
1406 colour_code_v3( term->conditions[j], dot_colour );
1407 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1408
1409 // Draw filled if tick not passed, draw empty if empty
1410 if( world.sim_frame > j )
1411 draw_mesh( empty_start, empty_count );
1412 else
1413 draw_mesh( filled_start, filled_count );
1414 }
1415 else
1416 {
1417 if( term->recv_count > j )
1418 {
1419 colour_code_v3( term->recv[j], dot_colour );
1420 v3_muls( dot_colour, 0.8f, dot_colour );
1421 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1422
1423 draw_mesh( filled_start, filled_count );
1424 }
1425
1426 colour_code_v3( term->conditions[j], dot_colour );
1427 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
1428
1429 draw_mesh( empty_start, empty_count );
1430 }
1431 }
1432 }
1433
1434 if( world.simulating )
1435 {
1436 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
1437 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 );
1438 draw_mesh( filled_start, filled_count );
1439 }
1440
1441 // Level selection UI
1442 float ratio = ((float)vg_window_x/(float)vg_window_y);
1443
1444 m3x3f ui_view = M3X3_IDENTITY;
1445 m3x3_scale( ui_view, (v3f){ 1.0f, -ratio, 1.0f } );
1446 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view );
1447
1448 // Calculate mouse in UIsp
1449 v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f,
1450 (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(1.0f/ratio), 0.0125f };
1451
1452 // Get selected level
1453 const float selection_scale = 0.05f;
1454 int const level_count = vg_list_size( level_pack_1 );
1455 int level_select = -1;
1456
1457 if( mouse_ui_space[0] <= -0.9f )
1458 {
1459 float levels_range = (float)level_count*selection_scale*0.6f;
1460 float level_offset = ((mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
1461 level_select = floorf( level_offset );
1462
1463 // Draw selector
1464 if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
1465 {
1466 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f );
1467
1468 use_mesh( &world.tile );
1469 glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
1470 -1.0f,
1471 (-(float)level_count + (float)level_select * 2.0f ) * selection_scale * 0.6f,
1472 selection_scale
1473 );
1474 draw_mesh( 2, 2 );
1475
1476 use_mesh( &world.circle );
1477 }
1478
1479 if( vg_get_button_down( "primary" ) )
1480 {
1481 console_changelevel( 1, level_pack_1 + level_select );
1482 }
1483 }
1484
1485 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
1486
1487 // Draw levels
1488 for( int i = 0; i < level_count; i ++ )
1489 {
1490 v3f level_ui_space = {
1491 -0.97f,
1492 (-(float)level_count + (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
1493 selection_scale * 0.5f
1494 };
1495
1496 float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f );
1497 level_ui_space[2] *= scale;
1498
1499 glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
1500 draw_mesh( empty_start, empty_count );
1501 }
1502
1503 glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space );
1504 draw_mesh( empty_start, empty_count );
1505 }
1506
1507 void vg_ui(void)
1508 {
1509 //ui_test();
1510 }