1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
3 //#define VG_CAPTURE_MODE
5 #define VG_STEAM_APPID 1218140U
10 k_world_button_mode_once
,
11 k_world_button_mode_toggle
19 float light_target
, light
;
20 int state
, click_grab
;
22 enum world_button_mode mode
;
25 enum world_button_status
27 k_world_button_on_enable
,
28 k_world_button_on_disable
31 #include "fishladder_resources.h"
33 // #define STEAM_LEADERBOARDS
36 // ===========================================================================================================
41 k_cell_type_ramp_right
= 3,
42 k_cell_type_ramp_left
= 6,
43 k_cell_type_split
= 7,
44 k_cell_type_merge
= 13,
45 k_cell_type_con_r
= 1,
46 k_cell_type_con_u
= 2,
47 k_cell_type_con_l
= 4,
53 k_fish_state_soon_dead
= -1,
54 k_fish_state_dead
= 0,
57 k_fish_state_soon_alive
62 k_world_button_none
= -1,
63 k_world_button_sim
= 0,
64 k_world_button_pause
= 1,
65 k_world_button_speedy
= 2
68 #define FLAG_CANAL 0x1
69 #define FLAG_IS_TRIGGER 0x2
70 #define FLAG_RESERVED0 0x4
71 #define FLAG_RESERVED1 0x8
73 #define FLAG_INPUT 0x10
74 #define FLAG_OUTPUT 0x20
75 #define FLAG_WALL 0x40
77 #define FLAG_FLIP_FLOP 0x100
78 #define FLAG_TRIGGERED 0x200
79 #define FLAG_FLIP_ROTATING 0x400
80 #define FLAG_TARGETED 0x800
83 0000 0 | 0001 1 | 0010 2 | 0011 3
87 0100 4 | 0101 5 | 0110 6 | 0111 7
91 1000 8 | 1001 9 | 1010 10 | 1011 11
95 1100 12 | 1101 13 | 1110 14 | 1111 15
101 static struct cell_description
111 cell_descriptions
[] =
115 { .start
= { 1, 0 }, .end
= { -1, 0 }, .trigger_pos
= { 0.5f
, 0.25f
} },
116 { .start
= { 0, 1 }, .end
= { 0, -1 }, .trigger_pos
= { 0.25f
, 0.5f
} },
117 { .start
= { 0, 1 }, .end
= { 1, 0 }, .trigger_pos
= { 0.25f
, 0.25f
} },
119 { .start
= { -1, 0 }, .end
= { 1, 0 }, .trigger_pos
= { 0.5f
, 0.25f
} },
120 { .start
= { -1, 0 }, .end
= { 1, 0 }, .trigger_pos
= { 0.5f
, 0.25f
}, .is_linear
= 1 },
121 { .start
= { 0, 1 }, .end
= { -1, 0 }, .trigger_pos
= { 0.5f
, 0.25f
} },
122 { .start
= { 0, 1 }, .is_special
= 1 },
124 { .start
= { 0, -1 }, .end
= { 0, 1 }, .trigger_pos
= { 0.25f
, 0.5f
} },
125 { .start
= { 1, 0 }, .end
= { 0, -1 }, .trigger_pos
= { 0.25f
, 0.75f
} },
126 { .start
= { 0, 1 }, .end
= { 0, -1 }, .trigger_pos
= { 0.25f
, 0.5f
}, .is_linear
= 1 },
129 { .start
= { -1, 0 }, .end
= { 0, -1 }, .trigger_pos
= { 0.75f
, 0.75f
} },
130 { .end
= { 0, -1 }, .is_special
= 1, .trigger_pos
= { 0.5f
, 0.75f
} },
135 v2f
const curve_3
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
136 v2f
const curve_6
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.375f
,0.5f
},{0.0f
,0.5f
}};
137 v2f
const curve_9
[] = {{1.0f
,0.5f
},{0.625f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
138 v2f
const curve_12
[]= {{0.0f
,0.5f
},{0.375f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
140 v2f
const curve_1
[] = {{1.0f
,0.5f
},{0.8f
,0.5f
},{0.3f
,0.5f
},{0.2f
,0.5f
}};
141 v2f
const curve_4
[] = {{0.0f
,0.5f
},{0.3f
,0.5f
},{0.5f
,0.5f
},{0.8f
,0.5f
}};
142 v2f
const curve_2
[] = {{0.5f
,1.0f
},{0.5f
,0.8f
},{0.5f
,0.3f
},{0.5f
,0.2f
}};
143 v2f
const curve_8
[] = {{0.5f
,0.0f
},{0.5f
,0.3f
},{0.5f
,0.5f
},{0.5f
,0.8f
}};
145 v2f
const curve_7
[] = {{0.5f
,0.8438f
},{0.875f
,0.8438f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
146 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
}};
148 float const curve_7_linear_section
= 0.1562f
;
151 // ===========================================================================================================
166 title_start
, title_count
,
167 desc_start
, desc_count
,
168 score_start
, score_count
,
169 time_start
, time_count
,
170 grid_start
, grid_count
174 struct vector_glyph_vert
190 struct world_button buttons
[4];
196 .colour
= { 0.204f
, 0.345f
, 0.553f
},
197 .mode
= k_world_button_mode_toggle
200 .colour
= { 0.204f
, 0.345f
, 0.553f
},
201 .mode
= k_world_button_mode_toggle
204 .colour
= { 0.553f
, 0.345f
, 0.204f
},
205 .mode
= k_world_button_mode_toggle
208 // TODO: Settings button and menu
228 int sim_run
, max_runs
;
230 int sim_frame
, sim_target
;
231 float sim_internal_time
, // current tick-time
232 sim_internal_delta
, // time delta
233 sim_internal_ref
, // Reference point of internal time
234 sim_delta_ref
, // Reference point of vg_time when we started at current sim_speed
235 sim_delta_speed
, // Rate to apply time delta
236 frame_lerp
, // Fractional part of sim_internal_time
237 pause_offset_target
; //
246 int condition_count
, recv_count
;
261 GLuint vao
, vbo
, ebo
;
266 GLuint background_data
;
267 GLuint random_samples
;
269 int selected
, tile_x
, tile_y
;
276 enum e_fish_state state
;
288 //struct career_level *ptr_career_level;
289 struct cmp_level
*pCmpLevel
;
300 // Forward declerations
301 // --------------------
306 static void colour_code_v3( char const cc
, v3f target
);
307 static int hash21i( v2i p
, u32 umod
);
311 static void init_mesh( struct mesh
*m
, float const *tris
, u32 length
);
312 static void free_mesh( struct mesh
*m
);
313 static void use_mesh( struct mesh
*m
);
314 static void draw_mesh( int const start
, int const count
);
318 static void level_selection_buttons(void);
320 // Map/world interface
321 // -------------------
322 static void map_free(void);
323 static void io_reset(void);
324 static struct cell
*pcell( v2i pos
);
325 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
);
326 static u32
gen_text_buffer( const char *str
, struct sdf_font
*font
, v2f origin
, float size
, u32 start
);
327 static void gen_level_text( struct cmp_level
*pLevel
);
328 static int map_load( const char *str
, const char *name
);
329 static void map_serialize( FILE *stream
);
333 static void career_serialize(void);
334 static void career_unlock_level( struct cmp_level
*lvl
);
335 static void career_unlock_level( struct cmp_level
*lvl
);
336 static void career_pass_level( struct cmp_level
*lvl
, int score
, int upload
);
337 static void career_reset_level( struct cmp_level
*lvl
);
338 static void career_load(void);
339 static void clear_animation_flags(void);
343 static void simulation_stop(void);
344 static void simulation_start(void);
345 static int world_check_pos_ok( v2i co
);
346 static int cell_interactive( v2i co
);
348 void vg_update(void);
349 static void render_tiles( v2i start
, v2i end
, v4f
const regular_colour
, v4f
const selected_colour
);
351 void vg_render(void);
356 #ifdef STEAM_LEADERBOARDS
357 void leaderboard_set_score( struct cmp_level
*cmp_level
, u32 score
);
358 void leaderboard_dispatch_score(void);
359 void leaderboard_found( LeaderboardFindResult_t
*pCallback
);
360 void leaderboard_downloaded( LeaderboardScoresDownloaded_t
*pCallback
);
361 void leaderboard_set_score( struct cmp_level
*cmp_level
, u32 score
);
366 static int console_credits( int argc
, char const *argv
[] );
367 static int console_save_map( int argc
, char const *argv
[] );
368 static int console_load_map( int argc
, char const *argv
[] );
369 static int console_changelevel( int argc
, char const *argv
[] );
374 int main( int argc
, char *argv
[] );
377 // ===========================================================================================================
386 // ===========================================================================================================
388 static int colour_set_id
= 0;
390 static void colour_code_v3( char const cc
, v3f target
)
392 static v3f colour_sets
[][4] =
394 { { 1.0f
, 0.9f
, 0.3f
}, // Yellow
395 { 0.4f
, 0.8f
, 1.00f
}, // Blue
396 { 0.2f
, 0.9f
, 0.14f
}, // Green
397 { 0.882f
, 0.204f
, 0.922f
} // Pink
399 { { 1.0f
, 0.9f
, 0.3f
}, // Yellow
400 { 0.4f
, 0.8f
, 1.00f
}, // Blue
401 { 0.85f
, 0.85f
, 0.85f
}, // Weiss
402 { 0.2f
, 0.2f
, 0.2f
} // Black/Gray
404 { { 1.0f
, 0.9f
, 0.3f
}, // Yellow
405 { 0.827f
, 0.373f
, 0.718f
}, // Pink
406 { 0.0f
, 0.353f
, 0.71f
}, // Blue
407 { 0.863f
, 0.196f
, 0.125f
} // Red
411 if( cc
>= 'a' && cc
<= 'z' )
415 if( id
< vg_list_size( colour_sets
[0] ) )
417 v3_copy( colour_sets
[colour_set_id
][ id
], target
);
422 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, target
);
425 static int hash21i( v2i p
, u32 umod
)
427 static const int random_noise
[] =
429 0x46,0xD5,0xB8,0xD3,0xF2,0xE5,0xCC,0x07,0xD0,0xB3,0x7A,0xA2,0xC3,0xDA,0xDC,0x7F,0xE0,0xB7,0x42,0xA0,0xBF,0x41,0x92,0x32,0x6F,0x0D,0x45,0xC7,0x54,0xDB,0x30,0xC2,
430 0xD5,0xDA,0x55,0x09,0xDE,0x74,0x48,0x20,0xE1,0x24,0x5C,0x4D,0x6F,0x36,0xD8,0xE9,0x8D,0x8F,0x54,0x99,0x98,0x51,0xFE,0xDB,0x26,0x04,0x65,0x57,0x56,0xF3,0x53,0x30,
431 0x3D,0x16,0xC0,0xB6,0xF2,0x47,0xCF,0x62,0xB0,0x6C,0x8F,0x4F,0x8C,0x4C,0x17,0xF0,0x19,0x7E,0x2D,0x81,0x8D,0xFB,0x10,0xD3,0x49,0x50,0x60,0xFD,0x38,0x15,0x3B,0xEE,
432 0x05,0xC1,0xCF,0x62,0x97,0x75,0xDF,0x4E,0x4D,0x89,0x5E,0x88,0x5C,0x30,0x8C,0x54,0x1D,0x39,0x41,0xEA,0xA2,0x63,0x12,0x1B,0x8E,0x35,0x22,0x9B,0x98,0xA3,0x7F,0x80,
433 0xD6,0x27,0x94,0x66,0xB5,0x1D,0x7E,0xDF,0x96,0x28,0x38,0x3A,0xA0,0xE8,0x71,0x09,0x62,0x5E,0x9D,0x53,0x58,0x1B,0x7D,0x0D,0x2D,0x99,0x77,0x83,0xC3,0x89,0xC2,0xA2,
434 0xA7,0x1D,0x78,0x80,0x37,0xC1,0x87,0xFF,0x65,0xBF,0x2C,0xF1,0xE5,0xB3,0x09,0xE0,0x25,0x92,0x83,0x0F,0x8A,0x57,0x3C,0x0B,0xC6,0xBC,0x44,0x16,0xE3,0xCE,0xC3,0x0D,
435 0x69,0xD3,0xC6,0x99,0xB8,0x46,0x44,0xC4,0xF3,0x1E,0xBF,0xF5,0xB4,0xDB,0xFB,0x93,0xA1,0x7B,0xC9,0x08,0x77,0x22,0xE5,0x02,0xEF,0x9E,0x90,0x94,0x8A,0xA6,0x3D,0x7E,
436 0xA2,0xA0,0x10,0x82,0x47,0x5C,0xAA,0xF8,0x2F,0x0D,0x9F,0x76,0xDA,0x99,0x0F,0xCB,0xE2,0x02,0x0C,0x75,0xCA,0x35,0x29,0xA6,0x49,0x83,0x6D,0x91,0xB4,0xEC,0x31,0x69,
437 0xBA,0x13,0xF3,0xC7,0x21,0x06,0xC8,0x79,0xEF,0xB1,0x9C,0x6A,0xEE,0x64,0x9A,0xDC,0x1E,0xC6,0x18,0x93,0xA9,0x7E,0x89,0x7D,0x96,0xE5,0x44,0xB8,0x00,0x15,0xAF,0x8C,
438 0x78,0x8F,0xA8,0x05,0xA7,0x07,0x25,0x9A,0xC8,0x5D,0x90,0x1A,0x41,0x53,0x30,0xD3,0x24,0x33,0x71,0xB4,0x50,0x6E,0xE4,0xEA,0x0D,0x2B,0x6D,0xF5,0x17,0x08,0x74,0x49,
439 0x71,0xC2,0xAC,0xF7,0xDC,0xB2,0x7E,0xCC,0xB6,0x1B,0xB8,0xA9,0x52,0xCF,0x6B,0x51,0xD2,0x4E,0xC9,0x43,0xEE,0x2E,0x92,0x24,0xBB,0x47,0x4D,0x0C,0x3E,0x21,0x53,0x19,
440 0xD4,0x82,0xE2,0xC6,0x93,0x85,0x0A,0xF8,0xFA,0x04,0x07,0xD3,0x1D,0xEC,0x03,0x66,0xFD,0xB1,0xFB,0x8F,0xC5,0xDE,0xE8,0x29,0xDF,0x23,0x09,0x9D,0x7C,0x43,0x3D,0x4D,
441 0x89,0xB9,0x6F,0xB4,0x6B,0x4A,0x51,0xC3,0x94,0xF4,0x7C,0x5E,0x19,0x87,0x79,0xC1,0x80,0x0C,0x45,0x12,0xEC,0x95,0xF3,0x31,0x68,0x42,0xE1,0x06,0x57,0x0E,0xA7,0xFB,
442 0x78,0x96,0x87,0x23,0xA5,0x20,0x7A,0x09,0x3A,0x45,0xE6,0xD9,0x5E,0x6A,0xD6,0xAA,0x29,0x50,0x92,0x4E,0xD0,0xB5,0x91,0xC2,0x9A,0xCF,0x07,0xFE,0xB2,0x15,0xEB,0xE4,
443 0x84,0x40,0x14,0x47,0xFA,0x93,0xB9,0x06,0x69,0xDB,0xBD,0x4E,0xEA,0x52,0x9B,0xDE,0x5B,0x50,0x36,0xAB,0xB3,0x1F,0xD2,0xCD,0x9C,0x13,0x07,0x7E,0x8B,0xED,0x72,0x62,
444 0x74,0x77,0x3B,0x88,0xAC,0x5B,0x6A,0xBC,0xDA,0x99,0xE8,0x24,0x90,0x5A,0xCA,0x8D,0x5C,0x2B,0xF8,0xF1,0xE1,0x1D,0x94,0x11,0xEA,0xCC,0x02,0x09,0x1E,0xA2,0x48,0x67,
445 0x87,0x5A,0x7E,0xC6,0xCC,0xA3,0xFB,0xC5,0x36,0xEB,0x5C,0xE1,0xAF,0x1E,0xBE,0xE7,0xD8,0x8F,0x70,0xAE,0x42,0x05,0xF5,0xCD,0x2D,0xA2,0xB0,0xFD,0xEF,0x65,0x2C,0x22,
446 0xCB,0x8C,0x8B,0xAA,0x3D,0x86,0xE2,0xCD,0xBE,0xC3,0x42,0x38,0xE3,0x9C,0x08,0xB5,0xAE,0xBD,0x54,0x73,0x83,0x70,0x24,0x47,0xCA,0x4C,0x04,0xC4,0xE0,0x1D,0x40,0xED,
447 0xF4,0x2B,0x50,0x8E,0x97,0xB3,0xF0,0xA6,0x76,0xDB,0x49,0x30,0xE5,0xD9,0x71,0x07,0xB2,0xF1,0x0F,0xD6,0x77,0xAA,0x72,0xC0,0xAF,0x66,0xD8,0x40,0xC6,0x08,0x19,0x8C,
448 0xD9,0x8F,0x5A,0x75,0xAC,0xBE,0xC2,0x40,0x5B,0xBD,0x0D,0x1D,0x00,0xAF,0x26,0x5E,0x78,0x43,0xAA,0xC6,0x4F,0xF3,0xD8,0xE2,0x7F,0x0C,0x1E,0x77,0x4D,0x35,0x96,0x23,
449 0x32,0x44,0x03,0x8D,0x92,0xE7,0xFD,0x48,0x07,0xD0,0x58,0xFC,0x6D,0xC9,0x91,0x33,0xF0,0x23,0x45,0xA4,0x29,0xB9,0xF5,0xB0,0x68,0x8F,0x7B,0x59,0x15,0x8E,0xA6,0x66,
450 0x15,0xA0,0x76,0x9B,0x69,0xCB,0x38,0xA5,0xF4,0xB4,0x6B,0xDC,0x1F,0xAB,0xAE,0x12,0x77,0xC0,0x8C,0x4A,0x03,0xB9,0x73,0xD3,0x6D,0x52,0xC5,0xF5,0x6E,0x4E,0x4B,0xA3,
451 0x24,0x02,0x58,0xEE,0x5F,0xF9,0xD6,0xD0,0x1D,0xBC,0xF4,0xB8,0x4F,0xFD,0x4B,0x2D,0x34,0x77,0x46,0xE5,0xD4,0x33,0x7B,0x9C,0x35,0xCD,0xB0,0x5D,0x06,0x39,0x99,0xEB,
452 0x0C,0xD0,0x0F,0xF7,0x92,0xB5,0x58,0x5B,0x5E,0x79,0x12,0xF4,0x05,0xF6,0x21,0x07,0x0B,0x49,0x1A,0xFB,0xD4,0x98,0xC4,0xEF,0x7A,0xD6,0xCA,0xA1,0xDA,0xB3,0x51,0x00,
453 0x76,0xEC,0x08,0x48,0x40,0x35,0xD7,0x94,0xBE,0xF5,0x7B,0xA4,0x20,0x81,0x5F,0x82,0xF3,0x6F,0x96,0x24,0x98,0xB6,0x49,0x18,0xC8,0xC5,0x8C,0xD2,0x38,0x7F,0xC4,0xF6,
454 0xAA,0x87,0xDC,0x73,0x5B,0xA1,0xAF,0xE5,0x3D,0x37,0x6B,0x85,0xED,0x38,0x62,0x7D,0x57,0xBD,0xCF,0xB5,0x1B,0xA8,0xBB,0x32,0x33,0xD3,0x34,0x5A,0xC1,0x5D,0xFB,0x28,
455 0x6E,0xE1,0x67,0x51,0xBB,0x31,0x92,0x83,0xAC,0xAA,0x72,0x52,0xFD,0x13,0x4F,0x73,0xD3,0xF0,0x5E,0xFC,0xBA,0xB1,0x3C,0x7B,0x08,0x76,0x03,0x38,0x1E,0xD1,0xCC,0x33,
456 0xA3,0x1E,0xFC,0xE0,0x82,0x30,0x27,0x93,0x71,0x35,0x75,0x77,0xBA,0x78,0x10,0x33,0xCD,0xAB,0xCF,0x8E,0xAD,0xF9,0x32,0xC9,0x15,0x9F,0xD6,0x6D,0xA8,0xAE,0xB1,0x3F,
457 0x90,0xEB,0xD4,0xF9,0x31,0x81,0xA3,0x53,0x99,0x4B,0x3C,0x93,0x3B,0xFE,0x55,0xFF,0x25,0x9F,0xCC,0x07,0xC5,0x2C,0x14,0xA7,0xA4,0x1E,0x6C,0xB6,0x91,0x2A,0xE0,0x3E,
458 0x7F,0x39,0x0A,0xD9,0x24,0x3C,0x01,0xA0,0x30,0x99,0x8E,0xB8,0x1D,0xF9,0xA7,0x78,0x86,0x95,0x35,0x0E,0x21,0xDA,0x7A,0x7B,0xAD,0x9F,0x4E,0xF6,0x63,0x5B,0x96,0xBB,
459 0x87,0x36,0x3F,0xA7,0x1A,0x66,0x91,0xCD,0xB0,0x3B,0xC0,0x4F,0x54,0xD2,0x5F,0xBB,0x38,0x89,0x1C,0x79,0x7E,0xA2,0x02,0xE4,0x80,0x84,0x1E,0x33,0xAB,0x74,0xFA,0xBE,
460 0x31,0x46,0x2E,0xC5,0x15,0xB9,0x12,0xE9,0xD3,0x73,0x43,0xEA,0x74,0x11,0xA7,0xC0,0xD5,0xD8,0x39,0x08,0x9F,0x4F,0xC7,0x71,0x25,0x09,0x51,0x65,0xD6,0xA8,0x02,0x1F
463 return random_noise
[ (random_noise
[p
[1] & 1023] + p
[0]) & 1023 ] & umod
;
467 // ===========================================================================================================
469 static void init_mesh( struct mesh
*m
, float const *tris
, u32 length
)
471 m
->elements
= length
/3;
472 glGenVertexArrays( 1, &m
->vao
);
473 glGenBuffers( 1, &m
->vbo
);
475 glBindVertexArray( m
->vao
);
476 glBindBuffer( GL_ARRAY_BUFFER
, m
->vbo
);
477 glBufferData( GL_ARRAY_BUFFER
, length
*sizeof(float), tris
, GL_STATIC_DRAW
);
479 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
480 glEnableVertexAttribArray( 0 );
485 static void free_mesh( struct mesh
*m
)
487 glDeleteVertexArrays( 1, &m
->vao
);
488 glDeleteBuffers( 1, &m
->vbo
);
491 static void draw_mesh( int const start
, int const count
)
493 glDrawArrays( GL_TRIANGLES
, start
*3, count
*3 );
496 static void use_mesh( struct mesh
*m
)
498 glBindVertexArray( m
->vao
);
501 void leaderboard_set_score( struct cmp_level
*cmp_level
, u32 score
);
504 // ===========================================================================================================
506 static void map_free(void)
508 arrfree( world
.data
);
519 world
.initialzed
= 0;
522 static void io_reset(void)
524 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
526 struct cell_terminal
*term
= &world
.io
[i
];
528 for( int j
= 0; j
< term
->run_count
; j
++ )
529 term
->runs
[j
].recv_count
= 0;
533 static struct cell
*pcell( v2i pos
)
535 return &world
.data
[ pos
[1]*world
.w
+ pos
[0] ];
538 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
)
540 v2i full_start
= { 1,1 };
541 v2i full_end
= { world
.w
-1, world
.h
-1 };
550 u8 info_buffer
[64*64*4];
553 int px0
= vg_max( start
[0], full_start
[0] ),
554 px1
= vg_min( end
[0], full_end
[0] ),
555 py0
= vg_max( start
[1], full_start
[1] ),
556 py1
= vg_min( end
[1], full_end
[1] );
558 for( int y
= py0
; y
< py1
; y
++ )
560 for( int x
= px0
; x
< px1
; x
++ )
562 struct cell
*cell
= pcell((v2i
){x
,y
});
564 v2i dirs
[] = {{1,0},{0,1},{-1,0},{0,-1}};
569 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
571 for( int i
= 0; i
< vg_list_size( dirs
); i
++ )
573 struct cell
*neighbour
= pcell((v2i
){x
+dirs
[i
][0], y
+dirs
[i
][1]});
574 if( neighbour
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
582 if( cell
->state
& FLAG_WALL
)
583 height
= 0xFF-0x3F + hash21i( (v2i
){x
,y
}, 0x3F );
588 pcell((v2i
){x
,y
})->config
= config
;
590 u8
*info_px
= &info_buffer
[ (pixel_id
++)*4 ];
592 info_px
[1] = cell
->state
& FLAG_WALL
? 0: 255;
598 ((cell
->state
& FLAG_IS_TRIGGER
) && (cell
->config
== 0xF || cell
->config
== k_cell_type_split
)) ||
599 ((cell
->state
& FLAG_TARGETED
) && (cell
->config
!= k_cell_type_split
))
600 ) && update_texbuffer
602 cell
->state
&= ~(FLAG_TARGETED
|FLAG_IS_TRIGGER
);
603 for( u32 i
= 0; i
< 2; i
++ )
607 struct cell
*other_ptr
= &world
.data
[ cell
->links
[i
] ];
608 other_ptr
->links
[ i
] = 0;
609 other_ptr
->state
&= ~FLAG_IS_TRIGGER
;
611 if( other_ptr
->links
[ i
^ 0x1 ] == 0 )
612 other_ptr
->state
&= ~FLAG_TARGETED
;
622 if( update_texbuffer
)
624 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
625 glTexSubImage2D( GL_TEXTURE_2D
, 0, px0
+ 16, py0
+ 16, px1
-px0
, py1
-py0
, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
629 static u32
gen_text_buffer( const char *str
, struct sdf_font
*font
, v2f origin
, float size
, u32 start
)
635 v2_copy( origin
, cursor
);
637 float invScale
= (size
/ (float)font
->size
);
638 invUv
[0] = 1.0f
/ (float)font
->width
;
639 invUv
[1] = 1.0f
/ (float)font
->height
;
641 u16 base_idx
= start
* 4;
643 const char *_c
= str
;
645 while( (c
= *(_c
++)) )
649 cursor
[1] -= size
* 1.25f
;
650 cursor
[0] = origin
[0];
652 else if( c
>= 32 && c
<= 126 )
654 struct sdf_char
*pch
= &font
->characters
[ c
- ' ' ];
655 struct vector_glyph_vert
*vt
= &text_buffers
.buffer
[ count
* 4 ];
656 u16
*ind
= &text_buffers
.indices
[ count
* 6 ];
662 v2_muladds( cursor
, (v2f
){ pch
->originX
, -pch
->originY
}, -invScale
, p0
);
663 v2_muladds( p0
, (v2f
){ pch
->w
, -pch
->h
}, invScale
, p1
);
665 v2_mul( (v2f
){ pch
->uvx
, pch
->uvy
}, invUv
, uv0
);
666 v2_muladd( uv0
, (v2f
){ pch
->w
, pch
->h
}, invUv
, uv1
);
668 v2_copy( p0
, vt
[0].co
);
669 v2_copy( uv0
, vt
[0].uv
);
670 vt
[0].colour
= 0xffffffff;
672 v2_copy( (v2f
){ p0
[0], p1
[1] }, vt
[1].co
);
673 v2_copy( (v2f
){ uv0
[0], uv1
[1] }, vt
[1].uv
);
674 vt
[1].colour
= 0xffffffff;
676 v2_copy( p1
, vt
[2].co
);
677 v2_copy( uv1
, vt
[2].uv
);
678 vt
[2].colour
= 0xffffffff;
680 v2_copy( (v2f
){ p1
[0], p0
[1] }, vt
[3].co
);
681 v2_copy( (v2f
){ uv1
[0], uv0
[1] }, vt
[3].uv
);
682 vt
[3].colour
= 0xffffffff;
685 ind
[0] = base_idx
+count
*4;
686 ind
[1] = base_idx
+count
*4+1;
687 ind
[2] = base_idx
+count
*4+2;
688 ind
[3] = base_idx
+count
*4;
689 ind
[4] = base_idx
+count
*4+2;
690 ind
[5] = base_idx
+count
*4+3;
692 cursor
[0] += (float)pch
->advance
* invScale
;
697 glBindVertexArray( text_buffers
.vao
);
699 glBindBuffer( GL_ARRAY_BUFFER
, text_buffers
.vbo
);
700 glBufferSubData( GL_ARRAY_BUFFER
,
701 start
*4*sizeof( struct vector_glyph_vert
),
702 count
*4*sizeof( struct vector_glyph_vert
),
706 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, text_buffers
.ebo
);
707 glBufferSubData( GL_ELEMENT_ARRAY_BUFFER
, start
*6*sizeof(u16
), count
*6*sizeof(u16
), text_buffers
.indices
);
712 static void gen_level_text( struct cmp_level
*pLevel
)
714 text_buffers
.title_count
= gen_text_buffer( pLevel
->title
, &font_Ubuntu
, (v2f
){ -5.0f
, -0.6f
}, 0.6f
, text_buffers
.title_start
);
715 text_buffers
.desc_count
= gen_text_buffer( pLevel
->description
, &font_Ubuntu
, (v2f
){ -5.0, -0.9f
}, 0.25f
, text_buffers
.desc_start
);
718 static int map_load( const char *str
, const char *name
)
720 //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data
729 if( c
[world
.w
] == ';' )
731 else if( !c
[world
.w
] )
733 vg_error( "Unexpected EOF when parsing level\n" );
738 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
740 int reg_start
= 0, reg_end
= 0;
742 u32
*links_to_make
= NULL
;
743 int links_satisfied
= 0;
745 char link_id_buffer
[32];
753 if( *c
== '\r' ) { c
++; continue; } // fuck off windows
759 if( *c
== '\r' ) c
++;
766 if( *c
== '\r' ) { c
++; continue; }
768 if( reg_start
< reg_end
)
770 struct cell_terminal
*terminal
= &world
.io
[ reg_start
];
771 struct terminal_run
*run
= &terminal
->runs
[ terminal
->run_count
-1 ];
773 if( (*c
>= 'a' && *c
<= 'z') || *c
== ' ' )
775 run
->conditions
[ run
->condition_count
++ ] = *c
;
779 if( *c
== ',' || *c
== '\n' )
788 terminal
->runs
[ terminal
->run_count
].condition_count
= 0;
789 terminal
->run_count
++;
790 world
.max_runs
= vg_max( world
.max_runs
, terminal
->run_count
);
794 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
801 if( links_satisfied
< arrlen( links_to_make
) )
803 struct cell
*target
= &world
.data
[ links_to_make
[ links_satisfied
] ];
805 if( (((u32
)*c
>= (u32
)'0') && ((u32
)*c
<= (u32
)'9')) || *c
== '-' )
807 if( link_id_n
>= vg_list_size( link_id_buffer
)-1 )
809 vg_error( "Number was way too long to be parsed (row: %u)\n", world
.h
);
813 link_id_buffer
[ link_id_n
++ ] = *c
;
815 else if( *c
== ',' || *c
== '\n' )
817 link_id_buffer
[ link_id_n
] = 0x00;
818 int value
= atoi( link_id_buffer
);
820 target
->links
[value
>= 0? 1:0] = abs(value
);
829 vg_error( "Invalid character '%c' (row: %u)\n", *c
, world
.h
);
835 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
844 // Registry length-error checks
845 if( reg_start
!= reg_end
)
847 vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
851 if( links_satisfied
!= arrlen( links_to_make
) )
853 vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world
.h
, links_satisfied
, arrlen( links_to_make
) );
859 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
863 row
= arraddnptr( world
.data
, world
.w
);
866 reg_end
= reg_start
= arrlen( world
.io
);
868 arrsetlen( links_to_make
, 0 );
875 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
879 // Tile initialization
881 struct cell
*cell
= &row
[ cx
];
884 if( *c
== '+' || *c
== '-' )
886 struct cell_terminal
*term
= arraddnptr( world
.io
, 1 );
888 term
->pos
[1] = world
.h
;
891 term
->runs
[0].condition_count
= 0;
893 cell
->state
= *c
== '+'? FLAG_INPUT
: FLAG_OUTPUT
;
896 else if( *c
== '#' ) cell
->state
= FLAG_WALL
;
897 else if( ((u32
)*c
>= (u32
)'A') && ((u32
)*c
<= (u32
)'A'+0xf) )
899 // Canal flag bits (4bit/16 value):
905 cell
->state
= ((u32
)*c
- (u32
)'A') & (FLAG_CANAL
|FLAG_IS_TRIGGER
);
907 if( cell
->state
& FLAG_IS_TRIGGER
)
908 arrpush( links_to_make
, cx
+ world
.h
*world
.w
);
914 else cell
->state
= 0x00;
922 // Update data texture to fill out the background
924 u8 info_buffer
[64*64*4];
925 for( int x
= 0; x
< 64; x
++ )
927 for( int y
= 0; y
< 64; y
++ )
929 u8
*px
= &info_buffer
[((x
*64)+y
)*4];
931 px
[0] = 0xFF-0x3F + hash21i( (v2i
){x
,y
}, 0x3F );
938 // Level selection area
940 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
942 struct career_level_pack
*grid
= &career_packs
[ i
];
944 for( int y
= 0; y
< grid
->dims
[1]; y
++ )
946 for( int x
= 0; x
< grid
->dims
[0]; x
++ )
948 u8
*px
= &info_buffer
[((y
+16+grid
->origin
[1])*64+16+x
+grid
->origin
[0])*4];
954 info_buffer
[(((16+world
.h
-3)*64)+world
.w
+16-1)*4] = 0x30;
955 info_buffer
[(((16+world
.h
-2)*64)+world
.w
+16-1)*4] = 0x30;
957 // Random walks.. kinda
958 for( int i
= 0; i
< arrlen(world
.io
); i
++ )
960 struct cell_terminal
*term
= &world
.io
[ i
];
966 turtle
[0] = 16+term
->pos
[0];
967 turtle
[1] = 16+term
->pos
[1];
970 turtle_dir
[1] = pcell(term
->pos
)->state
& FLAG_INPUT
? 1: -1;
971 original_y
= turtle_dir
[1];
973 info_buffer
[((turtle
[1]*64)+turtle
[0])*4] = 0;
974 v2i_add( turtle_dir
, turtle
, turtle
);
976 for( int i
= 0; i
< 100; i
++ )
978 info_buffer
[((turtle
[1]*64)+turtle
[0])*4] = 0;
980 v2i_add( turtle_dir
, turtle
, turtle
);
982 if( turtle
[0] == 0 ) break;
983 if( turtle
[0] == 63 ) break;
984 if( turtle
[1] == 0 ) break;
985 if( turtle
[1] == 63 ) break;
987 int random_value
= hash21i( turtle
, 0xFF );
988 if( random_value
> 255-40 && !turtle_dir
[0] )
993 else if( random_value
> 255-80 && !turtle_dir
[0] )
998 else if( random_value
> 255-100 )
1001 turtle_dir
[1] = original_y
;
1006 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
1007 glTexSubImage2D( GL_TEXTURE_2D
, 0, 0, 0, 64, 64, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
1010 arrfree( links_to_make
);
1012 map_reclassify( NULL
, NULL
, 1 );
1015 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
1017 struct cell
*src
= &world
.data
[i
];
1018 if( src
->state
& FLAG_IS_TRIGGER
)
1020 int link_id
= src
->links
[0]?0:1;
1021 if( src
->links
[link_id
] <= world
.h
*world
.w
)
1023 struct cell
*target
= &world
.data
[ src
->links
[link_id
] ];
1024 if( (target
->state
& FLAG_CANAL
) && (target
->config
== k_cell_type_split
) )
1026 if( target
->links
[ link_id
] )
1028 vg_error( "Link target was already targeted\n" );
1034 target
->links
[ link_id
] = i
;
1035 target
->state
|= FLAG_TARGETED
;
1040 vg_error( "Link target was invalid\n" );
1046 vg_error( "Link target out of bounds\n" );
1052 vg_success( "Map '%s' loaded! (%u:%u)\n", name
, world
.w
, world
.h
);
1056 strncpy( world
.map_name
, name
, vg_list_size( world
.map_name
)-1 );
1057 world
.initialzed
= 1;
1059 // Setup world button locations
1060 for( int i
= 0; i
< vg_list_size( world_static
.buttons
); i
++ )
1062 struct world_button
*btn
= &world_static
.buttons
[i
];
1063 btn
->position
[0] = world
.w
-1;
1064 btn
->position
[1] = world
.h
-i
-2;
1070 arrfree( links_to_make
);
1075 static void map_serialize( FILE *stream
)
1077 for( int y
= 0; y
< world
.h
; y
++ )
1079 for( int x
= 0; x
< world
.w
; x
++ )
1081 struct cell
*cell
= pcell( (v2i
){ x
, y
} );
1083 if( cell
->state
& FLAG_WALL
) fputc( '#', stream
);
1084 else if( cell
->state
& FLAG_INPUT
) fputc( '+', stream
);
1085 else if( cell
->state
& FLAG_OUTPUT
) fputc( '-', stream
);
1086 else if( cell
->state
& (FLAG_CANAL
|FLAG_IS_TRIGGER
|FLAG_RESERVED0
|FLAG_RESERVED1
) )
1088 fputc( (cell
->state
& (FLAG_CANAL
|FLAG_IS_TRIGGER
|FLAG_RESERVED0
|FLAG_RESERVED1
)) + (u32
)'A', stream
);
1090 else fputc( ' ', stream
);
1093 fputc( ';', stream
);
1095 int terminal_write_count
= 0;
1097 for( int x
= 0; x
< world
.w
; x
++ )
1099 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1101 struct cell_terminal
*term
= &world
.io
[i
];
1102 if( v2i_eq( term
->pos
, (v2i
){x
,y
} ) )
1104 if( terminal_write_count
)
1105 fputc( ',', stream
);
1106 terminal_write_count
++;
1108 for( int j
= 0; j
< term
->run_count
; j
++ )
1110 struct terminal_run
*run
= &term
->runs
[j
];
1112 for( int k
= 0; k
< run
->condition_count
; k
++ )
1113 fputc( run
->conditions
[k
], stream
);
1115 if( j
< term
->run_count
-1 )
1116 fputc( ':', stream
);
1122 for( int x
= 0; x
< world
.w
; x
++ )
1124 struct cell
*cell
= pcell( (v2i
){ x
,y
} );
1125 if( cell
->state
& FLAG_IS_TRIGGER
)
1127 if( terminal_write_count
)
1128 fputc( ',', stream
);
1129 terminal_write_count
++;
1131 fprintf( stream
, "%d", cell
->links
[0]? -cell
->links
[0]: cell
->links
[1] );
1135 fputc( '\n', stream
);
1140 // ===========================================================================================================
1142 #pragma pack(push,1)
1143 struct dcareer_state
1156 levels
[ NUM_CAMPAIGN_LEVELS
];
1160 static int career_load_success
= 0;
1162 static void career_serialize(void)
1164 if( !career_load_success
)
1167 struct dcareer_state encoded
;
1168 encoded
.version
= 2;
1169 encoded
.in_map
= world
.pCmpLevel
? world
.pCmpLevel
->serial_id
: -1;
1171 memset( encoded
.reserved
, 0, sizeof( encoded
.reserved
) );
1173 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
1175 struct career_level_pack
*set
= &career_packs
[i
];
1177 for( int j
= 0; j
< set
->count
; j
++ )
1179 struct cmp_level
*lvl
= &set
->pack
[j
];
1180 struct dlevel_state
*dest
= &encoded
.levels
[lvl
->serial_id
];
1182 dest
->score
= lvl
->completed_score
;
1183 dest
->unlocked
= lvl
->unlocked
;
1184 dest
->reserved
[0] = 0;
1185 dest
->reserved
[1] = 0;
1189 vg_asset_write( "sav/game.sv2", &encoded
, sizeof( struct dcareer_state
) );
1192 static void career_unlock_level( struct cmp_level
*lvl
);
1193 static void career_unlock_level( struct cmp_level
*lvl
)
1198 career_unlock_level( lvl
->linked
);
1201 static void career_pass_level( struct cmp_level
*lvl
, int score
, int upload
)
1205 if( score
< lvl
->completed_score
|| lvl
->completed_score
== 0 )
1208 if( !lvl
->is_tutorial
&& upload
)
1209 leaderboard_set_score( lvl
, score
);
1212 lvl
->completed_score
= score
;
1215 if( lvl
->unlock
) career_unlock_level( lvl
->unlock
);
1218 if( lvl
->achievement
)
1220 sw_set_achievement( lvl
->achievement
);
1223 // Check ALL maps to trigger master engineer
1224 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
1226 struct career_level_pack
*set
= &career_packs
[i
];
1228 for( int j
= 0; j
< set
->count
; j
++ )
1230 if( set
->pack
[j
].completed_score
== 0 )
1235 sw_set_achievement( "MASTER_ENGINEER" );
1240 static void career_reset_level( struct cmp_level
*lvl
)
1243 lvl
->completed_score
= 0;
1246 static void career_load(void)
1249 struct dcareer_state encoded
;
1252 memset( (void*)&encoded
, 0, sizeof( struct dcareer_state
) );
1254 encoded
.levels
[0].unlocked
= 1;
1256 // Load and copy data into encoded
1257 void *cr
= vg_asset_read_s( "sav/game.sv2", &sz
);
1261 if( sz
> sizeof( struct dcareer_state
) )
1262 vg_warn( "This save file is too big! Some levels will be lost\n" );
1264 if( sz
<= offsetof( struct dcareer_state
, levels
) )
1266 vg_warn( "This save file is too small to have a header. Creating a blank one\n" );
1270 memcpy( (void*)&encoded
, cr
, VG_MIN( sizeof( struct dcareer_state
), sz
) );
1274 vg_info( "No save file... Using blank one\n" );
1277 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
1279 struct career_level_pack
*set
= &career_packs
[i
];
1281 for( int j
= 0; j
< set
->count
; j
++ )
1282 career_reset_level( &set
->pack
[j
] );
1285 // Header information
1286 // =================================
1288 struct cmp_level
*lvl_to_load
= &career_packs
[0].pack
[0];
1290 // Decode everything from dstate
1291 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
1293 struct career_level_pack
*set
= &career_packs
[i
];
1295 for( int j
= 0; j
< set
->count
; j
++ )
1297 struct cmp_level
*lvl
= &set
->pack
[j
];
1298 struct dlevel_state
*src
= &encoded
.levels
[lvl
->serial_id
];
1300 if( src
->unlocked
) career_unlock_level( lvl
);
1301 if( src
->score
) lvl
->completed_score
= src
->score
;
1303 if( lvl
->serial_id
== encoded
.in_map
)
1308 if( console_changelevel( 1, &lvl_to_load
->map_name
) )
1310 world
.pCmpLevel
= lvl_to_load
;
1311 gen_level_text( world
.pCmpLevel
);
1314 career_load_success
= 1;
1318 // ===========================================================================================================
1319 static int is_simulation_running(void)
1321 return world_static
.buttons
[ k_world_button_sim
].state
;
1324 static void clear_animation_flags(void)
1326 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
1327 world
.data
[ i
].state
&= ~(FLAG_FLIP_FLOP
|FLAG_FLIP_ROTATING
);
1330 static void simulation_stop(void)
1332 world_static
.buttons
[ k_world_button_sim
].state
= 0;
1333 world_static
.buttons
[ k_world_button_pause
].state
= 0;
1335 world
.num_fishes
= 0;
1336 world
.sim_frame
= 0;
1338 world
.frame_lerp
= 0.0f
;
1342 sfx_system_fadeout( &audio_system_balls_rolling
, 44100 );
1344 clear_animation_flags();
1346 vg_info( "Stopping simulation!\n" );
1349 static void simulation_start(void)
1351 vg_success( "Starting simulation!\n" );
1353 sfx_set_playrnd( &audio_rolls
, &audio_system_balls_rolling
, 0, 1 );
1355 world
.num_fishes
= 0;
1356 world
.sim_frame
= 0;
1359 world
.sim_delta_speed
= world_static
.buttons
[ k_world_button_speedy
].state
? 10.0f
: 2.5f
;
1360 world
.sim_delta_ref
= vg_time
;
1361 world
.sim_internal_ref
= 0.0f
;
1362 world
.sim_internal_time
= 0.0f
;
1363 world
.pause_offset_target
= 0.0f
;
1365 world
.sim_target
= 0;
1367 clear_animation_flags();
1371 if( world
.pCmpLevel
)
1373 world
.pCmpLevel
->completed_score
= 0;
1377 static int world_check_pos_ok( v2i co
)
1379 return (co
[0] < 2 || co
[0] >= world
.w
-2 || co
[1] < 2 || co
[1] >= world
.h
-2)? 0: 1;
1382 static int cell_interactive( v2i co
)
1385 if( !world_check_pos_ok( co
) )
1389 if( world
.data
[ world
.w
*co
[1] + co
[0] ].state
& (FLAG_WALL
|FLAG_INPUT
|FLAG_OUTPUT
) )
1392 // List of 3x3 configurations that we do not allow
1393 static u32 invalid_src
[][9] =
1425 // Statically compile invalid configurations into bitmasks
1426 static u32 invalid
[ vg_list_size(invalid_src
) ];
1428 for( int i
= 0; i
< vg_list_size(invalid_src
); i
++ )
1432 for( int j
= 0; j
< 3; j
++ )
1433 for( int k
= 0; k
< 3; k
++ )
1434 comped
|= invalid_src
[i
][ j
*3+k
] << ((j
*5)+k
);
1436 invalid
[i
] = comped
;
1439 // Extract 5x5 grid surrounding tile
1441 for( int y
= co
[1]-2; y
< co
[1]+3; y
++ )
1442 for( int x
= co
[0]-2; x
< co
[0]+3; x
++ )
1444 struct cell
*cell
= pcell((v2i
){x
,y
});
1446 if( cell
&& (cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
)) )
1447 blob
|= 0x1 << ((y
-(co
[1]-2))*5 + x
-(co
[0]-2));
1450 // Run filter over center 3x3 grid to check for invalid configurations
1451 int kernel
[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
1452 for( int i
= 0; i
< vg_list_size(kernel
); i
++ )
1454 if( blob
& (0x1 << (6+kernel
[i
])) )
1456 u32 window
= blob
>> kernel
[i
];
1458 for( int j
= 0; j
< vg_list_size(invalid
); j
++ )
1459 if((window
& invalid
[j
]) == invalid
[j
])
1467 void vg_update(void)
1470 // ========================================================================================================
1472 float r1
= (float)vg_window_y
/ (float)vg_window_x
,
1473 r2
= (float)world
.h
/ (float)world
.w
,
1476 static float size_current
= 2.0f
;
1477 static v3f origin_current
= { 0.0f
, 0.0f
, 0.0f
};
1479 size
= ( r2
< r1
? (float)(world
.w
+5) * 0.5f
: ((float)(world
.h
+5) * 0.5f
) / r1
) + 0.5f
;
1482 origin
[0] = floorf( -0.5f
* ((float)world
.w
-4.5f
) );
1483 origin
[1] = floorf( -0.5f
* world
.h
);
1486 // Lerp towards target
1487 size_current
= vg_lerpf( size_current
, size
, vg_time_delta
* 6.0f
);
1488 v2_lerp( origin_current
, origin
, vg_time_delta
* 6.0f
, origin_current
);
1490 m3x3_projection( m_projection
, -size_current
, size_current
, -size_current
*r1
, size_current
*r1
);
1491 m3x3_identity( m_view
);
1492 m3x3_translate( m_view
, origin_current
);
1493 m3x3_mul( m_projection
, m_view
, vg_pv
);
1494 vg_projection_update();
1497 // ========================================================================================================
1498 v2_copy( vg_mouse_ws
, world
.tile_pos
);
1500 world
.tile_x
= floorf( world
.tile_pos
[0] );
1501 world
.tile_y
= floorf( world
.tile_pos
[1] );
1504 // ========================================================================================================
1505 if( !is_simulation_running() && !gui_want_mouse() )
1507 v2_copy( vg_mouse_ws
, world
.drag_to_co
);
1509 if( cell_interactive( (v2i
){ world
.tile_x
, world
.tile_y
} ))
1511 world
.selected
= world
.tile_y
* world
.w
+ world
.tile_x
;
1513 static u32 modify_state
= 0;
1515 struct cell
*cell_ptr
= &world
.data
[world
.selected
];
1517 if( vg_get_button_down("primary") )
1518 modify_state
= (cell_ptr
->state
& FLAG_CANAL
) ^ FLAG_CANAL
;
1520 if( vg_get_button("primary") && ((cell_ptr
->state
& FLAG_CANAL
) != modify_state
) )
1522 cell_ptr
->state
&= ~FLAG_CANAL
;
1523 cell_ptr
->state
|= modify_state
;
1525 if( cell_ptr
->state
& FLAG_CANAL
)
1527 cell_ptr
->links
[0] = 0;
1528 cell_ptr
->links
[1] = 0;
1530 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 3, 6 );
1535 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 0, 3 );
1539 map_reclassify( (v2i
){ world
.tile_x
-2, world
.tile_y
-2 },
1540 (v2i
){ world
.tile_x
+2, world
.tile_y
+2 }, 1 );
1543 if( vg_get_button_down("secondary") && (cell_ptr
->state
& FLAG_CANAL
) && !(cell_ptr
->config
== k_cell_type_split
) )
1545 world
.id_drag_from
= world
.selected
;
1547 struct cell_description
*desc
= &cell_descriptions
[ world
.data
[world
.id_drag_from
].config
];
1548 v2_add( desc
->trigger_pos
, (v2f
){ world
.tile_x
, world
.tile_y
}, world
.drag_from_co
);
1551 float local_x
= vg_mouse_ws
[0] - (float)world
.tile_x
;
1553 if( vg_get_button_up("secondary") && world
.id_drag_from
== world
.selected
)
1555 u32 link_id
= cell_ptr
->links
[ 0 ]? 0: 1;
1557 // break existing connection off
1558 if( cell_ptr
->links
[ link_id
] )
1560 struct cell
*current_connection
= &world
.data
[ cell_ptr
->links
[ link_id
]];
1562 if( !current_connection
->links
[ link_id
^ 0x1 ] )
1563 current_connection
->state
&= ~FLAG_TARGETED
;
1565 current_connection
->links
[ link_id
] = 0;
1566 cell_ptr
->links
[ link_id
] = 0;
1569 cell_ptr
->state
&= ~FLAG_IS_TRIGGER
;
1570 world
.id_drag_from
= 0;
1573 else if( world
.id_drag_from
&& (cell_ptr
->state
& FLAG_CANAL
) && (cell_ptr
->config
== k_cell_type_split
) )
1575 world
.drag_to_co
[0] = (float)world
.tile_x
+ (local_x
> 0.5f
? 0.75f
: 0.25f
);
1576 world
.drag_to_co
[1] = (float)world
.tile_y
+ 0.25f
;
1578 if( vg_get_button_up("secondary") )
1580 struct cell
*drag_ptr
= &world
.data
[world
.id_drag_from
];
1581 u32 link_id
= local_x
> 0.5f
? 1: 0;
1583 // Cleanup existing connections
1584 if( cell_ptr
->links
[ link_id
] )
1586 vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id
, cell_ptr
->links
[ link_id
] );
1588 struct cell
*current_connection
= &world
.data
[ cell_ptr
->links
[ link_id
]];
1589 current_connection
->state
&= ~FLAG_IS_TRIGGER
;
1590 current_connection
->links
[ link_id
] = 0;
1593 if( drag_ptr
->links
[ link_id
^ 0x1 ] )
1595 vg_warn( "Destroying alternate link %u (%hu)\n", link_id
^ 0x1, drag_ptr
->links
[ link_id
^ 0x1 ] );
1597 struct cell
*current_connection
= &world
.data
[ drag_ptr
->links
[ link_id
^ 0x1 ]];
1598 if( !current_connection
->links
[ link_id
] )
1599 current_connection
->state
&= ~FLAG_TARGETED
;
1601 current_connection
->links
[ link_id
^ 0x1 ] = 0;
1602 drag_ptr
->links
[ link_id
^ 0x1 ] = 0;
1605 // Create the new connection
1606 vg_success( "Creating connection on link %u (%hu)\n", link_id
, world
.id_drag_from
);
1608 cell_ptr
->links
[ link_id
] = world
.id_drag_from
;
1609 drag_ptr
->links
[ link_id
] = world
.selected
;
1611 cell_ptr
->state
|= FLAG_TARGETED
;
1612 drag_ptr
->state
|= FLAG_IS_TRIGGER
;
1613 world
.id_drag_from
= 0;
1619 world
.selected
= -1;
1622 if( !(vg_get_button("secondary") && world
.id_drag_from
) )
1623 world
.id_drag_from
= 0;
1627 world
.selected
= -1;
1628 world
.id_drag_from
= 0;
1631 // Marble state updates
1632 // ========================================================================================================
1633 if( is_simulation_running() )
1635 float old_time
= world
.sim_internal_time
;
1637 if( !world_static
.buttons
[ k_world_button_pause
].state
)
1638 world
.sim_internal_time
= world
.sim_internal_ref
+ (vg_time
-world
.sim_delta_ref
) * world
.sim_delta_speed
;
1640 world
.sim_internal_time
= vg_lerpf( world
.sim_internal_time
, world
.sim_internal_ref
+ world
.pause_offset_target
, vg_time_delta
*15.0f
);
1641 world
.sim_internal_delta
= world
.sim_internal_time
-old_time
;
1643 world
.sim_target
= (int)floorf(world
.sim_internal_time
);
1645 int success_this_frame
= 0;
1646 int failure_this_frame
= 0;
1648 while( world
.sim_frame
< world
.sim_target
)
1650 sfx_set_playrnd( &audio_random
, &audio_system_balls_switching
, 0, 8 );
1652 // Update splitter deltas
1653 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
1655 struct cell
*cell
= &world
.data
[i
];
1656 if( cell
->config
== k_cell_type_split
)
1658 cell
->state
&= ~FLAG_FLIP_ROTATING
;
1660 if( cell
->state
& FLAG_IS_TRIGGER
)
1661 cell
->state
&= ~FLAG_TRIGGERED
;
1664 int alive_count
= 0;
1666 // Update fish positions
1667 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1669 struct fish
*fish
= &world
.fishes
[i
];
1671 if( fish
->state
== k_fish_state_soon_dead
)
1672 fish
->state
= k_fish_state_dead
;
1674 if( fish
->state
== k_fish_state_soon_alive
)
1675 fish
->state
= k_fish_state_alive
;
1677 if( fish
->state
< k_fish_state_alive
)
1680 struct cell
*cell_current
= pcell( fish
->pos
);
1682 if( fish
->state
== k_fish_state_alive
)
1685 if( cell_current
->state
& FLAG_OUTPUT
)
1687 for( int j
= 0; j
< arrlen( world
.io
); j
++ )
1689 struct cell_terminal
*term
= &world
.io
[j
];
1691 if( v2i_eq( term
->pos
, fish
->pos
) )
1693 struct terminal_run
*run
= &term
->runs
[ world
.sim_run
];
1694 if( run
->recv_count
< vg_list_size( run
->recieved
) )
1696 if( fish
->payload
== run
->conditions
[ run
->recv_count
] )
1697 success_this_frame
= 1;
1699 failure_this_frame
= 1;
1701 run
->recieved
[ run
->recv_count
++ ] = fish
->payload
;
1704 failure_this_frame
= 1;
1710 fish
->state
= k_fish_state_dead
;
1711 fish
->death_time
= -1000.0f
;
1716 if( cell_current
->config
== k_cell_type_merge
)
1721 fish
->flow_reversed
= 0;
1725 if( cell_current
->config
== k_cell_type_split
)
1728 fish
->dir
[0] = cell_current
->state
&FLAG_FLIP_FLOP
?1:-1;
1731 if( !(cell_current
->state
& FLAG_TARGETED
) )
1732 cell_current
->state
^= FLAG_FLIP_FLOP
;
1736 // Apply cell out-flow
1737 struct cell_description
*desc
= &cell_descriptions
[ cell_current
->config
];
1739 v2i_copy( fish
->flow_reversed
? desc
->start
: desc
->end
, fish
->dir
);
1743 v2i_add( fish
->pos
, fish
->dir
, pos_next
);
1745 struct cell
*cell_next
= pcell( pos_next
);
1747 if( cell_next
->state
& (FLAG_CANAL
|FLAG_OUTPUT
) )
1749 struct cell_description
*desc
= &cell_descriptions
[ cell_next
->config
];
1751 if( cell_next
->config
== k_cell_type_merge
)
1753 if( fish
->dir
[0] == 0 )
1755 fish
->state
= k_fish_state_dead
;
1756 fish
->death_time
= world
.sim_internal_time
;
1759 fish
->flow_reversed
= 0;
1763 if( cell_next
->config
== k_cell_type_split
)
1765 if( fish
->dir
[0] == 0 )
1767 sfx_set_playrnd( &audio_splitter
, &audio_system_balls_important
, 0, 1 );
1768 cell_next
->state
|= FLAG_FLIP_ROTATING
;
1770 fish
->flow_reversed
= 0;
1774 fish
->state
= k_fish_state_dead
;
1775 fish
->death_time
= world
.sim_internal_time
;
1779 fish
->flow_reversed
= ( fish
->dir
[0] != -desc
->start
[0] ||
1780 fish
->dir
[1] != -desc
->start
[1] )? 1: 0;
1785 if( world_check_pos_ok( fish
->pos
) )
1786 fish
->state
= k_fish_state_bg
;
1789 fish
->state
= k_fish_state_dead
;
1790 fish
->death_time
= world
.sim_internal_time
;
1795 //v2i_add( fish->pos, fish->dir, fish->pos );
1797 else if( fish
->state
== k_fish_state_bg
)
1799 v2i_add( fish
->pos
, fish
->dir
, fish
->pos
);
1801 if( !world_check_pos_ok( fish
->pos
) )
1803 fish
->state
= k_fish_state_dead
;
1804 fish
->death_time
= -1000.0f
;
1808 struct cell
*cell_entry
= pcell( fish
->pos
);
1810 if( cell_entry
->state
& FLAG_CANAL
)
1812 if( cell_entry
->config
== k_cell_type_con_r
|| cell_entry
->config
== k_cell_type_con_u
1813 || cell_entry
->config
== k_cell_type_con_l
|| cell_entry
->config
== k_cell_type_con_d
)
1816 sw_set_achievement( "CAN_DO_THAT" );
1819 fish
->state
= k_fish_state_soon_alive
;
1823 fish
->flow_reversed
= 1;
1825 switch( cell_entry
->config
)
1827 case k_cell_type_con_r
: fish
->dir
[0] = 1; break;
1828 case k_cell_type_con_l
: fish
->dir
[0] = -1; break;
1829 case k_cell_type_con_u
: fish
->dir
[1] = 1; break;
1830 case k_cell_type_con_d
: fish
->dir
[1] = -1; break;
1836 else { vg_error( "fish behaviour unimplemented for behaviour type (%d)\n" ); }
1838 if( fish
->state
>= k_fish_state_alive
)
1842 // Second pass (triggers)
1843 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1845 struct fish
*fish
= &world
.fishes
[i
];
1847 if( fish
->state
== k_fish_state_alive
)
1849 v2i_add( fish
->pos
, fish
->dir
, fish
->pos
);
1850 struct cell
*cell_current
= pcell( fish
->pos
);
1852 if( cell_current
->state
& FLAG_IS_TRIGGER
)
1854 int trigger_id
= cell_current
->links
[0]?0:1;
1856 struct cell
*target_peice
= &world
.data
[ cell_current
->links
[trigger_id
] ];
1858 cell_current
->state
|= FLAG_TRIGGERED
;
1861 target_peice
->state
|= FLAG_FLIP_FLOP
;
1863 target_peice
->state
&= ~FLAG_FLIP_FLOP
;
1868 // Third pass (collisions)
1869 struct fish
*fi
, *fj
;
1871 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1873 fi
= &world
.fishes
[i
];
1875 if( fi
->state
== k_fish_state_alive
)
1877 int continue_again
= 0;
1879 for( int j
= i
+1; j
< world
.num_fishes
; j
++ )
1881 fj
= &world
.fishes
[j
];
1883 if( (fj
->state
== k_fish_state_alive
) )
1888 v2i_sub( fi
->pos
, fi
->dir
, fi_prev
);
1889 v2i_sub( fj
->pos
, fj
->dir
, fj_prev
);
1892 collide_next_frame
= (
1893 (fi
->pos
[0] == fj
->pos
[0]) &&
1894 (fi
->pos
[1] == fj
->pos
[1]))? 1: 0,
1895 collide_this_frame
= (
1896 (fi_prev
[0] == fj
->pos
[0]) &&
1897 (fi_prev
[1] == fj
->pos
[1]) &&
1898 (fj_prev
[0] == fi
->pos
[0]) &&
1899 (fj_prev
[1] == fi
->pos
[1])
1902 if( collide_next_frame
|| collide_this_frame
)
1905 sw_set_achievement( "BANG" );
1908 // Shatter death (+0.5s)
1909 float death_time
= world
.sim_internal_time
+ ( collide_this_frame
? 0.0f
: 0.5f
);
1911 fi
->state
= k_fish_state_soon_dead
;
1912 fj
->state
= k_fish_state_soon_dead
;
1913 fi
->death_time
= death_time
;
1914 fj
->death_time
= death_time
;
1921 if( continue_again
)
1927 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1929 struct cell_terminal
*term
= &world
.io
[ i
];
1930 int is_input
= pcell(term
->pos
)->state
& FLAG_INPUT
;
1934 if( world
.sim_frame
< term
->runs
[ world
.sim_run
].condition_count
)
1936 char emit
= term
->runs
[ world
.sim_run
].conditions
[ world
.sim_frame
];
1940 struct fish
*fish
= &world
.fishes
[ world
.num_fishes
];
1941 v2i_copy( term
->pos
, fish
->pos
);
1943 fish
->state
= k_fish_state_alive
;
1944 fish
->payload
= emit
;
1946 struct cell
*cell_ptr
= pcell( fish
->pos
);
1948 if( cell_ptr
->config
!= k_cell_type_stub
)
1950 struct cell_description
*desc
= &cell_descriptions
[ cell_ptr
->config
];
1952 v2i_copy( desc
->start
, fish
->dir
);
1953 fish
->flow_reversed
= 1;
1955 world
.num_fishes
++;
1962 if( alive_count
== 0 )
1964 world
.completed
= 1;
1966 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1968 struct cell_terminal
*term
= &world
.io
[ i
];
1969 int is_input
= pcell(term
->pos
)->state
& FLAG_INPUT
;
1973 struct terminal_run
*run
= &term
->runs
[ world
.sim_run
];
1975 if( run
->recv_count
== run
->condition_count
)
1977 for( int j
= 0; j
< run
->condition_count
; j
++ )
1979 if( run
->recieved
[j
] != run
->conditions
[j
] )
1981 world
.completed
= 0;
1988 world
.completed
= 0;
1994 if( world
.completed
)
1996 if( world
.sim_run
< world
.max_runs
-1 )
1998 vg_success( "Run passed, starting next\n" );
2000 world
.sim_frame
= 0;
2001 world
.sim_target
= 0;
2002 world
.num_fishes
= 0;
2004 // Reset timing reference points
2005 world
.sim_delta_ref
= vg_time
;
2006 world
.sim_internal_ref
= 0.0f
;
2008 if( world_static
.buttons
[ k_world_button_pause
].state
)
2009 world
.pause_offset_target
= 0.5f
;
2011 world
.pause_offset_target
= 0.0f
;
2013 world
.sim_internal_time
= 0.0f
;
2015 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
2016 world
.data
[ i
].state
&= ~FLAG_FLIP_FLOP
;
2022 vg_success( "Level passed!\n" );
2025 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
2026 if( world
.data
[ i
].state
& FLAG_CANAL
)
2029 world
.score
= score
;
2030 world
.time
= world
.sim_frame
;
2032 // Copy into career data
2033 if( world
.pCmpLevel
)
2035 career_pass_level( world
.pCmpLevel
, world
.score
, 1 );
2038 sfx_set_play( &audio_tones
, &audio_system_balls_extra
, 9 );
2039 failure_this_frame
= 0;
2040 success_this_frame
= 0;
2046 if( world
.sim_run
> 0 )
2047 sw_set_achievement( "GOOD_ENOUGH" );
2050 vg_error( "Level failed :(\n" );
2061 if( failure_this_frame
)
2063 sfx_set_play( &audio_tones
, &audio_system_balls_extra
, 0 );
2065 else if( success_this_frame
)
2067 static int succes_counter
= 0;
2069 sfx_set_play( &audio_tones
, &audio_system_balls_extra
, 1+(succes_counter
++) );
2071 if( succes_counter
== 7 )
2076 // =====================================================================================================
2078 world
.frame_lerp
= world
.sim_internal_time
- floorf( world
.sim_internal_time
);
2080 for( int i
= 0; i
< world
.num_fishes
; i
++ )
2082 struct fish
*fish
= &world
.fishes
[i
];
2084 if( fish
->state
== k_fish_state_dead
)
2087 if( fish
->state
== k_fish_state_soon_dead
&& (world
.sim_internal_time
> fish
->death_time
) )
2088 continue; // Todo: particle thing?
2090 struct cell
*cell
= pcell(fish
->pos
);
2091 struct cell_description
*desc
= &cell_descriptions
[ cell
->config
];
2095 float t
= world
.frame_lerp
;
2096 if( fish
->flow_reversed
&& !desc
->is_linear
)
2099 v2_copy( fish
->physics_co
, fish
->physics_v
);
2101 switch( cell
->config
)
2103 case k_cell_type_merge
:
2104 if( fish
->dir
[0] == 1 )
2109 case k_cell_type_con_r
: curve
= curve_1
; break;
2110 case k_cell_type_con_l
: curve
= curve_4
; break;
2111 case k_cell_type_con_u
: curve
= curve_2
; break;
2112 case k_cell_type_con_d
: curve
= curve_8
; break;
2113 case 3: curve
= curve_3
; break;
2114 case 6: curve
= curve_6
; break;
2115 case 9: curve
= curve_9
; break;
2116 case 12: curve
= curve_12
; break;
2118 if( t
> curve_7_linear_section
)
2120 t
-= curve_7_linear_section
;
2121 t
*= (1.0f
/(1.0f
-curve_7_linear_section
));
2123 curve
= cell
->state
& FLAG_FLIP_FLOP
? curve_7
: curve_7_1
;
2127 default: curve
= NULL
; break;
2133 float t3
= t
* t
* t
;
2135 float cA
= 3.0f
*t2
- 3.0f
*t3
;
2136 float cB
= 3.0f
*t3
- 6.0f
*t2
+ 3.0f
*t
;
2137 float cC
= 3.0f
*t2
- t3
- 3.0f
*t
+ 1.0f
;
2139 fish
->physics_co
[0] = t3
*curve
[3][0] + cA
*curve
[2][0] + cB
*curve
[1][0] + cC
*curve
[0][0];
2140 fish
->physics_co
[1] = t3
*curve
[3][1] + cA
*curve
[2][1] + cB
*curve
[1][1] + cC
*curve
[0][1];
2141 fish
->physics_co
[0] += (float)fish
->pos
[0];
2142 fish
->physics_co
[1] += (float)fish
->pos
[1];
2147 origin
[0] = (float)fish
->pos
[0] + (float)fish
->dir
[0]*-0.5f
+ 0.5f
;
2148 origin
[1] = (float)fish
->pos
[1] + (float)fish
->dir
[1]*-0.5f
+ 0.5f
;
2150 fish
->physics_co
[0] = origin
[0] + (float)fish
->dir
[0]*t
;
2151 fish
->physics_co
[1] = origin
[1] + (float)fish
->dir
[1]*t
;
2154 v2_sub( fish
->physics_co
, fish
->physics_v
, fish
->physics_v
);
2155 v2_divs( fish
->physics_v
, world
.sim_internal_delta
, fish
->physics_v
);
2160 static void render_tiles( v2i start
, v2i end
, v4f
const regular_colour
, v4f
const selected_colour
)
2162 v2i full_start
= { 0,0 };
2163 v2i full_end
= { world
.w
, world
.h
};
2165 if( !start
|| !end
)
2171 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
2173 for( int y
= start
[1]; y
< end
[1]; y
++ )
2175 for( int x
= start
[0]; x
< end
[0]; x
++ )
2177 struct cell
*cell
= pcell((v2i
){x
,y
});
2178 int selected
= world
.selected
== y
*world
.w
+ x
;
2180 int tile_offsets
[][2] =
2182 {2, 0}, {0, 3}, {0, 2}, {2, 2},
2183 {1, 0}, {2, 3}, {3, 2}, {1, 3},
2184 {3, 1}, {0, 1}, {1, 2}, {2, 1},
2185 {1, 1}, {3, 3}, {2, 1}, {2, 1}
2188 int uv
[2] = { 3, 0 };
2190 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
2192 uv
[0] = tile_offsets
[ cell
->config
][0];
2193 uv
[1] = tile_offsets
[ cell
->config
][1];
2196 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
, uv
[0], uv
[1] );
2199 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, selected_colour
);
2201 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
2209 static int world_button_exec( struct world_button
*btn
, v2f texture
, enum world_button_status
*status
)
2212 int is_hovering
= v2i_eq( (v2i
){ world
.tile_x
, world
.tile_y
}, btn
->position
);
2214 // Set up light targets before logic runs
2216 btn
->light_target
= is_hovering
? 0.9f
: 0.8f
;
2218 btn
->light_target
= is_hovering
? 0.2f
: 0.0f
;
2220 if( vg_get_button( "primary" ) && is_hovering
)
2221 btn
->light_target
= 1.0f
;
2223 // Process click action
2226 if( vg_get_button_down( "primary" ) && is_hovering
)
2228 btn
->click_grab
= 1;
2230 else if( btn
->click_grab
&& vg_get_button_up( "primary" ) )
2233 *status
= btn
->state
? k_world_button_on_disable
: k_world_button_on_enable
;
2235 if( btn
->mode
== k_world_button_mode_toggle
)
2238 sfx_set_play( &audio_clicks
, &audio_system_ui
, btn
->state
? 1:0 );
2242 if( vg_get_button_up( "primary" ) )
2243 btn
->click_grab
= 0;
2248 btn
->light
= vg_lerpf( btn
->light
, btn
->light_target
, vg_time_delta
*26.0f
);
2250 v3_copy( btn
->colour
, final_colour
);
2251 final_colour
[3] = btn
->light
;
2253 glUniform4f( SHADER_UNIFORM( shader_buttons
, "uOffset" ),
2259 glUniform4fv( SHADER_UNIFORM( shader_buttons
, "uColour" ), 1, final_colour
);
2266 static void wbutton_run( enum e_world_button btn_name, v2f btn_tex )
2268 static v3f button_colours[] = {
2269 {0.204f, 0.345f, 0.553f},
2270 {0.204f, 0.345f, 0.553f},
2271 {0.553f, 0.345f, 0.204f},
2275 struct cell_button *btn = &world.buttons[btn_name];
2280 int is_hovering = (world.tile_x == world.w-1 && world.tile_y == world.h-btn_name-2)?1:0;
2281 if( vg_get_button_up( "primary" ) && is_hovering )
2284 if( btn_name == k_world_button_sim )
2286 if( world.buttons[ k_world_button_pause ].pressed )
2293 world.pause_offset_target = 0.5f;
2296 world.pause_offset_target += 1.0f;
2300 btn->pressed ^= 0x1;
2308 else if( btn_name == k_world_button_pause )
2310 btn->pressed ^= 0x1;
2312 world.sim_internal_ref = world.sim_internal_time;
2313 world.sim_delta_ref = vg_time;
2317 float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
2318 world.pause_offset_target = 0.5f - time_frac;
2321 world.pause_offset_target = 0.0f;
2323 else if( btn_name == k_world_button_speedy )
2325 btn->pressed ^= 0x1;
2327 world.sim_delta_speed = btn->pressed? 10.0f: 2.5f;
2328 world.sim_delta_ref = vg_time;
2329 world.sim_internal_ref = world.sim_internal_time;
2333 btn->pressed ^= 0x1;
2336 sfx_set_play( &audio_clicks, &audio_system_ui, btn->pressed?1:0 );
2344 btn->light_target = 0.9f;
2348 if( btn_name == k_world_button_sim && world.buttons[ k_world_button_pause ].pressed )
2349 btn->light_target = fabsf(sinf( vg_time * 2.0f )) * 0.3f + 0.3f;
2351 btn->light_target = 0.8f;
2356 btn->light_target = is_hovering? 0.2f: 0.0f;
2359 if( vg_get_button( "primary" ) && is_hovering )
2360 btn->light_target = 1.0f;
2362 btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
2365 if( btn_name == k_world_button_sim && world.buttons[ k_world_button_sim ].pressed )
2367 if( world.buttons[ k_world_button_pause ].pressed )
2374 v3_copy( button_colours[ btn_name ], final_colour );
2375 final_colour[3] = btn->light;
2377 glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
2380 (float)(btn_tex[0]+tex_offset),
2383 glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
2388 static void wbutton_draw( v2i pos, v2f tex, v4f colour )
2390 glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
2396 glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, colour );
2401 static void level_selection_buttons(void)
2403 v3f tutorial_colour
= { 0.204f
, 0.345f
, 0.553f
};
2404 v3f locked_colour
= { 0.2f
, 0.2f
, 0.2f
};
2406 v4f final_colour
= { 0.0f
, 0.0f
, 0.0f
, 0.2f
};
2408 static struct cmp_level
*select_from
= NULL
;
2409 struct cmp_level
*switch_level_to
= NULL
;
2411 if( vg_get_button_down( "primary" ) )
2414 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
2416 struct career_level_pack
*grid
= &career_packs
[i
];
2420 for( int x
= 0; x
< grid
->dims
[0]; x
++ )
2422 for( int y
= 0; y
< grid
->dims
[1]; y
++ )
2424 if( j
< grid
->count
)
2426 struct cmp_level
*lvl
= &grid
->pack
[ j
];
2431 if( lvl
->is_tutorial
)
2432 v3_copy( tutorial_colour
, final_colour
);
2434 v3_copy( grid
->primary_colour
, final_colour
);
2436 if( lvl
->completed_score
)
2437 final_colour
[3] = 0.8f
;
2439 final_colour
[3] = 0.2f
;
2443 v3_copy( locked_colour
, final_colour
);
2444 final_colour
[3] = 0.2f
;
2447 v2i_add( grid
->origin
, (v2i
){ x
,y
}, button_pos
);
2448 int is_hovering
= v2i_eq( (v2i
){world
.tile_x
, world
.tile_y
}, button_pos
);
2452 final_colour
[3] += 0.1f
;
2455 if( vg_get_button_up( "primary" ) )
2456 if( select_from
== lvl
&& lvl
->unlocked
)
2458 switch_level_to
= lvl
;
2459 sfx_set_play( &audio_clicks
, &audio_system_ui
, 1 );
2463 if( vg_get_button_down( "primary" ) )
2466 if( vg_get_button( "primary" ) )
2467 final_colour
[3] += 0.2f
;
2470 if( world
.pCmpLevel
== lvl
)
2472 final_colour
[3] += 0.15f
+ fabsf(sinf( vg_time
* 2.0f
)) * 0.05f
;
2474 if( lvl
->completed_score
)
2475 final_colour
[3] += 0.1f
;
2478 //wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour );
2487 if( switch_level_to
)
2489 if( console_changelevel( 1, &switch_level_to
->map_name
) )
2491 world
.pCmpLevel
= switch_level_to
;
2492 gen_level_text( world
.pCmpLevel
);
2497 void vg_render(void)
2499 glViewport( 0,0, vg_window_x
, vg_window_y
);
2501 glDisable( GL_DEPTH_TEST
);
2502 glClearColor( 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
2503 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
2505 v4f
const colour_default
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
2506 v4f
const colour_selected
= {0.90f
, 0.92f
, 1.0f
, 1.0f
};
2508 int const circle_base
= 6;
2509 int const filled_start
= circle_base
+0;
2510 int const filled_count
= circle_base
+32;
2511 int const empty_start
= circle_base
+32;
2512 int const empty_count
= circle_base
+32*2;
2514 if( !world
.initialzed
)
2518 // ========================================================================================================
2519 use_mesh( &world
.shapes
);
2521 SHADER_USE( shader_background
);
2522 glUniformMatrix3fv( SHADER_UNIFORM( shader_background
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
2524 glActiveTexture( GL_TEXTURE0
);
2525 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
2526 glUniform1i( SHADER_UNIFORM( shader_background
, "uTexMain" ), 0 );
2528 glUniform3f( SHADER_UNIFORM( shader_background
, "uOffset" ), -16, -16, 64 );
2529 glUniform1f( SHADER_UNIFORM( shader_background
, "uVariance" ), 0.02f
);
2531 glActiveTexture( GL_TEXTURE1
);
2532 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
2533 glUniform1i( SHADER_UNIFORM( shader_background
, "uSamplerNoise" ), 1 );
2534 glUniform1f( SHADER_UNIFORM( shader_background
, "uVisibility" ), 1.0f
); // (sinf( vg_time ) + 1.0f) * 0.5f );
2538 // TILESET BACKGROUND LAYER
2539 // ========================================================================================================
2540 use_mesh( &world
.shapes
);
2541 SHADER_USE( shader_tile_main
);
2544 m2x2_identity( subtransform
);
2545 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
2546 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
2547 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 0.0f
);
2548 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 0.0f
);
2549 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uVisibility" ), 2.0f
); // sinf( vg_time ) + 1.0f );
2552 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
2553 glBlendEquation(GL_FUNC_ADD
);
2556 vg_tex2d_bind( &tex_tile_data
, 0 );
2557 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
2559 vg_tex2d_bind( &tex_wood
, 1 );
2560 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
2562 render_tiles( NULL
, NULL
, colour_default
, colour_default
);
2565 // ========================================================================================================
2566 SHADER_USE( shader_ball
);
2567 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
2569 vg_tex2d_bind( &tex_ball_noise
, 0 );
2570 glUniform1i( SHADER_UNIFORM( shader_ball
, "uTexMain" ), 0 );
2572 if( world_static
.buttons
[ k_world_button_sim
].state
)
2574 for( int i
= 0; i
< world
.num_fishes
; i
++ )
2576 struct fish
*fish
= &world
.fishes
[i
];
2578 render_pos
[2] = 1.0f
;
2580 if( fish
->state
== k_fish_state_dead
|| fish
->state
== k_fish_state_soon_dead
)
2582 float death_anim_time
= world
.sim_internal_time
- fish
->death_time
;
2585 if( death_anim_time
> 0.0f
&& death_anim_time
< 1.0f
)
2587 float amt
= 1.0f
-death_anim_time
*death_anim_time
;
2589 v2_muladds( fish
->physics_co
, fish
->physics_v
, -1.0f
* world
.sim_internal_delta
* amt
, fish
->physics_co
);
2590 render_pos
[2] = amt
;
2592 else if( world
.sim_internal_time
> fish
->death_time
)
2595 else if( fish
->state
== k_fish_state_bg
)
2598 v2_copy( fish
->physics_co
, render_pos
);
2600 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
2601 colour_code_v3( fish
->payload
, dot_colour
);
2603 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uColour" ), 1, dot_colour
);
2604 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uOffset" ), 1, render_pos
);
2605 glUniform2f( SHADER_UNIFORM( shader_ball
, "uTexOffset" ), (float)i
* 1.2334, (float)i
* -0.3579f
);
2610 // TILESET FOREGROUND LAYER
2611 // ========================================================================================================
2612 SHADER_USE( shader_tile_main
);
2615 vg_tex2d_bind( &tex_tile_data
, 0 );
2616 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
2618 vg_tex2d_bind( &tex_wood
, 1 );
2619 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
2621 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 1.0f
);
2622 render_tiles( NULL
, NULL
, colour_default
, colour_selected
);
2625 for( int y
= 2; y
< world
.h
-2; y
++ )
2627 for( int x
= 2; x
< world
.w
-2; x
++ )
2629 struct cell
*cell
= pcell((v2i
){x
,y
});
2631 if( cell
->state
& FLAG_CANAL
)
2633 if( cell
->config
== k_cell_type_split
)
2635 float rotation
= cell
->state
& FLAG_FLIP_FLOP
? vg_rad( -45.0f
): vg_rad( 45.0f
);
2637 if( cell
->state
& FLAG_FLIP_ROTATING
)
2639 if( (world
.frame_lerp
> curve_7_linear_section
) )
2641 float const rotation_speed
= 0.4f
;
2642 if( (world
.frame_lerp
< 1.0f
-rotation_speed
) )
2644 float t
= world
.frame_lerp
- curve_7_linear_section
;
2645 t
*= -2.0f
* (1.0f
/(1.0f
-(curve_7_linear_section
+rotation_speed
)));
2655 m2x2_create_rotation( subtransform
, rotation
);
2657 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
2658 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ),
2661 cell
->state
& FLAG_TARGETED
? 3.0f
: 0.0f
,
2671 // ========================================================================================================
2672 if( world
.selected
!= -1 && !(world
.data
[ world
.selected
].state
& FLAG_CANAL
) && !world
.id_drag_from
)
2674 v2i new_begin
= { world
.tile_x
- 2, world
.tile_y
- 2 };
2675 v2i new_end
= { world
.tile_x
+ 2, world
.tile_y
+ 2 };
2677 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
2678 map_reclassify( new_begin
, new_end
, 0 );
2680 m2x2_identity( subtransform
);
2681 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 1.0f
);
2682 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
2683 glUniform2fv( SHADER_UNIFORM( shader_tile_main
, "uMousePos" ), 1, world
.tile_pos
);
2685 render_tiles( new_begin
, new_end
, colour_default
, colour_default
);
2687 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
2688 map_reclassify( new_begin
, new_end
, 0 );
2692 // ========================================================================================================
2693 SHADER_USE( shader_buttons
);
2694 glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
2696 vg_tex2d_bind( &tex_buttons
, 0 );
2697 glUniform1i( SHADER_UNIFORM( shader_buttons
, "uTexMain" ), 0 );
2699 enum world_button_status stat
;
2700 int world_paused
= world_static
.buttons
[k_world_button_pause
].state
;
2701 int world_running
= world_static
.buttons
[k_world_button_sim
].state
;
2703 float sim_icon_x
= world_paused
? 3.0f
: (world_running
? 2.0f
: 0.0f
);
2705 if( world_button_exec( &world_static
.buttons
[k_world_button_sim
], (v2f
){ sim_icon_x
, 3.0f
}, &stat
))
2707 if( stat
== k_world_button_on_enable
)
2712 world
.pause_offset_target
= 0.5f
;
2718 // Trigger single step
2719 world
.pause_offset_target
+= 1.0f
;
2720 world_static
.buttons
[k_world_button_sim
].state
= 1;
2729 if( world_button_exec( &world_static
.buttons
[k_world_button_pause
], (v2f
){ 1.0f
, 3.0f
}, &stat
))
2731 world
.sim_internal_ref
= world
.sim_internal_time
;
2732 world
.sim_delta_ref
= vg_time
;
2734 if( stat
== k_world_button_on_enable
)
2736 float time_frac
= world
.sim_internal_time
-floorf(world
.sim_internal_time
);
2737 world
.pause_offset_target
= 0.5f
- time_frac
;
2740 world
.pause_offset_target
= 0.0f
;
2743 if( world_button_exec( &world_static
.buttons
[k_world_button_speedy
], (v2f
){ 0.0f
, 2.0f
}, &stat
))
2745 world
.sim_delta_speed
= stat
== k_world_button_on_enable
? 10.0f
: 2.5f
;
2749 world
.sim_delta_ref
= vg_time
;
2750 world
.sim_internal_ref
= world
.sim_internal_time
;
2754 level_selection_buttons();
2757 // ========================================================================================================
2758 SHADER_USE( shader_sdf
);
2759 glBindVertexArray( text_buffers
.vao
);
2760 glUniformMatrix3fv( SHADER_UNIFORM( shader_sdf
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
2762 vg_tex2d_bind( &tex_ubuntu
, 0 );
2763 glUniform1i( SHADER_UNIFORM( shader_sdf
, "uTexGlyphs" ), 0 );
2765 glUniform4f( SHADER_UNIFORM( shader_sdf
, "uColour" ), 1.0f
, 1.0f
, 1.0f
, 1.0f
);
2766 glDrawElements( GL_TRIANGLES
, text_buffers
.title_count
*6, GL_UNSIGNED_SHORT
, (void*)( text_buffers
.title_start
*6*sizeof(u16
) ) );
2767 glDrawElements( GL_TRIANGLES
, text_buffers
.desc_count
*6, GL_UNSIGNED_SHORT
, (void*)( text_buffers
.desc_start
*6*sizeof(u16
) ) );
2769 glUniform4f( SHADER_UNIFORM( shader_sdf
, "uColour" ), 1.0f
, 1.0f
, 1.0f
, 0.17f
);
2770 glDrawElements( GL_TRIANGLES
, text_buffers
.grid_count
*6, GL_UNSIGNED_SHORT
, (void*)( text_buffers
.grid_start
*6*sizeof(u16
) ) );
2773 // ========================================================================================================
2774 //glDisable(GL_BLEND);
2776 SHADER_USE( shader_wire
);
2777 glBindVertexArray( world
.wire
.vao
);
2779 glUniformMatrix3fv( SHADER_UNIFORM( shader_wire
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
2781 v4f
const wire_left_colour
= { 0.5f
, 0.5f
, 0.5f
, 1.0f
};
2782 v4f
const wire_right_colour
= { 0.2f
, 0.2f
, 0.2f
, 1.0f
};
2783 v4f
const wire_drag_colour
= { 0.2f
, 0.2f
, 0.2f
, 0.6f
};
2785 glUniform1f( SHADER_UNIFORM( shader_wire
, "uTime" ), world
.frame_lerp
);
2786 glUniform1f( SHADER_UNIFORM( shader_wire
, "uGlow" ), 0.0f
);
2788 if( world
.id_drag_from
)
2790 glUniform4fv( SHADER_UNIFORM( shader_wire
, "uColour" ), 1, wire_drag_colour
);
2791 glUniform1f( SHADER_UNIFORM( shader_wire
, "uCurve" ), 0.4f
);
2792 glUniform3f( SHADER_UNIFORM( shader_wire
, "uStart" ), world
.drag_from_co
[0], world
.drag_from_co
[1], 0.20f
);
2793 glUniform3f( SHADER_UNIFORM( shader_wire
, "uEnd" ), world
.drag_to_co
[0], world
.drag_to_co
[1], 0.20f
);
2794 glDrawElements( GL_TRIANGLES
, world
.wire
.em
, GL_UNSIGNED_SHORT
, (void*)(0) );
2797 // Pulling animation
2798 float rp_x1
= world
.frame_lerp
*9.0f
;
2799 float rp_xa
= rp_x1
*expf(1.0f
-rp_x1
)* 0.36f
;
2800 float rp_x2
= 1.0f
-rp_xa
;
2802 for( int y
= 2; y
< world
.h
-2; y
++ )
2804 for( int x
= 2; x
< world
.w
-2; x
++ )
2806 struct cell
*cell
= pcell((v2i
){x
,y
});
2808 if( cell
->state
& FLAG_CANAL
)
2810 if( cell
->state
& FLAG_IS_TRIGGER
)
2812 struct cell_description
*desc
= &cell_descriptions
[ cell
->config
];
2814 int trigger_id
= cell
->links
[0]?0:1;
2816 int x2
= cell
->links
[trigger_id
] % world
.w
;
2817 int y2
= (cell
->links
[trigger_id
] - x2
) / world
.w
;
2822 startpoint
[0] = (float)x2
+ (trigger_id
? 0.75f
: 0.25f
);
2823 startpoint
[1] = (float)y2
+ 0.25f
;
2828 v2_add( desc
->trigger_pos
, endpoint
, endpoint
);
2830 glUniform4fv( SHADER_UNIFORM( shader_wire
, "uColour" ), 1, trigger_id
? wire_right_colour
: wire_left_colour
);
2831 glUniform1f( SHADER_UNIFORM( shader_wire
, "uCurve" ), cell
->state
& FLAG_TRIGGERED
? rp_x2
* 0.4f
: 0.4f
);
2832 glUniform1f( SHADER_UNIFORM( shader_wire
, "uGlow" ), cell
->state
& FLAG_TRIGGERED
? rp_xa
: 0.0f
);
2833 glUniform3f( SHADER_UNIFORM( shader_wire
, "uStart" ), startpoint
[0], startpoint
[1], 0.18f
);
2834 glUniform3f( SHADER_UNIFORM( shader_wire
, "uEnd" ), endpoint
[0], endpoint
[1], 0.18f
);
2835 glDrawElements( GL_TRIANGLES
, world
.wire
.em
, GL_UNSIGNED_SHORT
, (void*)(0) );
2842 // ========================================================================================================
2844 SHADER_USE( shader_tile_colour
);
2845 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
2846 use_mesh( &world
.shapes
);
2848 for( int y
= 2; y
< world
.h
-2; y
++ )
2850 for( int x
= 2; x
< world
.w
-2; x
++ )
2852 struct cell
*cell
= pcell((v2i
){x
,y
});
2854 if( cell
->state
& FLAG_CANAL
)
2856 if( cell
->state
& FLAG_IS_TRIGGER
)
2858 struct cell_description
*desc
= &cell_descriptions
[ cell
->config
];
2860 int trigger_id
= cell
->links
[0]?0:1;
2862 int x2
= cell
->links
[trigger_id
] % world
.w
;
2863 int y2
= (cell
->links
[trigger_id
] - x2
) / world
.w
;
2867 pts
[0][0] = (float)x2
+ (trigger_id
? 0.75f
: 0.25f
);
2868 pts
[0][1] = (float)y2
+ 0.25f
;
2873 v2_add( desc
->trigger_pos
, pts
[1], pts
[1] );
2875 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ),
2876 1, trigger_id
? wire_right_colour
: wire_left_colour
);
2878 for( int i
= 0; i
< 2; i
++ )
2880 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ),
2885 draw_mesh( filled_start
, filled_count
);
2892 // SUB SPLITTER DIRECTION
2893 // ========================================================================================================
2895 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.9f
, 0.35f
, 0.1f
, 0.75f
);
2897 for( int y
= 2; y
< world
.h
-2; y
++ )
2899 for( int x
= 2; x
< world
.w
-2; x
++ )
2901 struct cell
*cell
= pcell((v2i
){x
,y
});
2903 if( cell
->state
& FLAG_CANAL
&& cell
->state
& FLAG_TARGETED
&& cell
->config
== k_cell_type_split
)
2905 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), x
, y
, 1.0f
);
2906 draw_mesh( cell
->state
& FLAG_FLIP_FLOP
? 5: 4, 1 );
2912 // ========================================================================================================
2914 //glEnable(GL_BLEND);
2916 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
2918 struct cell_terminal
*term
= &world
.io
[ i
];
2919 int is_input
= pcell(term
->pos
)->state
& FLAG_INPUT
;
2921 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
2923 for( int k
= 0; k
< term
->run_count
; k
++ )
2925 float arr_base
= is_input
? 1.2f
: -0.2f
,
2926 run_offset
= (is_input
? 0.2f
: -0.2f
) * (float)k
,
2927 y_position
= is_input
?
2928 (arr_base
+ (float)term
->pos
[1] + (float)(term
->run_count
-1)*0.2f
) - run_offset
:
2929 (float)term
->pos
[1] + arr_base
+ run_offset
;
2934 if( is_simulation_running() )
2936 if( k
== world
.sim_run
)
2938 float a
= fabsf(sinf( vg_time
* 2.0f
)) * 0.075f
+ 0.075f
;
2940 v4_copy( (v4f
){ 1.0f
, 1.0f
, 1.0f
, a
}, bar_colour
);
2943 v4_copy( (v4f
){ 0.0f
, 0.0f
, 0.0f
, 0.13f
}, bar_colour
);
2947 else if( 1 || k
& 0x1 )
2950 v4_copy( (v4f
){ 1.0f
, 1.0f
, 1.0f
, 0.07f
}, bar_colour
);
2952 v4_copy( (v4f
){ 0.0f
, 0.0f
, 0.0f
, 0.13f
}, bar_colour
);
2959 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, bar_colour
);
2960 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), (float)term
->pos
[0], y_position
- 0.1f
, 1.0f
);
2964 for( int j
= 0; j
< term
->runs
[k
].condition_count
; j
++ )
2966 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ),
2967 (float)term
->pos
[0] + 0.2f
+ 0.2f
* (float)j
,
2974 char cc
= term
->runs
[k
].conditions
[j
];
2977 colour_code_v3( cc
, dot_colour
);
2978 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
2980 // Draw filled if tick not passed, draw empty if empty
2981 if( (world
.sim_frame
> j
&& world
.sim_run
>= k
) || world
.sim_run
> k
)
2982 draw_mesh( empty_start
, empty_count
);
2984 draw_mesh( filled_start
, filled_count
);
2990 if( term
->runs
[k
].recv_count
> j
)
2992 colour_code_v3( term
->runs
[k
].recieved
[j
], dot_colour
);
2993 v3_muls( dot_colour
, 0.8f
, dot_colour
);
2994 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
2996 draw_mesh( filled_start
, filled_count
);
2999 colour_code_v3( term
->runs
[k
].conditions
[j
], dot_colour
);
3000 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
3002 draw_mesh( empty_start
, empty_count
);
3008 glDisable(GL_BLEND
);
3012 float const score_bright = 1.25f;
3013 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
3014 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
3016 use_mesh( &world.numbers );
3017 draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
3023 #if STEAM_LEADERBOARDS
3024 void leaderboard_dispatch_score(void)
3026 sw_upload_leaderboard_score(
3027 ui_data
.upload_request
.level
->steam_leaderboard
,
3028 k_ELeaderboardUploadScoreMethodKeepBest
,
3029 ui_data
.upload_request
.score
,
3034 ui_data
.upload_request
.is_waiting
= 0;
3036 vg_success( "Dispatched leaderboard score\n" );
3039 void leaderboard_found( LeaderboardFindResult_t
*pCallback
)
3041 if( !pCallback
->m_bLeaderboardFound
)
3043 vg_error( "Leaderboard could not be found\n" );
3044 ui_data
.steam_leaderboard
= 0;
3048 const char *recieved_name
= sw_get_leaderboard_name( pCallback
->m_hSteamLeaderboard
);
3050 // Update UI state and request entries if this callback found the current UI level
3051 if( ui_data
.level_selected
)
3053 if( !strcmp( recieved_name
, ui_data
.level_selected
->map_name
) )
3055 sw_download_leaderboard_entries( pCallback
->m_hSteamLeaderboard
, k_ELeaderboardDataRequestFriends
, 0, 8 );
3056 ui_data
.level_selected
->steam_leaderboard
= pCallback
->m_hSteamLeaderboard
;
3060 // Dispatch the waiting request if there was one
3061 if( ui_data
.upload_request
.is_waiting
)
3063 if( !strcmp( recieved_name
, ui_data
.upload_request
.level
->map_name
) )
3065 ui_data
.upload_request
.level
->steam_leaderboard
= pCallback
->m_hSteamLeaderboard
;
3066 leaderboard_dispatch_score();
3072 void leaderboard_downloaded( LeaderboardScoresDownloaded_t
*pCallback
)
3074 // Update UI if this leaderboard matches what we currently have in view
3075 if( ui_data
.level_selected
->steam_leaderboard
== pCallback
->m_hSteamLeaderboard
)
3077 vg_info( "Recieved %d entries\n", pCallback
->m_cEntryCount
);
3078 ui_data
.leaderboard_count
= VG_MIN( pCallback
->m_cEntryCount
, 8 );
3080 u64_steamid local_player
= sw_get_steamid();
3082 for( int i
= 0; i
< ui_data
.leaderboard_count
; i
++ )
3084 LeaderboardEntry_t entry
;
3085 sw_get_downloaded_entry( pCallback
->m_hSteamLeaderboardEntries
, i
, &entry
, NULL
, 0 );
3087 struct leaderboard_player
*player
= &ui_data
.leaderboard_players
[i
];
3089 player
->id
= entry
.m_steamIDUser
.m_unAll64Bits
;
3090 strncpy( player
->player_name
, sw_get_friend_persona_name( player
->id
), vg_list_size( player
->player_name
)-1 );
3091 player
->score
= entry
.m_nScore
;
3093 snprintf( player
->score_text
, vg_list_size(player
->score_text
), "%d", player
->score
);
3094 player
->texture
= sw_get_player_image( player
->id
);
3096 if( player
->texture
== 0 )
3097 player
->texture
= tex_unkown
.name
;
3099 player
->is_local_player
= local_player
== player
->id
? 1: 0;
3102 if( ui_data
.leaderboard_count
)
3103 ui_data
.leaderboard_show
= 1;
3105 ui_data
.leaderboard_show
= 0;
3107 else vg_warn( "Downloaded leaderboard does not match requested!\n" );
3110 void leaderboard_set_score( struct cmp_level
*cmp_level
, u32 score
)
3112 if( ui_data
.upload_request
.is_waiting
)
3113 vg_warn( "You are uploading leaderboard entries too quickly!\n" );
3115 ui_data
.upload_request
.level
= cmp_level
;
3116 ui_data
.upload_request
.score
= score
;
3117 ui_data
.upload_request
.is_waiting
= 1;
3119 // If leaderboard ID has been downloaded already then just immediately dispatch this
3120 if( cmp_level
->steam_leaderboard
)
3121 leaderboard_dispatch_score();
3123 sw_find_leaderboard( cmp_level
->map_name
);
3128 // ===========================================================================================================
3130 static int console_credits( int argc
, char const *argv
[] )
3132 vg_info( "Aknowledgements:\n" );
3133 vg_info( " GLFW zlib/libpng glfw.org\n" );
3134 vg_info( " miniaudio MIT0 miniaud.io\n" );
3135 vg_info( " QOI MIT phoboslab.org\n" );
3136 vg_info( " STB library MIT nothings.org\n" );
3137 vg_info( " Weiholmir JustFredrik\n" );
3138 vg_info( " Ubuntu Regular ubuntu.com\n" );
3142 static int console_save_map( int argc
, char const *argv
[] )
3144 if( !world
.initialzed
)
3146 vg_error( "Tried to save uninitialized map!\n" );
3150 char map_path
[ 256 ];
3152 strcpy( map_path
, "sav/" );
3153 strcat( map_path
, world
.map_name
);
3154 strcat( map_path
, ".map" );
3156 FILE *test_writer
= fopen( map_path
, "wb" );
3159 vg_info( "Saving map to '%s'\n", map_path
);
3160 map_serialize( test_writer
);
3162 fclose( test_writer
);
3167 vg_error( "Unable to open stream for writing\n" );
3172 static int console_load_map( int argc
, char const *argv
[] )
3174 char map_path
[ 256 ];
3179 strcpy( map_path
, "sav/" );
3180 strcat( map_path
, argv
[0] );
3181 strcat( map_path
, ".map" );
3183 char *text_source
= vg_textasset_read( map_path
);
3187 strcpy( map_path
, "maps/" );
3188 strcat( map_path
, argv
[0] );
3189 strcat( map_path
, ".map" );
3191 text_source
= vg_textasset_read( map_path
);
3196 vg_info( "Loading map: '%s'\n", map_path
);
3197 world
.pCmpLevel
= NULL
;
3199 if( !map_load( text_source
, argv
[0] ) )
3201 free( text_source
);
3205 free( text_source
);
3210 vg_error( "Missing maps '%s'\n", argv
[0] );
3216 vg_error( "Missing argument <map_path>\n" );
3221 static int console_changelevel( int argc
, char const *argv
[] )
3225 // Save current level
3226 console_save_map( 0, NULL
);
3227 if( console_load_map( argc
, argv
) )
3235 vg_error( "Missing argument <map_path>\n" );
3241 // START UP / SHUTDOWN
3242 // ===========================================================================================================
3244 #define TRANSFORM_TRI_2D( S, OX, OY, X1, Y1, X2, Y2, X3, Y3 ) \
3245 X1*S+OX, Y1*S+OY, X2*S+OX, Y2*S+OY, X3*S+OX, Y3*S+OY
3249 // Steamworks callbacks
3250 #ifdef STEAM_LEADERBOARDS
3251 sw_leaderboard_found
= &leaderboard_found
;
3252 sw_leaderboard_downloaded
= &leaderboard_downloaded
;
3255 vg_function_push( (struct vg_cmd
){
3256 .name
= "_map_write",
3257 .function
= console_save_map
3260 vg_function_push( (struct vg_cmd
){
3261 .name
= "_map_load",
3262 .function
= console_load_map
3265 vg_function_push( (struct vg_cmd
){
3267 .function
= console_changelevel
3270 vg_function_push( (struct vg_cmd
){
3272 .function
= console_credits
3275 vg_convar_push( (struct vg_convar
){
3277 .data
= &colour_set_id
,
3278 .data_type
= k_convar_dtype_i32
,
3279 .opt_i32
= { .min
= 0, .max
= 2, .clamp
= 1 }
3282 // Combined quad, long quad / empty circle / filled circle mesh
3284 float combined_mesh
[6*6 + 32*6*3] = {
3285 0.0f
, 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
,
3286 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
, 0.0f
,
3288 0.0f
, 0.0f
, 0.0f
, 0.2f
, 1.0f
, 0.2f
,
3289 0.0f
, 0.0f
, 1.0f
, 0.2f
, 1.0f
, 0.0f
,
3291 TRANSFORM_TRI_2D( 0.15f
,0.05f
,0.4f
, 0.0f
, 1.0f
, 1.0f
, 2.0f
, 1.0f
, 0.0f
),
3292 TRANSFORM_TRI_2D( 0.15f
,0.80f
,0.4f
, 0.0f
, 0.0f
, 0.0f
, 2.0f
, 1.0f
, 1.0f
)
3295 float *circle_mesh
= combined_mesh
+ 6*6;
3298 for( int i
= 0; i
< res
; i
++ )
3300 v2f v0
= { sinf( ((float)i
/(float)res
)*VG_TAUf
), cosf( ((float)i
/(float)res
)*VG_TAUf
) };
3301 v2f v1
= { sinf( ((float)(i
+1)/(float)res
)*VG_TAUf
), cosf( ((float)(i
+1)/(float)res
)*VG_TAUf
) };
3303 circle_mesh
[ i
*6+0 ] = 0.0f
;
3304 circle_mesh
[ i
*6+1 ] = 0.0f
;
3306 v2_copy( v0
, circle_mesh
+ 32*6 + i
*12 );
3307 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+2 );
3308 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+4 );
3310 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+6 );
3311 v2_muls( v1
, 0.8f
, circle_mesh
+ 32*6 + i
*12+8 );
3312 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+10 );
3314 v2_copy( v0
, circle_mesh
+ i
*6+4 );
3315 v2_copy( v1
, circle_mesh
+ i
*6+2 );
3316 v2_copy( v0
, circle_mesh
+i
*6+4 );
3317 v2_copy( v1
, circle_mesh
+i
*6+2 );
3320 init_mesh( &world
.shapes
, combined_mesh
, vg_list_size( combined_mesh
) );
3325 int const num_segments
= 64;
3327 struct mesh_wire
*mw
= &world
.wire
;
3329 v2f wire_points
[ num_segments
* 2 ];
3330 u16 wire_indices
[ 6*(num_segments
-1) ];
3332 for( int i
= 0; i
< num_segments
; i
++ )
3334 float l
= (float)i
/ (float)(num_segments
-1);
3336 v2_copy( (v2f
){ l
, -0.5f
}, wire_points
[i
*2+0] );
3337 v2_copy( (v2f
){ l
, 0.5f
}, wire_points
[i
*2+1] );
3339 if( i
< num_segments
-1 )
3341 wire_indices
[ i
*6+0 ] = i
*2 + 0;
3342 wire_indices
[ i
*6+1 ] = i
*2 + 1;
3343 wire_indices
[ i
*6+2 ] = i
*2 + 3;
3344 wire_indices
[ i
*6+3 ] = i
*2 + 0;
3345 wire_indices
[ i
*6+4 ] = i
*2 + 3;
3346 wire_indices
[ i
*6+5 ] = i
*2 + 2;
3350 glGenVertexArrays( 1, &mw
->vao
);
3351 glGenBuffers( 1, &mw
->vbo
);
3352 glGenBuffers( 1, &mw
->ebo
);
3353 glBindVertexArray( mw
->vao
);
3355 glBindBuffer( GL_ARRAY_BUFFER
, mw
->vbo
);
3357 glBufferData( GL_ARRAY_BUFFER
, sizeof( wire_points
), wire_points
, GL_STATIC_DRAW
);
3358 glBindVertexArray( mw
->vao
);
3360 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mw
->ebo
);
3361 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, sizeof( wire_indices
), wire_indices
, GL_STATIC_DRAW
);
3364 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2*sizeof(float), (void*)0 );
3365 glEnableVertexAttribArray( 0 );
3369 mw
->em
= vg_list_size( wire_indices
);
3372 // Create info data texture
3374 glGenTextures( 1, &world
.background_data
);
3375 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
3376 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGBA
, 64, 64, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
3380 // Create random smaples texture
3382 u8
*data
= malloc(512*512*2);
3383 for( int i
= 0; i
< 512*512*2; i
++ )
3384 data
[ i
] = rand()/(RAND_MAX
/255);
3386 glGenTextures( 1, &world
.random_samples
);
3387 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
3388 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RG
, 512, 512, 0, GL_RG
, GL_UNSIGNED_BYTE
, data
);
3395 resource_load_main();
3397 // Create text buffers
3399 // Work out the counts for each 'segment'
3400 u32 desc_max_size
= 0, title_max_size
= 0,
3401 score_max_size
= 10,
3404 size_level_texts
= 6*9*7
3407 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
3409 struct career_level_pack
*set
= &career_packs
[i
];
3410 for( int j
= 0; j
< set
->count
; j
++ )
3412 struct cmp_level
*lvl
= &set
->pack
[j
];
3414 desc_max_size
= VG_MAX( desc_max_size
, strlen( lvl
->description
) );
3415 title_max_size
= VG_MAX( title_max_size
, strlen( lvl
->title
) );
3420 u32 total_characters
=
3427 u32 total_faces
= total_characters
* 2,
3428 total_vertices
= total_characters
* 4,
3429 total_indices
= total_faces
* 3;
3432 u32 work_buffer_total_chars
=
3433 VG_MAX( 7, VG_MAX( VG_MAX( desc_max_size
, title_max_size
), VG_MAX( score_max_size
, time_max_size
) ) );
3435 u32 total_work_faces
= work_buffer_total_chars
* 2,
3436 total_work_vertices
= work_buffer_total_chars
* 4,
3437 total_work_indices
= total_work_faces
* 3;
3439 text_buffers
.title_count
= 0;
3440 text_buffers
.desc_count
= 0;
3441 text_buffers
.score_count
= 0;
3442 text_buffers
.time_count
= 0;
3443 text_buffers
.grid_count
= size_level_texts
;
3445 // Calculate offsets
3446 text_buffers
.title_start
= 0;
3447 text_buffers
.desc_start
= text_buffers
.title_start
+ title_max_size
;
3448 text_buffers
.score_start
= text_buffers
.desc_start
+ desc_max_size
;
3449 text_buffers
.time_start
= text_buffers
.score_start
+ score_max_size
;
3450 text_buffers
.grid_start
= text_buffers
.time_start
+ time_max_size
;
3453 glGenVertexArrays(1, &text_buffers
.vao
);
3454 glGenBuffers( 1, &text_buffers
.vbo
);
3455 glGenBuffers( 1, &text_buffers
.ebo
);
3456 glBindVertexArray( text_buffers
.vao
);
3458 glBindBuffer( GL_ARRAY_BUFFER
, text_buffers
.vbo
);
3459 glBufferData( GL_ARRAY_BUFFER
, total_vertices
* sizeof( struct vector_glyph_vert
), NULL
, GL_DYNAMIC_DRAW
);
3461 glBindVertexArray( text_buffers
.vao
);
3463 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, text_buffers
.ebo
);
3464 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, total_indices
* sizeof( u16
), NULL
, GL_DYNAMIC_DRAW
);
3466 u32
const stride
= sizeof( struct vector_glyph_vert
);
3469 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, stride
, (void *)offsetof( struct vector_glyph_vert
, co
) );
3470 glEnableVertexAttribArray( 0 );
3473 glVertexAttribPointer( 1, 2, GL_FLOAT
, GL_FALSE
, stride
, (void *)offsetof( struct vector_glyph_vert
, uv
) );
3474 glEnableVertexAttribArray( 1 );
3477 glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE
, GL_TRUE
, stride
, (void *)offsetof( struct vector_glyph_vert
, colour
) );
3478 glEnableVertexAttribArray( 2 );
3481 text_buffers
.buffer
= (struct vector_glyph_vert
*)malloc( total_work_vertices
* sizeof(struct vector_glyph_vert
) );
3482 text_buffers
.indices
= (u16
*)malloc( total_work_indices
* sizeof(u16
) );
3485 for( int i
= 1; i
< 7; i
++ )
3490 for( int x
= 0; x
< 6; x
++ )
3492 for( int y
= 0; y
< 9; y
++ )
3506 gen_text_buffer( label
, &font_Ubuntu
, (v2f
){ -6.0f
+ x
+ (x
== 0? 0.6f
: 0.2f
), y
+ 0.2f
}, 0.35f
, text_buffers
.grid_start
+(y
*6+x
)*7 );
3511 // Restore gamestate
3512 career_local_data_init();
3522 console_save_map( 0, NULL
);
3525 glDeleteVertexArrays( 1, &text_buffers
.vao
);
3526 glDeleteBuffers( 1, &text_buffers
.vbo
);
3527 glDeleteBuffers( 1, &text_buffers
.ebo
);
3529 free( text_buffers
.buffer
);
3530 free( text_buffers
.indices
);
3532 resource_free_main();
3534 glDeleteTextures( 1, &world
.background_data
);
3535 glDeleteTextures( 1, &world
.random_samples
);
3537 glDeleteVertexArrays( 1, &world
.wire
.vao
);
3538 glDeleteBuffers( 1, &world
.wire
.vbo
);
3539 glDeleteBuffers( 1, &world
.wire
.ebo
);
3541 free_mesh( &world
.shapes
);
3546 int main( int argc
, char *argv
[] )
3548 vg_init( argc
, argv
, "Marble Computing" );