1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
5 #include "fishladder_resources.h"
7 const char *level_pack_1
[] = {
29 levels
[ vg_list_size( level_pack_1
) ];
31 career
= { .version
= 1 };
34 static void career_serialize(void)
36 vg_asset_write( "sav/game.sav", &career
, sizeof( struct career_state
) );
39 static void career_load(void)
42 struct career_state
*cr
= vg_asset_read_s( "sav/game.sav", &sz
);
44 memset( (void*)career
.levels
, 0, vg_list_size(level_pack_1
) * sizeof(struct career_level
) );
48 if( sz
> sizeof( struct career_state
) )
49 vg_warn( "This save file is too big! Some levels will be lost\n" );
51 if( sz
<= offsetof( struct career_state
, levels
) )
53 vg_error( "This save file is too small to have a header\n" );
58 u32
const size_header
= offsetof(struct career_state
, levels
);
59 u32
const size_levels
= sizeof(struct career_state
)-size_header
;
60 u32
const size_levels_input
= sz
- size_header
;
62 memcpy( (void*)career
.levels
, (void*)cr
->levels
, size_levels_input
);
64 if( sz
< sizeof( struct career_state
) )
66 memset( ((void*)career
.levels
) + size_levels_input
, 0, size_levels
-size_levels_input
);
70 vg_success( "Loaded save file... Info:\n" );
72 for( int i
= 0; i
< vg_list_size( career
.levels
); i
++ )
74 struct career_level
*lvl
= &career
.levels
[i
];
75 vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl
->score
, lvl
->time
, lvl
->completed
);
80 vg_info( "No save file... Using blank one\n" );
88 #define FLAG_CANAL 0x1
89 #define FLAG_IS_TRIGGER 0x2
90 #define FLAG_RESERVED0 0x4
91 #define FLAG_RESERVED1 0x8
93 #define FLAG_INPUT 0x10
94 #define FLAG_OUTPUT 0x20
95 #define FLAG_WALL 0x40
97 #define FLAG_FLIP_FLOP 0x100
98 #define FLAG_FLIP_ROTATING 0x200
99 #define FLAG_TARGETED 0x400
102 0000 0 | 0001 1 | 0010 2 | 0011 3
106 0100 4 | 0101 5 | 0110 6 | 0111 7
110 1000 8 | 1001 9 | 1010 10 | 1011 11
114 1100 12 | 1101 13 | 1110 14 | 1111 15
122 k_cell_type_ramp_right
= 3,
123 k_cell_type_ramp_left
= 6,
124 k_cell_type_split
= 7,
125 k_cell_type_merge
= 13
129 { { 0.9f
, 0.6f
, 0.20f
},
130 { 0.2f
, 0.9f
, 0.14f
},
131 { 0.4f
, 0.8f
, 1.00f
} };
133 static void colour_code_v3( char cc
, v3f target
)
135 if( cc
>= 'a' && cc
<= 'z' )
139 if( id
< vg_list_size( colour_sets
) )
141 v3_copy( colour_sets
[ id
], target
);
146 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, target
);
155 static void init_mesh( struct mesh
*m
, float const *tris
, u32 length
)
157 m
->elements
= length
/3;
158 glGenVertexArrays( 1, &m
->vao
);
159 glGenBuffers( 1, &m
->vbo
);
161 glBindVertexArray( m
->vao
);
162 glBindBuffer( GL_ARRAY_BUFFER
, m
->vbo
);
163 glBufferData( GL_ARRAY_BUFFER
, length
*sizeof(float), tris
, GL_STATIC_DRAW
);
165 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
166 glEnableVertexAttribArray( 0 );
171 static void free_mesh( struct mesh
*m
)
173 glDeleteVertexArrays( 1, &m
->vao
);
174 glDeleteBuffers( 1, &m
->vbo
);
177 static void draw_mesh( int const start
, int const count
)
179 glDrawArrays( GL_TRIANGLES
, start
*3, count
*3 );
182 static void use_mesh( struct mesh
*m
)
184 glBindVertexArray( m
->vao
);
219 int condition_count
, recv_count
;
231 struct mesh tile
, circle
, numbers
;
233 GLuint background_data
;
234 GLuint random_samples
;
236 int selected
, tile_x
, tile_y
;
254 struct career_level
*ptr_career_level
;
262 static void map_free(void)
264 arrfree( world
.data
);
276 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
);
277 static int map_load( const char *str
, const char *name
)
286 if( str
[world
.w
] == ';' )
288 else if( !str
[world
.w
] )
290 vg_error( "Unexpected EOF when parsing level\n" );
295 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
297 int reg_start
= 0, reg_end
= 0;
313 if( reg_start
< reg_end
)
315 struct cell_terminal
*terminal
= &world
.io
[ reg_start
];
316 struct terminal_run
*run
= &terminal
->runs
[ terminal
->run_count
-1 ];
318 if( *c
>= 'a' && *c
<= 'z' )
320 run
->conditions
[ run
->condition_count
++ ] = *c
;
324 if( *c
== ',' || *c
== '\n' )
333 terminal
->runs
[ terminal
->run_count
].condition_count
= 0;
334 terminal
->run_count
++;
338 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
345 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
353 if( reg_start
!= reg_end
)
355 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
361 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
365 row
= arraddnptr( world
.data
, world
.w
);
368 reg_end
= reg_start
= arrlen( world
.io
);
374 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
378 // Tile initialization
380 struct cell
*cell
= &row
[ cx
];
382 if( *c
== '+' || *c
== '-' )
384 struct cell_terminal
*term
= arraddnptr( world
.io
, 1 );
385 term
->id
= cx
+ world
.h
*world
.w
;
387 term
->runs
[0].condition_count
= 0;
389 cell
->state
= *c
== '+'? FLAG_INPUT
: FLAG_OUTPUT
;
392 else if( *c
== '#' ) cell
->state
= FLAG_WALL
;
393 else if( ((u32
)*c
>= (u32
)'A') && ((u32
)*c
<= (u32
)'A'+0xf) )
395 // Canal flag bits (4bit/16 value):
401 cell
->state
= ((u32
)*c
- (u32
)'A') & FLAG_CANAL
; // Only canal supported currently
402 cell
->links
[0] = 0; // TODO: Link these somewhere else
406 else cell
->state
= 0x00;
414 // Update data texture to fill out the background
416 u8 info_buffer
[64*64*4];
417 for( int i
= 0; i
< 64*64; i
++ )
419 u8
*px
= &info_buffer
[i
*4];
426 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
427 glTexSubImage2D( GL_TEXTURE_2D
, 0, 0, 0, 64, 64, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
430 map_reclassify( NULL
, NULL
, 1 );
431 vg_success( "Map '%s' loaded! (%u:%u)\n", name
, world
.w
, world
.h
);
433 strncpy( world
.map_name
, name
, vg_list_size( world
.map_name
)-1 );
437 static struct cell
*pcell( v2i pos
)
439 return &world
.data
[ pos
[1]*world
.w
+ pos
[0] ];
442 static void map_serialize( FILE *stream
)
444 for( int y
= 0; y
< world
.h
; y
++ )
446 for( int x
= 0; x
< world
.w
; x
++ )
448 struct cell
*cell
= pcell( (v2i
){ x
, y
} );
450 if( cell
->state
& FLAG_WALL
) fputc( '#', stream
);
451 else if( cell
->state
& FLAG_INPUT
) fputc( '+', stream
);
452 else if( cell
->state
& FLAG_OUTPUT
) fputc( '-', stream
);
453 else if( cell
->state
& (FLAG_CANAL
|FLAG_IS_TRIGGER
|FLAG_RESERVED0
|FLAG_RESERVED1
) )
455 fputc( (cell
->state
& (FLAG_CANAL
|FLAG_IS_TRIGGER
|FLAG_RESERVED0
|FLAG_RESERVED1
)) + (u32
)'A', stream
);
457 else fputc( ' ', stream
);
460 fputc( ';', stream
);
462 int terminal_write_count
= 0;
464 for( int x
= 0; x
< world
.w
; x
++ )
466 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
468 struct cell_terminal
*term
= &world
.io
[i
];
469 if( term
->id
== y
*world
.w
+x
)
471 if( terminal_write_count
)
472 fputc( ',', stream
);
473 terminal_write_count
++;
475 for( int j
= 0; j
< term
->run_count
; j
++ )
477 struct terminal_run
*run
= &term
->runs
[j
];
479 for( int k
= 0; k
< run
->condition_count
; k
++ )
480 fputc( run
->conditions
[k
], stream
);
482 if( j
< term
->run_count
-1 )
483 fputc( ':', stream
);
489 fputc( '\n', stream
);
493 int main( int argc
, char *argv
[] )
495 vg_init( argc
, argv
, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
498 static int console_save_map( int argc
, char const *argv
[] )
500 char map_path
[ 256 ];
502 strcpy( map_path
, "sav/" );
503 strcat( map_path
, world
.map_name
);
504 strcat( map_path
, ".map" );
506 FILE *test_writer
= fopen( map_path
, "wb" );
509 map_serialize( test_writer
);
511 fclose( test_writer
);
516 vg_error( "Unable to open stream for writing\n" );
521 static int console_load_map( int argc
, char const *argv
[] )
523 char map_path
[ 256 ];
528 strcpy( map_path
, "sav/" );
529 strcat( map_path
, argv
[0] );
530 strcat( map_path
, ".map" );
532 char *text_source
= vg_textasset_read( map_path
);
536 strcpy( map_path
, "maps/" );
537 strcat( map_path
, argv
[0] );
538 strcat( map_path
, ".map" );
540 text_source
= vg_textasset_read( map_path
);
545 if( !map_load( text_source
, argv
[0] ) )
550 // Update career link
551 world
.ptr_career_level
= NULL
;
553 for( int i
= 0; i
< vg_list_size( level_pack_1
); i
++ )
555 if( !strcmp( level_pack_1
[i
], argv
[0] ) )
557 world
.ptr_career_level
= career
.levels
+ i
;
566 vg_error( "Missing maps '%s'\n", argv
[0] );
572 vg_error( "Missing argument <map_path>\n" );
577 static void io_reset(void)
579 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
581 struct cell_terminal
*term
= &world
.io
[i
];
583 for( int j
= 0; j
< term
->run_count
; j
++ )
584 term
->runs
[j
].recv_count
= 0;
588 static void simulation_stop(void)
590 world
.simulating
= 0;
591 world
.num_fishes
= 0;
596 sfx_system_fadeout( &audio_system_balls_rolling
, 44100 );
598 vg_info( "Stopping simulation!\n" );
601 static int console_changelevel( int argc
, char const *argv
[] )
605 // Save current level
606 if( console_save_map( 0, NULL
) )
607 if( console_load_map( argc
, argv
) )
615 vg_error( "Missing argument <map_path>\n" );
623 vg_function_push( (struct vg_cmd
){
625 .function
= console_save_map
628 vg_function_push( (struct vg_cmd
){
630 .function
= console_load_map
633 vg_function_push( (struct vg_cmd
){
634 .name
= "changelevel",
635 .function
= console_changelevel
642 0.0f
, 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
,
643 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
, 0.0f
,
645 0.0f
, 0.0f
, 0.0f
, 1.0f
, 4.0f
, 1.0f
,
646 0.0f
, 0.0f
, 4.0f
, 1.0f
, 4.0f
, 0.0f
649 init_mesh( &world
.tile
, quad_mesh
, vg_list_size(quad_mesh
) );
654 float circle_mesh
[32*6*3];
655 int res
= vg_list_size( circle_mesh
) / (6*3);
657 for( int i
= 0; i
< res
; i
++ )
659 v2f v0
= { sinf( ((float)i
/(float)res
)*VG_TAUf
), cosf( ((float)i
/(float)res
)*VG_TAUf
) };
660 v2f v1
= { sinf( ((float)(i
+1)/(float)res
)*VG_TAUf
), cosf( ((float)(i
+1)/(float)res
)*VG_TAUf
) };
662 circle_mesh
[ i
*6+0 ] = 0.0f
;
663 circle_mesh
[ i
*6+1 ] = 0.0f
;
665 v2_copy( v0
, circle_mesh
+ 32*6 + i
*12 );
666 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+2 );
667 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+4 );
669 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+6 );
670 v2_muls( v1
, 0.8f
, circle_mesh
+ 32*6 + i
*12+8 );
671 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+10 );
673 v2_copy( v0
, circle_mesh
+ i
*6+4 );
674 v2_copy( v1
, circle_mesh
+ i
*6+2 );
675 v2_copy( v0
, circle_mesh
+i
*6+4 );
676 v2_copy( v1
, circle_mesh
+i
*6+2 );
679 init_mesh( &world
.circle
, circle_mesh
, vg_list_size( circle_mesh
) );
684 init_mesh( &world
.numbers
,
686 vg_list_size( MESH_NUMBERS_BUFFER
)
689 for( int i
= 0; i
< 10; i
++ )
691 vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS
[i
][0], MESH_NUMBERS_OFFSETS
[i
][1] );
695 // Create info data texture
697 glGenTextures( 1, &world
.background_data
);
698 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
699 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGBA
, 64, 64, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
703 // Create random smaples texture
705 u8
*data
= malloc(512*512*2);
706 for( int i
= 0; i
< 512*512*2; i
++ )
707 data
[ i
] = rand()/(RAND_MAX
/255);
709 glGenTextures( 1, &world
.random_samples
);
710 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
711 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RG
, 512, 512, 0, GL_RG
, GL_UNSIGNED_BYTE
, data
);
718 resource_load_main();
722 console_load_map( 1, level_pack_1
);
727 console_save_map( 0, NULL
);
730 resource_free_main();
732 glDeleteTextures( 1, &world
.background_data
);
733 glDeleteTextures( 1, &world
.random_samples
);
735 free_mesh( &world
.tile
);
736 free_mesh( &world
.circle
);
737 free_mesh( &world
.numbers
);
742 static int cell_interactive( v2i co
)
745 if( co
[0] < 2 || co
[0] >= world
.w
-2 || co
[1] < 2 || co
[1] >= world
.h
-2 )
749 if( world
.data
[ world
.w
*co
[1] + co
[0] ].state
& (FLAG_WALL
|FLAG_INPUT
|FLAG_OUTPUT
) )
752 // List of 3x3 configurations that we do not allow
753 static u32 invalid_src
[][9] =
785 // Statically compile invalid configurations into bitmasks
786 static u32 invalid
[ vg_list_size(invalid_src
) ];
788 for( int i
= 0; i
< vg_list_size(invalid_src
); i
++ )
792 for( int j
= 0; j
< 3; j
++ )
793 for( int k
= 0; k
< 3; k
++ )
794 comped
|= invalid_src
[i
][ j
*3+k
] << ((j
*5)+k
);
799 // Extract 5x5 grid surrounding tile
801 for( int y
= co
[1]-2; y
< co
[1]+3; y
++ )
802 for( int x
= co
[0]-2; x
< co
[0]+3; x
++ )
804 struct cell
*cell
= pcell((v2i
){x
,y
});
806 if( cell
&& (cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
)) )
807 blob
|= 0x1 << ((y
-(co
[1]-2))*5 + x
-(co
[0]-2));
810 // Run filter over center 3x3 grid to check for invalid configurations
811 int kernel
[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
812 for( int i
= 0; i
< vg_list_size(kernel
); i
++ )
814 if( blob
& (0x1 << (6+kernel
[i
])) )
816 u32 window
= blob
>> kernel
[i
];
818 for( int j
= 0; j
< vg_list_size(invalid
); j
++ )
819 if((window
& invalid
[j
]) == invalid
[j
])
827 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
)
829 v2i full_start
= { 1,1 };
830 v2i full_end
= { world
.w
-1, world
.h
-1 };
839 u8 info_buffer
[64*64*4];
842 int px0
= vg_max( start
[0], full_start
[0] ),
843 px1
= vg_min( end
[0], full_end
[0] ),
844 py0
= vg_max( start
[1], full_start
[1] ),
845 py1
= vg_min( end
[1], full_end
[1] );
847 for( int y
= py0
; y
< py1
; y
++ )
849 for( int x
= px0
; x
< px1
; x
++ )
851 struct cell
*cell
= pcell((v2i
){x
,y
});
853 v2i dirs
[] = {{1,0},{0,1},{-1,0},{0,-1}};
858 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
860 for( int i
= 0; i
< vg_list_size( dirs
); i
++ )
862 struct cell
*neighbour
= pcell((v2i
){x
+dirs
[i
][0], y
+dirs
[i
][1]});
863 if( neighbour
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
871 if( cell
->state
& FLAG_WALL
)
877 pcell((v2i
){x
,y
})->config
= config
;
879 u8
*info_px
= &info_buffer
[ (pixel_id
++)*4 ];
881 info_px
[1] = cell
->state
& FLAG_WALL
? 0: 255;
887 if( update_texbuffer
)
889 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
890 glTexSubImage2D( GL_TEXTURE_2D
, 0, px0
+ 16, py0
+ 16, px1
-px0
, py1
-py0
, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
894 v2f
const curve_3
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
895 v2f
const curve_6
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.375f
,0.5f
},{0.0f
,0.5f
}};
896 v2f
const curve_9
[] = {{1.0f
,0.5f
},{0.625f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
897 v2f
const curve_12
[]= {{0.0f
,0.5f
},{0.375f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
899 v2f
const curve_2
[] = {{0.5f
,1.0f
},{0.5f
,0.8f
},{0.5f
,0.3f
},{0.5f
,0.2f
}};
900 v2f
const curve_8
[] = {{0.5f
,0.8f
},{0.5f
,0.5f
},{0.5f
,0.3f
},{0.5f
,0.0f
}};
902 v2f
const curve_7
[] = {{0.5f
,0.8438f
},{0.875f
,0.8438f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
903 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
}};
905 float const curve_7_linear_section
= 0.1562f
;
911 float r1
= (float)vg_window_y
/ (float)vg_window_x
,
912 r2
= (float)world
.h
/ (float)world
.w
,
915 size
= ( r2
< r1
? (float)world
.w
* 0.5f
: ((float)world
.h
* 0.5f
) / r1
) + 2.5f
;
916 m3x3_projection( m_projection
, -size
, size
, -size
*r1
, size
*r1
);
919 origin
[0] = floorf( -0.5f
* world
.w
);
920 origin
[1] = floorf( -0.5f
* world
.h
);
923 m3x3_identity( m_view
);
924 m3x3_translate( m_view
, origin
);
925 m3x3_mul( m_projection
, m_view
, vg_pv
);
926 vg_projection_update();
929 v2_copy( vg_mouse_ws
, world
.tile_pos
);
931 world
.tile_x
= floorf( world
.tile_pos
[0] );
932 world
.tile_y
= floorf( world
.tile_pos
[1] );
934 static u16 id_drag_from
= 0;
935 static v2f drag_from_co
;
936 static v2f drag_to_co
;
939 if( !world
.simulating
)
941 v2_copy( vg_mouse_ws
, drag_to_co
);
943 if( cell_interactive( (v2i
){ world
.tile_x
, world
.tile_y
} ))
945 world
.selected
= world
.tile_y
* world
.w
+ world
.tile_x
;
947 static u32 modify_state
= 0;
949 struct cell
*cell_ptr
= &world
.data
[world
.selected
];
951 if( vg_get_button_down("primary") )
953 modify_state
= (cell_ptr
->state
& FLAG_CANAL
) ^ FLAG_CANAL
;
956 if( vg_get_button("primary") && ((cell_ptr
->state
& FLAG_CANAL
) != modify_state
) )
958 cell_ptr
->state
&= ~FLAG_CANAL
;
959 cell_ptr
->state
|= modify_state
;
961 if( cell_ptr
->state
& FLAG_CANAL
)
963 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 3, 6 );
968 if( cell_ptr
->state
& (FLAG_IS_TRIGGER
|FLAG_TARGETED
) )
970 cell_ptr
->state
&= ~(FLAG_IS_TRIGGER
|FLAG_TARGETED
);
971 for( u32 i
= 0; i
< 2; i
++ )
973 if( cell_ptr
->links
[i
] )
975 struct cell
*other_ptr
= &world
.data
[ cell_ptr
->links
[i
] ];
976 other_ptr
->links
[ i
] = 0;
977 other_ptr
->state
&= ~FLAG_IS_TRIGGER
;
979 if( other_ptr
->links
[ i
^ 0x1 ] == 0 )
980 other_ptr
->state
&= ~(FLAG_TARGETED
);
985 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 0, 3 );
989 cell_ptr
->links
[0] = 0;
990 cell_ptr
->links
[1] = 0;
992 map_reclassify( (v2i
){ world
.tile_x
-2, world
.tile_y
-2 },
993 (v2i
){ world
.tile_x
+2, world
.tile_y
+2 }, 1 );
996 if( vg_get_button_down("secondary") && !(cell_ptr
->config
== k_cell_type_split
) )
998 id_drag_from
= world
.selected
;
999 drag_from_co
[0] = world
.tile_x
+ 0.5f
;
1000 drag_from_co
[1] = world
.tile_y
+ 0.5f
;
1003 if( id_drag_from
&& (cell_ptr
->config
== k_cell_type_split
) )
1005 float local_x
= vg_mouse_ws
[0] - (float)world
.tile_x
;
1006 drag_to_co
[0] = (float)world
.tile_x
+ (local_x
> 0.5f
? 0.75f
: 0.25f
);
1007 drag_to_co
[1] = (float)world
.tile_y
+ 0.25f
;
1009 if( vg_get_button_up("secondary") )
1011 struct cell
*drag_ptr
= &world
.data
[id_drag_from
];
1012 u32 link_id
= local_x
> 0.5f
? 1: 0;
1014 // Cleanup existing connections
1015 if( cell_ptr
->links
[ link_id
] )
1017 vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id
, cell_ptr
->links
[ link_id
] );
1019 struct cell
*current_connection
= &world
.data
[ cell_ptr
->links
[ link_id
]];
1020 current_connection
->state
&= ~FLAG_IS_TRIGGER
;
1021 current_connection
->links
[ link_id
] = 0;
1024 if( drag_ptr
->links
[ link_id
^ 0x1 ] )
1026 vg_warn( "Destroying alternate link %u (%hu)\n", link_id
^ 0x1, drag_ptr
->links
[ link_id
^ 0x1 ] );
1028 struct cell
*current_connection
= &world
.data
[ drag_ptr
->links
[ link_id
^ 0x1 ]];
1029 if( !current_connection
->links
[ link_id
] )
1030 current_connection
->state
&= ~FLAG_TARGETED
;
1032 current_connection
->links
[ link_id
^ 0x1 ] = 0;
1033 drag_ptr
->links
[ link_id
^ 0x1 ] = 0;
1036 // Create the new connection
1037 vg_success( "Creating connection on link %u (%hu)\n", link_id
, id_drag_from
);
1039 cell_ptr
->links
[ link_id
] = id_drag_from
;
1040 drag_ptr
->links
[ link_id
] = world
.selected
;
1042 cell_ptr
->state
|= FLAG_TARGETED
;
1043 drag_ptr
->state
|= FLAG_IS_TRIGGER
;
1049 world
.selected
= -1;
1051 if( vg_get_button("secondary") && id_drag_from
)
1053 vg_line2( drag_from_co
, drag_to_co
, 0xff00ff00, 0xffffff00 );
1062 world
.selected
= -1;
1066 // Simulation stop/start
1067 if( vg_get_button_down("go") )
1069 if( world
.simulating
)
1075 vg_success( "Starting simulation!\n" );
1077 sfx_set_playrnd( &audio_rolls
, &audio_system_balls_rolling
, 0, 1 );
1079 world
.simulating
= 1;
1080 world
.num_fishes
= 0;
1081 world
.sim_frame
= 0;
1082 world
.sim_start
= vg_time
;
1084 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
1085 world
.data
[ i
].state
&= ~FLAG_FLIP_FLOP
;
1092 if( world
.simulating
)
1094 while( world
.sim_frame
< (int)((vg_time
-world
.sim_start
)*2.0f
) )
1096 //vg_info( "frame: %u\n", world.sim_frame );
1097 sfx_set_playrnd( &audio_random
, &audio_system_balls_switching
, 0, 9 );
1099 // Update splitter deltas
1100 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
1102 struct cell
*cell
= &world
.data
[i
];
1103 if( cell
->config
== k_cell_type_split
)
1105 cell
->state
&= ~FLAG_FLIP_ROTATING
;
1109 int alive_count
= 0;
1111 // Update fish positions
1112 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1114 struct fish
*fish
= &world
.fishes
[i
];
1115 struct cell
*cell_current
= pcell( fish
->pos
);
1117 if( fish
->alive
== -1 )
1120 if( fish
->alive
!= 1 )
1124 if( cell_current
->state
& FLAG_OUTPUT
)
1126 for( int j
= 0; j
< arrlen( world
.io
); j
++ )
1128 struct cell_terminal
*term
= &world
.io
[j
];
1130 if( term
->id
== fish
->pos
[1]*world
.w
+ fish
->pos
[0] )
1132 struct terminal_run
*run
= &term
->runs
[ world
.sim_run
];
1133 if( run
->recv_count
< vg_list_size( run
->recieved
) )
1134 run
->recieved
[ run
->recv_count
++ ] = fish
->payload
;
1144 if( cell_current
->config
== k_cell_type_split
)
1147 fish
->dir
[0] = cell_current
->state
&FLAG_FLIP_FLOP
?1:-1;
1150 if( !(cell_current
->state
& FLAG_TARGETED
) )
1151 cell_current
->state
^= FLAG_FLIP_FLOP
;
1153 else if( cell_current
->config
== k_cell_type_merge
)
1161 struct cell
*cell_next
= pcell( (v2i
){ fish
->pos
[0]+fish
->dir
[0], fish
->pos
[1]+fish
->dir
[1] } );
1162 if( !(cell_next
->state
& (FLAG_CANAL
|FLAG_OUTPUT
)) )
1164 // Try other directions for valid, so down, left, right..
1165 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
1166 vg_info( "Trying some other directions...\n" );
1168 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
1170 if( (dirs
[j
][0] == -fish
->dir
[0]) && (dirs
[j
][1] == -fish
->dir
[1]) )
1173 if( pcell( (v2i
){ fish
->pos
[0]+dirs
[j
][0], fish
->pos
[1]+dirs
[j
][1] } )->state
& (FLAG_CANAL
|FLAG_OUTPUT
) )
1175 fish
->dir
[0] = dirs
[j
][0];
1176 fish
->dir
[1] = dirs
[j
][1];
1182 fish
->pos
[0] += fish
->dir
[0];
1183 fish
->pos
[1] += fish
->dir
[1];
1185 struct cell
*cell_entry
= pcell( fish
->pos
);
1187 if( !(cell_entry
->state
& (FLAG_INPUT
|FLAG_CANAL
|FLAG_OUTPUT
) ))
1193 if( cell_entry
->config
== k_cell_type_split
||
1194 cell_entry
->config
== k_cell_type_ramp_right
||
1195 cell_entry
->config
== k_cell_type_ramp_left
)
1197 // Special death (FALL)
1198 v2_sub( fish
->physics_co
, fish
->physics_v
, fish
->physics_v
);
1199 v2_divs( fish
->physics_v
, vg_time_delta
, fish
->physics_v
);
1202 vg_warn( "Special death (fall)\n" );
1207 if( cell_entry
->config
== k_cell_type_split
)
1209 sfx_set_playrnd( &audio_splitter
, &audio_system_balls_important
, 0, 1 );
1210 cell_entry
->state
|= FLAG_FLIP_ROTATING
;
1213 if( cell_entry
->state
& FLAG_IS_TRIGGER
)
1215 int trigger_id
= cell_entry
->links
[0]?0:1;
1216 int connection_id
= cell_entry
->links
[trigger_id
];
1217 int target_px
= connection_id
% world
.w
;
1218 int target_py
= (connection_id
- target_px
)/world
.w
;
1220 vg_line2( (v2f
){ fish
->pos
[0], fish
->pos
[1] }, (v2f
){ target_px
, target_py
}, 0xffffffff, 0xffffffff );
1222 struct cell
*target_peice
= &world
.data
[ cell_entry
->links
[trigger_id
] ];
1225 target_peice
->state
|= FLAG_FLIP_FLOP
;
1227 target_peice
->state
&= ~FLAG_FLIP_FLOP
;
1235 // Check for collisions
1236 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1238 if( world
.fishes
[i
].alive
== 1 )
1240 for( int j
= i
+1; j
< world
.num_fishes
; j
++ )
1242 if( (world
.fishes
[j
].alive
== 1) && (world
.fishes
[i
].pos
[0] == world
.fishes
[j
].pos
[0]) &&
1243 (world
.fishes
[i
].pos
[1] == world
.fishes
[j
].pos
[1]) )
1245 // Shatter death (+0.5s)
1246 world
.fishes
[i
].alive
= -1;
1247 world
.fishes
[j
].alive
= -1;
1248 world
.fishes
[i
].death_time
= 0.5f
;
1249 world
.fishes
[j
].death_time
= 0.5f
;
1256 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1258 struct cell_terminal
*term
= &world
.io
[ i
];
1259 int posx
= term
->id
% world
.w
;
1260 int posy
= (term
->id
- posx
)/world
.w
;
1261 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1265 if( world
.sim_frame
< term
->runs
[ world
.sim_run
].condition_count
)
1267 struct fish
*fish
= &world
.fishes
[world
.num_fishes
++];
1268 fish
->pos
[0] = posx
;
1269 fish
->pos
[1] = posy
;
1271 fish
->payload
= term
->runs
[ world
.sim_run
].conditions
[ world
.sim_frame
];
1275 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
1276 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
1277 if( pcell( (v2i
){ posx
+dirs
[j
][0], posy
+dirs
[j
][1] } )->state
& FLAG_CANAL
)
1279 fish
->dir
[0] = dirs
[j
][0];
1280 fish
->dir
[1] = dirs
[j
][1];
1293 if( alive_count
== 0 )
1295 world
.completed
= 1;
1297 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1299 struct cell_terminal
*term
= &world
.io
[ i
];
1300 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1304 struct terminal_run
*run
= &term
->runs
[ world
.sim_run
];
1306 if( run
->recv_count
== run
->condition_count
)
1308 for( int j
= 0; j
< run
->condition_count
; j
++ )
1310 if( run
->recieved
[j
] != run
->conditions
[j
] )
1312 world
.completed
= 0;
1319 world
.completed
= 0;
1325 if( world
.completed
)
1327 vg_success( "Level passed!\n" );
1330 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
1331 if( world
.data
[ i
].state
& FLAG_CANAL
)
1334 world
.score
= score
;
1335 world
.time
= world
.sim_frame
;
1339 vg_error( "Level failed :(\n" );
1342 // Copy into career data
1343 if( world
.ptr_career_level
)
1345 world
.ptr_career_level
->score
= world
.score
;
1346 world
.ptr_career_level
->time
= world
.time
;
1347 world
.ptr_career_level
->completed
= world
.completed
;
1350 simulation_stop(); // TODO: Async?
1357 float scaled_time
= 0.0f
;
1358 scaled_time
= (vg_time
-world
.sim_start
)*2.0f
;
1359 world
.frame_lerp
= scaled_time
- (float)world
.sim_frame
;
1362 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1364 struct fish
*fish
= &world
.fishes
[i
];
1366 if( fish
->alive
== 0 )
1369 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1370 continue; // Todo: particle thing?
1372 if( fish
->alive
== -2 )
1374 v2_muladds( fish
->physics_v
, (v2f
){ 0.0, -9.8f
}, vg_time_delta
, fish
->physics_v
);
1375 v2_muladds( fish
->physics_co
, fish
->physics_v
, vg_time_delta
, fish
->physics_co
);
1379 struct cell
*cell
= pcell(fish
->pos
);
1382 float t
= world
.frame_lerp
;
1384 v2_copy( fish
->physics_co
, fish
->physics_v
);
1386 switch( cell
->config
)
1389 if( fish
->dir
[0] == 1 )
1394 case 2: curve
= curve_2
; break;
1395 case 8: curve
= curve_8
; break;
1396 case 3: curve
= curve_3
; break;
1397 case 6: curve
= curve_6
; break;
1398 case 9: curve
= curve_9
; break;
1399 case 12: curve
= curve_12
; break;
1401 if( t
> curve_7_linear_section
)
1403 t
-= curve_7_linear_section
;
1404 t
*= (1.0f
/(1.0f
-curve_7_linear_section
));
1406 curve
= cell
->state
& FLAG_FLIP_FLOP
? curve_7
: curve_7_1
;
1410 default: curve
= NULL
; break;
1416 float t3
= t
* t
* t
;
1418 float cA
= 3.0f
*t2
- 3.0f
*t3
;
1419 float cB
= 3.0f
*t3
- 6.0f
*t2
+ 3.0f
*t
;
1420 float cC
= 3.0f
*t2
- t3
- 3.0f
*t
+ 1.0f
;
1422 fish
->physics_co
[0] = t3
*curve
[3][0] + cA
*curve
[2][0] + cB
*curve
[1][0] + cC
*curve
[0][0];
1423 fish
->physics_co
[1] = t3
*curve
[3][1] + cA
*curve
[2][1] + cB
*curve
[1][1] + cC
*curve
[0][1];
1424 fish
->physics_co
[0] += (float)fish
->pos
[0];
1425 fish
->physics_co
[1] += (float)fish
->pos
[1];
1430 origin
[0] = (float)fish
->pos
[0] + (float)fish
->dir
[0]*-0.5f
+ 0.5f
;
1431 origin
[1] = (float)fish
->pos
[1] + (float)fish
->dir
[1]*-0.5f
+ 0.5f
;
1433 fish
->physics_co
[0] = origin
[0] + (float)fish
->dir
[0]*t
;
1434 fish
->physics_co
[1] = origin
[1] + (float)fish
->dir
[1]*t
;
1441 static void render_tiles( v2i start
, v2i end
, v4f
const regular_colour
, v4f
const selected_colour
)
1443 v2i full_start
= { 0,0 };
1444 v2i full_end
= { world
.w
, world
.h
};
1446 if( !start
|| !end
)
1452 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1454 for( int y
= start
[1]; y
< end
[1]; y
++ )
1456 for( int x
= start
[0]; x
< end
[0]; x
++ )
1458 struct cell
*cell
= pcell((v2i
){x
,y
});
1459 int selected
= world
.selected
== y
*world
.w
+ x
;
1461 int tile_offsets
[][2] =
1463 {2, 0}, {0, 3}, {0, 2}, {2, 2},
1464 {1, 0}, {2, 3}, {3, 2}, {1, 3},
1465 {3, 1}, {0, 1}, {1, 2}, {2, 1},
1466 {1, 1}, {3, 3}, {2, 1}, {2, 1}
1469 int uv
[2] = { 3, 0 };
1471 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
1473 uv
[0] = tile_offsets
[ cell
->config
][0];
1474 uv
[1] = tile_offsets
[ cell
->config
][1];
1477 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
, uv
[0], uv
[1] );
1480 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, selected_colour
);
1482 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1490 static void draw_numbers( v3f coord
, int number
)
1493 v3_copy( coord
, pos
);
1494 int digits
[8]; int i
= 0;
1496 while( number
> 0 && i
< 8 )
1498 digits
[i
++] = number
% 10;
1499 number
= number
/ 10;
1502 for( int j
= 0; j
< i
; j
++ )
1504 glUniform3fv( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), 1, pos
);
1505 draw_mesh( MESH_NUMBERS_OFFSETS
[digits
[i
-j
-1]][0], MESH_NUMBERS_OFFSETS
[digits
[i
-j
-1]][1] );
1506 pos
[0] += pos
[2] * 0.75f
;
1510 void vg_render(void)
1512 glViewport( 0,0, vg_window_x
, vg_window_y
);
1514 glDisable( GL_DEPTH_TEST
);
1515 glClearColor( 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
1516 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
1518 v4f
const colour_default
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
1519 v4f
const colour_selected
= {0.90f
, 0.92f
, 1.0f
, 1.0f
};
1521 // TILE SET RENDERING
1522 // todo: just slam everything into a mesh...
1523 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1525 // Currently we're uploading a fair amount of data every frame anyway.
1526 // NOTE: this is for final optimisations ONLY!
1527 // ======================================================================
1529 use_mesh( &world
.tile
);
1535 SHADER_USE( shader_background
);
1536 glUniformMatrix3fv( SHADER_UNIFORM( shader_background
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1538 glActiveTexture( GL_TEXTURE0
);
1539 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
1540 glUniform1i( SHADER_UNIFORM( shader_background
, "uTexMain" ), 0 );
1542 glUniform3f( SHADER_UNIFORM( shader_background
, "uOffset" ), -16, -16, 64 );
1543 glUniform1f( SHADER_UNIFORM( shader_background
, "uVariance" ), 0.02f
);
1545 glActiveTexture( GL_TEXTURE1
);
1546 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
1547 glUniform1i( SHADER_UNIFORM( shader_background
, "uSamplerNoise" ), 1 );
1554 SHADER_USE( shader_tile_main
);
1557 m2x2_identity( subtransform
);
1558 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1559 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1560 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 0.0f
);
1561 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 0.0f
);
1564 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1565 glBlendEquation(GL_FUNC_ADD
);
1568 vg_tex2d_bind( &tex_tile_data
, 0 );
1569 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1571 vg_tex2d_bind( &tex_wood
, 1 );
1572 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1574 render_tiles( NULL
, NULL
, colour_default
, colour_default
);
1578 SHADER_USE( shader_ball
);
1579 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1581 vg_tex2d_bind( &tex_ball
, 0 );
1582 glUniform1i( SHADER_UNIFORM( shader_ball
, "uTexMain" ), 0 );
1585 if( world
.simulating
)
1587 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1589 struct fish
*fish
= &world
.fishes
[i
];
1591 if( fish
->alive
== 0 )
1594 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1597 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1598 colour_code_v3( fish
->payload
, dot_colour
);
1600 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uColour" ), 1, dot_colour
);
1601 glUniform2fv( SHADER_UNIFORM( shader_ball
, "uOffset" ), 1, fish
->physics_co
);
1606 SHADER_USE( shader_tile_main
);
1609 vg_tex2d_bind( &tex_tile_data
, 0 );
1610 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1612 vg_tex2d_bind( &tex_wood
, 1 );
1613 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1615 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 1.0f
);
1616 render_tiles( NULL
, NULL
, colour_default
, colour_selected
);
1619 for( int y
= 2; y
< world
.h
-2; y
++ )
1621 for( int x
= 2; x
< world
.w
-2; x
++ )
1623 struct cell
*cell
= pcell((v2i
){x
,y
});
1625 if( cell
->state
& FLAG_CANAL
)
1627 if( cell
->state
& FLAG_IS_TRIGGER
)
1629 int trigger_id
= cell
->links
[0]?0:1;
1631 int x2
= cell
->links
[trigger_id
] % world
.w
;
1632 int y2
= (cell
->links
[trigger_id
] - x2
) / world
.w
;
1636 drag_to_co
[0] = (float)x2
+ (trigger_id
? 0.75f
: 0.25f
);
1637 drag_to_co
[1] = (float)y2
+ 0.25f
;
1639 vg_line2( (v2f
){x
+0.5f
,y
+0.5f
}, drag_to_co
, 0xff0000ff, 0xff00ffff );
1642 if( cell
->config
== k_cell_type_split
)
1644 float rotation
= cell
->state
& FLAG_FLIP_FLOP
? vg_rad( -45.0f
): vg_rad( 45.0f
);
1646 if( cell
->state
& FLAG_FLIP_ROTATING
)
1648 if( (world
.frame_lerp
> curve_7_linear_section
) )
1650 float const rotation_speed
= 0.4f
;
1651 if( (world
.frame_lerp
< 1.0f
-rotation_speed
) )
1653 float t
= world
.frame_lerp
- curve_7_linear_section
;
1654 t
*= -2.0f
* (1.0f
/(1.0f
-(curve_7_linear_section
+rotation_speed
)));
1664 m2x2_create_rotation( subtransform
, rotation
);
1666 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1667 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
+ 0.125f
, cell
->state
& FLAG_TARGETED
? 3.0f
: 0.0f
, 0.0f
);
1675 if( world
.selected
!= -1 && !(world
.data
[ world
.selected
].state
& FLAG_CANAL
) )
1677 v2i new_begin
= { world
.tile_x
- 2, world
.tile_y
- 2 };
1678 v2i new_end
= { world
.tile_x
+ 2, world
.tile_y
+ 2 };
1680 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1681 map_reclassify( new_begin
, new_end
, 0 );
1683 m2x2_identity( subtransform
);
1684 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 1.0f
);
1685 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1686 glUniform2fv( SHADER_UNIFORM( shader_tile_main
, "uMousePos" ), 1, world
.tile_pos
);
1688 render_tiles( new_begin
, new_end
, colour_default
, colour_default
);
1690 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1691 map_reclassify( new_begin
, new_end
, 0 );
1694 //glDisable(GL_BLEND);
1696 glDisable(GL_BLEND
);
1698 SHADER_USE( shader_tile_colour
);
1699 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1700 use_mesh( &world
.circle
);
1702 int const filled_start
= 0;
1703 int const filled_count
= 32;
1704 int const empty_start
= 32;
1705 int const empty_count
= 32*2;
1708 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1710 struct cell_terminal
*term
= &world
.io
[ i
];
1711 int posx
= term
->id
% world
.w
;
1712 int posy
= (term
->id
- posx
)/world
.w
;
1713 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1715 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1717 // TODO: Iterate runs
1718 for( int j
= 0; j
< term
->runs
[0].condition_count
; j
++ )
1720 float y_offset
= is_input
? 1.2f
: -0.2f
;
1721 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), (float)posx
+ 0.2f
+ 0.2f
* (float)j
, (float)posy
+ y_offset
, 0.1f
);
1725 colour_code_v3( term
->runs
[0].conditions
[j
], dot_colour
);
1726 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1728 // Draw filled if tick not passed, draw empty if empty
1729 if( world
.sim_frame
> j
)
1730 draw_mesh( empty_start
, empty_count
);
1732 draw_mesh( filled_start
, filled_count
);
1736 if( term
->runs
[0].recv_count
> j
)
1738 colour_code_v3( term
->runs
[0].recieved
[j
], dot_colour
);
1739 v3_muls( dot_colour
, 0.8f
, dot_colour
);
1740 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1742 draw_mesh( filled_start
, filled_count
);
1745 colour_code_v3( term
->runs
[0].conditions
[j
], dot_colour
);
1746 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1748 draw_mesh( empty_start
, empty_count
);
1753 if( world
.simulating
)
1755 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.0f
, 0.0f
, 0.0f
, 1.0f
);
1756 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
);
1757 draw_mesh( filled_start
, filled_count
);
1761 float const score_bright
= 1.25f
;
1762 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ),
1763 0.4f
*score_bright
, 0.39f
*score_bright
, 0.45f
*score_bright
, 1.0f
);
1765 use_mesh( &world
.numbers
);
1766 draw_numbers( (v3f
){ 2.0f
, (float)world
.h
-1.875f
, 0.3333f
}, world
.score
);
1768 // Level selection UI
1769 use_mesh( &world
.circle
);
1770 float ratio
= ((float)vg_window_x
/(float)vg_window_y
);
1772 m3x3f ui_view
= M3X3_IDENTITY
;
1773 m3x3_scale( ui_view
, (v3f
){ 1.0f
, ratio
, 1.0f
} );
1774 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)ui_view
);
1776 // Calculate mouse in UIsp
1777 v3f mouse_ui_space
= { ((float)vg_mouse
[0] / (float)(vg_window_x
)) * 2.0f
- 1.0f
,
1778 (((float)vg_mouse
[1] / (float)(vg_window_y
)) * 2.0f
- 1.0f
)*(-1.0f
/ratio
), 0.0125f
};
1780 // Get selected level
1781 const float selection_scale
= 0.05f
;
1782 int const level_count
= vg_list_size( level_pack_1
);
1783 int level_select
= -1;
1785 if( mouse_ui_space
[0] <= -0.8f
)
1787 float levels_range
= (float)level_count
*selection_scale
*0.6f
;
1788 float level_offset
= ((-mouse_ui_space
[1] + levels_range
) / levels_range
) * 0.5f
* (float)level_count
;
1789 level_select
= ceilf( level_offset
);
1792 if( level_select
>= 0 && level_select
< vg_list_size( level_pack_1
) )
1794 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
1796 use_mesh( &world
.tile
);
1797 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ),
1799 ((float)level_count
- (float)level_select
* 2.0f
) * selection_scale
* 0.6f
,
1804 use_mesh( &world
.circle
);
1806 if( vg_get_button_down( "primary" ) )
1808 console_changelevel( 1, level_pack_1
+ level_select
);
1812 else mouse_ui_space
[1] = INFINITY
;
1814 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.4f
, 0.39f
, 0.45f
, 1.0f
);
1817 for( int i
= 0; i
< level_count
; i
++ )
1819 struct career_level
*clevel
= &career
.levels
[i
];
1821 v3f level_ui_space
= {
1823 ((float)level_count
- (float)i
* 2.0f
) * selection_scale
* 0.6f
+ selection_scale
* 0.5f
,
1824 selection_scale
* 0.5f
1827 float scale
= vg_clampf( 1.0f
- fabsf(level_ui_space
[1] - mouse_ui_space
[1]) * 2.0f
, 0.9f
, 1.0f
);
1828 level_ui_space
[2] *= scale
;
1830 glUniform3fv( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), 1, level_ui_space
);
1832 if( clevel
->completed
)
1833 draw_mesh( filled_start
, filled_count
);
1835 draw_mesh( empty_start
, empty_count
);
1839 use_mesh( &world
.numbers
);
1840 for( int i
= 0; i
< level_count
; i
++ )
1842 struct career_level
*clevel
= &career
.levels
[i
];
1844 v3f level_ui_space
= {
1846 ((float)level_count
- (float)i
* 2.0f
) * selection_scale
* 0.6f
+ selection_scale
* 0.5f
,
1850 if( clevel
->completed
)
1852 draw_numbers( level_ui_space
, clevel
->score
);
1856 //use_mesh( &world.numbers );
1857 //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );