1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
5 #include "fishladder_resources.h"
7 const char *level_pack_1
[] = {
31 levels
[ vg_list_size( level_pack_1
) ];
33 career
= { .version
= 1 };
36 static void career_serialize(void)
38 vg_asset_write( "sav/game.sav", &career
, sizeof( struct career_state
) );
41 static void career_load(void)
44 struct career_state
*cr
= vg_asset_read_s( "sav/game.sav", &sz
);
46 memset( (void*)career
.levels
, 0, vg_list_size(level_pack_1
) * sizeof(struct career_level
) );
50 if( sz
> sizeof( struct career_state
) )
51 vg_warn( "This save file is too big! Some levels will be lost\n" );
53 if( sz
<= offsetof( struct career_state
, levels
) )
55 vg_error( "This save file is too small to have a header\n" );
60 u32
const size_header
= offsetof(struct career_state
, levels
);
61 u32
const size_levels
= sizeof(struct career_state
)-size_header
;
62 u32
const size_levels_input
= sz
- size_header
;
64 memcpy( (void*)career
.levels
, (void*)cr
->levels
, size_levels_input
);
66 if( sz
< sizeof( struct career_state
) )
68 memset( ((void*)career
.levels
) + size_levels_input
, 0, size_levels
-size_levels_input
);
72 vg_success( "Loaded save file... Info:\n" );
74 for( int i
= 0; i
< vg_list_size( career
.levels
); i
++ )
76 struct career_level
*lvl
= &career
.levels
[i
];
77 vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl
->score
, lvl
->time
, lvl
->completed
);
82 vg_info( "No save file... Using blank one\n" );
90 #define FLAG_CANAL 0x1
91 #define FLAG_IS_TRIGGER 0x2
92 #define FLAG_RESERVED0 0x4
93 #define FLAG_RESERVED1 0x8
95 #define FLAG_INPUT 0x10
96 #define FLAG_OUTPUT 0x20
97 #define FLAG_WALL 0x40
99 #define FLAG_FLIP_FLOP 0x100
100 #define FLAG_FLIP_ROTATING 0x200
101 #define FLAG_TARGETED 0x400
104 0000 0 | 0001 1 | 0010 2 | 0011 3
108 0100 4 | 0101 5 | 0110 6 | 0111 7
112 1000 8 | 1001 9 | 1010 10 | 1011 11
116 1100 12 | 1101 13 | 1110 14 | 1111 15
124 k_cell_type_ramp_right
= 3,
125 k_cell_type_ramp_left
= 6,
126 k_cell_type_split
= 7,
127 k_cell_type_merge
= 13
131 { { 0.9f
, 0.6f
, 0.20f
},
132 { 0.2f
, 0.9f
, 0.14f
},
133 { 0.4f
, 0.8f
, 1.00f
} };
135 static void colour_code_v3( char cc
, v3f target
)
137 if( cc
>= 'a' && cc
<= 'z' )
141 if( id
< vg_list_size( colour_sets
) )
143 v3_copy( colour_sets
[ id
], target
);
148 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, target
);
157 static void init_mesh( struct mesh
*m
, float const *tris
, u32 length
)
159 m
->elements
= length
/3;
160 glGenVertexArrays( 1, &m
->vao
);
161 glGenBuffers( 1, &m
->vbo
);
163 glBindVertexArray( m
->vao
);
164 glBindBuffer( GL_ARRAY_BUFFER
, m
->vbo
);
165 glBufferData( GL_ARRAY_BUFFER
, length
*sizeof(float), tris
, GL_STATIC_DRAW
);
167 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
168 glEnableVertexAttribArray( 0 );
173 static void free_mesh( struct mesh
*m
)
175 glDeleteVertexArrays( 1, &m
->vao
);
176 glDeleteBuffers( 1, &m
->vbo
);
179 static void draw_mesh( int const start
, int const count
)
181 glDrawArrays( GL_TRIANGLES
, start
*3, count
*3 );
184 static void use_mesh( struct mesh
*m
)
186 glBindVertexArray( m
->vao
);
209 int sim_run
, max_runs
;
223 int condition_count
, recv_count
;
235 struct mesh tile
, circle
, numbers
;
238 GLuint vao
, vbo
, ebo
;
243 GLuint background_data
;
244 GLuint random_samples
;
246 int selected
, tile_x
, tile_y
;
264 struct career_level
*ptr_career_level
;
272 static void map_free(void)
274 arrfree( world
.data
);
285 world
.initialzed
= 0;
288 static void io_reset(void)
290 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
292 struct cell_terminal
*term
= &world
.io
[i
];
294 for( int j
= 0; j
< term
->run_count
; j
++ )
295 term
->runs
[j
].recv_count
= 0;
299 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
);
300 static int map_load( const char *str
, const char *name
)
302 //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data
311 if( str
[world
.w
] == ';' )
313 else if( !str
[world
.w
] )
315 vg_error( "Unexpected EOF when parsing level\n" );
320 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
322 int reg_start
= 0, reg_end
= 0;
324 u32
*links_to_make
= NULL
;
325 int links_satisfied
= 0;
327 char link_id_buffer
[32];
335 if( *c
== '\r' ) { c
++; continue; } // fuck off windows
341 if( *c
== '\r' ) c
++;
348 if( *c
== '\r' ) { c
++; continue; }
350 if( reg_start
< reg_end
)
352 struct cell_terminal
*terminal
= &world
.io
[ reg_start
];
353 struct terminal_run
*run
= &terminal
->runs
[ terminal
->run_count
-1 ];
355 if( *c
>= 'a' && *c
<= 'z' )
357 run
->conditions
[ run
->condition_count
++ ] = *c
;
361 if( *c
== ',' || *c
== '\n' )
370 terminal
->runs
[ terminal
->run_count
].condition_count
= 0;
371 terminal
->run_count
++;
372 world
.max_runs
= vg_max( world
.max_runs
, terminal
->run_count
);
376 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
383 if( links_satisfied
< arrlen( links_to_make
) )
385 struct cell
*target
= &world
.data
[ links_to_make
[ links_satisfied
] ];
387 if( (((u32
)*c
>= (u32
)'0') && ((u32
)*c
<= (u32
)'9')) || *c
== '-' )
389 if( link_id_n
>= vg_list_size( link_id_buffer
)-1 )
391 vg_error( "Number was way too long to be parsed (row: %u)\n", world
.h
);
395 link_id_buffer
[ link_id_n
++ ] = *c
;
397 else if( *c
== ',' || *c
== '\n' )
399 link_id_buffer
[ link_id_n
] = 0x00;
400 int value
= atoi( link_id_buffer
);
402 target
->links
[value
>= 0? 1:0] = abs(value
);
411 vg_error( "Invalid character '%c' (row: %u)\n", *c
, world
.h
);
417 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
426 // Registry length-error checks
427 if( reg_start
!= reg_end
)
429 vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
433 if( links_satisfied
!= arrlen( links_to_make
) )
435 vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world
.h
, links_satisfied
, arrlen( links_to_make
) );
441 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
445 row
= arraddnptr( world
.data
, world
.w
);
448 reg_end
= reg_start
= arrlen( world
.io
);
450 arrsetlen( links_to_make
, 0 );
457 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
461 // Tile initialization
463 struct cell
*cell
= &row
[ cx
];
465 if( *c
== '+' || *c
== '-' )
467 struct cell_terminal
*term
= arraddnptr( world
.io
, 1 );
468 term
->id
= cx
+ world
.h
*world
.w
;
470 term
->runs
[0].condition_count
= 0;
472 cell
->state
= *c
== '+'? FLAG_INPUT
: FLAG_OUTPUT
;
475 else if( *c
== '#' ) cell
->state
= FLAG_WALL
;
476 else if( ((u32
)*c
>= (u32
)'A') && ((u32
)*c
<= (u32
)'A'+0xf) )
478 // Canal flag bits (4bit/16 value):
484 cell
->state
= ((u32
)*c
- (u32
)'A') & (FLAG_CANAL
|FLAG_IS_TRIGGER
);
486 if( cell
->state
& FLAG_IS_TRIGGER
)
487 arrpush( links_to_make
, cx
+ world
.h
*world
.w
);
493 else cell
->state
= 0x00;
501 // Update data texture to fill out the background
503 u8 info_buffer
[64*64*4];
504 for( int i
= 0; i
< 64*64; i
++ )
506 u8
*px
= &info_buffer
[i
*4];
513 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
514 glTexSubImage2D( GL_TEXTURE_2D
, 0, 0, 0, 64, 64, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
517 arrfree( links_to_make
);
519 map_reclassify( NULL
, NULL
, 1 );
522 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
524 struct cell
*src
= &world
.data
[i
];
525 if( src
->state
& FLAG_IS_TRIGGER
)
527 int link_id
= src
->links
[0]?0:1;
528 if( src
->links
[link_id
] <= world
.h
*world
.w
)
530 struct cell
*target
= &world
.data
[ src
->links
[link_id
] ];
531 if( (target
->state
& FLAG_CANAL
) && (target
->config
== k_cell_type_split
) )
533 if( target
->links
[ link_id
] )
535 vg_error( "Link target was already targeted\n" );
541 target
->links
[ link_id
] = i
;
542 target
->state
|= FLAG_TARGETED
;
547 vg_error( "Link target was invalid\n" );
553 vg_error( "Link target out of bounds\n" );
559 vg_success( "Map '%s' loaded! (%u:%u)\n", name
, world
.w
, world
.h
);
563 strncpy( world
.map_name
, name
, vg_list_size( world
.map_name
)-1 );
564 world
.initialzed
= 1;
568 arrfree( links_to_make
);
573 static struct cell
*pcell( v2i pos
)
575 return &world
.data
[ pos
[1]*world
.w
+ pos
[0] ];
578 static void map_serialize( FILE *stream
)
580 for( int y
= 0; y
< world
.h
; y
++ )
582 for( int x
= 0; x
< world
.w
; x
++ )
584 struct cell
*cell
= pcell( (v2i
){ x
, y
} );
586 if( cell
->state
& FLAG_WALL
) fputc( '#', stream
);
587 else if( cell
->state
& FLAG_INPUT
) fputc( '+', stream
);
588 else if( cell
->state
& FLAG_OUTPUT
) fputc( '-', stream
);
589 else if( cell
->state
& (FLAG_CANAL
|FLAG_IS_TRIGGER
|FLAG_RESERVED0
|FLAG_RESERVED1
) )
591 fputc( (cell
->state
& (FLAG_CANAL
|FLAG_IS_TRIGGER
|FLAG_RESERVED0
|FLAG_RESERVED1
)) + (u32
)'A', stream
);
593 else fputc( ' ', stream
);
596 fputc( ';', stream
);
598 int terminal_write_count
= 0;
600 for( int x
= 0; x
< world
.w
; x
++ )
602 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
604 struct cell_terminal
*term
= &world
.io
[i
];
605 if( term
->id
== y
*world
.w
+x
)
607 if( terminal_write_count
)
608 fputc( ',', stream
);
609 terminal_write_count
++;
611 for( int j
= 0; j
< term
->run_count
; j
++ )
613 struct terminal_run
*run
= &term
->runs
[j
];
615 for( int k
= 0; k
< run
->condition_count
; k
++ )
616 fputc( run
->conditions
[k
], stream
);
618 if( j
< term
->run_count
-1 )
619 fputc( ':', stream
);
625 for( int x
= 0; x
< world
.w
; x
++ )
627 struct cell
*cell
= pcell( (v2i
){ x
,y
} );
628 if( cell
->state
& FLAG_IS_TRIGGER
)
630 if( terminal_write_count
)
631 fputc( ',', stream
);
632 terminal_write_count
++;
634 fprintf( stream
, "%d", cell
->links
[0]? -cell
->links
[0]: cell
->links
[1] );
638 fputc( '\n', stream
);
642 int main( int argc
, char *argv
[] )
644 vg_init( argc
, argv
, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
647 static int console_save_map( int argc
, char const *argv
[] )
649 if( !world
.initialzed
)
651 vg_error( "Tried to save uninitialized map!\n" );
655 char map_path
[ 256 ];
657 strcpy( map_path
, "sav/" );
658 strcat( map_path
, world
.map_name
);
659 strcat( map_path
, ".map" );
661 FILE *test_writer
= fopen( map_path
, "wb" );
664 vg_info( "Saving map to '%s'\n", map_path
);
665 map_serialize( test_writer
);
667 fclose( test_writer
);
672 vg_error( "Unable to open stream for writing\n" );
677 static int console_load_map( int argc
, char const *argv
[] )
679 char map_path
[ 256 ];
684 strcpy( map_path
, "sav/" );
685 strcat( map_path
, argv
[0] );
686 strcat( map_path
, ".map" );
688 char *text_source
= vg_textasset_read( map_path
);
692 strcpy( map_path
, "maps/" );
693 strcat( map_path
, argv
[0] );
694 strcat( map_path
, ".map" );
696 text_source
= vg_textasset_read( map_path
);
701 vg_info( "Loading map: '%s'\n", map_path
);
702 world
.ptr_career_level
= NULL
;
704 if( !map_load( text_source
, argv
[0] ) )
712 for( int i
= 0; i
< vg_list_size( level_pack_1
); i
++ )
714 if( !strcmp( level_pack_1
[i
], argv
[0] ) )
716 world
.ptr_career_level
= career
.levels
+ i
;
725 vg_error( "Missing maps '%s'\n", argv
[0] );
731 vg_error( "Missing argument <map_path>\n" );
736 static void simulation_stop(void)
738 world
.simulating
= 0;
739 world
.num_fishes
= 0;
744 sfx_system_fadeout( &audio_system_balls_rolling
, 44100 );
746 vg_info( "Stopping simulation!\n" );
749 static int console_changelevel( int argc
, char const *argv
[] )
753 // Save current level
754 console_save_map( 0, NULL
);
755 if( console_load_map( argc
, argv
) )
763 vg_error( "Missing argument <map_path>\n" );
771 vg_function_push( (struct vg_cmd
){
772 .name
= "_map_write",
773 .function
= console_save_map
776 vg_function_push( (struct vg_cmd
){
778 .function
= console_load_map
781 vg_function_push( (struct vg_cmd
){
783 .function
= console_changelevel
790 0.0f
, 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
,
791 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
, 0.0f
,
793 0.0f
, 0.0f
, 0.0f
, 1.0f
, 4.0f
, 1.0f
,
794 0.0f
, 0.0f
, 4.0f
, 1.0f
, 4.0f
, 0.0f
797 init_mesh( &world
.tile
, quad_mesh
, vg_list_size(quad_mesh
) );
802 float circle_mesh
[32*6*3];
803 int res
= vg_list_size( circle_mesh
) / (6*3);
805 for( int i
= 0; i
< res
; i
++ )
807 v2f v0
= { sinf( ((float)i
/(float)res
)*VG_TAUf
), cosf( ((float)i
/(float)res
)*VG_TAUf
) };
808 v2f v1
= { sinf( ((float)(i
+1)/(float)res
)*VG_TAUf
), cosf( ((float)(i
+1)/(float)res
)*VG_TAUf
) };
810 circle_mesh
[ i
*6+0 ] = 0.0f
;
811 circle_mesh
[ i
*6+1 ] = 0.0f
;
813 v2_copy( v0
, circle_mesh
+ 32*6 + i
*12 );
814 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+2 );
815 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+4 );
817 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+6 );
818 v2_muls( v1
, 0.8f
, circle_mesh
+ 32*6 + i
*12+8 );
819 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+10 );
821 v2_copy( v0
, circle_mesh
+ i
*6+4 );
822 v2_copy( v1
, circle_mesh
+ i
*6+2 );
823 v2_copy( v0
, circle_mesh
+i
*6+4 );
824 v2_copy( v1
, circle_mesh
+i
*6+2 );
827 init_mesh( &world
.circle
, circle_mesh
, vg_list_size( circle_mesh
) );
832 init_mesh( &world
.numbers
,
834 vg_list_size( MESH_NUMBERS_BUFFER
)
837 for( int i
= 0; i
< 10; i
++ )
839 vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS
[i
][0], MESH_NUMBERS_OFFSETS
[i
][1] );
845 int const num_segments
= 64;
847 struct mesh_wire
*mw
= &world
.wire
;
849 v2f wire_points
[ num_segments
* 2 ];
850 u16 wire_indices
[ 6*(num_segments
-1) ];
852 for( int i
= 0; i
< num_segments
; i
++ )
854 float l
= (float)i
/ (float)(num_segments
-1);
856 v2_copy( (v2f
){ l
, -0.5f
}, wire_points
[i
*2+0] );
857 v2_copy( (v2f
){ l
, 0.5f
}, wire_points
[i
*2+1] );
859 if( i
< num_segments
-1 )
861 wire_indices
[ i
*6+0 ] = i
*2 + 0;
862 wire_indices
[ i
*6+1 ] = i
*2 + 1;
863 wire_indices
[ i
*6+2 ] = i
*2 + 3;
864 wire_indices
[ i
*6+3 ] = i
*2 + 0;
865 wire_indices
[ i
*6+4 ] = i
*2 + 3;
866 wire_indices
[ i
*6+5 ] = i
*2 + 2;
870 glGenVertexArrays( 1, &mw
->vao
);
871 glGenBuffers( 1, &mw
->vbo
);
872 glGenBuffers( 1, &mw
->ebo
);
873 glBindVertexArray( mw
->vao
);
875 glBindBuffer( GL_ARRAY_BUFFER
, mw
->vbo
);
877 glBufferData( GL_ARRAY_BUFFER
, sizeof( wire_points
), wire_points
, GL_STATIC_DRAW
);
878 glBindVertexArray( mw
->vao
);
880 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER
, mw
->ebo
);
881 glBufferData( GL_ELEMENT_ARRAY_BUFFER
, sizeof( wire_indices
), wire_indices
, GL_STATIC_DRAW
);
884 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2*sizeof(float), (void*)0 );
885 glEnableVertexAttribArray( 0 );
889 mw
->em
= vg_list_size( wire_indices
);
892 // Create info data texture
894 glGenTextures( 1, &world
.background_data
);
895 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
896 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGBA
, 64, 64, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
900 // Create random smaples texture
902 u8
*data
= malloc(512*512*2);
903 for( int i
= 0; i
< 512*512*2; i
++ )
904 data
[ i
] = rand()/(RAND_MAX
/255);
906 glGenTextures( 1, &world
.random_samples
);
907 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
908 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RG
, 512, 512, 0, GL_RG
, GL_UNSIGNED_BYTE
, data
);
915 resource_load_main();
919 console_load_map( 1, level_pack_1
);
924 console_save_map( 0, NULL
);
927 resource_free_main();
929 glDeleteTextures( 1, &world
.background_data
);
930 glDeleteTextures( 1, &world
.random_samples
);
932 glDeleteVertexArrays( 1, &world
.wire
.vao
);
933 glDeleteBuffers( 1, &world
.wire
.vbo
);
934 glDeleteBuffers( 1, &world
.wire
.ebo
);
936 free_mesh( &world
.tile
);
937 free_mesh( &world
.circle
);
938 free_mesh( &world
.numbers
);
943 static int cell_interactive( v2i co
)
946 if( co
[0] < 2 || co
[0] >= world
.w
-2 || co
[1] < 2 || co
[1] >= world
.h
-2 )
950 if( world
.data
[ world
.w
*co
[1] + co
[0] ].state
& (FLAG_WALL
|FLAG_INPUT
|FLAG_OUTPUT
) )
953 // List of 3x3 configurations that we do not allow
954 static u32 invalid_src
[][9] =
986 // Statically compile invalid configurations into bitmasks
987 static u32 invalid
[ vg_list_size(invalid_src
) ];
989 for( int i
= 0; i
< vg_list_size(invalid_src
); i
++ )
993 for( int j
= 0; j
< 3; j
++ )
994 for( int k
= 0; k
< 3; k
++ )
995 comped
|= invalid_src
[i
][ j
*3+k
] << ((j
*5)+k
);
1000 // Extract 5x5 grid surrounding tile
1002 for( int y
= co
[1]-2; y
< co
[1]+3; y
++ )
1003 for( int x
= co
[0]-2; x
< co
[0]+3; x
++ )
1005 struct cell
*cell
= pcell((v2i
){x
,y
});
1007 if( cell
&& (cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
)) )
1008 blob
|= 0x1 << ((y
-(co
[1]-2))*5 + x
-(co
[0]-2));
1011 // Run filter over center 3x3 grid to check for invalid configurations
1012 int kernel
[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
1013 for( int i
= 0; i
< vg_list_size(kernel
); i
++ )
1015 if( blob
& (0x1 << (6+kernel
[i
])) )
1017 u32 window
= blob
>> kernel
[i
];
1019 for( int j
= 0; j
< vg_list_size(invalid
); j
++ )
1020 if((window
& invalid
[j
]) == invalid
[j
])
1028 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
)
1030 v2i full_start
= { 1,1 };
1031 v2i full_end
= { world
.w
-1, world
.h
-1 };
1033 if( !start
|| !end
)
1040 u8 info_buffer
[64*64*4];
1043 int px0
= vg_max( start
[0], full_start
[0] ),
1044 px1
= vg_min( end
[0], full_end
[0] ),
1045 py0
= vg_max( start
[1], full_start
[1] ),
1046 py1
= vg_min( end
[1], full_end
[1] );
1048 for( int y
= py0
; y
< py1
; y
++ )
1050 for( int x
= px0
; x
< px1
; x
++ )
1052 struct cell
*cell
= pcell((v2i
){x
,y
});
1054 v2i dirs
[] = {{1,0},{0,1},{-1,0},{0,-1}};
1059 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
1061 for( int i
= 0; i
< vg_list_size( dirs
); i
++ )
1063 struct cell
*neighbour
= pcell((v2i
){x
+dirs
[i
][0], y
+dirs
[i
][1]});
1064 if( neighbour
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
1072 if( cell
->state
& FLAG_WALL
)
1078 pcell((v2i
){x
,y
})->config
= config
;
1080 u8
*info_px
= &info_buffer
[ (pixel_id
++)*4 ];
1081 info_px
[0] = height
;
1082 info_px
[1] = cell
->state
& FLAG_WALL
? 0: 255;
1088 if( update_texbuffer
)
1090 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
1091 glTexSubImage2D( GL_TEXTURE_2D
, 0, px0
+ 16, py0
+ 16, px1
-px0
, py1
-py0
, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
1096 v2f
const curve_3
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
1097 v2f
const curve_6
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.375f
,0.5f
},{0.0f
,0.5f
}};
1098 v2f
const curve_9
[] = {{1.0f
,0.5f
},{0.625f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
1099 v2f
const curve_12
[]= {{0.0f
,0.5f
},{0.375f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
1101 v2f
const curve_1
[] = {{1.0f
,0.5f
},{0.8f
,0.5f
},{0.3f
,0.5f
},{0.2f
,0.5f
}};
1102 v2f
const curve_4
[] = {{0.0f
,0.5f
},{0.3f
,0.5f
},{0.5f
,0.5f
},{0.8f
,0.5f
}};
1103 v2f
const curve_2
[] = {{0.5f
,1.0f
},{0.5f
,0.8f
},{0.5f
,0.3f
},{0.5f
,0.2f
}};
1104 v2f
const curve_8
[] = {{0.5f
,0.8f
},{0.5f
,0.5f
},{0.5f
,0.3f
},{0.5f
,0.0f
}};
1106 v2f
const curve_7
[] = {{0.5f
,0.8438f
},{0.875f
,0.8438f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
1107 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
}};
1109 float const curve_7_linear_section
= 0.1562f
;
1111 void vg_update(void)
1113 // Fit within screen
1115 float r1
= (float)vg_window_y
/ (float)vg_window_x
,
1116 r2
= (float)world
.h
/ (float)world
.w
,
1119 size
= ( r2
< r1
? (float)world
.w
* 0.5f
: ((float)world
.h
* 0.5f
) / r1
) + 2.5f
;
1120 m3x3_projection( m_projection
, -size
, size
, -size
*r1
, size
*r1
);
1123 origin
[0] = floorf( -0.5f
* world
.w
);
1124 origin
[1] = floorf( -0.5f
* world
.h
);
1127 m3x3_identity( m_view
);
1128 m3x3_translate( m_view
, origin
);
1129 m3x3_mul( m_projection
, m_view
, vg_pv
);
1130 vg_projection_update();
1133 v2_copy( vg_mouse_ws
, world
.tile_pos
);
1135 world
.tile_x
= floorf( world
.tile_pos
[0] );
1136 world
.tile_y
= floorf( world
.tile_pos
[1] );
1138 static u16 id_drag_from
= 0;
1139 static v2f drag_from_co
;
1140 static v2f drag_to_co
;
1143 if( !world
.simulating
)
1145 v2_copy( vg_mouse_ws
, drag_to_co
);
1147 if( cell_interactive( (v2i
){ world
.tile_x
, world
.tile_y
} ))
1149 world
.selected
= world
.tile_y
* world
.w
+ world
.tile_x
;
1151 static u32 modify_state
= 0;
1153 struct cell
*cell_ptr
= &world
.data
[world
.selected
];
1155 if( vg_get_button_down("primary") )
1157 modify_state
= (cell_ptr
->state
& FLAG_CANAL
) ^ FLAG_CANAL
;
1160 if( vg_get_button("primary") && ((cell_ptr
->state
& FLAG_CANAL
) != modify_state
) )
1162 cell_ptr
->state
&= ~FLAG_CANAL
;
1163 cell_ptr
->state
|= modify_state
;
1165 if( cell_ptr
->state
& FLAG_CANAL
)
1167 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 3, 6 );
1172 if( cell_ptr
->state
& (FLAG_IS_TRIGGER
|FLAG_TARGETED
) )
1174 cell_ptr
->state
&= ~(FLAG_IS_TRIGGER
|FLAG_TARGETED
);
1175 for( u32 i
= 0; i
< 2; i
++ )
1177 if( cell_ptr
->links
[i
] )
1179 struct cell
*other_ptr
= &world
.data
[ cell_ptr
->links
[i
] ];
1180 other_ptr
->links
[ i
] = 0;
1181 other_ptr
->state
&= ~FLAG_IS_TRIGGER
;
1183 if( other_ptr
->links
[ i
^ 0x1 ] == 0 )
1184 other_ptr
->state
&= ~(FLAG_TARGETED
);
1189 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 0, 3 );
1193 cell_ptr
->links
[0] = 0;
1194 cell_ptr
->links
[1] = 0;
1196 map_reclassify( (v2i
){ world
.tile_x
-2, world
.tile_y
-2 },
1197 (v2i
){ world
.tile_x
+2, world
.tile_y
+2 }, 1 );
1200 if( vg_get_button_down("secondary") && !(cell_ptr
->config
== k_cell_type_split
) )
1202 id_drag_from
= world
.selected
;
1203 drag_from_co
[0] = world
.tile_x
+ 0.5f
;
1204 drag_from_co
[1] = world
.tile_y
+ 0.5f
;
1207 if( id_drag_from
&& (cell_ptr
->config
== k_cell_type_split
) )
1209 float local_x
= vg_mouse_ws
[0] - (float)world
.tile_x
;
1210 drag_to_co
[0] = (float)world
.tile_x
+ (local_x
> 0.5f
? 0.75f
: 0.25f
);
1211 drag_to_co
[1] = (float)world
.tile_y
+ 0.25f
;
1213 if( vg_get_button_up("secondary") )
1215 struct cell
*drag_ptr
= &world
.data
[id_drag_from
];
1216 u32 link_id
= local_x
> 0.5f
? 1: 0;
1218 // Cleanup existing connections
1219 if( cell_ptr
->links
[ link_id
] )
1221 vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id
, cell_ptr
->links
[ link_id
] );
1223 struct cell
*current_connection
= &world
.data
[ cell_ptr
->links
[ link_id
]];
1224 current_connection
->state
&= ~FLAG_IS_TRIGGER
;
1225 current_connection
->links
[ link_id
] = 0;
1228 if( drag_ptr
->links
[ link_id
^ 0x1 ] )
1230 vg_warn( "Destroying alternate link %u (%hu)\n", link_id
^ 0x1, drag_ptr
->links
[ link_id
^ 0x1 ] );
1232 struct cell
*current_connection
= &world
.data
[ drag_ptr
->links
[ link_id
^ 0x1 ]];
1233 if( !current_connection
->links
[ link_id
] )
1234 current_connection
->state
&= ~FLAG_TARGETED
;
1236 current_connection
->links
[ link_id
^ 0x1 ] = 0;
1237 drag_ptr
->links
[ link_id
^ 0x1 ] = 0;
1240 // Create the new connection
1241 vg_success( "Creating connection on link %u (%hu)\n", link_id
, id_drag_from
);
1243 cell_ptr
->links
[ link_id
] = id_drag_from
;
1244 drag_ptr
->links
[ link_id
] = world
.selected
;
1246 cell_ptr
->state
|= FLAG_TARGETED
;
1247 drag_ptr
->state
|= FLAG_IS_TRIGGER
;
1253 world
.selected
= -1;
1255 if( vg_get_button("secondary") && id_drag_from
)
1257 vg_line2( drag_from_co
, drag_to_co
, 0xff00ff00, 0xffffff00 );
1266 world
.selected
= -1;
1270 // Simulation stop/start
1271 if( vg_get_button_down("go") )
1273 if( world
.simulating
)
1279 vg_success( "Starting simulation!\n" );
1281 sfx_set_playrnd( &audio_rolls
, &audio_system_balls_rolling
, 0, 1 );
1283 world
.simulating
= 1;
1284 world
.num_fishes
= 0;
1285 world
.sim_frame
= 0;
1286 world
.sim_start
= vg_time
;
1289 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
1290 world
.data
[ i
].state
&= ~FLAG_FLIP_FLOP
;
1297 if( world
.simulating
)
1299 while( world
.sim_frame
< (int)((vg_time
-world
.sim_start
)*2.0f
) )
1301 //vg_info( "frame: %u\n", world.sim_frame );
1302 sfx_set_playrnd( &audio_random
, &audio_system_balls_switching
, 0, 9 );
1304 // Update splitter deltas
1305 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
1307 struct cell
*cell
= &world
.data
[i
];
1308 if( cell
->config
== k_cell_type_split
)
1310 cell
->state
&= ~FLAG_FLIP_ROTATING
;
1314 int alive_count
= 0;
1316 // Update fish positions
1317 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1319 struct fish
*fish
= &world
.fishes
[i
];
1320 struct cell
*cell_current
= pcell( fish
->pos
);
1322 if( fish
->alive
== -1 )
1325 if( fish
->alive
!= 1 )
1329 if( cell_current
->state
& FLAG_OUTPUT
)
1331 for( int j
= 0; j
< arrlen( world
.io
); j
++ )
1333 struct cell_terminal
*term
= &world
.io
[j
];
1335 if( term
->id
== fish
->pos
[1]*world
.w
+ fish
->pos
[0] )
1337 struct terminal_run
*run
= &term
->runs
[ world
.sim_run
];
1338 if( run
->recv_count
< vg_list_size( run
->recieved
) )
1339 run
->recieved
[ run
->recv_count
++ ] = fish
->payload
;
1349 if( cell_current
->config
== k_cell_type_split
)
1352 fish
->dir
[0] = cell_current
->state
&FLAG_FLIP_FLOP
?1:-1;
1355 if( !(cell_current
->state
& FLAG_TARGETED
) )
1356 cell_current
->state
^= FLAG_FLIP_FLOP
;
1358 else if( cell_current
->config
== k_cell_type_merge
)
1366 struct cell
*cell_next
= pcell( (v2i
){ fish
->pos
[0]+fish
->dir
[0], fish
->pos
[1]+fish
->dir
[1] } );
1367 if( !(cell_next
->state
& (FLAG_CANAL
|FLAG_OUTPUT
)) )
1369 // Try other directions for valid, so down, left, right..
1370 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
1371 //vg_info( "Trying some other directions...\n" );
1373 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
1375 if( (dirs
[j
][0] == -fish
->dir
[0]) && (dirs
[j
][1] == -fish
->dir
[1]) )
1378 if( pcell( (v2i
){ fish
->pos
[0]+dirs
[j
][0], fish
->pos
[1]+dirs
[j
][1] } )->state
& (FLAG_CANAL
|FLAG_OUTPUT
) )
1380 fish
->dir
[0] = dirs
[j
][0];
1381 fish
->dir
[1] = dirs
[j
][1];
1387 fish
->pos
[0] += fish
->dir
[0];
1388 fish
->pos
[1] += fish
->dir
[1];
1390 struct cell
*cell_entry
= pcell( fish
->pos
);
1392 if( !(cell_entry
->state
& (FLAG_INPUT
|FLAG_CANAL
|FLAG_OUTPUT
) ))
1398 if( cell_entry
->config
== k_cell_type_split
||
1399 cell_entry
->config
== k_cell_type_ramp_right
||
1400 cell_entry
->config
== k_cell_type_ramp_left
)
1402 // Special death (FALL)
1403 v2_sub( fish
->physics_co
, fish
->physics_v
, fish
->physics_v
);
1404 v2_divs( fish
->physics_v
, vg_time_delta
, fish
->physics_v
);
1407 vg_warn( "Special death (fall)\n" );
1412 if( cell_entry
->config
== k_cell_type_split
)
1414 sfx_set_playrnd( &audio_splitter
, &audio_system_balls_important
, 0, 1 );
1415 cell_entry
->state
|= FLAG_FLIP_ROTATING
;
1418 if( cell_entry
->state
& FLAG_IS_TRIGGER
)
1420 int trigger_id
= cell_entry
->links
[0]?0:1;
1421 int connection_id
= cell_entry
->links
[trigger_id
];
1422 int target_px
= connection_id
% world
.w
;
1423 int target_py
= (connection_id
- target_px
)/world
.w
;
1425 vg_line2( (v2f
){ fish
->pos
[0], fish
->pos
[1] }, (v2f
){ target_px
, target_py
}, 0xffffffff, 0xffffffff );
1427 struct cell
*target_peice
= &world
.data
[ cell_entry
->links
[trigger_id
] ];
1430 target_peice
->state
|= FLAG_FLIP_FLOP
;
1432 target_peice
->state
&= ~FLAG_FLIP_FLOP
;
1440 // Check for collisions
1441 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1443 if( world
.fishes
[i
].alive
== 1 )
1445 for( int j
= i
+1; j
< world
.num_fishes
; j
++ )
1447 if( (world
.fishes
[j
].alive
== 1) && (world
.fishes
[i
].pos
[0] == world
.fishes
[j
].pos
[0]) &&
1448 (world
.fishes
[i
].pos
[1] == world
.fishes
[j
].pos
[1]) )
1450 // Shatter death (+0.5s)
1451 world
.fishes
[i
].alive
= -1;
1452 world
.fishes
[j
].alive
= -1;
1453 world
.fishes
[i
].death_time
= 0.5f
;
1454 world
.fishes
[j
].death_time
= 0.5f
;
1461 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1463 struct cell_terminal
*term
= &world
.io
[ i
];
1464 int posx
= term
->id
% world
.w
;
1465 int posy
= (term
->id
- posx
)/world
.w
;
1466 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1470 if( world
.sim_frame
< term
->runs
[ world
.sim_run
].condition_count
)
1472 struct fish
*fish
= &world
.fishes
[world
.num_fishes
++];
1473 fish
->pos
[0] = posx
;
1474 fish
->pos
[1] = posy
;
1476 fish
->payload
= term
->runs
[ world
.sim_run
].conditions
[ world
.sim_frame
];
1480 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
1481 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
1482 if( pcell( (v2i
){ posx
+dirs
[j
][0], posy
+dirs
[j
][1] } )->state
& FLAG_CANAL
)
1484 fish
->dir
[0] = dirs
[j
][0];
1485 fish
->dir
[1] = dirs
[j
][1];
1498 if( alive_count
== 0 )
1500 world
.completed
= 1;
1502 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1504 struct cell_terminal
*term
= &world
.io
[ i
];
1505 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1509 struct terminal_run
*run
= &term
->runs
[ world
.sim_run
];
1511 if( run
->recv_count
== run
->condition_count
)
1513 for( int j
= 0; j
< run
->condition_count
; j
++ )
1515 if( run
->recieved
[j
] != run
->conditions
[j
] )
1517 world
.completed
= 0;
1524 world
.completed
= 0;
1530 if( world
.completed
)
1532 if( world
.sim_run
< world
.max_runs
-1 )
1534 vg_success( "Run passed, starting next\n" );
1536 world
.sim_frame
= 0;
1537 world
.sim_start
= vg_time
;
1538 world
.num_fishes
= 0;
1543 vg_success( "Level passed!\n" );
1546 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
1547 if( world
.data
[ i
].state
& FLAG_CANAL
)
1550 world
.score
= score
;
1551 world
.time
= world
.sim_frame
;
1556 vg_error( "Level failed :(\n" );
1559 // Copy into career data
1560 if( world
.ptr_career_level
)
1562 world
.ptr_career_level
->score
= world
.score
;
1563 world
.ptr_career_level
->time
= world
.time
;
1564 world
.ptr_career_level
->completed
= world
.completed
;
1567 simulation_stop(); // TODO: Async?
1574 float scaled_time
= 0.0f
;
1575 scaled_time
= (vg_time
-world
.sim_start
)*2.0f
;
1576 world
.frame_lerp
= scaled_time
- (float)world
.sim_frame
;
1579 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1581 struct fish
*fish
= &world
.fishes
[i
];
1583 if( fish
->alive
== 0 )
1586 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1587 continue; // Todo: particle thing?
1589 if( fish
->alive
== -2 )
1591 v2_muladds( fish
->physics_v
, (v2f
){ 0.0, -9.8f
}, vg_time_delta
, fish
->physics_v
);
1592 v2_muladds( fish
->physics_co
, fish
->physics_v
, vg_time_delta
, fish
->physics_co
);
1596 struct cell
*cell
= pcell(fish
->pos
);
1599 float t
= world
.frame_lerp
;
1601 v2_copy( fish
->physics_co
, fish
->physics_v
);
1603 switch( cell
->config
)
1606 if( fish
->dir
[0] == 1 )
1611 case 1: curve
= curve_1
; break;
1612 case 4: curve
= curve_4
; break;
1613 case 2: curve
= curve_2
; break;
1614 case 8: curve
= curve_8
; break;
1615 case 3: curve
= curve_3
; break;
1616 case 6: curve
= curve_6
; break;
1617 case 9: curve
= curve_9
; break;
1618 case 12: curve
= curve_12
; break;
1620 if( t
> curve_7_linear_section
)
1622 t
-= curve_7_linear_section
;
1623 t
*= (1.0f
/(1.0f
-curve_7_linear_section
));
1625 curve
= cell
->state
& FLAG_FLIP_FLOP
? curve_7
: curve_7_1
;
1629 default: curve
= NULL
; break;
1635 float t3
= t
* t
* t
;
1637 float cA
= 3.0f
*t2
- 3.0f
*t3
;
1638 float cB
= 3.0f
*t3
- 6.0f
*t2
+ 3.0f
*t
;
1639 float cC
= 3.0f
*t2
- t3
- 3.0f
*t
+ 1.0f
;
1641 fish
->physics_co
[0] = t3
*curve
[3][0] + cA
*curve
[2][0] + cB
*curve
[1][0] + cC
*curve
[0][0];
1642 fish
->physics_co
[1] = t3
*curve
[3][1] + cA
*curve
[2][1] + cB
*curve
[1][1] + cC
*curve
[0][1];
1643 fish
->physics_co
[0] += (float)fish
->pos
[0];
1644 fish
->physics_co
[1] += (float)fish
->pos
[1];
1649 origin
[0] = (float)fish
->pos
[0] + (float)fish
->dir
[0]*-0.5f
+ 0.5f
;
1650 origin
[1] = (float)fish
->pos
[1] + (float)fish
->dir
[1]*-0.5f
+ 0.5f
;
1652 fish
->physics_co
[0] = origin
[0] + (float)fish
->dir
[0]*t
;
1653 fish
->physics_co
[1] = origin
[1] + (float)fish
->dir
[1]*t
;
1660 static void render_tiles( v2i start
, v2i end
, v4f
const regular_colour
, v4f
const selected_colour
)
1662 v2i full_start
= { 0,0 };
1663 v2i full_end
= { world
.w
, world
.h
};
1665 if( !start
|| !end
)
1671 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1673 for( int y
= start
[1]; y
< end
[1]; y
++ )
1675 for( int x
= start
[0]; x
< end
[0]; x
++ )
1677 struct cell
*cell
= pcell((v2i
){x
,y
});
1678 int selected
= world
.selected
== y
*world
.w
+ x
;
1680 int tile_offsets
[][2] =
1682 {2, 0}, {0, 3}, {0, 2}, {2, 2},
1683 {1, 0}, {2, 3}, {3, 2}, {1, 3},
1684 {3, 1}, {0, 1}, {1, 2}, {2, 1},
1685 {1, 1}, {3, 3}, {2, 1}, {2, 1}
1688 int uv
[2] = { 3, 0 };
1690 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
1692 uv
[0] = tile_offsets
[ cell
->config
][0];
1693 uv
[1] = tile_offsets
[ cell
->config
][1];
1696 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
, uv
[0], uv
[1] );
1699 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, selected_colour
);
1701 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1709 static void draw_numbers( v3f coord
, int number
)
1712 v3_copy( coord
, pos
);
1713 int digits
[8]; int i
= 0;
1715 while( number
> 0 && i
< 8 )
1717 digits
[i
++] = number
% 10;
1718 number
= number
/ 10;
1721 for( int j
= 0; j
< i
; j
++ )
1723 glUniform3fv( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), 1, pos
);
1724 draw_mesh( MESH_NUMBERS_OFFSETS
[digits
[i
-j
-1]][0], MESH_NUMBERS_OFFSETS
[digits
[i
-j
-1]][1] );
1725 pos
[0] += pos
[2] * 0.75f
;
1729 void vg_render(void)
1731 glViewport( 0,0, vg_window_x
, vg_window_y
);
1733 glDisable( GL_DEPTH_TEST
);
1734 glClearColor( 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
1735 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
1737 v4f
const colour_default
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
1738 v4f
const colour_selected
= {0.90f
, 0.92f
, 1.0f
, 1.0f
};
1740 // TILE SET RENDERING
1741 // todo: just slam everything into a mesh...
1742 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1744 // Currently we're uploading a fair amount of data every frame anyway.
1745 // NOTE: this is for final optimisations ONLY!
1746 // ======================================================================
1748 use_mesh( &world
.tile
);
1754 SHADER_USE( shader_background
);
1755 glUniformMatrix3fv( SHADER_UNIFORM( shader_background
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1757 glActiveTexture( GL_TEXTURE0
);
1758 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
1759 glUniform1i( SHADER_UNIFORM( shader_background
, "uTexMain" ), 0 );
1761 glUniform3f( SHADER_UNIFORM( shader_background
, "uOffset" ), -16, -16, 64 );
1762 glUniform1f( SHADER_UNIFORM( shader_background
, "uVariance" ), 0.02f
);
1764 glActiveTexture( GL_TEXTURE1
);
1765 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
1766 glUniform1i( SHADER_UNIFORM( shader_background
, "uSamplerNoise" ), 1 );
1773 SHADER_USE( shader_tile_main
);
1776 m2x2_identity( subtransform
);
1777 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1778 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1779 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 0.0f
);
1780 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 0.0f
);
1783 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1784 glBlendEquation(GL_FUNC_ADD
);
1787 vg_tex2d_bind( &tex_tile_data
, 0 );
1788 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1790 vg_tex2d_bind( &tex_wood
, 1 );
1791 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1793 render_tiles( NULL
, NULL
, colour_default
, colour_default
);
1797 SHADER_USE( shader_ball
);
1798 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1800 vg_tex2d_bind( &tex_ball
, 0 );
1801 glUniform1i( SHADER_UNIFORM( shader_ball
, "uTexMain" ), 0 );
1804 if( world
.simulating
)
1806 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1808 struct fish
*fish
= &world
.fishes
[i
];
1810 if( fish
->alive
== 0 )
1813 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1816 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1817 colour_code_v3( fish
->payload
, dot_colour
);
1819 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uColour" ), 1, dot_colour
);
1820 glUniform2fv( SHADER_UNIFORM( shader_ball
, "uOffset" ), 1, fish
->physics_co
);
1825 SHADER_USE( shader_tile_main
);
1828 vg_tex2d_bind( &tex_tile_data
, 0 );
1829 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1831 vg_tex2d_bind( &tex_wood
, 1 );
1832 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1834 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 1.0f
);
1835 render_tiles( NULL
, NULL
, colour_default
, colour_selected
);
1838 for( int y
= 2; y
< world
.h
-2; y
++ )
1840 for( int x
= 2; x
< world
.w
-2; x
++ )
1842 struct cell
*cell
= pcell((v2i
){x
,y
});
1844 if( cell
->state
& FLAG_CANAL
)
1846 if( cell
->config
== k_cell_type_split
)
1848 float rotation
= cell
->state
& FLAG_FLIP_FLOP
? vg_rad( -45.0f
): vg_rad( 45.0f
);
1850 if( cell
->state
& FLAG_FLIP_ROTATING
)
1852 if( (world
.frame_lerp
> curve_7_linear_section
) )
1854 float const rotation_speed
= 0.4f
;
1855 if( (world
.frame_lerp
< 1.0f
-rotation_speed
) )
1857 float t
= world
.frame_lerp
- curve_7_linear_section
;
1858 t
*= -2.0f
* (1.0f
/(1.0f
-(curve_7_linear_section
+rotation_speed
)));
1868 m2x2_create_rotation( subtransform
, rotation
);
1870 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1871 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
+ 0.125f
, cell
->state
& FLAG_TARGETED
? 3.0f
: 0.0f
, 0.0f
);
1879 if( world
.selected
!= -1 && !(world
.data
[ world
.selected
].state
& FLAG_CANAL
) )
1881 v2i new_begin
= { world
.tile_x
- 2, world
.tile_y
- 2 };
1882 v2i new_end
= { world
.tile_x
+ 2, world
.tile_y
+ 2 };
1884 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1885 map_reclassify( new_begin
, new_end
, 0 );
1887 m2x2_identity( subtransform
);
1888 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 1.0f
);
1889 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1890 glUniform2fv( SHADER_UNIFORM( shader_tile_main
, "uMousePos" ), 1, world
.tile_pos
);
1892 render_tiles( new_begin
, new_end
, colour_default
, colour_default
);
1894 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1895 map_reclassify( new_begin
, new_end
, 0 );
1898 //glDisable(GL_BLEND);
1900 // Draw connecting wires
1901 glDisable(GL_BLEND
);
1903 SHADER_USE( shader_wire
);
1904 glBindVertexArray( world
.wire
.vao
);
1906 glUniformMatrix3fv( SHADER_UNIFORM( shader_wire
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1907 glUniform1f( SHADER_UNIFORM( shader_wire
, "uCurve" ), 0.4f
);
1908 glUniform4f( SHADER_UNIFORM( shader_wire
, "uColour" ), 0.2f
, 0.2f
, 0.2f
, 1.0f
);
1910 for( int y
= 2; y
< world
.h
-2; y
++ )
1912 for( int x
= 2; x
< world
.w
-2; x
++ )
1914 struct cell
*cell
= pcell((v2i
){x
,y
});
1916 if( cell
->state
& FLAG_CANAL
)
1918 if( cell
->state
& FLAG_IS_TRIGGER
)
1920 int trigger_id
= cell
->links
[0]?0:1;
1922 int x2
= cell
->links
[trigger_id
] % world
.w
;
1923 int y2
= (cell
->links
[trigger_id
] - x2
) / world
.w
;
1928 startpoint
[0] = (float)x2
+ (trigger_id
? 0.75f
: 0.25f
);
1929 startpoint
[1] = (float)y2
+ 0.25f
;
1931 endpoint
[0] = x
+0.5f
;
1932 endpoint
[1] = y
+0.5f
;
1934 glUniform3f( SHADER_UNIFORM( shader_wire
, "uStart" ), startpoint
[0], startpoint
[1], 0.04f
);
1935 glUniform3f( SHADER_UNIFORM( shader_wire
, "uEnd" ), endpoint
[0], endpoint
[1], 0.04f
);
1936 glDrawElements( GL_TRIANGLES
, world
.wire
.em
, GL_UNSIGNED_SHORT
, (void*)(0) );
1942 SHADER_USE( shader_tile_colour
);
1943 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1944 use_mesh( &world
.circle
);
1946 int const filled_start
= 0;
1947 int const filled_count
= 32;
1948 int const empty_start
= 32;
1949 int const empty_count
= 32*2;
1952 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1954 struct cell_terminal
*term
= &world
.io
[ i
];
1955 int posx
= term
->id
% world
.w
;
1956 int posy
= (term
->id
- posx
)/world
.w
;
1957 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1959 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1961 for( int k
= 0; k
< term
->run_count
; k
++ )
1963 for( int j
= 0; j
< term
->runs
[k
].condition_count
; j
++ )
1965 float y_offset
= is_input
? 1.2f
: -0.2f
;
1966 y_offset
+= (is_input
? 0.2f
: -0.2f
) * (float)k
;
1968 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), (float)posx
+ 0.2f
+ 0.2f
* (float)j
, (float)posy
+ y_offset
, 0.1f
);
1972 colour_code_v3( term
->runs
[k
].conditions
[j
], dot_colour
);
1973 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1975 // Draw filled if tick not passed, draw empty if empty
1976 if( world
.sim_frame
> j
&& world
.sim_run
>= k
)
1977 draw_mesh( empty_start
, empty_count
);
1979 draw_mesh( filled_start
, filled_count
);
1983 if( term
->runs
[k
].recv_count
> j
)
1985 colour_code_v3( term
->runs
[k
].recieved
[j
], dot_colour
);
1986 v3_muls( dot_colour
, 0.8f
, dot_colour
);
1987 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1989 draw_mesh( filled_start
, filled_count
);
1992 colour_code_v3( term
->runs
[k
].conditions
[j
], dot_colour
);
1993 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1995 draw_mesh( empty_start
, empty_count
);
2001 if( world
.simulating
)
2003 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.0f
, 0.0f
, 0.0f
, 1.0f
);
2004 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
);
2005 draw_mesh( filled_start
, filled_count
);
2009 float const score_bright
= 1.25f
;
2010 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ),
2011 0.4f
*score_bright
, 0.39f
*score_bright
, 0.45f
*score_bright
, 1.0f
);
2013 use_mesh( &world
.numbers
);
2014 draw_numbers( (v3f
){ 2.0f
, (float)world
.h
-1.875f
, 0.3333f
}, world
.score
);
2016 // Level selection UI
2017 use_mesh( &world
.circle
);
2018 float ratio
= ((float)vg_window_x
/(float)vg_window_y
);
2020 m3x3f ui_view
= M3X3_IDENTITY
;
2021 m3x3_scale( ui_view
, (v3f
){ 1.0f
, ratio
, 1.0f
} );
2022 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)ui_view
);
2024 // Calculate mouse in UIsp
2025 v3f mouse_ui_space
= { ((float)vg_mouse
[0] / (float)(vg_window_x
)) * 2.0f
- 1.0f
,
2026 (((float)vg_mouse
[1] / (float)(vg_window_y
)) * 2.0f
- 1.0f
)*(-1.0f
/ratio
), 0.0125f
};
2028 // Get selected level
2029 const float selection_scale
= 0.05f
;
2030 int const level_count
= vg_list_size( level_pack_1
);
2031 int level_select
= -1;
2033 if( mouse_ui_space
[0] <= -0.8f
)
2035 float levels_range
= (float)level_count
*selection_scale
*0.6f
;
2036 float level_offset
= ((-mouse_ui_space
[1] + levels_range
) / levels_range
) * 0.5f
* (float)level_count
;
2037 level_select
= ceilf( level_offset
);
2040 if( level_select
>= 0 && level_select
< vg_list_size( level_pack_1
) )
2042 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
2044 use_mesh( &world
.tile
);
2045 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ),
2047 ((float)level_count
- (float)level_select
* 2.0f
) * selection_scale
* 0.6f
,
2052 use_mesh( &world
.circle
);
2054 if( vg_get_button_down( "primary" ) )
2056 console_changelevel( 1, level_pack_1
+ level_select
);
2060 else mouse_ui_space
[1] = INFINITY
;
2062 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.4f
, 0.39f
, 0.45f
, 1.0f
);
2065 for( int i
= 0; i
< level_count
; i
++ )
2067 struct career_level
*clevel
= &career
.levels
[i
];
2069 v3f level_ui_space
= {
2071 ((float)level_count
- (float)i
* 2.0f
) * selection_scale
* 0.6f
+ selection_scale
* 0.5f
,
2072 selection_scale
* 0.5f
2075 float scale
= vg_clampf( 1.0f
- fabsf(level_ui_space
[1] - mouse_ui_space
[1]) * 2.0f
, 0.9f
, 1.0f
);
2076 level_ui_space
[2] *= scale
;
2078 glUniform3fv( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), 1, level_ui_space
);
2080 if( clevel
->completed
)
2081 draw_mesh( filled_start
, filled_count
);
2083 draw_mesh( empty_start
, empty_count
);
2087 use_mesh( &world
.numbers
);
2088 for( int i
= 0; i
< level_count
; i
++ )
2090 struct career_level
*clevel
= &career
.levels
[i
];
2092 v3f level_ui_space
= {
2094 ((float)level_count
- (float)i
* 2.0f
) * selection_scale
* 0.6f
+ selection_scale
* 0.5f
,
2098 if( clevel
->completed
)
2100 draw_numbers( level_ui_space
, clevel
->score
);
2104 //use_mesh( &world.numbers );
2105 //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );