1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
5 #include "fishladder_resources.h"
7 const char *level_pack_1
[] = {
27 levels
[ vg_list_size( level_pack_1
) ];
29 career
= { .version
= 1 };
32 static void career_serialize(void)
34 vg_asset_write( "sav/game.sav", &career
, sizeof( struct career_state
) );
37 static void career_load(void)
40 struct career_state
*cr
= vg_asset_read_s( "sav/game.sav", &sz
);
42 memset( (void*)career
.levels
, 0, vg_list_size(level_pack_1
) * sizeof(struct career_level
) );
46 if( sz
> sizeof( struct career_state
) )
47 vg_warn( "This save file is too big! Some levels will be lost\n" );
49 if( sz
<= offsetof( struct career_state
, levels
) )
51 vg_error( "This save file is too small to have a header\n" );
56 u32
const size_header
= offsetof(struct career_state
, levels
);
57 u32
const size_levels
= sizeof(struct career_state
)-size_header
;
58 u32
const size_levels_input
= sz
- size_header
;
60 memcpy( (void*)career
.levels
, (void*)cr
->levels
, size_levels
);
62 if( sz
< sizeof( struct career_state
) )
64 memset( ((void*)career
.levels
) + size_levels_input
, 0, size_levels
-size_levels_input
);
68 vg_success( "Loaded save file... Info:\n" );
70 for( int i
= 0; i
< vg_list_size( career
.levels
); i
++ )
72 struct career_level
*lvl
= &career
.levels
[i
];
73 vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl
->score
, lvl
->time
, lvl
->completed
);
78 vg_info( "No save file... Using blank one\n" );
86 #define FLAG_INPUT 0x1
87 #define FLAG_OUTPUT 0x2
88 #define FLAG_CANAL 0x4
90 #define FLAG_FLIP_FLOP 0x100
91 #define FLAG_FLIP_ROTATING 0x200
94 0000 0 | 0001 1 | 0010 2 | 0011 3
98 0100 4 | 0101 5 | 0110 6 | 0111 7
102 1000 8 | 1001 9 | 1010 10 | 1011 11
106 1100 12 | 1101 13 | 1110 14 | 1111 15
114 k_cell_type_ramp_right
= 3,
115 k_cell_type_ramp_left
= 6,
116 k_cell_type_split
= 7,
117 k_cell_type_merge
= 13
121 { { 0.9f
, 0.6f
, 0.20f
},
122 { 0.2f
, 0.9f
, 0.14f
},
123 { 0.4f
, 0.8f
, 1.00f
} };
125 static void colour_code_v3( char cc
, v3f target
)
127 if( cc
>= 'a' && cc
<= 'z' )
131 if( id
< vg_list_size( colour_sets
) )
133 v3_copy( colour_sets
[ id
], target
);
138 v3_copy( (v3f
){0.0f
,0.0f
,0.0f
}, target
);
147 static void init_mesh( struct mesh
*m
, float *tris
, u32 length
)
149 m
->elements
= length
/3;
150 glGenVertexArrays( 1, &m
->vao
);
151 glGenBuffers( 1, &m
->vbo
);
153 glBindVertexArray( m
->vao
);
154 glBindBuffer( GL_ARRAY_BUFFER
, m
->vbo
);
155 glBufferData( GL_ARRAY_BUFFER
, length
*sizeof(float), tris
, GL_STATIC_DRAW
);
157 glVertexAttribPointer( 0, 2, GL_FLOAT
, GL_FALSE
, 2 * sizeof(float), (void*)0 );
158 glEnableVertexAttribArray( 0 );
163 static void free_mesh( struct mesh
*m
)
165 glDeleteVertexArrays( 1, &m
->vao
);
166 glDeleteBuffers( 1, &m
->vbo
);
169 static void draw_mesh( int const start
, int const count
)
171 glDrawArrays( GL_TRIANGLES
, start
*3, count
*3 );
174 static void use_mesh( struct mesh
*m
)
176 glBindVertexArray( m
->vao
);
198 // TODO: Split into input/output structures
208 struct mesh tile
, circle
;
210 GLuint background_data
;
211 GLuint random_samples
;
213 int selected
, tile_x
, tile_y
;
231 struct career_level
*ptr_career_level
;
235 static void map_free(void)
237 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
238 arrfree( world
.io
[ i
].conditions
);
240 arrfree( world
.data
);
249 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
);
250 static int map_load( const char *str
, const char *name
)
259 if( str
[world
.w
] == ';' )
261 else if( !str
[world
.w
] )
263 vg_error( "Unexpected EOF when parsing level\n" );
268 struct cell
*row
= arraddnptr( world
.data
, world
.w
);
270 int reg_start
= 0, reg_end
= 0;
286 if( reg_start
< reg_end
)
288 if( *c
>= 'a' && *c
<= 'z' )
290 arrpush( world
.io
[ reg_start
].conditions
, *c
);
294 if( *c
== ',' || *c
== '\n' )
303 vg_error( "Unkown attribute '%c' (row: %u)\n", *c
, world
.h
);
310 vg_error( "Too many values to assign (row: %u)\n", world
.h
);
318 if( reg_start
!= reg_end
)
320 vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world
.h
, reg_start
, reg_end
);
326 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world
.h
, cx
, world
.w
);
330 row
= arraddnptr( world
.data
, world
.w
);
333 reg_end
= reg_start
= arrlen( world
.io
);
339 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world
.h
, cx
, world
.w
);
343 // Tile initialization
345 struct cell
*cell
= &row
[ cx
];
347 if( *c
== '+' || *c
== '-' )
349 struct cell_terminal term
= { .id
= cx
+ world
.h
*world
.w
};
350 arrpush( world
.io
, term
);
351 cell
->state
= *c
== '+'? FLAG_INPUT
: FLAG_OUTPUT
;
354 else if( *c
== '#' ) cell
->state
= FLAG_WALL
;
355 else if( *c
== '*' ) cell
->state
= FLAG_CANAL
;
356 else cell
->state
= 0x00;
364 // Update data texture to fill out the background
366 u8 info_buffer
[64*64*4];
367 for( int i
= 0; i
< 64*64; i
++ )
369 u8
*px
= &info_buffer
[i
*4];
376 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
377 glTexSubImage2D( GL_TEXTURE_2D
, 0, 0, 0, 64, 64, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
380 map_reclassify( NULL
, NULL
, 1 );
381 vg_success( "Map '%s' loaded! (%u:%u)\n", name
, world
.w
, world
.h
);
383 strncpy( world
.map_name
, name
, vg_list_size( world
.map_name
)-1 );
387 static struct cell
*pcell( v2i pos
)
389 return &world
.data
[ pos
[1]*world
.w
+ pos
[0] ];
392 static void map_serialize( FILE *stream
)
394 for( int y
= 0; y
< world
.h
; y
++ )
396 for( int x
= 0; x
< world
.w
; x
++ )
398 struct cell
*cell
= pcell( (v2i
){ x
, y
} );
400 if( cell
->state
& FLAG_WALL
) fputc( '#', stream
);
401 else if( cell
->state
& FLAG_INPUT
) fputc( '+', stream
);
402 else if( cell
->state
& FLAG_OUTPUT
) fputc( '-', stream
);
403 else if( cell
->state
& FLAG_CANAL
) fputc( '*', stream
);
404 else fputc( ' ', stream
);
407 fputc( ';', stream
);
409 int terminal_write_count
= 0;
411 for( int x
= 0; x
< world
.w
; x
++ )
413 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
415 struct cell_terminal
*term
= &world
.io
[i
];
416 if( term
->id
== y
*world
.w
+x
)
418 if( terminal_write_count
)
419 fputc( ',', stream
);
420 terminal_write_count
++;
422 for( int j
= 0; j
< arrlen( term
->conditions
); j
++ )
423 fputc( term
->conditions
[j
], stream
);
428 fputc( '\n', stream
);
432 int main( int argc
, char *argv
[] )
434 vg_init( argc
, argv
, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
437 static int console_save_map( int argc
, char const *argv
[] )
439 char map_path
[ 256 ];
441 strcpy( map_path
, "sav/" );
442 strcat( map_path
, world
.map_name
);
443 strcat( map_path
, ".map" );
445 FILE *test_writer
= fopen( map_path
, "wb" );
448 map_serialize( test_writer
);
450 fclose( test_writer
);
455 vg_error( "Unable to open stream for writing\n" );
460 static int console_load_map( int argc
, char const *argv
[] )
462 char map_path
[ 256 ];
467 strcpy( map_path
, "sav/" );
468 strcat( map_path
, argv
[0] );
469 strcat( map_path
, ".map" );
471 char *text_source
= vg_textasset_read( map_path
);
475 strcpy( map_path
, "maps/" );
476 strcat( map_path
, argv
[0] );
477 strcat( map_path
, ".map" );
479 text_source
= vg_textasset_read( map_path
);
484 map_load( text_source
, argv
[0] );
487 // Update career link
488 world
.ptr_career_level
= NULL
;
490 for( int i
= 0; i
< vg_list_size( level_pack_1
); i
++ )
492 if( !strcmp( level_pack_1
[i
], argv
[0] ) )
494 world
.ptr_career_level
= career
.levels
+ i
;
503 vg_error( "Missing maps '%s'\n", argv
[0] );
509 vg_error( "Missing argument <map_path>\n" );
514 static void simulation_stop(void)
516 world
.simulating
= 0;
517 world
.num_fishes
= 0;
520 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
521 world
.io
[i
].recv_count
= 0;
523 sfx_system_fadeout( &audio_system_balls_rolling
, 44100 );
525 vg_info( "Stopping simulation!\n" );
528 static int console_changelevel( int argc
, char const *argv
[] )
532 // Save current level
533 if( console_save_map( 0, NULL
) )
534 if( console_load_map( argc
, argv
) )
542 vg_error( "Missing argument <map_path>\n" );
550 vg_function_push( (struct vg_cmd
){
552 .function
= console_save_map
555 vg_function_push( (struct vg_cmd
){
557 .function
= console_load_map
560 vg_function_push( (struct vg_cmd
){
561 .name
= "changelevel",
562 .function
= console_changelevel
569 0.0f
, 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
,
570 0.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
, 0.0f
,
572 0.0f
, 0.0f
, 0.0f
, 1.0f
, 4.0f
, 1.0f
,
573 0.0f
, 0.0f
, 4.0f
, 1.0f
, 4.0f
, 0.0f
576 init_mesh( &world
.tile
, quad_mesh
, vg_list_size(quad_mesh
) );
581 float circle_mesh
[32*6*3];
582 int res
= vg_list_size( circle_mesh
) / (6*3);
584 for( int i
= 0; i
< res
; i
++ )
586 v2f v0
= { sinf( ((float)i
/(float)res
)*VG_TAUf
), cosf( ((float)i
/(float)res
)*VG_TAUf
) };
587 v2f v1
= { sinf( ((float)(i
+1)/(float)res
)*VG_TAUf
), cosf( ((float)(i
+1)/(float)res
)*VG_TAUf
) };
589 circle_mesh
[ i
*6+0 ] = 0.0f
;
590 circle_mesh
[ i
*6+1 ] = 0.0f
;
592 v2_copy( v0
, circle_mesh
+ 32*6 + i
*12 );
593 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+2 );
594 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+4 );
596 v2_copy( v1
, circle_mesh
+ 32*6 + i
*12+6 );
597 v2_muls( v1
, 0.8f
, circle_mesh
+ 32*6 + i
*12+8 );
598 v2_muls( v0
, 0.8f
, circle_mesh
+ 32*6 + i
*12+10 );
600 v2_copy( v0
, circle_mesh
+ i
*6+4 );
601 v2_copy( v1
, circle_mesh
+ i
*6+2 );
602 v2_copy( v0
, circle_mesh
+i
*6+4 );
603 v2_copy( v1
, circle_mesh
+i
*6+2 );
606 init_mesh( &world
.circle
, circle_mesh
, vg_list_size( circle_mesh
) );
609 // Create info data texture
611 glGenTextures( 1, &world
.background_data
);
612 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
613 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGBA
, 64, 64, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, NULL
);
617 // Create random smaples texture
619 u8
*data
= malloc(512*512*2);
620 for( int i
= 0; i
< 512*512*2; i
++ )
621 data
[ i
] = rand()/(RAND_MAX
/255);
623 glGenTextures( 1, &world
.random_samples
);
624 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
625 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RG
, 512, 512, 0, GL_RG
, GL_UNSIGNED_BYTE
, data
);
632 resource_load_main();
636 console_load_map( 1, level_pack_1
);
641 console_save_map( 0, NULL
);
644 resource_free_main();
646 glDeleteTextures( 1, &world
.background_data
);
647 glDeleteTextures( 1, &world
.random_samples
);
649 free_mesh( &world
.tile
);
650 free_mesh( &world
.circle
);
655 static int cell_interactive( v2i co
)
658 if( co
[0] < 2 || co
[0] >= world
.w
-2 || co
[1] < 2 || co
[1] >= world
.h
-2 )
662 if( world
.data
[ world
.w
*co
[1] + co
[0] ].state
& (FLAG_WALL
|FLAG_INPUT
|FLAG_OUTPUT
) )
665 // List of 3x3 configurations that we do not allow
666 static u32 invalid_src
[][9] =
698 // Statically compile invalid configurations into bitmasks
699 static u32 invalid
[ vg_list_size(invalid_src
) ];
701 for( int i
= 0; i
< vg_list_size(invalid_src
); i
++ )
705 for( int j
= 0; j
< 3; j
++ )
706 for( int k
= 0; k
< 3; k
++ )
707 comped
|= invalid_src
[i
][ j
*3+k
] << ((j
*5)+k
);
712 // Extract 5x5 grid surrounding tile
714 for( int y
= co
[1]-2; y
< co
[1]+3; y
++ )
715 for( int x
= co
[0]-2; x
< co
[0]+3; x
++ )
717 struct cell
*cell
= pcell((v2i
){x
,y
});
719 if( cell
&& (cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
)) )
720 blob
|= 0x1 << ((y
-(co
[1]-2))*5 + x
-(co
[0]-2));
723 // Run filter over center 3x3 grid to check for invalid configurations
724 int kernel
[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
725 for( int i
= 0; i
< vg_list_size(kernel
); i
++ )
727 if( blob
& (0x1 << (6+kernel
[i
])) )
729 u32 window
= blob
>> kernel
[i
];
731 for( int j
= 0; j
< vg_list_size(invalid
); j
++ )
732 if((window
& invalid
[j
]) == invalid
[j
])
740 static void map_reclassify( v2i start
, v2i end
, int update_texbuffer
)
742 v2i full_start
= { 1,1 };
743 v2i full_end
= { world
.w
-1, world
.h
-1 };
752 u8 info_buffer
[64*64*4];
755 int px0
= vg_max( start
[0], full_start
[0] ),
756 px1
= vg_min( end
[0], full_end
[0] ),
757 py0
= vg_max( start
[1], full_start
[1] ),
758 py1
= vg_min( end
[1], full_end
[1] );
760 for( int y
= py0
; y
< py1
; y
++ )
762 for( int x
= px0
; x
< px1
; x
++ )
764 struct cell
*cell
= pcell((v2i
){x
,y
});
766 v2i dirs
[] = {{1,0},{0,1},{-1,0},{0,-1}};
771 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
773 for( int i
= 0; i
< vg_list_size( dirs
); i
++ )
775 struct cell
*neighbour
= pcell((v2i
){x
+dirs
[i
][0], y
+dirs
[i
][1]});
776 if( neighbour
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
784 if( cell
->state
& FLAG_WALL
)
790 pcell((v2i
){x
,y
})->config
= config
;
792 u8
*info_px
= &info_buffer
[ (pixel_id
++)*4 ];
794 info_px
[1] = cell
->state
& FLAG_WALL
? 0: 255;
800 if( update_texbuffer
)
802 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
803 glTexSubImage2D( GL_TEXTURE_2D
, 0, px0
+ 16, py0
+ 16, px1
-px0
, py1
-py0
, GL_RGBA
, GL_UNSIGNED_BYTE
, info_buffer
);
807 v2f
const curve_3
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
808 v2f
const curve_6
[] = {{0.5f
,1.0f
},{0.5f
,0.625f
},{0.375f
,0.5f
},{0.0f
,0.5f
}};
809 v2f
const curve_9
[] = {{1.0f
,0.5f
},{0.625f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
810 v2f
const curve_12
[]= {{0.0f
,0.5f
},{0.375f
,0.5f
},{0.5f
,0.375f
},{0.5f
,0.0f
}};
812 v2f
const curve_2
[] = {{0.5f
,1.0f
},{0.5f
,0.8f
},{0.5f
,0.3f
},{0.5f
,0.2f
}};
813 v2f
const curve_8
[] = {{0.5f
,0.8f
},{0.5f
,0.5f
},{0.5f
,0.3f
},{0.5f
,0.0f
}};
815 v2f
const curve_7
[] = {{0.5f
,0.8438f
},{0.875f
,0.8438f
},{0.625f
,0.5f
},{1.0f
,0.5f
}};
816 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
}};
818 float const curve_7_linear_section
= 0.1562f
;
824 float r1
= (float)vg_window_y
/ (float)vg_window_x
,
825 r2
= (float)world
.h
/ (float)world
.w
,
828 size
= ( r2
< r1
? (float)world
.w
* 0.5f
: ((float)world
.h
* 0.5f
) / r1
) + 2.5f
;
829 m3x3_projection( m_projection
, -size
, size
, -size
*r1
, size
*r1
);
832 origin
[0] = floorf( -0.5f
* world
.w
);
833 origin
[1] = floorf( -0.5f
* world
.h
);
836 m3x3_identity( m_view
);
837 m3x3_translate( m_view
, origin
);
838 m3x3_mul( m_projection
, m_view
, vg_pv
);
839 vg_projection_update();
842 v2_copy( vg_mouse_ws
, world
.tile_pos
);
844 world
.tile_x
= floorf( world
.tile_pos
[0] );
845 world
.tile_y
= floorf( world
.tile_pos
[1] );
848 if( !world
.simulating
)
850 if( cell_interactive( (v2i
){ world
.tile_x
, world
.tile_y
} ))
852 world
.selected
= world
.tile_y
* world
.w
+ world
.tile_x
;
854 if( vg_get_button_down("primary") )
856 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
858 if( world
.data
[ world
.selected
].state
& FLAG_CANAL
)
859 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 3, 6 );
861 sfx_set_playrnd( &audio_tile_mod
, &audio_system_sfx
, 0, 3 );
863 map_reclassify( (v2i
){ world
.tile_x
-2, world
.tile_y
-2 },
864 (v2i
){ world
.tile_x
+2, world
.tile_y
+2 }, 1 );
870 else world
.selected
= -1;
872 // Simulation stop/start
873 if( vg_get_button_down("go") )
875 if( world
.simulating
)
881 vg_success( "Starting simulation!\n" );
883 sfx_set_playrnd( &audio_rolls
, &audio_system_balls_rolling
, 0, 1 );
885 world
.simulating
= 1;
886 world
.num_fishes
= 0;
888 world
.sim_start
= vg_time
;
890 for( int i
= 0; i
< world
.w
*world
.h
; i
++ )
892 world
.data
[ i
].state
&= ~FLAG_FLIP_FLOP
;
895 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
896 world
.io
[i
].recv_count
= 0;
901 if( world
.simulating
)
903 while( world
.sim_frame
< (int)((vg_time
-world
.sim_start
)*2.0f
) )
905 //vg_info( "frame: %u\n", world.sim_frame );
906 sfx_set_playrnd( &audio_random
, &audio_system_balls_switching
, 0, 9 );
908 // Update splitter deltas
909 for( int i
= 0; i
< world
.h
*world
.w
; i
++ )
911 struct cell
*cell
= &world
.data
[i
];
912 if( cell
->config
== k_cell_type_split
)
914 cell
->state
&= ~FLAG_FLIP_ROTATING
;
920 // Update fish positions
921 for( int i
= 0; i
< world
.num_fishes
; i
++ )
923 struct fish
*fish
= &world
.fishes
[i
];
924 struct cell
*cell_current
= pcell( fish
->pos
);
926 if( fish
->alive
== -1 )
929 if( fish
->alive
!= 1 )
933 if( cell_current
->state
& FLAG_OUTPUT
)
935 for( int j
= 0; j
< arrlen( world
.io
); j
++ )
937 struct cell_terminal
*term
= &world
.io
[j
];
939 if( term
->id
== fish
->pos
[1]*world
.w
+ fish
->pos
[0] )
941 term
->recv
[ term
->recv_count
++ ] = fish
->payload
;
950 if( cell_current
->config
== k_cell_type_split
)
953 fish
->dir
[0] = cell_current
->state
&FLAG_FLIP_FLOP
?1:-1;
956 cell_current
->state
^= FLAG_FLIP_FLOP
;
958 else if( cell_current
->config
== k_cell_type_merge
)
966 struct cell
*cell_next
= pcell( (v2i
){ fish
->pos
[0]+fish
->dir
[0], fish
->pos
[1]+fish
->dir
[1] } );
967 if( !(cell_next
->state
& (FLAG_CANAL
|FLAG_OUTPUT
)) )
969 // Try other directions for valid, so down, left, right..
970 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
971 vg_info( "Trying some other directions...\n" );
973 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
975 if( (dirs
[j
][0] == -fish
->dir
[0]) && (dirs
[j
][1] == -fish
->dir
[1]) )
978 if( pcell( (v2i
){ fish
->pos
[0]+dirs
[j
][0], fish
->pos
[1]+dirs
[j
][1] } )->state
& (FLAG_CANAL
|FLAG_OUTPUT
) )
980 fish
->dir
[0] = dirs
[j
][0];
981 fish
->dir
[1] = dirs
[j
][1];
987 fish
->pos
[0] += fish
->dir
[0];
988 fish
->pos
[1] += fish
->dir
[1];
990 struct cell
*cell_entry
= pcell( fish
->pos
);
992 if( !(cell_entry
->state
& (FLAG_INPUT
|FLAG_CANAL
|FLAG_OUTPUT
) ))
998 if( cell_entry
->config
== k_cell_type_split
||
999 cell_entry
->config
== k_cell_type_ramp_right
||
1000 cell_entry
->config
== k_cell_type_ramp_left
)
1002 // Special death (FALL)
1003 v2_sub( fish
->physics_co
, fish
->physics_v
, fish
->physics_v
);
1004 v2_divs( fish
->physics_v
, vg_time_delta
, fish
->physics_v
);
1007 vg_warn( "Special death (fall)\n" );
1012 if( cell_entry
->config
== k_cell_type_split
)
1014 sfx_set_playrnd( &audio_splitter
, &audio_system_balls_important
, 0, 1 );
1015 cell_entry
->state
|= FLAG_FLIP_ROTATING
;
1023 // Check for collisions
1024 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1026 if( world
.fishes
[i
].alive
== 1 )
1028 for( int j
= i
+1; j
< world
.num_fishes
; j
++ )
1030 if( (world
.fishes
[j
].alive
== 1) && (world
.fishes
[i
].pos
[0] == world
.fishes
[j
].pos
[0]) &&
1031 (world
.fishes
[i
].pos
[1] == world
.fishes
[j
].pos
[1]) )
1033 // Shatter death (+0.5s)
1034 world
.fishes
[i
].alive
= -1;
1035 world
.fishes
[j
].alive
= -1;
1036 world
.fishes
[i
].death_time
= 0.5f
;
1037 world
.fishes
[j
].death_time
= 0.5f
;
1044 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1046 struct cell_terminal
*term
= &world
.io
[ i
];
1047 int posx
= term
->id
% world
.w
;
1048 int posy
= (term
->id
- posx
)/world
.w
;
1049 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1053 if( world
.sim_frame
< arrlen( term
->conditions
) )
1055 struct fish
*fish
= &world
.fishes
[world
.num_fishes
++];
1056 fish
->pos
[0] = posx
;
1057 fish
->pos
[1] = posy
;
1059 fish
->payload
= term
->conditions
[world
.sim_frame
];
1063 v2i dirs
[] = {{1,0},{-1,0},{0,-1}};
1064 for( int j
= 0; j
< vg_list_size(dirs
); j
++ )
1065 if( pcell( (v2i
){ posx
+dirs
[j
][0], posy
+dirs
[j
][1] } )->state
& FLAG_CANAL
)
1067 fish
->dir
[0] = dirs
[j
][0];
1068 fish
->dir
[1] = dirs
[j
][1];
1081 if( alive_count
== 0 )
1083 if( world
.ptr_career_level
)
1085 world
.ptr_career_level
->completed
= 1;
1087 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1089 struct cell_terminal
*term
= &world
.io
[ i
];
1090 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1094 if( term
->recv_count
== arrlen( term
->conditions
) )
1096 for( int j
= 0; j
< arrlen( term
->conditions
); j
++ )
1098 if( term
->recv
[j
] != term
->conditions
[j
] )
1100 world
.ptr_career_level
->completed
= 0;
1107 world
.ptr_career_level
->completed
= 0;
1113 if( world
.ptr_career_level
->completed
)
1115 vg_success( "Level passed!\n" );
1117 world
.ptr_career_level
->score
= 9;
1118 world
.ptr_career_level
->time
= world
.sim_frame
;
1122 vg_error( "Level failed :(\n" );
1126 simulation_stop(); // TODO: Async?
1133 float scaled_time
= 0.0f
;
1134 scaled_time
= (vg_time
-world
.sim_start
)*2.0f
;
1135 world
.frame_lerp
= scaled_time
- (float)world
.sim_frame
;
1138 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1140 struct fish
*fish
= &world
.fishes
[i
];
1142 if( fish
->alive
== 0 )
1145 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1146 continue; // Todo: particle thing?
1148 if( fish
->alive
== -2 )
1150 v2_muladds( fish
->physics_v
, (v2f
){ 0.0, -9.8f
}, vg_time_delta
, fish
->physics_v
);
1151 v2_muladds( fish
->physics_co
, fish
->physics_v
, vg_time_delta
, fish
->physics_co
);
1155 struct cell
*cell
= pcell(fish
->pos
);
1158 float t
= world
.frame_lerp
;
1160 v2_copy( fish
->physics_co
, fish
->physics_v
);
1162 switch( cell
->config
)
1165 if( fish
->dir
[0] == 1 )
1170 case 2: curve
= curve_2
; break;
1171 case 8: curve
= curve_8
; break;
1172 case 3: curve
= curve_3
; break;
1173 case 6: curve
= curve_6
; break;
1174 case 9: curve
= curve_9
; break;
1175 case 12: curve
= curve_12
; break;
1177 if( t
> curve_7_linear_section
)
1179 t
-= curve_7_linear_section
;
1180 t
*= (1.0f
/(1.0f
-curve_7_linear_section
));
1182 curve
= cell
->state
& FLAG_FLIP_FLOP
? curve_7
: curve_7_1
;
1186 default: curve
= NULL
; break;
1192 float t3
= t
* t
* t
;
1194 float cA
= 3.0f
*t2
- 3.0f
*t3
;
1195 float cB
= 3.0f
*t3
- 6.0f
*t2
+ 3.0f
*t
;
1196 float cC
= 3.0f
*t2
- t3
- 3.0f
*t
+ 1.0f
;
1198 fish
->physics_co
[0] = t3
*curve
[3][0] + cA
*curve
[2][0] + cB
*curve
[1][0] + cC
*curve
[0][0];
1199 fish
->physics_co
[1] = t3
*curve
[3][1] + cA
*curve
[2][1] + cB
*curve
[1][1] + cC
*curve
[0][1];
1200 fish
->physics_co
[0] += (float)fish
->pos
[0];
1201 fish
->physics_co
[1] += (float)fish
->pos
[1];
1206 origin
[0] = (float)fish
->pos
[0] + (float)fish
->dir
[0]*-0.5f
+ 0.5f
;
1207 origin
[1] = (float)fish
->pos
[1] + (float)fish
->dir
[1]*-0.5f
+ 0.5f
;
1209 fish
->physics_co
[0] = origin
[0] + (float)fish
->dir
[0]*t
;
1210 fish
->physics_co
[1] = origin
[1] + (float)fish
->dir
[1]*t
;
1217 static void render_tiles( v2i start
, v2i end
, v4f
const regular_colour
, v4f
const selected_colour
)
1219 v2i full_start
= { 0,0 };
1220 v2i full_end
= { world
.w
, world
.h
};
1222 if( !start
|| !end
)
1228 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1230 for( int y
= start
[1]; y
< end
[1]; y
++ )
1232 for( int x
= start
[0]; x
< end
[0]; x
++ )
1234 struct cell
*cell
= pcell((v2i
){x
,y
});
1235 int selected
= world
.selected
== y
*world
.w
+ x
;
1237 int tile_offsets
[][2] =
1239 {2, 0}, {0, 3}, {0, 2}, {2, 2},
1240 {1, 0}, {2, 3}, {3, 2}, {1, 3},
1241 {3, 1}, {0, 1}, {1, 2}, {2, 1},
1242 {1, 1}, {3, 3}, {2, 1}, {2, 1}
1245 int uv
[2] = { 3, 0 };
1247 if( cell
->state
& (FLAG_CANAL
|FLAG_INPUT
|FLAG_OUTPUT
) )
1249 uv
[0] = tile_offsets
[ cell
->config
][0];
1250 uv
[1] = tile_offsets
[ cell
->config
][1];
1253 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
, uv
[0], uv
[1] );
1256 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, selected_colour
);
1258 glUniform4fv( SHADER_UNIFORM( shader_tile_main
, "uColour" ), 1, regular_colour
);
1266 void vg_render(void)
1268 glViewport( 0,0, vg_window_x
, vg_window_y
);
1270 glDisable( GL_DEPTH_TEST
);
1271 glClearColor( 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
1272 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
1274 v4f
const colour_default
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
1275 v4f
const colour_selected
= {0.90f
, 0.92f
, 1.0f
, 1.0f
};
1277 // TILE SET RENDERING
1278 // todo: just slam everything into a mesh...
1279 // when user modifies a tile the neighbours can be easily uploaded to gpu mem
1281 // Currently we're uploading a fair amount of data every frame anyway.
1282 // NOTE: this is for final optimisations ONLY!
1283 // ======================================================================
1285 use_mesh( &world
.tile
);
1291 SHADER_USE( shader_background
);
1292 glUniformMatrix3fv( SHADER_UNIFORM( shader_background
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1294 glActiveTexture( GL_TEXTURE0
);
1295 glBindTexture( GL_TEXTURE_2D
, world
.background_data
);
1296 glUniform1i( SHADER_UNIFORM( shader_background
, "uTexMain" ), 0 );
1298 glUniform3f( SHADER_UNIFORM( shader_background
, "uOffset" ), -16, -16, 64 );
1299 glUniform1f( SHADER_UNIFORM( shader_background
, "uVariance" ), 0.02f
);
1301 glActiveTexture( GL_TEXTURE1
);
1302 glBindTexture( GL_TEXTURE_2D
, world
.random_samples
);
1303 glUniform1i( SHADER_UNIFORM( shader_background
, "uSamplerNoise" ), 1 );
1310 SHADER_USE( shader_tile_main
);
1313 m2x2_identity( subtransform
);
1314 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1315 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1316 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 0.0f
);
1317 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 0.0f
);
1320 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1321 glBlendEquation(GL_FUNC_ADD
);
1324 vg_tex2d_bind( &tex_tile_data
, 0 );
1325 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1327 vg_tex2d_bind( &tex_wood
, 1 );
1328 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1330 render_tiles( NULL
, NULL
, colour_default
, colour_default
);
1334 SHADER_USE( shader_ball
);
1335 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1337 vg_tex2d_bind( &tex_ball
, 0 );
1338 glUniform1i( SHADER_UNIFORM( shader_ball
, "uTexMain" ), 0 );
1341 if( world
.simulating
)
1343 for( int i
= 0; i
< world
.num_fishes
; i
++ )
1345 struct fish
*fish
= &world
.fishes
[i
];
1347 if( fish
->alive
== 0 )
1350 if( fish
->alive
== -1 && (world
.frame_lerp
> fish
->death_time
) )
1353 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1354 colour_code_v3( fish
->payload
, dot_colour
);
1356 glUniform3fv( SHADER_UNIFORM( shader_ball
, "uColour" ), 1, dot_colour
);
1357 glUniform2fv( SHADER_UNIFORM( shader_ball
, "uOffset" ), 1, fish
->physics_co
);
1362 SHADER_USE( shader_tile_main
);
1365 vg_tex2d_bind( &tex_tile_data
, 0 );
1366 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexGlyphs" ), 0 );
1368 vg_tex2d_bind( &tex_wood
, 1 );
1369 glUniform1i( SHADER_UNIFORM( shader_tile_main
, "uTexWood" ), 1 );
1371 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uForeground" ), 1.0f
);
1372 render_tiles( NULL
, NULL
, colour_default
, colour_selected
);
1376 for( int y
= 2; y
< world
.h
-2; y
++ )
1378 for( int x
= 2; x
< world
.w
-2; x
++ )
1380 struct cell
*cell
= pcell((v2i
){x
,y
});
1382 if( cell
->config
== k_cell_type_split
)
1384 float rotation
= cell
->state
& FLAG_FLIP_FLOP
? vg_rad( -45.0f
): vg_rad( 45.0f
);
1386 if( cell
->state
& FLAG_FLIP_ROTATING
)
1388 if( (world
.frame_lerp
> curve_7_linear_section
) )
1390 float const rotation_speed
= 0.4f
;
1391 if( (world
.frame_lerp
< 1.0f
-rotation_speed
) )
1393 float t
= world
.frame_lerp
- curve_7_linear_section
;
1394 t
*= -2.0f
* (1.0f
/(1.0f
-(curve_7_linear_section
+rotation_speed
)));
1404 m2x2_create_rotation( subtransform
, rotation
);
1406 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1407 glUniform4f( SHADER_UNIFORM( shader_tile_main
, "uOffset" ), (float)x
, (float)y
+ 0.125f
, 0.0f
, 0.0f
);
1414 if( world
.selected
!= -1 && !(world
.data
[ world
.selected
].state
& FLAG_CANAL
) )
1416 v2i new_begin
= { world
.tile_x
- 2, world
.tile_y
- 2 };
1417 v2i new_end
= { world
.tile_x
+ 2, world
.tile_y
+ 2 };
1419 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1420 map_reclassify( new_begin
, new_end
, 0 );
1422 m2x2_identity( subtransform
);
1423 glUniform1f( SHADER_UNIFORM( shader_tile_main
, "uGhost" ), 1.0f
);
1424 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main
, "uSubTransform" ), 1, GL_FALSE
, (float *)subtransform
);
1425 glUniform2fv( SHADER_UNIFORM( shader_tile_main
, "uMousePos" ), 1, world
.tile_pos
);
1427 render_tiles( new_begin
, new_end
, colour_default
, colour_default
);
1429 world
.data
[ world
.selected
].state
^= FLAG_CANAL
;
1430 map_reclassify( new_begin
, new_end
, 0 );
1433 //glDisable(GL_BLEND);
1435 glDisable(GL_BLEND
);
1437 SHADER_USE( shader_tile_colour
);
1438 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)vg_pv
);
1439 use_mesh( &world
.circle
);
1441 int const filled_start
= 0;
1442 int const filled_count
= 32;
1443 int const empty_start
= 32;
1444 int const empty_count
= 32*2;
1447 for( int i
= 0; i
< arrlen( world
.io
); i
++ )
1449 struct cell_terminal
*term
= &world
.io
[ i
];
1450 int posx
= term
->id
% world
.w
;
1451 int posy
= (term
->id
- posx
)/world
.w
;
1452 int is_input
= world
.data
[ term
->id
].state
& FLAG_INPUT
;
1454 v4f dot_colour
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
1456 for( int j
= 0; j
< arrlen( term
->conditions
); j
++ )
1458 float y_offset
= is_input
? 1.2f
: -0.2f
;
1459 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), (float)posx
+ 0.2f
+ 0.2f
* (float)j
, (float)posy
+ y_offset
, 0.1f
);
1463 colour_code_v3( term
->conditions
[j
], dot_colour
);
1464 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1466 // Draw filled if tick not passed, draw empty if empty
1467 if( world
.sim_frame
> j
)
1468 draw_mesh( empty_start
, empty_count
);
1470 draw_mesh( filled_start
, filled_count
);
1474 if( term
->recv_count
> j
)
1476 colour_code_v3( term
->recv
[j
], dot_colour
);
1477 v3_muls( dot_colour
, 0.8f
, dot_colour
);
1478 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1480 draw_mesh( filled_start
, filled_count
);
1483 colour_code_v3( term
->conditions
[j
], dot_colour
);
1484 glUniform4fv( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 1, dot_colour
);
1486 draw_mesh( empty_start
, empty_count
);
1491 if( world
.simulating
)
1493 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.0f
, 0.0f
, 0.0f
, 1.0f
);
1494 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
);
1495 draw_mesh( filled_start
, filled_count
);
1498 // Level selection UI
1499 float ratio
= ((float)vg_window_x
/(float)vg_window_y
);
1501 m3x3f ui_view
= M3X3_IDENTITY
;
1502 m3x3_scale( ui_view
, (v3f
){ 1.0f
, -ratio
, 1.0f
} );
1503 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour
, "uPv" ), 1, GL_FALSE
, (float *)ui_view
);
1505 // Calculate mouse in UIsp
1506 v3f mouse_ui_space
= { ((float)vg_mouse
[0] / (float)(vg_window_x
)) * 2.0f
- 1.0f
,
1507 (((float)vg_mouse
[1] / (float)(vg_window_y
)) * 2.0f
- 1.0f
)*(1.0f
/ratio
), 0.0125f
};
1509 // Get selected level
1510 const float selection_scale
= 0.05f
;
1511 int const level_count
= vg_list_size( level_pack_1
);
1512 int level_select
= -1;
1514 if( mouse_ui_space
[0] <= -0.8f
)
1516 float levels_range
= (float)level_count
*selection_scale
*0.6f
;
1517 float level_offset
= ((mouse_ui_space
[1] + levels_range
) / levels_range
) * 0.5f
* (float)level_count
;
1518 level_select
= floorf( level_offset
);
1521 if( level_select
>= 0 && level_select
< vg_list_size( level_pack_1
) )
1523 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.369768f
, 0.3654f
, 0.42f
, 1.0f
);
1525 use_mesh( &world
.tile
);
1526 glUniform3f( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ),
1528 (-(float)level_count
+ (float)level_select
* 2.0f
) * selection_scale
* 0.6f
,
1533 use_mesh( &world
.circle
);
1535 if( vg_get_button_down( "primary" ) )
1537 console_changelevel( 1, level_pack_1
+ level_select
);
1541 else mouse_ui_space
[1] = INFINITY
;
1543 glUniform4f( SHADER_UNIFORM( shader_tile_colour
, "uColour" ), 0.4f
, 0.39f
, 0.45f
, 1.0f
);
1546 for( int i
= 0; i
< level_count
; i
++ )
1548 v3f level_ui_space
= {
1550 (-(float)level_count
+ (float)i
* 2.0f
) * selection_scale
* 0.6f
+ selection_scale
* 0.5f
,
1551 selection_scale
* 0.5f
1554 float scale
= vg_clampf( 1.0f
- fabsf(level_ui_space
[1] - mouse_ui_space
[1]) * 2.0f
, 0.9f
, 1.0f
);
1555 level_ui_space
[2] *= scale
;
1557 glUniform3fv( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), 1, level_ui_space
);
1558 draw_mesh( empty_start
, empty_count
);
1561 glUniform3fv( SHADER_UNIFORM( shader_tile_colour
, "uOffset" ), 1, mouse_ui_space
);
1562 draw_mesh( empty_start
, empty_count
);