X-Git-Url: https://harrygodden.com/git/?p=fishladder.git;a=blobdiff_plain;f=fishladder.c;h=61226b0b440ade2aa535068faa2ca48c97ae2e1d;hp=3b2c09f599c903741d874ebb04e1e6f087d45b8a;hb=HEAD;hpb=fa88b9de1e8416023822f91ec88971bfadcf1702 diff --git a/fishladder.c b/fishladder.c index 3b2c09f..61226b0 100644 --- a/fishladder.c +++ b/fishladder.c @@ -1,136 +1,98 @@ -// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved +/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */ -#define VG_STEAM +#define MARBLE_COMP_VERSION 4 +#if 0 + #define VG_CAPTURE_MODE + #define VG_STEAM +#endif #define VG_STEAM_APPID 1218140U +#define VG_FRAMEBUFFER_RESIZE 1 #include "vg/vg.h" -#include "fishladder_resources.h" -/* - Todo for release: - Tutorial levels: - 1. Transport - 2. Split - 3. Merge (and explode) - 4. Principle 1 (divide colours) - 5. Principle 2 (combine colours) - - Trainee levels: - Simple maths (x3) - Colour ordering (x2) - Routing problems (x2) - - Medium levels: - Reverse order - - New things to program: - UI text element renderer (SDF) DONE(sorta) - Particle system thing for ball collision - Level descriptions / titles HALF - Row Gridlines for I/O - Play button / Speed controller - - - After release: - -*/ +enum world_button_mode +{ + k_world_button_mode_once, + k_world_button_mode_toggle +}; + +struct world_button +{ + v2i position; + + float light_target, light, extra_light; + int state; -const char *level_pack_1[] = { - "level0", - "level1", - "level2", - "level3", - "level4", - "level5", - "level6", - "level7_combine", - "xor_small", - "sort", - "thirds" + enum world_button_mode mode; }; -#pragma pack(push,1) -struct career_state +enum world_button_status { - u32 version; + k_world_button_on_enable, + k_world_button_on_disable +}; - struct career_level - { - u32 score; - u32 time; - u32 completed; - } - levels[ vg_list_size( level_pack_1 ) ]; -} -career = { .version = 1 }; -#pragma pack(pop) +#include "fishladder_resources.h" -static void career_serialize(void) +#if 0 + #define STEAM_LEADERBOARDS +#endif + +enum cell_type { - vg_asset_write( "sav/game.sav", &career, sizeof( struct career_state ) ); -} + k_cell_type_stub = 0, + k_cell_type_ramp_right = 3, + k_cell_type_ramp_left = 6, + k_cell_type_split = 7, + k_cell_type_merge = 13, + k_cell_type_con_r = 1, + k_cell_type_con_u = 2, + k_cell_type_con_l = 4, + k_cell_type_con_d = 8 +}; -static void career_load(void) +enum e_fish_state { - i64 sz; - struct career_state *cr = vg_asset_read_s( "sav/game.sav", &sz ); - - memset( (void*)career.levels, 0, vg_list_size(level_pack_1) * sizeof(struct career_level) ); - - if( cr ) - { - if( sz > sizeof( struct career_state ) ) - vg_warn( "This save file is too big! Some levels will be lost\n" ); - - if( sz <= offsetof( struct career_state, levels ) ) - { - vg_error( "This save file is too small to have a header\n" ); - free( cr ); - return; - } - - u32 const size_header = offsetof(struct career_state, levels); - u32 const size_levels = sizeof(struct career_state)-size_header; - u32 const size_levels_input = sz - size_header; - - memcpy( (void*)career.levels, (void*)cr->levels, size_levels_input ); - - if( sz < sizeof( struct career_state ) ) - { - memset( ((void*)career.levels) + size_levels_input, 0, size_levels-size_levels_input ); - } - - free( cr ); - vg_success( "Loaded save file... Info:\n" ); - - for( int i = 0; i < vg_list_size( career.levels ); i ++ ) - { - struct career_level *lvl = &career.levels[i]; - vg_info( "Score: %u, Time: %u, Completed: %u\n", lvl->score, lvl->time, lvl->completed ); - } - } - else - { - vg_info( "No save file... Using blank one\n" ); - } -} + k_fish_state_soon_dead = -1, + k_fish_state_dead = 0, + k_fish_state_alive, + k_fish_state_bg, + k_fish_state_soon_alive +}; -m3x3f m_projection; -m3x3f m_view; -m3x3f m_mdl; +enum e_world_button +{ + k_world_button_none = -1, + k_world_button_sim = 0, + k_world_button_pause = 1, + k_world_button_speedy = 2, + k_world_button_settings = 3 +}; + +enum e_game_state +{ + k_game_state_main, + k_game_state_settings, + k_game_state_update +}; #define FLAG_CANAL 0x1 #define FLAG_IS_TRIGGER 0x2 #define FLAG_RESERVED0 0x4 #define FLAG_RESERVED1 0x8 -#define FLAG_INPUT 0x10 -#define FLAG_OUTPUT 0x20 -#define FLAG_WALL 0x40 +#define FLAG_4B_GROUP (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) -#define FLAG_FLIP_FLOP 0x100 -#define FLAG_TRIGGERED 0x200 +#define FLAG_INPUT 0x10 +#define FLAG_OUTPUT 0x20 +#define FLAG_WALL 0x40 +#define FLAG_EMITTER 0x80 + +#define FLAG_FLIP_FLOP 0x100 +#define FLAG_TRIGGERED 0x200 #define FLAG_FLIP_ROTATING 0x400 -#define FLAG_TARGETED 0x800 +#define FLAG_TARGETED 0x800 + +#define FLAG_INPUT_NICE 0x1000 /* 0000 0 | 0001 1 | 0010 2 | 0011 3 @@ -151,51 +113,52 @@ m3x3f m_mdl; | | | | | | | */ -struct cell_description +static struct cell_description { v2i start; v2i end; int is_special; int is_linear; + + v2f trigger_pos; + enum sprites_auto_combine_index trigger_sprite; } cell_descriptions[] = { - // 0-3 - {}, - { .start = { 1, 0 }, .end = { -1, 0 } }, - { .start = { 0, 1 }, .end = { 0, -1 } }, - { .start = { 0, 1 }, .end = { 1, 0 } }, - // 4-7 - { .start = { -1, 0 }, .end = { 1, 0 } }, - { .start = { -1, 0 }, .end = { 1, 0 }, .is_linear = 1 }, - { .start = { 0, 1 }, .end = { -1, 0 } }, + /* 0-3 */ + { .trigger_pos = { 0.5f, 0.25f }, .trigger_sprite = k_sprite_brk_d }, + { .start = { 1, 0 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f }, + .trigger_sprite = k_sprite_brk_d }, + { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, + .trigger_sprite = k_sprite_brk_l }, + { .start = { 0, 1 }, .end = { 1, 0 }, .trigger_pos = { 0.25f, 0.5f }, + .trigger_sprite = k_sprite_brk_l }, + /* 4-7 */ + { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, + .trigger_sprite = k_sprite_brk_d }, + { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, + .trigger_sprite = k_sprite_brk_d, .is_linear = 1 }, + { .start = { 0, 1 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f }, + .trigger_sprite = k_sprite_brk_d }, { .start = { 0, 1 }, .is_special = 1 }, - // 8-11 - { .start = { 0, -1 }, .end = { 0, 1 } }, - { .start = { 1, 0 }, .end = { 0, -1 } }, - { .start = { 0, 1 }, .end = { 0, -1 }, .is_linear = 1 }, + /* 8-11 */ + { .start = { 0, -1 }, .end = { 0, 1 }, .trigger_pos = { 0.25f, 0.5f }, + .trigger_sprite = k_sprite_brk_l }, + { .start = { 1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, + .trigger_sprite = k_sprite_brk_l }, + { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, + .trigger_sprite = k_sprite_brk_l, .is_linear = 1 }, { }, - // 12-15 - { .start = { -1, 0 }, .end = { 0, -1 } }, - { .end = { 0, -1 }, .is_special = 1 }, + /* 12-15 */ + { .start = { -1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.5f, 0.75f }, + .trigger_sprite = k_sprite_brk_u }, + { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f }, + .trigger_sprite = k_sprite_brk_u }, { }, { } }; -enum cell_type -{ - k_cell_type_stub = 0, - k_cell_type_ramp_right = 3, - k_cell_type_ramp_left = 6, - k_cell_type_split = 7, - k_cell_type_merge = 13, - k_cell_type_con_r = 1, - k_cell_type_con_u = 2, - k_cell_type_con_l = 4, - k_cell_type_con_d = 8 -}; - v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}}; v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}}; v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}}; @@ -206,127 +169,94 @@ v2f const curve_4[] = {{0.0f,0.5f},{0.3f,0.5f},{0.5f,0.5f},{0.8f,0.5f}}; v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}}; v2f const curve_8[] = {{0.5f,0.0f},{0.5f,0.3f},{0.5f,0.5f},{0.5f,0.8f}}; -v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}}; -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}}; +v2f const curve_7[] = + {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}}; +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}}; float const curve_7_linear_section = 0.1562f; -v3f colour_sets[] = -{ { 1.0f, 0.9f, 0.3f }, - { 0.2f, 0.9f, 0.14f }, - { 0.4f, 0.8f, 1.00f } }; - -static void colour_code_v3( char cc, v3f target ) -{ - if( cc >= 'a' && cc <= 'z' ) - { - int id = cc - 'a'; - - if( id < vg_list_size( colour_sets ) ) - { - v3_copy( colour_sets[ id ], target ); - return; - } - } - - v3_copy( (v3f){0.0f,0.0f,0.0f}, target ); -} - struct mesh { GLuint vao, vbo; u32 elements; }; -static void init_mesh( struct mesh *m, float const *tris, u32 length ) -{ - m->elements = length/3; - glGenVertexArrays( 1, &m->vao ); - glGenBuffers( 1, &m->vbo ); - - glBindVertexArray( m->vao ); - glBindBuffer( GL_ARRAY_BUFFER, m->vbo ); - glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW ); - - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); - - VG_CHECK_GL(); -} +#define EFFECT_BUFFER_RATIO 4 -static void free_mesh( struct mesh *m ) +static struct world { - glDeleteVertexArrays( 1, &m->vao ); - glDeleteBuffers( 1, &m->vbo ); -} + /* Things that are 'static', aka, initialized once */ + struct + { + struct world_button buttons[4]; + float zoom; + enum e_game_state state; -static void draw_mesh( int const start, int const count ) -{ - glDrawArrays( GL_TRIANGLES, start*3, count*3 ); -} + struct cmp_level *lvl_to_load; + float lvl_load_time; -static void use_mesh( struct mesh *m ) -{ - glBindVertexArray( m->vao ); -} + float world_transition; + ui_ctx world_text; -enum e_fish_state -{ - k_fish_state_soon_dead = -1, - k_fish_state_dead = 0, - k_fish_state_alive, - k_fish_state_bg, - k_fish_state_soon_alive -}; + GLuint framebuffer, + colourbuffer, + bloomframebuffer[2], /* Quater res */ + bloomcolourbuffer[2]; + } + st; -struct world -{ -#pragma pack(push,1) struct cell { u16 state; u16 links[2]; u8 config; - u8 pad0; + i8 emit[2]; + + v3f glow[2]; } *data; -#pragma pack(pop) - - int frame; + + struct render_cmd + { + struct cell *ptr; + v2i pos; + } + *cmd_buf_tiles, *cmd_buf_specials; + + u32 tile_count, tile_special_count, max_commands; int initialzed; - - int sim_frame; - float sim_start; - int simulating; int sim_run, max_runs; - - float sim_speed; - float frame_lerp; + + int sim_frame, sim_target; + float sim_internal_time, + sim_internal_delta, + sim_internal_ref, + sim_delta_ref, + sim_delta_speed, + frame_lerp, + pause_offset_target; struct cell_terminal { - //char *conditions; - //char recv[12]; - struct terminal_run { - char conditions[8]; - char recieved[8]; + i8 steps[8]; + i8 recieved[8]; - int condition_count, recv_count; + int step_count, recv_count; } runs[8]; int run_count; - - int id; + v2i pos; } - *io; + *io; int w, h; - struct mesh tile, circle, numbers; + struct mesh shapes; struct mesh_wire { GLuint vao, vbo, ebo; @@ -345,24 +275,289 @@ struct world v2i pos; v2i dir; enum e_fish_state state; - char payload; + i8 colour; int flow_reversed; float death_time; v2f physics_v; v2f physics_co; } - fishes[16]; + fishes[64]; int num_fishes; char map_name[64]; - //struct career_level *ptr_career_level; struct cmp_level *pCmpLevel; u32 score; u32 completed; u32 time; -} world = {}; + + u16 id_drag_from; + v2f drag_from_co; + v2f drag_to_co; +} +world = +{ + .st = + { + .buttons = { { .mode = k_world_button_mode_toggle }, + { .mode = k_world_button_mode_toggle }, + { .mode = k_world_button_mode_toggle }, + { .mode = k_world_button_mode_toggle } } + }, + .selected = -1 +}; + +static void colour_code_v3( i8 cc, v3f target ); +static int hash21i( v2i p, u32 umod ); + +/* + * Mesh functions + */ +static void init_mesh( struct mesh *m, float const *tris, u32 length ); +static void free_mesh( struct mesh *m ); +static void use_mesh( struct mesh *m ); +static void draw_mesh( int const start, int const count ); + +/* + * World buttons + */ +static void level_selection_buttons(void); + +/* + * Map/world interface + */ +static void map_free(void); +static void io_reset(void); +static struct cell *pcell( v2i pos ); +static void lcell( int id, v2i pos ); +static void map_reclassify( v2i start, v2i end, int update_texbuffer ); +static void gen_level_text(void); +static int map_load( const char *str, const char *name ); +static void map_serialize( FILE *stream ); + +/* + * Career + */ +static void career_serialize(void); +static void career_unlock_level( struct cmp_level *lvl ); +static void career_unlock_level( struct cmp_level *lvl ); +static void career_pass_level( struct cmp_level *lvl, int score, int upload ); +static void career_reset_level( struct cmp_level *lvl ); +static void career_load(void); +static void clear_animation_flags(void); + +/* + * Gameplay main + */ +static void simulation_stop(void); +static void simulation_start(void); +static int world_check_pos_ok( v2i co, int dist ); +static int cell_interactive( v2i co ); + +static void render_tiles( v4f const regular_colour, + v4f const selected_colour, int with_glow ); +static void render_tile_block( v2i start, v2i end, v4f const regular_colour, + v4f const selected_colour ); + +#ifdef STEAM_LEADERBOARDS +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ); +void leaderboard_dispatch_score(void); +void leaderboard_found( LeaderboardFindResult_t *pCallback ); +void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ); +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ); +#endif + +static int console_credits( int argc, char const *argv[] ); +static int console_save_map( int argc, char const *argv[] ); +static int console_load_map( int argc, char const *argv[] ); +static int console_changelevel( int argc, char const *argv[] ); + +void vg_render(void); +void vg_ui(void); +void vg_update(void); +void vg_start(void); +void vg_free(void); +int main( int argc, char *argv[] ); + +/* + * Globals -- runtime + */ +m3x3f m_projection; +m3x3f m_view; +m3x3f m_mdl; + +static int colour_set_id = 0; +static int world_theme_id = 0; +static int enable_bloom = 1; +static int enable_vignette = 1; +static float music_volume = 1.0f; + +static void music_volume_update(void) +{ + sfx_vol_fset( &audio_volume_music, music_volume ); +} + +static v3f colour_sets[][4] = +{ + { { 1.0f, 0.9f, 0.3f }, + { 0.4f, 0.8f, 1.00f }, + { 0.2f, 0.9f, 0.14f }, + { 0.882f, 0.204f, 0.922f } + }, + { { 1.0f, 0.9f, 0.3f }, + { 0.4f, 0.8f, 1.00f }, + { 0.85f, 0.85f, 0.85f }, + { 0.2f, 0.2f, 0.2f } + }, + { { 1.0f, 0.9f, 0.3f }, + { 0.827f, 0.373f, 0.718f }, + { 0.0f, 0.353f, 0.71f }, + { 0.863f, 0.196f, 0.125f } + }, +}; + +static struct world_theme +{ + const char *name; + v3f col_shadow; + + vg_tex2d *tex_tiles; +} +world_themes[] = +{ + { + "Minimal", + { 0.6f, 0.6f, 0.6f }, + &tex_tiles_min + }, + { + "Wood", + { 0.89f, 0.8f, 0.7f }, + &tex_tiles_wood + }, + { + "Lab", + { 0.7f, 0.7f, 0.7f }, + &tex_tiles_lab + } +}; + +static void colour_code_v3( i8 cc, v3f target ) +{ + if( (cc >= 0) && (cc < vg_list_size( colour_sets[0] )) ) + { + v3_copy( colour_sets[colour_set_id][ cc ], target ); + return; + } + + vg_error( "Invalid colour code used '%d'\n", (int)cc ); + v3_copy( (v3f){0.0f,0.0f,0.0f}, target ); +} + +static int hash21i( v2i p, u32 umod ) +{ +static const int random_noise[] = { +0x46,0xD5,0xB8,0xD3,0xF2,0xE5,0xCC,0x07,0xD0,0xB3,0x7A,0xA2,0xC3,0xDA,0xDC,0x7F, +0xE0,0xB7,0x42,0xA0,0xBF,0x41,0x92,0x32,0x6F,0x0D,0x45,0xC7,0x54,0xDB,0x30,0xC2, +0xD5,0xDA,0x55,0x09,0xDE,0x74,0x48,0x20,0xE1,0x24,0x5C,0x4D,0x6F,0x36,0xD8,0xE9, 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+0xD5,0xD8,0x39,0x08,0x9F,0x4F,0xC7,0x71,0x25,0x09,0x51,0x65,0xD6,0xA8,0x02,0x1F +}; + + return random_noise[ (random_noise[p[1] & 1023] + p[0]) & 1023 ] & umod; +} + +static void init_mesh( struct mesh *m, float const *tris, u32 length ) +{ + m->elements = length/3; + glGenVertexArrays( 1, &m->vao ); + glGenBuffers( 1, &m->vbo ); + + glBindVertexArray( m->vao ); + glBindBuffer( GL_ARRAY_BUFFER, m->vbo ); + glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW ); + + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + VG_CHECK_GL(); +} + +static void free_mesh( struct mesh *m ) +{ + glDeleteVertexArrays( 1, &m->vao ); + glDeleteBuffers( 1, &m->vbo ); +} + +static void draw_mesh( int const start, int const count ) +{ + glDrawArrays( GL_TRIANGLES, start*3, count*3 ); +} + +static void use_mesh( struct mesh *m ) +{ + glBindVertexArray( m->vao ); +} void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ); @@ -370,7 +565,10 @@ static void map_free(void) { arrfree( world.data ); arrfree( world.io ); - + + free( world.cmd_buf_tiles ); + world.cmd_buf_tiles = NULL; + world.w = 0; world.h = 0; world.data = NULL; @@ -393,16 +591,480 @@ static void io_reset(void) } } -static void map_reclassify( v2i start, v2i end, int update_texbuffer ); -static int map_load( const char *str, const char *name ) +static struct cell *pcell( v2i pos ) { - //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data - - map_free(); + return &world.data[ pos[1]*world.w + pos[0] ]; +} - char const *c = str; +static void lcell( int id, v2i pos ) +{ + pos[0] = id % world.w; + pos[1] = (id - pos[0]) / world.w; +} + +static void map_reclassify( v2i start, v2i end, int update_texbuffer ) +{ + v2i full_start = { 1,1 }; + v2i full_end = { world.w-1, world.h-1 }; - // Scan for width + if( !start || !end ) + { + start = full_start; + end = full_end; + } + + /* Texture data */ + u8 info_buffer[64*64*4]; + u32 pixel_id = 0; + + int px0 = vg_max( start[0], full_start[0] ), + px1 = vg_min( end[0], full_end[0] ), + py0 = vg_max( start[1], full_start[1] ), + py1 = vg_min( end[1], full_end[1] ); + + for( int y = py0; y < py1; y ++ ) + { + for( int x = px0; x < px1; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + u8 height = 0; + u8 config = 0x00; + + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) ) + { + for( int i = 0; i < vg_list_size( dirs ); i ++ ) + { + struct cell *neighbour = + pcell((v2i){ x+dirs[i][0], y+dirs[i][1] }); + + if( neighbour->state & + (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) ) + { + config |= 0x1 << i; + } + } + + height = 128; + } + else + { + if( cell->state & FLAG_WALL ) + height = 0xFF; /*-0x3F + hash21i( (v2i){x,y}, 0x3F );*/ + + config = cell->state & FLAG_INPUT_NICE? 0xB: 0xF; + } + + pcell((v2i){x,y})->config = config; + + u8 *info_px = &info_buffer[ (pixel_id ++)*4 ]; + info_px[0] = height; + info_px[1] = cell->state & FLAG_WALL? 0: 255; + info_px[2] = 0; + info_px[3] = 0; + + /* + * Detecting hanging links that should be removed + */ + int is_trigger = cell->state & FLAG_IS_TRIGGER; + int trigger_invalid = cell->config == 0xF || + cell->config == k_cell_type_split; + int is_targeted = cell->state & FLAG_TARGETED; + int target_invalid = (cell->config != k_cell_type_split) && + !(cell->state & FLAG_EMITTER); + + if(( + (is_trigger && trigger_invalid) || + (is_targeted && target_invalid) + ) && update_texbuffer) + { + cell->state &= ~(FLAG_TARGETED|FLAG_IS_TRIGGER); + for( u32 i = 0; i < 2; i ++ ) + { + if( cell->links[i] ) + { + struct cell *other_ptr = &world.data[ cell->links[i] ]; + other_ptr->links[ i ] = 0; + other_ptr->state &= ~FLAG_IS_TRIGGER; + + if( other_ptr->links[ i ^ 0x1 ] == 0 ) + other_ptr->state &= ~FLAG_TARGETED; + } + } + + cell->links[0] = 0; + cell->links[1] = 0; + } + } + } + + if( update_texbuffer ) + { + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, + px0 + 16, py0 + 16, + px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } +} + +static void gen_level_text(void) +{ + ui_px const unit_scale_px = 4*UI_GLYPH_SPACING_X; + ui_begin( &world.st.world_text, world.w*unit_scale_px, + world.h*unit_scale_px ); + + if( world.pCmpLevel ) + { + for( int i = 0; i < vg_list_size( world.pCmpLevel->strings ); i ++ ) + { + struct world_string *wstr = &world.pCmpLevel->strings[i]; + + if( wstr->str ) + { + ui_px pos[2]; + + pos[0] = -UI_GLYPH_SPACING_X/2; + + if( wstr->placement == k_placement_bottom ) + pos[1] = 2*-unit_scale_px; + else + pos[1] = (world.h-1)*-unit_scale_px -6; + + ui_text( &world.st.world_text, pos, wstr->str, + 1, k_text_align_left ); + } + } + } + + // re-create level scores + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; + + /* + ui_text( &world.st.world_text, + (ui_px [2]){ + set->origin[0]*unit_scale_px, + -(set->origin[1]+set->dims[1]+1)*unit_scale_px + 18 + }, + set->title, 1, k_text_align_left ); + */ + + for( int j = 0; j < set->count; j ++ ) + { + struct cmp_level *lvl = &set->pack[j]; + + if( lvl->completed_score && !lvl->is_tutorial ) + { + char num[10]; + snprintf( num, 9, "%d", lvl->completed_score ); + + ui_text( &world.st.world_text, + (ui_px [2]){ + lvl->btn.position[0]*unit_scale_px + unit_scale_px/2, + -lvl->btn.position[1]*unit_scale_px - unit_scale_px/2 + }, + num, 1, k_text_align_center ); + } + } + } + + ui_resolve( &world.st.world_text ); +} + +/* Usually for ignoring windows crap */ +static int map_load_char_ignore( char c ) +{ + if( c == '\r' ) return 1; + return 0; +} + +static int map_load_sequence_char( struct terminal_run *run, char c ) +{ + if( (c >= 'a' && c <= 'z') || c == ' ' ) + { + i8 code = -1; + if( c != ' ' ) + code = c - 'a'; + + run->steps[ run->step_count ++ ] = code; + + return 1; + } + + return 0; +} + +static int map_load_is_digit( char c ) +{ + if( (((u32)c >= (u32)'0') && ((u32)c <= (u32)'9')) || c == '-' ) + { + return 1; + } + + return 0; +} + +static int map_load_is_terminal( char c ) +{ + if( c == '+' || c == '-' || c == '*' ) + return 1; + return 0; +} + +static int map_load_apply_emitter_codes( struct cell_terminal *term ) +{ + struct cell *cell = pcell( term->pos ); + + if( cell->state & FLAG_EMITTER ) + { + if( (term->run_count > 0) && (term->runs[0].step_count >= 2) ) + { + cell->emit[0] = term->runs[0].steps[0]; + cell->emit[1] = term->runs[0].steps[1]; + } + else + { + vg_error( "Emitter was not assigned emit values\n" ); + return 0; + } + } + + return 1; +} + +static void map_load_cell( struct cell *cell, char c, int cx ) +{ + cell->config = 0xF; + + cell->links[0] = 0; + cell->links[1] = 0; + + v3_zero( cell->glow[0] ); + v3_zero( cell->glow[1] ); + + /* Input, output, emitter */ + if( map_load_is_terminal(c) ) + { + struct cell_terminal *term = arraddnptr( world.io, 1 ); + term->pos[0] = cx; + term->pos[1] = world.h; + + term->run_count = 1; + term->runs[0].step_count = 0; + + switch( c ) + { + case '+': cell->state = FLAG_INPUT; break; + case '-': cell->state = FLAG_OUTPUT; break; + case '*': cell->state = FLAG_EMITTER; break; + } + } + else if( c == '.' ) cell->state = FLAG_INPUT_NICE; + else if( c == '#' ) cell->state = FLAG_WALL; + else if( ((u32)c >= (u32)'A') && ((u32)c <= (u32)'A'+0xf) ) + { + /* + * Canal flag bits (4bit/16 value): + * 0: Canal present + * 1: Is trigger + * 2: Reserved + * 3: Reserved + */ + cell->state = ((u32)c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER); + world.score ++; + } + else cell->state = 0x00; +} + +static void map_load_draw_background(void) +{ + u8 info_buffer[64*64*4]; + + for( int x = 0; x < 64; x ++ ) + { + for( int y = 0; y < 64; y ++ ) + { + u8 *px = &info_buffer[((x*64)+y)*4]; + +#if 0 + /* Fade out edges of world so that there isnt an obvious line */ + int dx = 16 - VG_MIN( VG_MIN( x, 16 ), 16-VG_MAX( x-16-world.w, 0 ) ), + dy = 16 - VG_MIN( VG_MIN( y, 16 ), 16-VG_MAX( y-16-world.h, 0 ) ), + + dist = VG_MAX( dx, dy ) * 16, + value = VG_MAX( 0, 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F ) - dist); +#endif + + px[0] = 0xFF; + px[1] = 0; + px[2] = 0; + px[3] = 0; + } + } + + /* + * Level selection indentation, to make it look like the buttons are in a + * recessed area of the map. + */ + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *grid = &career_packs[ i ]; + + int j = 0; + + for( int y = 0; y < grid->dims[1]; y ++ ) + { + for( int x = 0; x < grid->dims[0]; x ++ ) + { + int cy = y+16+grid->origin[1], + cx = 16+x+grid->origin[0]; + + u8 *px = &info_buffer[(cy*64+cx)*4]; + px[0] = 0x10; + + if( j < grid->count ) + { + struct cmp_level *lvl = &grid->pack[ j ++ ]; + v2i_add( grid->origin, (v2i){x,y}, lvl->btn.position ); + } + } + } + } + + /* + * Recess the UI buttons, this adds a little bit of a (subtle) outline + * to them when the background shader is run + */ + for( int i=0; i<4; i++ ) + info_buffer[(((16+world.h-(i+2))*64)+world.w+16-1)*4] = 0x30; + + /* + * Digging 'wires' from the output/input terminals, to make it look like + * there is something connecting our world. + */ + for( int i = 0; i < arrlen(world.io); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + + v2i turtle; + v2i turtle_dir; + int original_y; + + /* + * Only make breakouts for terminals on the edge, + * starting them from every position leads to some weird overlapping + * and confusing lines. + * */ + if( !(term->pos[1] == 1 || term->pos[1] == world.h-2) ) + continue; + + turtle[0] = 16+term->pos[0]; + turtle[1] = 16+term->pos[1]; + + turtle_dir[0] = 0; + turtle_dir[1] = + pcell(term->pos)->state & (FLAG_INPUT|FLAG_EMITTER)? 1: -1; + original_y = turtle_dir[1]; + + info_buffer[((turtle[1]*64)+turtle[0])*4] = 0; + v2i_add( turtle_dir, turtle, turtle ); + + for( int i = 0; i < 100; i ++ ) + { + info_buffer[((turtle[1]*64)+turtle[0])*4] = 0; + + v2i_add( turtle_dir, turtle, turtle ); + + if( turtle[0] == 0 ) break; + if( turtle[0] == 63 ) break; + if( turtle[1] == 0 ) break; + if( turtle[1] == 63 ) break; + + int random_value = hash21i( turtle, 0xFF ); + if( random_value > 255-40 && !turtle_dir[0] ) + { + turtle_dir[0] = -1; + turtle_dir[1] = 0; + } + else if( random_value > 255-80 && !turtle_dir[0] ) + { + turtle_dir[0] = 1; + turtle_dir[1] = 0; + } + else if( random_value > 255-100 ) + { + turtle_dir[0] = 0; + turtle_dir[1] = original_y; + } + } + } + + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, + GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); +} + +static int map_load_validate(void) +{ + for( int i = 0; i < world.h*world.w; i ++ ) + { + struct cell *src = &world.data[i]; + + if( src->state & FLAG_IS_TRIGGER ) + { + int link_id = src->links[0]?0:1; + if( src->links[link_id] <= world.h*world.w ) + { + struct cell *target = &world.data[ src->links[link_id] ]; + + int is_canal = target->state & FLAG_CANAL, + is_splitter = target->config == k_cell_type_split, + is_emitter = target->state & FLAG_EMITTER; + + if((is_canal && is_splitter) || is_emitter) + { + if( target->links[ link_id ] ) + { + vg_error( "Link target was already targeted\n" ); + return 0; + } + else + { + /* + * Valid link, apply reverse mapping to other cell so it + * knows who is linking to it + */ + target->links[ link_id ] = i; + target->state |= FLAG_TARGETED; + } + } + else + { + vg_error( "Link target was invalid\n" ); + return 0; + } + } + else + { + vg_error( "Link target out of bounds\n" ); + return 0; + } + } + } + + return 1; +} + +static int map_load( const char *str, const char *name ) +{ + map_free(); + + char const *c = str; + + /* Predetermine width */ for(;; world.w ++) { if( c[world.w] == ';' ) @@ -423,13 +1085,13 @@ static int map_load( const char *str, const char *name ) char link_id_buffer[32]; int link_id_n = 0; - + for(;;) { if( !*c ) break; - - if( *c == '\r' ) { c ++; continue; } // fuck off windows + + if( map_load_char_ignore( *c ) ) { c++; continue; } if( *c == ';' ) { @@ -437,40 +1099,40 @@ static int map_load( const char *str, const char *name ) if( *c == '\r' ) c ++; - // Parse attribs + /* Parse attribs */ if( *c != '\n' ) { while( *c ) { - if( *c == '\r' ) { c ++; continue; } + if( map_load_char_ignore( *c ) ) { c++; continue; } if( reg_start < reg_end ) { struct cell_terminal *terminal = &world.io[ reg_start ]; - struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ]; - - if( *c >= 'a' && *c <= 'z' ) - { - run->conditions[ run->condition_count ++ ] = *c; - } - else + struct terminal_run *run = + &terminal->runs[ terminal->run_count-1 ]; + + if( !map_load_sequence_char( run, *c ) ) { - if( *c == ',' || *c == '\n' ) + /* Control characters */ + if( *c == ',' || *c == '\n' ) /* Next terminal */ { reg_start ++; if( *c == '\n' ) break; } - else if( *c == ':' ) + else if( *c == ':' ) /* New run starting */ { - terminal->runs[ terminal->run_count ].condition_count = 0; + terminal->runs[ terminal->run_count ].step_count = 0; terminal->run_count ++; - world.max_runs = vg_max( world.max_runs, terminal->run_count ); + world.max_runs = + vg_max( world.max_runs, terminal->run_count ); } else { - vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h ); + vg_error( "Unkown attribute '%c' (row: %u)\n", + *c, world.h ); goto IL_REG_ERROR; } } @@ -479,17 +1141,19 @@ static int map_load( const char *str, const char *name ) { if( links_satisfied < arrlen( links_to_make ) ) { - struct cell *target = &world.data[ links_to_make[ links_satisfied ] ]; + struct cell *target = + &world.data[ links_to_make[ links_satisfied ] ]; - if( (((u32)*c >= (u32)'0') && ((u32)*c <= (u32)'9')) || *c == '-' ) - { + if( map_load_is_digit( *c ) ) + { if( link_id_n >= vg_list_size( link_id_buffer )-1 ) { - vg_error( "Number was way too long to be parsed (row: %u)\n", world.h ); + vg_error( "Number was way too long to be parsed" + " (row: %u)\n", world.h ); goto IL_REG_ERROR; } - link_id_buffer[ link_id_n ++ ] = *c; + link_id_buffer[ link_id_n ++ ] = *c; } else if( *c == ',' || *c == '\n' ) { @@ -505,13 +1169,15 @@ static int map_load( const char *str, const char *name ) } else { - vg_error( "Invalid character '%c' (row: %u)\n", *c, world.h ); + vg_error( "Invalid character '%c'" + " (row: %u)\n", *c, world.h ); goto IL_REG_ERROR; } } else { - vg_error( "Too many values to assign (row: %u)\n", world.h ); + vg_error( "Too many values to assign" + " (row: %u)\n", world.h ); goto IL_REG_ERROR; } } @@ -520,22 +1186,25 @@ static int map_load( const char *str, const char *name ) } } - // Registry length-error checks + /* Registry length-error checks */ if( reg_start != reg_end ) { - vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end ); + vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", + world.h, reg_start, reg_end ); goto IL_REG_ERROR; } if( links_satisfied != arrlen( links_to_make ) ) { - vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world.h, links_satisfied, arrlen( links_to_make ) ); + vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", + world.h, links_satisfied, arrlen( links_to_make ) ); goto IL_REG_ERROR; } if( cx != world.w ) { - vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w ); + vg_error( "Not enough cells to match previous row definition" + " (row: %u, %u<%u)\n", world.h, cx, world.w ); goto IL_REG_ERROR; } @@ -551,115 +1220,62 @@ static int map_load( const char *str, const char *name ) { if( cx == world.w ) { - vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w ); + vg_error( "Too many cells to match previous row definition" + " (row: %u, %u>%u)\n", world.h, cx, world.w ); goto IL_REG_ERROR; } - // Tile initialization - // row[ cx ] .. etc struct cell *cell = &row[ cx ]; - cell->config = 0xF; - - if( *c == '+' || *c == '-' ) - { - struct cell_terminal *term = arraddnptr( world.io, 1 ); - term->id = cx + world.h*world.w; - term->run_count = 1; - term->runs[0].condition_count = 0; + map_load_cell( cell, *c, cx ); + + if( map_load_is_terminal(*c) ) + reg_end ++; - cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; - reg_end ++; - } - else if( *c == '#' ) cell->state = FLAG_WALL; - else if( ((u32)*c >= (u32)'A') && ((u32)*c <= (u32)'A'+0xf) ) - { - // Canal flag bits (4bit/16 value): - // 0: Canal present - // 1: Is trigger - // 2: Reserved - // 3: Reserved - - cell->state = ((u32)*c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER); - - if( cell->state & FLAG_IS_TRIGGER ) - arrpush( links_to_make, cx + world.h*world.w ); - - cell->links[0] = 0; - cell->links[1] = 0; - world.score ++; - } - else cell->state = 0x00; - + if( cell->state & FLAG_IS_TRIGGER ) + arrpush( links_to_make, cx + world.h*world.w ); + cx ++; } c ++; } - - // Update data texture to fill out the background + + for( int i = 0; i < arrlen( world.io ); i ++ ) { - u8 info_buffer[64*64*4]; - for( int i = 0; i < 64*64; i ++ ) - { - u8 *px = &info_buffer[i*4]; - px[0] = 255; - px[1] = 0; - px[2] = 0; - px[3] = 0; - } - - glBindTexture( GL_TEXTURE_2D, world.background_data ); - glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + if( !map_load_apply_emitter_codes( &world.io[i] ) ) + goto IL_REG_ERROR; } - arrfree( links_to_make ); - + map_load_draw_background(); map_reclassify( NULL, NULL, 1 ); - - // Validate links - for( int i = 0; i < world.h*world.w; i ++ ) - { - struct cell *src = &world.data[i]; - if( src->state & FLAG_IS_TRIGGER ) - { - int link_id = src->links[0]?0:1; - if( src->links[link_id] <= world.h*world.w ) - { - struct cell *target = &world.data[ src->links[link_id] ]; - if( (target->state & FLAG_CANAL) && (target->config == k_cell_type_split) ) - { - if( target->links[ link_id ] ) - { - vg_error( "Link target was already targeted\n" ); - goto IL_REG_ERROR; - } - else - { - // Valid link - target->links[ link_id ] = i; - target->state |= FLAG_TARGETED; - } - } - else - { - vg_error( "Link target was invalid\n" ); - goto IL_REG_ERROR; - } - } - else - { - vg_error( "Link target out of bounds\n" ); - goto IL_REG_ERROR; - } - } - } - + + if( !map_load_validate() ) + goto IL_REG_ERROR; + + /* + * At this point the world is in a fully loaded and complete state + */ + + arrfree( links_to_make ); + vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h ); io_reset(); strncpy( world.map_name, name, vg_list_size( world.map_name )-1 ); world.initialzed = 1; + + /* Setup world button locations */ + for( int i = 0; i < vg_list_size( world.st.buttons ); i ++ ) + { + struct world_button *btn = &world.st.buttons[i]; + btn->position[0] = world.w -1; + btn->position[1] = world.h -i -2; + } + + /* Allocate buffers for render commands */ + world.cmd_buf_tiles = malloc( world.w*world.h* sizeof( struct render_cmd ) ); + world.max_commands = world.w*world.h; return 1; IL_REG_ERROR: @@ -668,11 +1284,6 @@ IL_REG_ERROR: return 0; } -static struct cell *pcell( v2i pos ) -{ - return &world.data[ pos[1]*world.w + pos[0] ]; -} - static void map_serialize( FILE *stream ) { for( int y = 0; y < world.h; y ++ ) @@ -682,17 +1293,21 @@ static void map_serialize( FILE *stream ) struct cell *cell = pcell( (v2i){ x, y } ); if( cell->state & FLAG_WALL ) fputc( '#', stream ); + else if( cell->state & FLAG_INPUT_NICE ) fputc( '.', stream ); else if( cell->state & FLAG_INPUT ) fputc( '+', stream ); else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream ); - else if( cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) ) + else if( cell->state & FLAG_EMITTER ) fputc( '*', stream ); + else if( cell->state & FLAG_4B_GROUP ) { - fputc( (cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)) + (u32)'A', stream ); + /* + * Serialize the '4 bit group' into ABCD... + */ + fputc( (cell->state & FLAG_4B_GROUP) + (u32)'A', stream ); } else fputc( ' ', stream ); } fputc( ';', stream ); - int terminal_write_count = 0; for( int x = 0; x < world.w; x ++ ) @@ -700,7 +1315,7 @@ static void map_serialize( FILE *stream ) for( int i = 0; i < arrlen( world.io ); i ++ ) { struct cell_terminal *term = &world.io[i]; - if( term->id == y*world.w+x ) + if( v2i_eq( term->pos, (v2i){x,y} ) ) { if( terminal_write_count ) fputc( ',', stream ); @@ -710,8 +1325,11 @@ static void map_serialize( FILE *stream ) { struct terminal_run *run = &term->runs[j]; - for( int k = 0; k < run->condition_count; k ++ ) - fputc( run->conditions[k], stream ); + for( int k = 0; k < run->step_count; k ++ ) + { + i8 step = run->steps[k]; + fputc( step == -1? ' ': ('a' + run->steps[k]), stream ); + } if( j < term->run_count-1 ) fputc( ':', stream ); @@ -729,7 +1347,8 @@ static void map_serialize( FILE *stream ) fputc( ',', stream ); terminal_write_count ++; - fprintf( stream, "%d", cell->links[0]? -cell->links[0]: cell->links[1] ); + fprintf( stream, "%d", + cell->links[0]? -cell->links[0]: cell->links[1] ); } } @@ -737,336 +1356,280 @@ static void map_serialize( FILE *stream ) } } -int main( int argc, char *argv[] ) +/* + * Career state + */ +#pragma pack(push,1) +struct dcareer_state { - vg_init( argc, argv, "Marble Computing | SPACE: Test | LeftClick: Toggle tile | RightClick: Drag wire" ); - return 0; -} + u32 version; + i32 in_map; + + u32 reserved[14]; -static int console_credits( int argc, char const *argv[] ) -{ - vg_info( "Aknowledgements:\n" ); - vg_info( " GLFW zlib/libpng glfw.org\n" ); - vg_info( " miniaudio MIT0 miniaud.io\n" ); - vg_info( " QOI MIT phoboslab.org\n" ); - vg_info( " STB library MIT nothings.org\n" ); - vg_info( " Weiholmir font justfredrik.itch.io\n" ); - return 0; -} - -static int console_save_map( int argc, char const *argv[] ) -{ - if( !world.initialzed ) + struct dlevel_state { - vg_error( "Tried to save uninitialized map!\n" ); - return 0; + i32 score; + + i32 unlocked; + i32 reserved[2]; } + levels[ NUM_CAMPAIGN_LEVELS ]; +}; +#pragma pack(pop) - char map_path[ 256 ]; +static int career_load_success = 0; - strcpy( map_path, "sav/" ); - strcat( map_path, world.map_name ); - strcat( map_path, ".map" ); +static void career_serialize(void) +{ + if( !career_load_success ) + return; - FILE *test_writer = fopen( map_path, "wb" ); - if( test_writer ) + struct dcareer_state encoded; + encoded.version = MARBLE_COMP_VERSION; + encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1; + + memset( encoded.reserved, 0, sizeof( encoded.reserved ) ); + + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - vg_info( "Saving map to '%s'\n", map_path ); - map_serialize( test_writer ); + struct career_level_pack *set = &career_packs[i]; - fclose( test_writer ); - return 1; - } - else - { - vg_error( "Unable to open stream for writing\n" ); - return 0; + for( int j = 0; j < set->count; j ++ ) + { + struct cmp_level *lvl = &set->pack[j]; + struct dlevel_state *dest = &encoded.levels[lvl->serial_id]; + + dest->score = lvl->completed_score; + dest->unlocked = lvl->unlocked; + dest->reserved[0] = 0; + dest->reserved[1] = 0; + } } + + vg_asset_write( "sav/game.sv2", &encoded, sizeof( struct dcareer_state ) ); } -static int console_load_map( int argc, char const *argv[] ) +static void career_unlock_level( struct cmp_level *lvl ); +static void career_unlock_level( struct cmp_level *lvl ) { - char map_path[ 256 ]; - - if( argc >= 1 ) - { - // try from saves - strcpy( map_path, "sav/" ); - strcat( map_path, argv[0] ); - strcat( map_path, ".map" ); + lvl->unlocked = 1; - char *text_source = vg_textasset_read( map_path ); + if( lvl->linked ) + career_unlock_level( lvl->linked ); +} + +static void career_pass_level( struct cmp_level *lvl, int score, int upload ) +{ + if( score > 0 ) + { + lvl->completed_score = score; + gen_level_text(); - if( !text_source ) - { - strcpy( map_path, "maps/" ); - strcat( map_path, argv[0] ); - strcat( map_path, ".map" ); - - text_source = vg_textasset_read( map_path ); - } + if( lvl->unlock ) + career_unlock_level( lvl->unlock ); - if( text_source ) + #ifdef VG_STEAM + if( lvl->achievement ) + sw_set_achievement( lvl->achievement ); + + /* Check ALL maps to trigger master engineer */ + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - vg_info( "Loading map: '%s'\n", map_path ); - world.pCmpLevel = NULL; + struct career_level_pack *set = &career_packs[i]; - if( !map_load( text_source, argv[0] ) ) + for( int j = 0; j < set->count; j ++ ) { - free( text_source ); - return 0; + if( set->pack[j].completed_score == 0 ) + return; } - - free( text_source ); - return 1; - } - else - { - vg_error( "Missing maps '%s'\n", argv[0] ); - return 0; } + + sw_set_achievement( "MASTER_ENGINEER" ); + #endif } - else - { - vg_error( "Missing argument \n" ); - return 0; - } -} - -static void simulation_stop(void) -{ - world.simulating = 0; - world.num_fishes = 0; - world.sim_frame = 0; - world.sim_run = 0; - - io_reset(); - - sfx_system_fadeout( &audio_system_balls_rolling, 44100 ); - - vg_info( "Stopping simulation!\n" ); } -static int console_changelevel( int argc, char const *argv[] ) +static void career_reset_level( struct cmp_level *lvl ) { - if( argc >= 1 ) - { - // Save current level - console_save_map( 0, NULL ); - if( console_load_map( argc, argv ) ) - { - simulation_stop(); - return 1; - } - } - else - { - vg_error( "Missing argument \n" ); - } - - return 0; + lvl->unlocked = 0; + lvl->completed_score = 0; } -void leaderboard_found( LeaderboardFindResult_t *pCallback ); -void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ); - -void vg_start(void) +static void career_load(void) { - // Steamworks callbacks - sw_leaderboard_found = &leaderboard_found; - sw_leaderboard_downloaded = &leaderboard_downloaded; + i64 sz; + struct dcareer_state encoded; - vg_function_push( (struct vg_cmd){ - .name = "_map_write", - .function = console_save_map - }); + /* Blank save state */ + memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) ); + encoded.in_map = 0; + encoded.levels[0].unlocked = 1; - vg_function_push( (struct vg_cmd){ - .name = "_map_load", - .function = console_load_map - }); - - vg_function_push( (struct vg_cmd){ - .name = "map", - .function = console_changelevel - }); + /* + * Load and copy, this step is just to ensure old/newer saves can be loaded + * without crashing. Old saves will load fine, too new saves will lose data, + * such a situation should rarely (never) happen with the steam version. + */ + void *cr = vg_asset_read_s( "sav/game.sv2", &sz ); - vg_function_push( (struct vg_cmd){ - .name = "credits", - .function = console_credits - }); - - // Quad mesh + if( cr ) { - float quad_mesh[] = - { - 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, - - 0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f, - 0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f - }; + if( sz > sizeof( struct dcareer_state ) ) + vg_warn( "This save file is too big! Some levels will be lost\n" ); - init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) ); - } - - // Circle mesh - { - float circle_mesh[32*6*3]; - int res = vg_list_size( circle_mesh ) / (6*3); - - for( int i = 0; i < res; i ++ ) + if( sz <= offsetof( struct dcareer_state, levels ) ) { - v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) }; - v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) }; - - circle_mesh[ i*6+0 ] = 0.0f; - circle_mesh[ i*6+1 ] = 0.0f; - - v2_copy( v0, circle_mesh + 32*6 + i*12 ); - v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 ); - v2_copy( v1, circle_mesh + 32*6 + i*12+4 ); - - v2_copy( v1, circle_mesh + 32*6 + i*12+6 ); - v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 ); - v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 ); - - v2_copy( v0, circle_mesh + i*6+4 ); - v2_copy( v1, circle_mesh + i*6+2 ); - v2_copy( v0, circle_mesh+i*6+4 ); - v2_copy( v1, circle_mesh+i*6+2 ); + vg_warn( "This save file is too small to have a header. " + "Creating a blank one\n" ); + free( cr ); } - init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) ); + memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz)); + free( cr ); } + else + vg_info( "No save file... Using blank one\n" ); - // Numbers mesh + /* Reset memory */ + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) { - init_mesh( &world.numbers, - MESH_NUMBERS_BUFFER, - vg_list_size( MESH_NUMBERS_BUFFER ) - ); + struct career_level_pack *set = &career_packs[i]; - for( int i = 0; i < 10; i ++ ) - { - vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] ); - } + for( int j = 0; j < set->count; j ++ ) + career_reset_level( &set->pack[j] ); } - // Create wire mesh - { - int const num_segments = 64; - - struct mesh_wire *mw = &world.wire; + /* Header information */ - v2f wire_points[ num_segments * 2 ]; - u16 wire_indices[ 6*(num_segments-1) ]; + struct cmp_level *lvl_to_load = &career_packs[0].pack[0]; + + /* Decode everything from dstate */ + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; - for( int i = 0; i < num_segments; i ++ ) + for( int j = 0; j < set->count; j ++ ) { - float l = (float)i / (float)(num_segments-1); + struct cmp_level *lvl = &set->pack[j]; + struct dlevel_state *src = &encoded.levels[lvl->serial_id]; - v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] ); - v2_copy( (v2f){ l, 0.5f }, wire_points[i*2+1] ); + if( src->unlocked ) career_unlock_level( lvl ); + if( src->score ) + { + lvl->completed_score = src->score; + + /* + * Apply unlocking trigger to next levels, + * in case the level graph was updated in the future + */ + if( lvl->unlock ) + career_unlock_level( lvl->unlock ); + } - if( i < num_segments-1 ) - { - wire_indices[ i*6+0 ] = i*2 + 0; - wire_indices[ i*6+1 ] = i*2 + 1; - wire_indices[ i*6+2 ] = i*2 + 3; - wire_indices[ i*6+3 ] = i*2 + 0; - wire_indices[ i*6+4 ] = i*2 + 3; - wire_indices[ i*6+5 ] = i*2 + 2; - } + if( lvl->serial_id == encoded.in_map ) + lvl_to_load = lvl; } - - glGenVertexArrays( 1, &mw->vao ); - glGenBuffers( 1, &mw->vbo ); - glGenBuffers( 1, &mw->ebo ); - glBindVertexArray( mw->vao ); - - glBindBuffer( GL_ARRAY_BUFFER, mw->vbo ); - - glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW ); - glBindVertexArray( mw->vao ); - - glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo ); - glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW ); - - // XY - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); - glEnableVertexAttribArray( 0 ); - - VG_CHECK_GL(); - - mw->em = vg_list_size( wire_indices ); - } - - // Create info data texture - { - glGenTextures( 1, &world.background_data ); - glBindTexture( GL_TEXTURE_2D, world.background_data ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); - vg_tex2d_nearest(); } - // Create random smaples texture + if( console_changelevel( 1, &lvl_to_load->map_name ) ) { - u8 *data = malloc(512*512*2); - for( int i = 0; i < 512*512*2; i ++ ) - data[ i ] = rand()/(RAND_MAX/255); - - glGenTextures( 1, &world.random_samples ); - glBindTexture( GL_TEXTURE_2D, world.random_samples ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data ); - vg_tex2d_linear(); - vg_tex2d_repeat(); - - free( data ); + world.pCmpLevel = lvl_to_load; + gen_level_text(); } - - resource_load_main(); - - // Restore gamestate - career_load(); - console_load_map( 1, level_pack_1 ); -} - -void vg_free(void) -{ - sw_free_opengl(); - console_save_map( 0, NULL ); - career_serialize(); - - resource_free_main(); - - glDeleteTextures( 1, &world.background_data ); - glDeleteTextures( 1, &world.random_samples ); - glDeleteVertexArrays( 1, &world.wire.vao ); - glDeleteBuffers( 1, &world.wire.vbo ); - glDeleteBuffers( 1, &world.wire.ebo ); + career_load_success = 1; - free_mesh( &world.tile ); - free_mesh( &world.circle ); - free_mesh( &world.numbers ); - - map_free(); +#if 0 + if( encoded.version < MARBLE_COMP_VERSION ) + world.st.state = k_game_state_update; +#endif } -static int world_check_pos_ok( v2i co ) +/* + * Main gameplay + */ +static int is_simulation_running(void) { - return (co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2)? 0: 1; + return world.st.buttons[ k_world_button_sim ].state; +} + +static void clear_animation_flags(void) +{ + for( int i = 0; i < world.w*world.h; i ++ ) + world.data[ i ].state &= ~(FLAG_FLIP_FLOP|FLAG_FLIP_ROTATING); +} + +static void simulation_stop(void) +{ + world.st.buttons[ k_world_button_sim ].state = 0; + world.st.buttons[ k_world_button_pause ].state = 0; + + world.num_fishes = 0; + world.sim_frame = 0; + world.sim_run = 0; + world.frame_lerp = 0.0f; + + io_reset(); + + sfx_system_fadeout( &audio_system_balls_rolling, 44100 ); + + clear_animation_flags(); + + vg_info( "Stopping simulation!\n" ); +} + +static void simulation_start(void) +{ + vg_success( "Starting simulation!\n" ); + + sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 ); + + world.num_fishes = 0; + world.sim_frame = 0; + world.sim_run = 0; + + world.sim_delta_speed = world.st.buttons[ k_world_button_speedy ].state? 10.0f: 2.5f; + world.sim_delta_ref = vg_time; + world.sim_internal_ref = 0.0f; + world.sim_internal_time = 0.0f; + world.pause_offset_target = 0.0f; + + world.sim_target = 0; + + clear_animation_flags(); + + io_reset(); + + if( world.pCmpLevel ) + { + world.pCmpLevel->completed_score = 0; + gen_level_text(); + } +} + +static int world_check_pos_ok( v2i co, int dist ) +{ + return (co[0] < dist || co[0] >= world.w-dist || co[1] < dist || co[1] >= world.h-dist)? 0: 1; } static int cell_interactive( v2i co ) { + struct cell *cell = NULL; + // Bounds check - if( !world_check_pos_ok( co ) ) + if( world_check_pos_ok( co, 1 ) ) + { + cell = pcell( co ); + if( cell->state & FLAG_EMITTER ) + return 1; + } + + if( !world_check_pos_ok( co, 2 ) ) return 0; // Flags check - if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) ) + if( cell->state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) ) return 0; // List of 3x3 configurations that we do not allow @@ -1123,7 +1686,7 @@ static int cell_interactive( v2i co ) { struct cell *cell = pcell((v2i){x,y}); - if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) ) + if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER)) ) blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2)); } @@ -1144,185 +1707,202 @@ static int cell_interactive( v2i co ) return 1; } -static void map_reclassify( v2i start, v2i end, int update_texbuffer ) +static void vg_update(void) { - v2i full_start = { 1,1 }; - v2i full_end = { world.w-1, world.h-1 }; - - if( !start || !end ) - { - start = full_start; - end = full_end; - } - - // Texture data - u8 info_buffer[64*64*4]; - u32 pixel_id = 0; - - int px0 = vg_max( start[0], full_start[0] ), - px1 = vg_min( end[0], full_end[0] ), - py0 = vg_max( start[1], full_start[1] ), - py1 = vg_min( end[1], full_end[1] ); - - for( int y = py0; y < py1; y ++ ) + // Async events + if( world.st.lvl_to_load ) { - for( int x = px0; x < px1; x ++ ) - { - struct cell *cell = pcell((v2i){x,y}); + world.st.world_transition = (world.st.lvl_load_time-vg_time) * 4.0f; - v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; - - u8 height = 0; - u8 config = 0x00; - - if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) - { - for( int i = 0; i < vg_list_size( dirs ); i ++ ) - { - struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]}); - if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) - config |= 0x1 << i; - } - - height = 128; - } - else + if( vg_time > world.st.lvl_load_time ) + { + if( console_changelevel( 1, &world.st.lvl_to_load->map_name ) ) { - if( cell->state & FLAG_WALL ) - height = 255; - - config = 0xF; - } - - pcell((v2i){x,y})->config = config; - - u8 *info_px = &info_buffer[ (pixel_id ++)*4 ]; - info_px[0] = height; - info_px[1] = cell->state & FLAG_WALL? 0: 255; - info_px[2] = 0; - info_px[3] = 0; - - if( - ( - ((cell->state & FLAG_IS_TRIGGER) && (cell->config == 0xF || cell->config == k_cell_type_split)) || - ((cell->state & FLAG_TARGETED) && (cell->config != k_cell_type_split)) - ) && update_texbuffer - ){ - cell->state &= ~(FLAG_TARGETED|FLAG_IS_TRIGGER); - for( u32 i = 0; i < 2; i ++ ) - { - if( cell->links[i] ) - { - struct cell *other_ptr = &world.data[ cell->links[i] ]; - other_ptr->links[ i ] = 0; - other_ptr->state &= ~FLAG_IS_TRIGGER; - - if( other_ptr->links[ i ^ 0x1 ] == 0 ) - other_ptr->state &= ~FLAG_TARGETED; - } - } - - cell->links[0] = 0; - cell->links[1] = 0; + world.pCmpLevel = world.st.lvl_to_load; + gen_level_text(); } + + world.st.lvl_to_load = NULL; } } - - if( update_texbuffer ) + else { - glBindTexture( GL_TEXTURE_2D, world.background_data ); - glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + world.st.world_transition = vg_minf( 1.0f, (vg_time-world.st.lvl_load_time) * 4.0f ); } -} - -u16 id_drag_from = 0; -v2f drag_from_co; -v2f drag_to_co; - -void vg_update(void) -{ - // Fit within screen + // Camera + // ======================================================================================================== + float r1 = (float)vg_window_y / (float)vg_window_x, r2 = (float)world.h / (float)world.w, size; - size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; - m3x3_projection( m_projection, -size, size, -size*r1, size*r1 ); + static float size_current = 2.0f; + static v3f origin_current = { 0.0f, 0.0f, 0.0f }; + static v2f drag_offset = { 0.0f, 0.0f }; + static v2f view_point = { 0.0f, 0.0f }; + v2f result_view; + + size = ( r2 < r1? (float)(world.w+5) * 0.5f: ((float)(world.h+5) * 0.5f) / r1 ) + 0.5f; - v3f origin; - origin[0] = floorf( -0.5f * world.w ); + v2f origin; + v2f vt_target; + + origin[0] = floorf( -0.5f * ((float)world.w-4.5f) ); origin[1] = floorf( -0.5f * world.h ); - origin[2] = 0.0f; + // Create and clamp result view + v2_add( view_point, drag_offset, result_view ); + result_view[0] = vg_clampf( result_view[0], -world.st.zoom, world.st.zoom ); + result_view[1] = vg_clampf( result_view[1], -world.st.zoom*r1, world.st.zoom*r1 ); + + v2_add( origin, result_view, vt_target ); + + // Lerp towards target + size_current = vg_lerpf( size_current, size - world.st.zoom, vg_time_delta * 6.0f ); + v2_lerp( origin_current, vt_target, vg_time_delta * 6.0f, origin_current ); + + m3x3_projection( m_projection, -size_current, size_current, -size_current*r1, size_current*r1 ); m3x3_identity( m_view ); - m3x3_translate( m_view, origin ); + m3x3_translate( m_view, origin_current ); m3x3_mul( m_projection, m_view, vg_pv ); vg_projection_update(); + + if( world.st.state == k_game_state_update ) + return; - // Input stuff + // Mouse input + // ======================================================================================================== v2_copy( vg_mouse_ws, world.tile_pos ); world.tile_x = floorf( world.tile_pos[0] ); world.tile_y = floorf( world.tile_pos[1] ); - // Tilemap editing - if( !world.simulating && !gui_want_mouse() ) + // Camera dragging + { + static v2f drag_origin; // x/y pixel + + if( vg_get_button_down( "tertiary" ) ) + v2_copy( vg_mouse, drag_origin ); + else if( vg_get_button( "tertiary" ) ) + { + // get offset + v2_sub( vg_mouse, drag_origin, drag_offset ); + v2_div( drag_offset, (v2f){ vg_window_x, vg_window_y }, drag_offset ); + v2_mul( drag_offset, (v2f){ size_current*2.0f, -size_current*r1*2.0f }, drag_offset ); + } + else + { + v2_copy( result_view, view_point ); + v2_copy( (v2f){0.0f,0.0f}, drag_offset ); + } + } + + // Zooming { - v2_copy( vg_mouse_ws, drag_to_co ); + v2f mview_local; + v2f mview_new; + v2f mview_cur; + v2f mview_delta; + float rsize; + + rsize = size-world.st.zoom; + + v2_div( vg_mouse, (v2f){ vg_window_x*0.5f, vg_window_y*0.5f }, mview_local ); + v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_cur ); + + world.st.zoom = vg_clampf( world.st.zoom + vg_mouse_wheel[1], 0.0f, size - 4.0f ); + + // Recalculate new position + rsize = size-world.st.zoom; + v2_add( (v2f){ -rsize, -rsize*r1 }, (v2f){ mview_local[0]*rsize, (2.0f-mview_local[1])*rsize*r1 }, mview_new ); + + // Apply offset + v2_sub( mview_new, mview_cur, mview_delta ); + v2_add( mview_delta, view_point, view_point ); + } + // Tilemap + // ======================================================================================================== + if( !is_simulation_running() && !gui_want_mouse() ) + { + v2_copy( vg_mouse_ws, world.drag_to_co ); + if( cell_interactive( (v2i){ world.tile_x, world.tile_y } )) { world.selected = world.tile_y * world.w + world.tile_x; static u32 modify_state = 0; - struct cell *cell_ptr = &world.data[world.selected]; - - if( vg_get_button_down("primary") ) - { - modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL; - } - - if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) ) + + if( !(cell_ptr->state & FLAG_EMITTER) ) { - cell_ptr->state &= ~FLAG_CANAL; - cell_ptr->state |= modify_state; + if( vg_get_button_down("primary") ) + modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL; - if( cell_ptr->state & FLAG_CANAL ) + if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) ) { - cell_ptr->links[0] = 0; - cell_ptr->links[1] = 0; + cell_ptr->state &= ~FLAG_CANAL; + cell_ptr->state |= modify_state; - sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 ); - world.score ++; - } - else - { - sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 ); - world.score --; - } + if( cell_ptr->state & FLAG_CANAL ) + { + cell_ptr->links[0] = 0; + cell_ptr->links[1] = 0; + + sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 ); + world.score ++; + } + else + { + sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 ); + world.score --; + } - map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 }, + map_reclassify((v2i){ world.tile_x -2, world.tile_y -2 }, (v2i){ world.tile_x +2, world.tile_y +2 }, 1 ); + } + + if( vg_get_button_down("secondary") && (cell_ptr->state & FLAG_CANAL) && !(cell_ptr->config == k_cell_type_split) ) + { + world.id_drag_from = world.selected; + + struct cell_description *desc = &cell_descriptions[ world.data[world.id_drag_from].config ]; + v2_add( desc->trigger_pos, (v2f){ world.tile_x, world.tile_y }, world.drag_from_co ); + } } - if( vg_get_button_down("secondary") && !(cell_ptr->config == k_cell_type_split) ) + float local_x = vg_mouse_ws[0] - (float)world.tile_x; + + if( vg_get_button_up("secondary") && world.id_drag_from == world.selected ) { - id_drag_from = world.selected; - drag_from_co[0] = world.tile_x + 0.5f; - drag_from_co[1] = world.tile_y + 0.5f; + u32 link_id = cell_ptr->links[ 0 ]? 0: 1; + + // break existing connection off + if( cell_ptr->links[ link_id ] ) + { + struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]]; + + if( !current_connection->links[ link_id ^ 0x1 ] ) + current_connection->state &= ~FLAG_TARGETED; + + current_connection->links[ link_id ] = 0; + cell_ptr->links[ link_id ] = 0; + } + + cell_ptr->state &= ~FLAG_IS_TRIGGER; + world.id_drag_from = 0; } - if( id_drag_from && (cell_ptr->config == k_cell_type_split) ) + else if( world.id_drag_from && (cell_ptr->state & (FLAG_CANAL|FLAG_EMITTER)) && + ((cell_ptr->config == k_cell_type_split) || (cell_ptr->state & FLAG_EMITTER)) ) { - float local_x = vg_mouse_ws[0] - (float)world.tile_x; - drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f); - drag_to_co[1] = (float)world.tile_y + 0.25f; + world.drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f); + world.drag_to_co[1] = (float)world.tile_y + 0.25f; if( vg_get_button_up("secondary") ) { - struct cell *drag_ptr = &world.data[id_drag_from]; + struct cell *drag_ptr = &world.data[world.id_drag_from]; u32 link_id = local_x > 0.5f? 1: 0; // Cleanup existing connections @@ -1334,77 +1914,68 @@ void vg_update(void) current_connection->state &= ~FLAG_IS_TRIGGER; current_connection->links[ link_id ] = 0; } - - if( drag_ptr->links[ link_id ^ 0x1 ] ) + + for( u32 i = 0; i < 2; i ++ ) { - vg_warn( "Destroying alternate link %u (%hu)\n", link_id ^ 0x1, drag_ptr->links[ link_id ^ 0x1 ] ); - - struct cell *current_connection = &world.data[ drag_ptr->links[ link_id ^ 0x1 ]]; - if( !current_connection->links[ link_id ] ) - current_connection->state &= ~FLAG_TARGETED; - - current_connection->links[ link_id ^ 0x1 ] = 0; - drag_ptr->links[ link_id ^ 0x1 ] = 0; + if( drag_ptr->links[ i ] ) + { + vg_warn( "Destroying link %u (%hu)\n", i, drag_ptr->links[ i ] ); + + struct cell *current_connection = &world.data[ drag_ptr->links[ i ]]; + if( current_connection->links[ i ^ 0x1 ] == 0 ) + current_connection->state &= ~FLAG_TARGETED; + + current_connection->links[ i ] = 0; + drag_ptr->links[ i ] = 0; + } } // Create the new connection - vg_success( "Creating connection on link %u (%hu)\n", link_id, id_drag_from ); + vg_success( "Creating connection on link %u (%hu)\n", link_id, world.id_drag_from ); - cell_ptr->links[ link_id ] = id_drag_from; + cell_ptr->links[ link_id ] = world.id_drag_from; drag_ptr->links[ link_id ] = world.selected; cell_ptr->state |= FLAG_TARGETED; drag_ptr->state |= FLAG_IS_TRIGGER; - id_drag_from = 0; + world.id_drag_from = 0; } } } else + { world.selected = -1; + } - if( !(vg_get_button("secondary") && id_drag_from) ) - id_drag_from = 0; + if( !(vg_get_button("secondary") && world.id_drag_from) ) + world.id_drag_from = 0; } else { world.selected = -1; - id_drag_from = 0; + world.id_drag_from = 0; } - // Simulation stop/start - if( vg_get_button_down("go") ) - { - if( world.simulating ) - { - simulation_stop(); - } - else - { - vg_success( "Starting simulation!\n" ); - - sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 ); - - world.simulating = 1; - world.num_fishes = 0; - world.sim_frame = 0; - world.sim_start = vg_time; - world.sim_run = 0; - world.sim_speed = 2.5f; - - for( int i = 0; i < world.w*world.h; i ++ ) - world.data[ i ].state &= ~FLAG_FLIP_FLOP; - - io_reset(); - } - } - - // Fish ticks - if( world.simulating ) + // Marble state updates + // ======================================================================================================== + if( is_simulation_running() ) { - while( world.sim_frame < (int)((vg_time-world.sim_start)*world.sim_speed) ) + float old_time = world.sim_internal_time; + + if( !world.st.buttons[ k_world_button_pause ].state ) + world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed; + else + world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f ); + world.sim_internal_delta = world.sim_internal_time-old_time; + + world.sim_target = (int)floorf(world.sim_internal_time); + + int success_this_frame = 0; + int failure_this_frame = 0; + + while( world.sim_frame < world.sim_target ) { - //vg_info( "frame: %u\n", world.sim_frame ); - sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 ); + sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 ); // Update splitter deltas for( int i = 0; i < world.h*world.w; i ++ ) @@ -1414,7 +1985,7 @@ void vg_update(void) { cell->state &= ~FLAG_FLIP_ROTATING; } - if( cell->state & FLAG_IS_TRIGGER ) + if( cell->state & (FLAG_IS_TRIGGER|FLAG_EMITTER) ) cell->state &= ~FLAG_TRIGGERED; } @@ -1445,17 +2016,27 @@ void vg_update(void) { struct cell_terminal *term = &world.io[j]; - if( term->id == fish->pos[1]*world.w + fish->pos[0] ) + if( v2i_eq( term->pos, fish->pos ) ) { struct terminal_run *run = &term->runs[ world.sim_run ]; if( run->recv_count < vg_list_size( run->recieved ) ) - run->recieved[ run->recv_count ++ ] = fish->payload; + { + if( fish->colour == run->steps[ run->recv_count ] ) + success_this_frame = 1; + else + failure_this_frame = 1; + + run->recieved[ run->recv_count ++ ] = fish->colour; + } + else + failure_this_frame = 1; break; } } fish->state = k_fish_state_dead; + fish->death_time = -1000.0f; continue; } @@ -1498,7 +2079,10 @@ void vg_update(void) if( cell_next->config == k_cell_type_merge ) { if( fish->dir[0] == 0 ) + { fish->state = k_fish_state_dead; + fish->death_time = world.sim_internal_time; + } else fish->flow_reversed = 0; } @@ -1514,7 +2098,10 @@ void vg_update(void) fish->flow_reversed = 0; } else + { fish->state = k_fish_state_dead; + fish->death_time = world.sim_internal_time; + } } else fish->flow_reversed = ( fish->dir[0] != -desc->start[0] || @@ -1522,7 +2109,15 @@ void vg_update(void) } } else - fish->state = world_check_pos_ok( fish->pos )? k_fish_state_bg: k_fish_state_dead; + { + if( world_check_pos_ok( fish->pos, 2 ) ) + fish->state = k_fish_state_bg; + else + { + fish->state = k_fish_state_dead; + fish->death_time = world.sim_internal_time; + } + } } //v2i_add( fish->pos, fish->dir, fish->pos ); @@ -1531,8 +2126,11 @@ void vg_update(void) { v2i_add( fish->pos, fish->dir, fish->pos ); - if( !world_check_pos_ok( fish->pos ) ) + if( !world_check_pos_ok( fish->pos, 2 ) ) + { fish->state = k_fish_state_dead; + fish->death_time = -1000.0f; + } else { struct cell *cell_entry = pcell( fish->pos ); @@ -1542,8 +2140,10 @@ void vg_update(void) if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u || cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d ) { + #ifdef VG_STEAM sw_set_achievement( "CAN_DO_THAT" ); - + #endif + fish->state = k_fish_state_soon_alive; fish->dir[0] = 0; @@ -1571,29 +2171,54 @@ void vg_update(void) for( int i = 0; i < world.num_fishes; i ++ ) { struct fish *fish = &world.fishes[i]; - + + // Apply movement if( fish->state == k_fish_state_alive ) - { v2i_add( fish->pos, fish->dir, fish->pos ); - struct cell *cell_current = pcell( fish->pos ); + if( fish->state == k_fish_state_alive || fish->state == k_fish_state_soon_alive ) + { + struct cell *cell_current = pcell( fish->pos ); + if( cell_current->state & FLAG_IS_TRIGGER ) { int trigger_id = cell_current->links[0]?0:1; - int connection_id = cell_current->links[trigger_id]; - int target_px = connection_id % world.w; - int target_py = (connection_id - target_px)/world.w; - - vg_line2( (v2f){ fish->pos[0], fish->pos[1] }, (v2f){ target_px, target_py }, 0xffffffff, 0xffffffff ); struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ]; - cell_current->state |= FLAG_TRIGGERED; - - if( trigger_id ) - target_peice->state |= FLAG_FLIP_FLOP; + // Spawn new marble + if( (target_peice->state & FLAG_EMITTER) && !(target_peice->state & FLAG_TRIGGERED)) + { + if( world.num_fishes < vg_list_size( world.fishes ) ) + { + struct fish *fish = &world.fishes[ world.num_fishes ]; + lcell( cell_current->links[trigger_id], fish->pos ); + + fish->state = k_fish_state_soon_alive; + fish->colour = target_peice->emit[ trigger_id ]; + + if( target_peice->config != k_cell_type_stub ) + { + struct cell_description *desc = &cell_descriptions[ target_peice->config ]; + v2i_copy( desc->start, fish->dir ); + fish->flow_reversed = 1; + + world.num_fishes ++; + alive_count ++; + } + } + else + vg_warn( "Max marbles exceeded\n" ); + } else - target_peice->state &= ~FLAG_FLIP_FLOP; + { + if( trigger_id ) + target_peice->state |= FLAG_FLIP_FLOP; + else + target_peice->state &= ~FLAG_FLIP_FLOP; + } + + cell_current->state |= FLAG_TRIGGERED; } } } @@ -1605,7 +2230,8 @@ void vg_update(void) { fi = &world.fishes[i]; - if( fi->state == k_fish_state_alive ) + if( (fi->state == k_fish_state_alive) | + (fi->state == k_fish_state_soon_alive) ) { int continue_again = 0; @@ -1613,7 +2239,8 @@ void vg_update(void) { fj = &world.fishes[j]; - if( (fj->state == k_fish_state_alive) ) + if( (fj->state == k_fish_state_alive) | + (fj->state == k_fish_state_soon_alive) ) { v2i fi_prev; v2i fj_prev; @@ -1634,10 +2261,12 @@ void vg_update(void) if( collide_next_frame || collide_this_frame ) { + #ifdef VG_STEAM sw_set_achievement( "BANG" ); - + #endif + // Shatter death (+0.5s) - float death_time = collide_this_frame? 0.0f: 0.5f; + float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f ); fi->state = k_fish_state_soon_dead; fj->state = k_fish_state_soon_dead; @@ -1658,31 +2287,38 @@ void vg_update(void) for( int i = 0; i < arrlen( world.io ); i ++ ) { struct cell_terminal *term = &world.io[ i ]; - int posx = term->id % world.w; - int posy = (term->id - posx)/world.w; - int is_input = world.data[ term->id ].state & FLAG_INPUT; + int is_input = pcell(term->pos)->state & FLAG_INPUT; if( is_input ) { - if( world.sim_frame < term->runs[ world.sim_run ].condition_count ) + if( world.sim_frame < term->runs[ world.sim_run ].step_count ) { + i8 emit = term->runs[ world.sim_run ].steps[ world.sim_frame ]; + if( emit == -1 ) + continue; + struct fish *fish = &world.fishes[ world.num_fishes ]; - fish->pos[0] = posx; - fish->pos[1] = posy; + v2i_copy( term->pos, fish->pos ); + fish->state = k_fish_state_alive; - fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ]; + fish->colour = emit; struct cell *cell_ptr = pcell( fish->pos ); if( cell_ptr->config != k_cell_type_stub ) - { - struct cell_description *desc = &cell_descriptions[ cell_ptr->config ]; - - v2i_copy( desc->start, fish->dir ); - fish->flow_reversed = 1; - - world.num_fishes ++; - alive_count ++; + { + if( world.num_fishes < vg_list_size(world.fishes)) + { + struct cell_description *desc = &cell_descriptions[ cell_ptr->config ]; + + v2i_copy( desc->start, fish->dir ); + fish->flow_reversed = 1; + + world.num_fishes ++; + alive_count ++; + } + else + vg_warn( "Max marbles exceeded\n" ); } } } @@ -1695,17 +2331,16 @@ void vg_update(void) for( int i = 0; i < arrlen( world.io ); i ++ ) { struct cell_terminal *term = &world.io[ i ]; - int is_input = world.data[ term->id ].state & FLAG_INPUT; - if( !is_input ) + if( pcell(term->pos)->state & FLAG_OUTPUT ) { struct terminal_run *run = &term->runs[ world.sim_run ]; - if( run->recv_count == run->condition_count ) + if( run->recv_count == run->step_count ) { - for( int j = 0; j < run->condition_count; j ++ ) + for( int j = 0; j < run->step_count; j ++ ) { - if( run->recieved[j] != run->conditions[j] ) + if( run->recieved[j] != run->steps[j] ) { world.completed = 0; break; @@ -1727,9 +2362,20 @@ void vg_update(void) vg_success( "Run passed, starting next\n" ); world.sim_run ++; world.sim_frame = 0; - world.sim_start = vg_time; + world.sim_target = 0; world.num_fishes = 0; + // Reset timing reference points + world.sim_delta_ref = vg_time; + world.sim_internal_ref = 0.0f; + + if( world.st.buttons[ k_world_button_pause ].state ) + world.pause_offset_target = 0.5f; + else + world.pause_offset_target = 0.0f; + + world.sim_internal_time = 0.0f; + for( int i = 0; i < world.w*world.h; i ++ ) world.data[ i ].state &= ~FLAG_FLIP_FLOP; @@ -1746,45 +2392,63 @@ void vg_update(void) world.score = score; world.time = world.sim_frame; + + // Copy into career data + if( world.pCmpLevel ) + { + career_pass_level( world.pCmpLevel, world.score, 1 ); + } + + sfx_set_play( &audio_tones, &audio_system_balls_extra, 9 ); + failure_this_frame = 0; + success_this_frame = 0; } } else { + #ifdef VG_STEAM if( world.sim_run > 0 ) sw_set_achievement( "GOOD_ENOUGH" ); - + #endif + vg_error( "Level failed :(\n" ); } - // Copy into career data - if( world.pCmpLevel ) - { - if( world.score > world.pCmpLevel->completed_score ) - leaderboard_set_score( world.pCmpLevel, world.score ); - - world.pCmpLevel->completed_score = world.score; - } - - simulation_stop(); // TODO: Async? + simulation_stop(); break; } world.sim_frame ++; } - float scaled_time = 0.0f; - scaled_time = (vg_time-world.sim_start)*world.sim_speed; - world.frame_lerp = scaled_time - (float)world.sim_frame; - - // Update positions - for( int i = 0; i < world.num_fishes; i ++ ) + // Sounds + if( failure_this_frame ) { - struct fish *fish = &world.fishes[i]; + sfx_set_play( &audio_tones, &audio_system_balls_extra, 0 ); + } + else if( success_this_frame ) + { + static int succes_counter = 0; - if( fish->state == k_fish_state_dead ) + sfx_set_play( &audio_tones, &audio_system_balls_extra, 1+(succes_counter++) ); + + if( succes_counter == 7 ) + succes_counter = 0; + } + + // Position update + // ===================================================================================================== + + world.frame_lerp = world.sim_internal_time - floorf( world.sim_internal_time ); + + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( fish->state == k_fish_state_dead ) continue; - if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) ) + if( fish->state == k_fish_state_soon_dead && (world.sim_internal_time > fish->death_time) ) continue; // Todo: particle thing? struct cell *cell = pcell(fish->pos); @@ -1850,11 +2514,60 @@ void vg_update(void) fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t; fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t; } + + v2_sub( fish->physics_co, fish->physics_v, fish->physics_v ); + v2_divs( fish->physics_v, world.sim_internal_delta, fish->physics_v ); } } } -static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour ) +static void render_tile( v2i pos, struct cell *ptr, v4f const regular_colour, + v4f const selected_colour, int with_glow ) +{ + int selected = world.selected == pos[1]*world.w + pos[0]; + int uv[2]; + + uv[0] = ptr->config & 0x3; + uv[1] = ptr->config >> 2; + + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), + (float)pos[0], + (float)pos[1], + uv[0], + uv[1] + ); + + if( with_glow ) + { + glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uGlowA" ), + 1, ptr->glow[0] ); + glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uGlowB" ), + 1, ptr->glow[1] ); + } + else + { + glUniform3f( SHADER_UNIFORM( shader_tile_main, "uGlowA" ), + 0.0f, + 0.0f, + 0.0f ); + glUniform3f( SHADER_UNIFORM( shader_tile_main, "uGlowB" ), + 0.0f, + 0.0f, + 0.0f ); + } + + if( selected ) + { + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour ); + draw_mesh( 0, 2 ); + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + } + else + draw_mesh( 0, 2 ); +} + +// Renders specific chunk of tiles +static void render_tile_block( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour ) { v2i full_start = { 0,0 }; v2i full_end = { world.w, world.h }; @@ -1864,89 +2577,291 @@ static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f cons start = full_start; end = full_end; } - - glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); for( int y = start[1]; y < end[1]; y ++ ) { for( int x = start[0]; x < end[0]; x ++ ) { - struct cell *cell = pcell((v2i){x,y}); - int selected = world.selected == y*world.w + x; + v2i pos = { x, y }; + struct cell *cell = pcell( pos ); + + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER) ) + render_tile( pos, cell, regular_colour, selected_colour, 0 ); + } + } +} + +// Renders all tiles in the command list +static void render_tiles( v4f const regular_colour, v4f const selected_colour, + int with_glow ) +{ + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + + struct render_list + { + struct render_cmd *arr; + u32 count; + } + render_lists[] = { + { world.cmd_buf_tiles, world.tile_count }, + { world.cmd_buf_specials, world.tile_special_count } + }; + + int world_paused = world.st.buttons[k_world_button_pause].state; + if( with_glow && !world_paused ) + { + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( !(fish->state == k_fish_state_alive || + fish->state == k_fish_state_soon_alive) ) continue; + + struct cell *cell_x = pcell( fish->pos ); + v3f glow_colour; + colour_code_v3( fish->colour, glow_colour ); + + int c = 0; + if( cell_x->config == k_cell_type_split ) + c = cell_x->state & FLAG_FLIP_FLOP? 1:0; + + if( cell_x->config == k_cell_type_merge ) + c = fish->dir[0]==-1?1:0; + + v3_muladds( cell_x->glow[c], glow_colour, + powf(world.frame_lerp,2.0f)*0.03f * world.sim_delta_speed, + cell_x->glow[c]); + } + } + + for( int i = 0; i < vg_list_size( render_lists ); i ++ ) + { + struct render_list *list = &render_lists[i]; + for( int j = 0; j < list->count; j ++ ) + { + struct render_cmd *cmd = &list->arr[j]; + struct cell *cell = cmd->ptr; + + render_tile( cmd->pos, cell, regular_colour, selected_colour, with_glow ); + } + } +} + +static int world_button_exec( struct world_button *btn, v2f texture, v3f colour, enum world_button_status *status ) +{ + static v2i click_grab = { -9999, -9999 }; + + // Reset click_grab + if( !btn ) + { + click_grab[0] = -9999; + click_grab[1] = -9999; + return 0; + } + + v2i click_tile = { world.tile_x, world.tile_y }; + + int triggered = 0; + int is_hovering = v2i_eq( click_tile, btn->position ) && !gui_want_mouse(); + + // Set up light targets before logic runs + if( btn->state ) + btn->light_target = is_hovering? 0.7f: 0.6f; + else + btn->light_target = is_hovering? 0.2f: 0.0f; + + if( vg_get_button( "primary" ) && is_hovering ) + btn->light_target = 1.0f; + + // Process click action + if( is_hovering ) + { + if( vg_get_button_down( "primary" ) && is_hovering ) + v2i_copy( click_tile, click_grab ); + else if( v2i_eq( click_grab, click_tile ) && vg_get_button_up( "primary" ) ) + { + // Click event + *status = btn->state? k_world_button_on_disable: k_world_button_on_enable; - int tile_offsets[][2] = - { - {2, 0}, {0, 3}, {0, 2}, {2, 2}, - {1, 0}, {2, 3}, {3, 2}, {1, 3}, - {3, 1}, {0, 1}, {1, 2}, {2, 1}, - {1, 1}, {3, 3}, {2, 1}, {2, 1} - }; + if( btn->mode == k_world_button_mode_toggle ) + btn->state ^= 0x1; - int uv[2] = { 3, 0 }; + sfx_set_play( &audio_clicks, &audio_system_ui, btn->state? 1:0 ); + triggered = 1; + } + } + + // Drawing stage + v4f final_colour; + + btn->light = vg_lerpf( btn->light, btn->light_target + btn->extra_light, vg_time_delta*26.0f ); + + v3_copy( colour, final_colour ); + final_colour[3] = btn->light; + + glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ), + btn->position[0], + btn->position[1], + texture[0], + texture[1] + ); + glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour ); + draw_mesh( 0, 2 ); + + return triggered; +} + +static void level_selection_buttons(void) +{ + v3f tutorial_colour = { 0.204f, 0.345f, 0.553f }; + v3f locked_colour = { 0.2f, 0.2f, 0.2f }; + + struct cmp_level *switch_level_to = NULL; + + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *grid = &career_packs[i]; + + for( int j = 0; j < grid->count; j ++ ) + { + struct cmp_level *lvl = &grid->pack[ j ]; + + if( world.pCmpLevel == lvl ) + lvl->btn.extra_light = 0.35f + fabsf(sinf( vg_time * 2.0f )) * 0.05f; + else lvl->btn.extra_light = 0.2f; - if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) - { - uv[0] = tile_offsets[ cell->config ][0]; - uv[1] = tile_offsets[ cell->config ][1]; - } else continue; + if( lvl->completed_score ) + lvl->btn.extra_light += 0.6f; - glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); - if( selected ) + enum world_button_status status; + if( world_button_exec( + &lvl->btn, + (v2f){0.0f,0.0f}, + lvl->unlocked? (lvl->is_tutorial? tutorial_colour: grid->primary_colour): locked_colour, + &status + )) { - glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour ); - draw_mesh( 0, 2 ); - glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + if( status == k_world_button_on_enable && lvl->unlocked ) + switch_level_to = lvl; } - else - draw_mesh( 0, 2 ); } } + + if( switch_level_to ) + { + world.st.lvl_to_load = switch_level_to; + world.st.lvl_load_time = vg_time + 0.25f; + world.st.world_transition = 1.0f; + + /* + if( console_changelevel( 1, &switch_level_to->map_name ) ) + { + world.pCmpLevel = switch_level_to; + gen_level_text( world.pCmpLevel ); + } + */ + } } -static void draw_numbers( v3f coord, int number ) +static void render_sprite( enum sprites_auto_combine_index id, v3f pos ) { - v3f pos; - v3_copy( coord, pos ); - int digits[8]; int i = 0; - - while( number > 0 && i < 8 ) - { - digits[i ++] = number % 10; - number = number / 10; - } + struct vg_sprite *sp = &sprites_auto_combine[ id ]; + + glUniform4fv( SHADER_UNIFORM( shader_sprite, "uUv" ), 1, sp->uv_xywh ); + glUniform3f( SHADER_UNIFORM( shader_sprite, "uPos" ), + pos[0], pos[1], pos[2] * world.st.world_transition ); - for( int j = 0; j < i; j ++ ) - { - glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos ); - draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] ); - pos[0] += pos[2] * 0.75f; - } + draw_mesh( 0, 2 ); +} + +static void vg_framebuffer_resize(int w, int h) +{ + glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, + 0, GL_RGB, GL_UNSIGNED_BYTE, NULL ); + + for( int i=0; i<2; i++ ) + { + glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[i] ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, + w/EFFECT_BUFFER_RATIO, h/EFFECT_BUFFER_RATIO, + 0, GL_RGB, GL_UNSIGNED_BYTE, NULL ); + } } void vg_render(void) { + if( enable_bloom || enable_vignette ) + glBindFramebuffer( GL_FRAMEBUFFER, world.st.framebuffer ); + else + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glViewport( 0,0, vg_window_x, vg_window_y ); glDisable( GL_DEPTH_TEST ); - glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f ); + glClearColor( 0.14f, 0.14f, 0.14f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f}; v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f}; - // TILE SET RENDERING - // todo: just slam everything into a mesh... - // when user modifies a tile the neighbours can be easily uploaded to gpu mem - // in ~3 subBuffers - // Currently we're uploading a fair amount of data every frame anyway. - // NOTE: this is for final optimisations ONLY! - // ====================================================================== - - use_mesh( &world.tile ); + int const circle_base = 6; + int const filled_start = circle_base+0; + int const filled_count = circle_base+32; + int const empty_start = circle_base+32; + int const empty_count = circle_base+32*2; - // Draw background +#if 0 + struct world_theme *theme = &world_themes[ world_theme_id ]; +#else + struct world_theme *theme = &world_themes[ 0 ]; +#endif + + if( !world.initialzed ) + return; + + // Extract render commands + world.tile_count = 0; + world.tile_special_count = 0; + + for( int y = 1; y < world.h-1; y ++ ) + { + for( int x = 1; x < world.w-1; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER|FLAG_INPUT_NICE) ) + { + struct render_cmd *cmd; + + if( + (cell->config == k_cell_type_split && (cell->state & FLAG_CANAL)) + || (cell->state & (FLAG_EMITTER|FLAG_IS_TRIGGER)) + ) + cmd = &world.cmd_buf_tiles[ world.max_commands - (++ world.tile_special_count) ]; + else + cmd = &world.cmd_buf_tiles[ world.tile_count ++ ]; + + cmd->pos[0] = x; + cmd->pos[1] = y; + cmd->ptr = cell; + + int world_paused = world.st.buttons[k_world_button_pause].state; + if( !world_paused ) + { + float decay = 1.0f - world.sim_delta_speed*0.005f; + v3_muls( cell->glow[0], decay, cell->glow[0] ); + v3_muls( cell->glow[1], decay, cell->glow[1] ); + } + } + } + } + + world.cmd_buf_specials = &world.cmd_buf_tiles[ world.max_commands - world.tile_special_count ]; - if(1){ + // BACKGROUND + // ======================================================================================================== + use_mesh( &world.shapes ); SHADER_USE( shader_background ); glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); @@ -1956,38 +2871,18 @@ void vg_render(void) glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 ); glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 ); - glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f ); + glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.05f ); glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, world.random_samples ); glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 ); - - draw_mesh( 0, 2 ); + glUniform1f( SHADER_UNIFORM( shader_background, "uVisibility" ), 1.0f ); //world.st.world_transition ); - } - - - // Level title - ui_begin( &ui_global_ctx, 512, 256 ); - - ui_global_ctx.override_colour = 0xff9a8a89; - //ui_text( &ui_global_ctx, world.map_title, 6, 0 ); - ui_global_ctx.override_colour = 0xffffffff; - - ui_resolve( &ui_global_ctx ); - - m3x3f world_text; - m3x3_copy( vg_pv, world_text ); - m3x3_translate( world_text, (v3f){ 1.55f, 1.9f, 0.0f } ); - m3x3_rotate( world_text, VG_PIf*0.5f ); - m3x3_scale( world_text, (v3f){0.01f,-0.01f,0.01f} ); - - ui_draw( &ui_global_ctx, world_text ); - - // Main - // ========================================================================================= + draw_mesh( 0, 2 ); - use_mesh( &world.tile ); + // TILESET BACKGROUND LAYER + // ======================================================================================================== + use_mesh( &world.shapes ); SHADER_USE( shader_tile_main ); m2x2f subtransform; @@ -1996,106 +2891,129 @@ void vg_render(void) glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f ); glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uVisibility" ), world.st.world_transition * 2.0f ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); - // Bind textures + // rebind textures vg_tex2d_bind( &tex_tile_data, 0 ); + vg_tex2d_bind( theme->tex_tiles, 1 ); + vg_tex2d_bind( &tex_tile_glow, 2 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); - - vg_tex2d_bind( &tex_wood, 1 ); glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); - - render_tiles( NULL, NULL, colour_default, colour_default ); - + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlow" ), 2 ); + + glUniform3fv( SHADER_UNIFORM( shader_tile_main, "uShadowing" ), 1, theme->col_shadow ); + render_tiles( colour_default, colour_default, 1 ); + // MARBLES + // ======================================================================================================== SHADER_USE( shader_ball ); glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); vg_tex2d_bind( &tex_ball_noise, 0 ); glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 ); - // Draw 'fish' - if( world.simulating ) + if( world.st.buttons[ k_world_button_sim ].state ) { for( int i = 0; i < world.num_fishes; i ++ ) { struct fish *fish = &world.fishes[i]; + v3f render_pos; + render_pos[2] = 1.0f; - if( fish->state == k_fish_state_dead || fish->state == k_fish_state_bg ) + if( fish->state == k_fish_state_dead || fish->state == k_fish_state_soon_dead ) + { + float death_anim_time = world.sim_internal_time - fish->death_time; + + // Death animation + if( death_anim_time > 0.0f && death_anim_time < 1.0f ) + { + float amt = 1.0f-death_anim_time*death_anim_time; + + v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta * amt, fish->physics_co ); + render_pos[2] = amt; + } + else if( world.sim_internal_time > fish->death_time ) + continue; + } + else if( fish->state == k_fish_state_bg ) continue; - if( fish->state == k_fish_state_soon_dead && (world.frame_lerp > fish->death_time) ) - continue; + v2_copy( fish->physics_co, render_pos ); v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; - colour_code_v3( fish->payload, dot_colour ); + colour_code_v3( fish->colour, dot_colour ); glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour ); - glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co ); + glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos ); glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f ); draw_mesh( 0, 2 ); } } + // TILESET FOREGROUND LAYER + // ======================================================================================================== SHADER_USE( shader_tile_main ); - // Bind textures + // Re Bind textures vg_tex2d_bind( &tex_tile_data, 0 ); - glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); - - vg_tex2d_bind( &tex_wood, 1 ); - glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + vg_tex2d_bind( theme->tex_tiles, 1 ); + vg_tex2d_bind( &tex_tile_glow, 2 ); glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f ); - render_tiles( NULL, NULL, colour_default, colour_selected ); + render_tiles( colour_default, colour_selected, 0 ); // Draw splitters - for( int y = 2; y < world.h-2; y ++ ) + for( int i = 0; i < world.tile_special_count; i ++ ) { - for( int x = 2; x < world.w-2; x ++ ) - { - struct cell *cell = pcell((v2i){x,y}); + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; - if( cell->state & FLAG_CANAL ) + if( cell->config == k_cell_type_split ) + { + float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f ); + + if( cell->state & FLAG_FLIP_ROTATING ) { - if( cell->config == k_cell_type_split ) + if( (world.frame_lerp > curve_7_linear_section) ) { - float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f ); - - if( cell->state & FLAG_FLIP_ROTATING ) + float const rotation_speed = 0.4f; + if( (world.frame_lerp < 1.0f-rotation_speed) ) { - if( (world.frame_lerp > curve_7_linear_section) ) - { - float const rotation_speed = 0.4f; - if( (world.frame_lerp < 1.0f-rotation_speed) ) - { - float t = world.frame_lerp - curve_7_linear_section; - t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed))); - t += 1.0f; - - rotation *= t; - } - else - rotation *= -1.0f; - } + float t = world.frame_lerp - curve_7_linear_section; + t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed))); + t += 1.0f; + + rotation *= t; } - - m2x2_create_rotation( subtransform, rotation ); - - glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); - glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, cell->state & FLAG_TARGETED? 3.0f: 0.0f, 0.0f ); - draw_mesh( 0, 2 ); + else + rotation *= -1.0f; } } + + m2x2_create_rotation( subtransform, rotation ); + + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main,"uSubTransform" ), + 1, GL_FALSE, (float *)subtransform ); + + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), + (float)cmd->pos[0], + (float)cmd->pos[1] + 0.125f, + cell->state & FLAG_TARGETED? 3.0f: 2.0f, + 3.0f + ); + draw_mesh( 0, 2 ); } } - // Edit overlay - if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !id_drag_from ) + // EDIT OVERLAY + // ======================================================================================================== + if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !world.id_drag_from ) { v2i new_begin = { world.tile_x - 2, world.tile_y - 2 }; v2i new_end = { world.tile_x + 2, world.tile_y + 2 }; @@ -2108,108 +3026,194 @@ void vg_render(void) glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos ); - render_tiles( new_begin, new_end, colour_default, colour_default ); + render_tile_block( new_begin, new_end, colour_default, colour_default ); world.data[ world.selected ].state ^= FLAG_CANAL; map_reclassify( new_begin, new_end, 0 ); } - //glDisable(GL_BLEND); + // BUTTONS + // ======================================================================================================== + SHADER_USE( shader_buttons ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - // Draw connecting wires - glDisable(GL_BLEND); + vg_tex2d_bind( &tex_buttons, 0 ); + glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 ); + + enum world_button_status stat; + int world_paused = world.st.buttons[k_world_button_pause].state; + int world_running = world.st.buttons[k_world_button_sim].state; - SHADER_USE( shader_wire ); - glBindVertexArray( world.wire.vao ); + float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f); - glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f ); - - if( id_drag_from ) + v3f btn_dark_blue = { 0.204f, 0.345f, 0.553f }; + v3f btn_orange = { 0.553f, 0.345f, 0.204f }; + + if( world_button_exec( &world.st.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, btn_dark_blue, &stat )) { - glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f ); - glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), drag_from_co[0], drag_from_co[1], 0.06f ); - glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), drag_to_co[0], drag_to_co[1], 0.06f ); - glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) ); + if( stat == k_world_button_on_enable ) + { + simulation_start(); + + if( world_paused ) + world.pause_offset_target = 0.5f; + } + else + { + if( world_paused ) + { + // Trigger single step + world.pause_offset_target += 1.0f; + world.st.buttons[k_world_button_sim].state = 1; + } + else + { + simulation_stop(); + } + } } - float rp_x1 = world.frame_lerp*9.0f; - float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f; - - for( int y = 2; y < world.h-2; y ++ ) + if( world_button_exec( &world.st.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, btn_dark_blue, &stat )) { - for( int x = 2; x < world.w-2; x ++ ) + world.sim_internal_ref = world.sim_internal_time; + world.sim_delta_ref = vg_time; + + if( stat == k_world_button_on_enable ) { - struct cell *cell = pcell((v2i){x,y}); + float time_frac = world.sim_internal_time-floorf(world.sim_internal_time); + world.pause_offset_target = 0.5f - time_frac; + } + else + world.pause_offset_target = 0.0f; + } - if( cell->state & FLAG_CANAL ) - { - if( cell->state & FLAG_IS_TRIGGER ) - { - int trigger_id = cell->links[0]?0:1; - - int x2 = cell->links[trigger_id] % world.w; - int y2 = (cell->links[trigger_id] - x2) / world.w; - - v2f startpoint; - v2f endpoint; - - startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f); - startpoint[1] = (float)y2 + 0.25f; - - endpoint[0] = x+0.5f; - endpoint[1] = y+0.5f; - - glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f ); - glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f ); - glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f ); - glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) ); - } - } + if( world_button_exec( &world.st.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, btn_orange, &stat )) + { + world.sim_delta_speed = stat == k_world_button_on_enable? 10.0f: 2.5f; + + if( !world_paused ) + { + world.sim_delta_ref = vg_time; + world.sim_internal_ref = world.sim_internal_time; } } + if( world_button_exec( &world.st.buttons[k_world_button_settings], (v2f){ 1.0f, 2.0f }, btn_orange, &stat )) + { + world.st.state = stat == k_world_button_on_enable? + k_game_state_settings: k_game_state_main; + } + + level_selection_buttons(); + + if( vg_get_button_up( "primary" ) ) + world_button_exec( NULL, NULL, NULL, NULL ); + + // I/O ARRAYS + // ======================================================================================================== + + //glEnable(GL_BLEND); SHADER_USE( shader_tile_colour ); glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - use_mesh( &world.circle ); - int const filled_start = 0; - int const filled_count = 32; - int const empty_start = 32; - int const empty_count = 32*2; - - // Draw i/o arrays for( int i = 0; i < arrlen( world.io ); i ++ ) { struct cell_terminal *term = &world.io[ i ]; - int posx = term->id % world.w; - int posy = (term->id - posx)/world.w; - int is_input = world.data[ term->id ].state & FLAG_INPUT; + struct cell *cell = pcell(term->pos); + int is_input = cell->state & FLAG_INPUT; v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + + if( cell->state & FLAG_EMITTER ) + { + for( int j = 0; j < 2; j ++ ) + { + if( cell->emit[j] != -1 ) + { + colour_code_v3( cell->emit[j], dot_colour ); + + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + term->pos[0] + 0.25f + (float)j * 0.5f, + term->pos[1] + 0.25f, + 0.12f + ); + + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + draw_mesh( filled_start, filled_count ); + } + } + continue; + } for( int k = 0; k < term->run_count; k ++ ) { - for( int j = 0; j < term->runs[k].condition_count; j ++ ) + float arr_base = is_input? 1.2f: -0.2f, + run_offset = (is_input? 0.2f: -0.2f) * (float)k, + y_position = is_input? + (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset: + (float)term->pos[1] + arr_base + run_offset; + + v4f bar_colour; + int bar_draw = 0; + + if( is_simulation_running() ) { - float y_offset = is_input? 1.2f: -0.2f; - y_offset += (is_input? 0.2f: -0.2f) * (float)k; - - glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f ); + if( k == world.sim_run ) + { + float a = fabsf(sinf( vg_time * 2.0f )) * 0.075f + 0.075f; + + v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, a }, bar_colour ); + } + else + v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour ); + bar_draw = 1; + } + else if( 1 || k & 0x1 ) + { + if( k & 0x1 ) + v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, 0.07f }, bar_colour ); + else + v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour ); + + bar_draw = 1; + } + + if( bar_draw ) + { + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, bar_colour ); + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + (float)term->pos[0], y_position - 0.1f, 1.0f ); + + draw_mesh( 2, 2 ); + } + + for( int j = 0; j < term->runs[k].step_count; j ++ ) + { + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + (float)term->pos[0] + 0.2f + 0.2f * (float)j, + y_position, + 0.1f + ); + if( is_input ) { - colour_code_v3( term->runs[k].conditions[j], dot_colour ); - glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); - - // Draw filled if tick not passed, draw empty if empty - if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k ) - draw_mesh( empty_start, empty_count ); - else - draw_mesh( filled_start, filled_count ); + i8 colour = term->runs[k].steps[j]; + if( colour != -1 ) + { + colour_code_v3( colour, dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + + // Draw filled if tick not passed, draw empty if empty + if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k ) + draw_mesh( empty_start, empty_count ); + else + draw_mesh( filled_start, filled_count ); + } } else { + if( term->runs[k].recv_count > j ) { colour_code_v3( term->runs[k].recieved[j], dot_colour ); @@ -2219,7 +3223,7 @@ void vg_render(void) draw_mesh( filled_start, filled_count ); } - colour_code_v3( term->runs[k].conditions[j], dot_colour ); + colour_code_v3( term->runs[k].steps[j], dot_colour ); glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); draw_mesh( empty_start, empty_count ); @@ -2227,379 +3231,635 @@ void vg_render(void) } } } + + // SPRITES + // ======================================================================================================== + SHADER_USE( shader_sprite ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_sprite, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_sprites, 0 ); + glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 ); - if( world.simulating ) + for( int i = 0; i < world.tile_special_count; i ++ ) { - glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f ); - 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 ); - draw_mesh( filled_start, filled_count ); - } - - // Draw score - float const score_bright = 1.25f; - glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), - 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f ); - - use_mesh( &world.numbers ); - draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score ); -} + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; -static ui_colourset flcol_list_a = { - .main = 0xff877979, - .hover = 0xffa09393, - .active = 0xffbfb1b0 -}; -static ui_colourset flcol_list_b = { - .main = 0xff7c6e6e, - .hover = 0xffa09393, - .active = 0xffbfb1b0 -}; + if( (cell->config == k_cell_type_split) || (cell->state & FLAG_EMITTER) ) + { + v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f }; -static ui_colourset flcol_list_complete_a = { - .main = 0xff62a064, - .hover = 0xff8dc18f, - .active = 0xffb2ddb3 -}; + v3f p0 = { 0.0f, 0.0f, 4.0f }; + v3f p1 = { 0.0f, 0.0f, 4.0f }; -static ui_colourset flcol_list_complete_b = { - .main = 0xff79b37b, - .hover = 0xff8dc18f, - .active = 0xffb2ddb3 -}; + v2_add( center, (v2f){ -0.25f, -0.25f }, p0 ); + v2_add( center, (v2f){ 0.25f, -0.25f }, p1 ); -static ui_colourset flcol_list_locked = { - .main = 0xff655959, - .hover = 0xff655959, - .active = 0xff655959 -}; + render_sprite( k_sprite_jack_1, p0 ); + render_sprite( k_sprite_jack_2, p1 ); + } + else if( cell->state & FLAG_IS_TRIGGER ) + { + v3f p0 = { 0.0f, 0.0f, 4.0f }; + + struct cell_description *desc = &cell_descriptions[ cell->config ]; -static struct -{ - SteamLeaderboard_t steam_leaderboard; - int leaderboard_show; - - struct leaderboard_player - { - // Internal - u64_steamid id; - i32 score; - - // To be displayed - char score_text[ 16 ]; - char player_name[ 48 ]; - GLuint texture; // Not dynamic + v2_add( (v2f){ cmd->pos[0], cmd->pos[1] }, desc->trigger_pos, p0 ); + render_sprite( desc->trigger_sprite, p0 ); + } } - leaderboard_players[10]; - int leaderboard_count; + + // TEXT ELEMENTS + // ======================================================================================================== + // Old style + m3x3f mvp_text; + m3x3_identity( mvp_text ); + m3x3_scale( mvp_text, (v3f){ + 1.0f/ ((float)UI_GLYPH_SPACING_X*4.0f), + 1.0f/ -((float)UI_GLYPH_SPACING_X*4.0f), + 1.0f + }); + + m3x3_mul( vg_pv, mvp_text, mvp_text ); + ui_draw( &world.st.world_text, mvp_text ); + + // WIRES + // ======================================================================================================== + glEnable(GL_BLEND); + + SHADER_USE( shader_wire ); + glBindVertexArray( world.wire.vao ); + + glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - struct - { - struct cmp_level *level; - - i32 score; - int is_waiting; - } - upload_request; + v4f const wire_left_colour = { 0.9f, 0.9f, 0.9f, 1.0f }; + v4f const wire_right_colour = { 0.5f, 0.5f, 0.5f, 1.0f }; + v4f const wire_drag_colour = { 0.3f, 0.3f, 0.3f, 0.6f }; - struct cmp_level *level_selected; -} -ui_data; - -void vg_ui(void) -{ - // UI memory - static int pack_selection = 0; - static struct pack_info + glUniform1f( SHADER_UNIFORM( shader_wire, "uTime" ), world.frame_lerp ); + glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), 0.0f ); + + if( world.id_drag_from ) { - struct cmp_level *levels; - u32 level_count; - const char *name; + glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_drag_colour ); + glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.20f*world.st.world_transition ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f*world.st.world_transition ); + glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) ); } - pack_infos[] = + + // Pulling animation + float rp_x1 = world.frame_lerp*9.0f; + float rp_xa = rp_x1*expf(1.0f-rp_x1)* 0.36f; + float rp_x2 = 1.0f-rp_xa; + + for( int i = 0; i < world.tile_special_count; i ++ ) { + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( cell->state & FLAG_TARGETED ) { - .levels = cmp_levels_tutorials, - .level_count = vg_list_size(cmp_levels_tutorials), - .name = "Training" - }, - { - .levels = cmp_levels_basic, - .level_count = vg_list_size(cmp_levels_basic), - .name = "Main" - }, - { - .levels = cmp_levels_grad, - .level_count = vg_list_size(cmp_levels_tutorials), - .name = "Expert" + for( int j = 0; j < 2; j ++ ) + { + if( !cell->links[j] ) + continue; + + struct cell *other_cell = &world.data[ cell->links[ j ]]; + struct cell_description *desc = &cell_descriptions[ other_cell->config ]; + + int x2 = cell->links[j] % world.w; + int y2 = (cell->links[j] - x2) / world.w; + + v2f startpoint; + v2f endpoint; + + endpoint[0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f); + endpoint[1] = (float)cmd->pos[1] + 0.25f; + + startpoint[0] = x2; + startpoint[1] = y2; + + v2_add( desc->trigger_pos, startpoint, startpoint ); + + if( cmd->ptr->state & FLAG_EMITTER ) + { + v4f wire_colour; + colour_code_v3( cmd->ptr->emit[j], wire_colour ); + wire_colour[3] = 1.0f; + + glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_colour ); + } + else + glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, j? wire_right_colour: wire_left_colour ); + + glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), other_cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f ); + glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), other_cell->state & FLAG_TRIGGERED? rp_xa: 0.0f ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), startpoint[0], startpoint[1], 0.18f*world.st.world_transition ); + glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), endpoint[0], endpoint[1], 0.18f*world.st.world_transition ); + glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) ); + } } - }; + } - // UI Code - ui_global_ctx.cursor[0] = 0; - ui_global_ctx.cursor[1] = 0; - ui_global_ctx.cursor[2] = 256; - - gui_fill_y(); + // WIRE ENDPOINTS + // ======================================================================================================== - ui_global_ctx.id_base = 4 << 16; + SHADER_USE( shader_tile_colour ); + use_mesh( &world.shapes ); - gui_new_node(); + for( int i = 0; i < world.tile_special_count; i ++ ) { - gui_capture_mouse( 9999 ); - gui_fill_rect( ui_global_ctx.cursor, 0xff5577ff ); - - gui_text( "ASSIGNMENTS", 8, 0 ); - - ui_global_ctx.cursor[1] += 30; - ui_global_ctx.cursor[3] = 25; - - gui_new_node(); + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( cell->state & FLAG_TARGETED ) { - ui_rect_pad( ui_global_ctx.cursor, 2 ); - ui_global_ctx.cursor[2] = 84; - - for( int i = 0; i < 3; i ++ ) + for( int j = 0; j < 2; j ++ ) { - if( i == pack_selection ) - gui_override_colours( &flcol_list_locked ); + if( !cell->links[j] ) + continue; - if( gui_button( 2000 + i ) == k_button_click ) - pack_selection = i; + struct cell *other_cell = &world.data[ cell->links[ j ]]; + struct cell_description *desc = &cell_descriptions[ other_cell->config ]; - ui_global_ctx.cursor[1] += 2; - gui_text( pack_infos[i].name, 4, 0 ); - gui_end_right(); + int x2 = cell->links[j] % world.w; + int y2 = (cell->links[j] - x2) / world.w; - gui_reset_colours(); - } - } - gui_end_down(); - - ui_global_ctx.cursor[3] = 500; - - // DRAW LEVEL SELECTION LIST - { - struct cmp_level *levels = pack_infos[ pack_selection ].levels; - int count = pack_infos[ pack_selection ].level_count; - int unlocked = 3000; - - static struct ui_scrollbar sb = { - .bar_height = 400 - }; - - ui_px view_height = ui_global_ctx.cursor[3]; - ui_px level_height = 50; - - // Level scroll view - gui_new_node(); - { - gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); - gui_set_clip( ui_global_ctx.cursor ); + v2f pts[2]; + + pts[0][0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f); + pts[0][1] = (float)cmd->pos[1] + 0.25f; - ui_global_ctx.cursor[2] = 14; - gui_align_right(); + pts[1][0] = x2; + pts[1][1] = y2; - ui_px content_height = count*level_height; - if( content_height > view_height ) + v2_add( desc->trigger_pos, pts[1], pts[1] ); + + if( cell->state & FLAG_EMITTER ) { - ui_scrollbar( &ui_global_ctx, &sb, 1 ); - ui_global_ctx.cursor[1] -= ui_calculate_content_scroll( &sb, content_height ); + v4f wire_colour; + colour_code_v3( cell->emit[j], wire_colour ); + + v3_muls( wire_colour, 0.8f, wire_colour ); + wire_colour[3] = 1.0f; + + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, wire_colour ); } else - { - gui_fill_rect( ui_global_ctx.cursor, 0xff807373 ); - } - - ui_global_ctx.cursor[2] = 240; - ui_global_ctx.cursor[3] = level_height; - gui_align_left(); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1,j?wire_right_colour: wire_left_colour ); - for( int i = 0; i < count; i ++ ) + for( int i = 0; i < 2; i ++ ) { - struct cmp_level *lvl_info = &levels[i]; - - if( i < unlocked ) - { - if( lvl_info->completed_score != 0 ) - gui_override_colours( i&0x1? &flcol_list_complete_a: &flcol_list_complete_b ); - else - gui_override_colours( i&0x1? &flcol_list_a: &flcol_list_b ); - } - else - gui_override_colours( &flcol_list_locked ); - - if( i < unlocked ) - { - if( gui_button( 2 + i ) == k_button_click ) - { - ui_data.level_selected = &levels[i]; - ui_data.leaderboard_show = 0; - sw_find_leaderboard( ui_data.level_selected->map_name ); - } - - ui_global_ctx.override_colour = 0xffffffff; - gui_text( lvl_info->title, 6, 0 ); - ui_global_ctx.cursor[1] += 18; - gui_text( "incomplete", 4, 0 ); - } - else - { - gui_button( 2 + i ); - - ui_global_ctx.override_colour = 0xff786f6f; - gui_text( "???", 6, 0 ); - ui_global_ctx.cursor[1] += 18; - gui_text( "locked", 4, 0 ); - } - - gui_end_down(); + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + pts[i][0], + pts[i][1], + 0.08f * world.st.world_transition + ); + draw_mesh( filled_start, filled_count ); } - - gui_reset_colours(); - gui_release_clip(); } - gui_end_down(); } } - gui_end_right(); + + // SUB SPLITTER DIRECTION + // ======================================================================================================== + + /* + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f ); + + for( int i = 0; i < world.tile_special_count; i ++ ) + { + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( cell->state & FLAG_TARGETED && cell->config == k_cell_type_split ) + { + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), cmd->pos[0], cmd->pos[1], 1.0f ); + draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 ); + } + } + */ + + // LIGHT FLARES + // ======================================================================================================== + glBlendFunc(GL_ONE, GL_ONE); + glBlendEquation(GL_FUNC_ADD); - // Selected level UI - // ============================================================ + SHADER_USE( shader_sprite ); + + vg_tex2d_bind( &tex_sprites, 0 ); + glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 ); - if( ui_data.level_selected ) + for( int i = 0; i < world.tile_special_count; i ++ ) { - ui_global_ctx.cursor[0] += 16; - ui_global_ctx.cursor[1] += 16; - ui_global_ctx.cursor[2] = 512-40; - ui_global_ctx.cursor[3] = 560-16; + struct render_cmd *cmd = &world.cmd_buf_specials[i]; + struct cell *cell = cmd->ptr; + + if( cell->config == k_cell_type_split ) + { + v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f }; + + v3f p0 = { 0.0f, 0.0f, 12.0f }; + v3f p1 = { 0.0f, 0.0f, 12.0f }; + + v2_add( center, (v2f){ -0.25f, -0.25f }, p0 ); + v2_add( center, (v2f){ 0.25f, -0.25f }, p1 ); + + if( cell->state & FLAG_TARGETED ) + { + if( cell->state & FLAG_FLIP_FLOP ) + render_sprite( k_sprite_flare_y, p1 ); + else + render_sprite( k_sprite_flare_b, p0 ); + } + else + render_sprite( k_sprite_flare_w, cell->state &FLAG_FLIP_FLOP? p1: p0 ); + } + } + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + glDisable(GL_BLEND); + + // Draw score + /* + float const score_bright = 1.25f; + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), + 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f ); + use_mesh( &world.numbers ); + draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score ); + */ + + if( !enable_bloom ) + { + if( enable_vignette ) + goto image_composite; + + return; + } + + /* Scale down image and remap colour values */ + glViewport( 0,0, + vg_window_x/EFFECT_BUFFER_RATIO, vg_window_y/EFFECT_BUFFER_RATIO ); + glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[0] ); + + SHADER_USE( shader_post_darken ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer ); + glUniform1i( SHADER_UNIFORM( shader_post_darken, "uTexMain" ), 0 ); + + draw_mesh( 0, 2 ); + + /* Two pass blur */ + v2f res_inv, blur_dir; + res_inv[0] = 1.0f / (float)( vg_window_x/EFFECT_BUFFER_RATIO ); + res_inv[1] = 1.0f / (float)( vg_window_y/EFFECT_BUFFER_RATIO ); + + SHADER_USE( shader_post_blur ); + glUniform1i( SHADER_UNIFORM( shader_post_blur, "uTexMain" ), 0 ); + + for( int i=0; i<1; i++ ) + { + glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[1] ); + + v2_mul( (v2f){ 1.0f*(float)(i+1), 0.0f }, res_inv, blur_dir ); + + glUniform2fv( SHADER_UNIFORM(shader_post_blur,"uDir"), 1, blur_dir ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[0] ); + + draw_mesh( 0, 2 ); + + v2_mul( (v2f){ 0.0f, 1.0f*(float)(i+1) }, res_inv, blur_dir ); + + glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[0] ); + glUniform2fv( SHADER_UNIFORM(shader_post_blur,"uDir"), 1, blur_dir ); + glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[1] ); + draw_mesh( 0, 2 ); + } + + /* Scene composite */ + glViewport( 0,0, vg_window_x, vg_window_y ); + +image_composite: + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + + SHADER_USE( shader_post_comp ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer ); + glUniform1i( SHADER_UNIFORM( shader_post_comp, "uTexMain" ), 0 ); + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[0] ); + glUniform1i( SHADER_UNIFORM( shader_post_comp, "uTexBloom" ), 1 ); + + glUniform2f( SHADER_UNIFORM( shader_post_comp, "uComp" ), + enable_bloom? 1.0f: 0.0f, + enable_vignette? 0.0f: 1.0f ); + + draw_mesh( 0, 2 ); +} + +void vg_ui(void) +{ + // Drawing world name + if( world.pCmpLevel ) + { + gui_text( (ui_px [2]){ vg_window_x / 2, 4 }, world.pCmpLevel->title, 2, k_text_align_center ); + gui_text( (ui_px [2]){ vg_window_x / 2, 28 }, world.pCmpLevel->description, 1, k_text_align_center ); + } + +#if 0 + if( world.st.state == k_game_state_update ) + { + gui_group_id( 34 ); + + ui_global_ctx.cursor[2] = 458; + ui_global_ctx.cursor[3] = 316; + ui_global_ctx.cursor[0] = vg_window_x / 2 - 229; + ui_global_ctx.cursor[1] = vg_window_y / 2 - 158; + + gui_new_node(); + { + gui_capture_mouse( 200 ); + gui_fill_rect( ui_global_ctx.cursor, 0xE8303030 ); + + ui_px title_pos[2]; + title_pos[0] = ui_global_ctx.cursor[0] + 229; + title_pos[1] = ui_global_ctx.cursor[1] + 16; + + gui_text( title_pos, "Update 1.5", 2, k_text_align_center ); + + gui_text( (ui_px [2]){ ui_global_ctx.cursor[0] + 16, title_pos[1] + 45 }, + "Welcome to the first update to marble computing!" + "\n" + "New features have been added:\n" + "\n" + " - Settings menu\n" + " - Map skins\n" + " - More levels and a new block type\n" + " - Scores for each level\n" + " - Zooming and panning (mousewheel)\n" + "\n" + "There is much more in the works, such as a\n" + "soundtrack, and the rest of the levels for the\n" + "3 bit computer!\n" + "\n" + "Thank you everyone for enjoying my game :)\n", + 1, k_text_align_left + ); + + ui_global_ctx.cursor[2] = 100; + ui_global_ctx.cursor[3] = 30; + ui_global_ctx.cursor[0] += 229 - 50; + ui_global_ctx.cursor[1] += 316 - 30 - 16; + + if( gui_button( 1 ) ) + { + world.st.state = k_game_state_main; + } + gui_text( (ui_px [2]){ ui_global_ctx.cursor[0] + 50, + ui_global_ctx.cursor[1] + 4 }, "OK", 1, k_text_align_center ); + gui_end(); + } + gui_end(); + } + else +#endif + if( world.st.state == k_game_state_settings ) + { + gui_group_id( 35 ); + + ui_global_ctx.cursor[2] = 225; + gui_fill_y(); + gui_align_right(); + gui_new_node(); { - gui_capture_mouse( 9999 ); + gui_capture_mouse( 200 ); + + gui_fill_rect( ui_global_ctx.cursor, 0xC0202020 ); + ui_rect_pad( ui_global_ctx.cursor, 8 ); - gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); - ui_global_ctx.cursor[1] += 4; - gui_text( ui_data.level_selected->title, 6, 0 ); + ui_global_ctx.cursor[3] = 25; + gui_new_node(); + { + gui_text( ui_global_ctx.cursor, "SETTINGS", 2, 0 ); + + ui_global_ctx.cursor[2] = 25; + gui_align_right(); + + if( gui_button(4) == k_button_click ) + { + world.st.buttons[ k_world_button_settings ].state = 0; + world.st.state = k_game_state_main; + vg_info( "exit\n" ); + } + ui_global_ctx.cursor[0] += 4; + ui_global_ctx.cursor[1] -= 4; + gui_text( ui_global_ctx.cursor, "x", 2, 0 ); + gui_end(); + } + gui_end(); + + // Colour scheme selection ui_global_ctx.cursor[1] += 30; - ui_rect_pad( ui_global_ctx.cursor, 8 ); - ui_global_ctx.cursor[3] = 300; - + + gui_text( ui_global_ctx.cursor, "Colour Scheme", 1, 0 ); + ui_global_ctx.cursor[1] += 25; + gui_new_node(); { - gui_fill_rect( ui_global_ctx.cursor, 0xff655959 ); + ui_global_ctx.cursor[2] = 50; + + for( int i = 0; i < 4; i ++ ) + { + gui_new_node(); + { + // Convert to RGB + u32 rgb = 0xff000000; + + for( int j = 0; j < 3; j ++ ) + rgb |= (u32)(colour_sets[ colour_set_id ][i][j]*255.0f) << j * 8; + + gui_fill_rect( ui_global_ctx.cursor, rgb ); + } + gui_end_right(); + } } gui_end_down(); - ui_text_use_paragraph( &ui_global_ctx ); - ui_global_ctx.cursor[1] += 2; - - gui_text( ui_data.level_selected->description, 5, 0 ); - ui_text_use_title( &ui_global_ctx ); - - // Buttons at the bottom - ui_global_ctx.cursor[3] = 30; - ui_global_ctx.cursor[2] = 80; - - gui_align_bottom(); - ui_global_ctx.cursor[1] -= 8; - - if( gui_button( 3000 ) == k_button_click ) + gui_new_node(); { - ui_data.level_selected = NULL; + ui_global_ctx.cursor[2] = 25; + if( gui_button( 0 ) == k_button_click ) + { + if( colour_set_id > 0 ) + colour_set_id --; + } + gui_text( ui_global_ctx.cursor, "<", 2, 0 ); + gui_end_right(); + + ui_global_ctx.cursor[2] = 150; + gui_new_node(); + { + gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff ); + gui_text( + (ui_px [2]){ ui_global_ctx.cursor[0] + 75, ui_global_ctx.cursor[1] + 6 }, + (const char *[]){ "Normal", "Extra1", "Extra2" }[ colour_set_id ], + 1, k_text_align_center + ); + } + gui_end_right(); + + ui_global_ctx.cursor[2] = 25; + if( gui_button( 1 ) == k_button_click ) + { + if( colour_set_id < vg_list_size( colour_sets )-1 ) + colour_set_id ++; + } + gui_text( ui_global_ctx.cursor, ">", 2, 0 ); + gui_end_down(); } - gui_text( "Back", 6, 0 ); - gui_end(); - - gui_align_right(); - ui_global_ctx.cursor[2] = 170; - ui_global_ctx.cursor[0] -= 8 + 170 + 2; - + gui_end_down(); + + // Theme select + ui_global_ctx.cursor[1] += 16; + +#if 0 + gui_text( ui_global_ctx.cursor, "Tile Theme", 1, 0 ); + ui_global_ctx.cursor[1] += 20; + + gui_new_node(); { - gui_override_colours( &flcol_list_locked ); - if( gui_button( 3001 ) == k_button_click ) - vg_error( "UNIMPLEMENTED\n" ); - - gui_text( "Restore Solution", 6, 0 ); + ui_global_ctx.cursor[2] = 25; + if( gui_button( 2 ) == k_button_click ) + { + if( world_theme_id > 0 ) + world_theme_id --; + } + gui_text( ui_global_ctx.cursor, "<", 2, 0 ); + gui_end_right(); + + ui_global_ctx.cursor[2] = 150; + gui_new_node(); + { + gui_fill_rect( ui_global_ctx.cursor, 0x33ffffff ); + gui_text( + (ui_px [2]){ ui_global_ctx.cursor[0] + 75, ui_global_ctx.cursor[1] + 6 }, + world_themes[ world_theme_id ].name, 1, k_text_align_center + ); + } gui_end_right(); + + ui_global_ctx.cursor[2] = 25; + if( gui_button( 3 ) == k_button_click ) + { + if( world_theme_id < vg_list_size( world_themes )-1 ) + world_theme_id ++; + } + gui_text( ui_global_ctx.cursor, ">", 2, 0 ); + gui_end_down(); } - - ui_global_ctx.cursor[0] += 2; - ui_global_ctx.cursor[2] = 80; - + gui_end_down(); +#endif + + gui_text( ui_global_ctx.cursor, "Graphics", 1, 0 ); + ui_global_ctx.cursor[1] += 20; + + gui_new_node(); { - gui_override_colours( &flcol_list_complete_a ); - if( gui_button( 3002 ) == k_button_click ) + ui_global_ctx.cursor[2] = 200; + if( gui_button( 5 ) == k_button_click ) { - console_changelevel( 1, &ui_data.level_selected->map_name ); - world.pCmpLevel = ui_data.level_selected; - - ui_data.level_selected = NULL; - ui_data.leaderboard_show = 0; + enable_bloom ^= 0x1; } - gui_text( "Play", 6, 0 ); - gui_end(); + ui_global_ctx.cursor[0] += 4; + ui_global_ctx.cursor[1] += 4; + gui_text( ui_global_ctx.cursor, enable_bloom? + "Bloom: ENABLED": + "Bloom: DISABLED", 1, 0 ); + gui_end_down(); } - - gui_reset_colours(); - } - gui_end_right(); - - if( ui_data.leaderboard_show ) - { - ui_global_ctx.cursor[0] += 16; - ui_global_ctx.cursor[3] = 250; - - // If has results + gui_end_down(); + + ui_global_ctx.cursor[1] += 10; gui_new_node(); { - gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); - - ui_rect_pad( ui_global_ctx.cursor, 8 ); - - gui_new_node(); + ui_global_ctx.cursor[2] = 200; + if( gui_button( 6 ) == k_button_click ) { - ui_global_ctx.cursor[3] = 32+8; - - for( int i = 0; i < ui_data.leaderboard_count; i ++ ) - { - gui_new_node(); - { - struct leaderboard_player *player = &ui_data.leaderboard_players[i]; - - ui_global_ctx.cursor[0] += 4; - ui_global_ctx.cursor[1] += 4; - ui_global_ctx.cursor[2] = 32; - ui_global_ctx.cursor[3] = 32; - - gui_new_node(); - { - gui_push_image( ui_global_ctx.cursor, player->texture ); - } - gui_end_right(); - - gui_text( player->player_name, 6, 0 ); - - ui_global_ctx.cursor[2] = 50; - gui_align_right(); - - gui_text( player->score_text, 6, 0 ); - } - gui_end_down(); - - ui_global_ctx.cursor[1] += 2; - - } + enable_vignette ^= 0x1; } - gui_end(); + ui_global_ctx.cursor[0] += 4; + ui_global_ctx.cursor[1] += 4; + gui_text( ui_global_ctx.cursor, enable_vignette? + "Vignette: ENABLED": + "Vignette: DISABLED", 1, 0 ); + gui_end_down(); } - gui_end(); + gui_end_down(); + + ui_global_ctx.cursor[1] += 16; + gui_text( ui_global_ctx.cursor, "Music Volume", 1, 0 ); + ui_global_ctx.cursor[1] += 20; + + gui_new_node(); + { + ui_px slider_start = ui_global_ctx.cursor[0]; + + float const bar_width = 45.0f, + bar_total = 200.0f, + bar_movement = bar_total-bar_width, + bar_start = bar_width * 0.5f; + + ui_global_ctx.cursor[2] = bar_total; + ui_fill_rect( &ui_global_ctx, + ui_global_ctx.cursor, + 0xff111111 ); + + ui_global_ctx.cursor[2] = bar_width; + ui_global_ctx.cursor[0] = slider_start + music_volume * bar_movement; + + int status = gui_button( 7 ); + + static ui_px drag_start = 0.0f; + + if( status == k_button_start_click ) + drag_start = ui_global_ctx.mouse[0]; + else if( ui_global_ctx.capture_lock && + (ui_global_ctx.capture_mouse_id == ui_group_id(&ui_global_ctx,7))) + { + ui_px drag_offset = ui_global_ctx.mouse[0] - drag_start; + float offset_local = (drag_start + drag_offset - slider_start - bar_start) / bar_movement; + + music_volume = vg_minf( vg_maxf( offset_local, 0.0f ), 1.0f ); + music_volume_update(); + } + + ui_global_ctx.cursor[0] += 4; + ui_global_ctx.cursor[1] += 4; + + char volbuf[12]; + snprintf( volbuf, 12, "%.2f", music_volume ); + gui_text( ui_global_ctx.cursor, volbuf, 1, 0 ); + gui_end_down(); + } + gui_end_down(); } + gui_end(); } } +#if STEAM_LEADERBOARDS void leaderboard_dispatch_score(void) { + sw_upload_leaderboard_score( ui_data.upload_request.level->steam_leaderboard, k_ELeaderboardUploadScoreMethodKeepBest, @@ -2629,7 +3889,7 @@ void leaderboard_found( LeaderboardFindResult_t *pCallback ) { if( !strcmp( recieved_name, ui_data.level_selected->map_name ) ) { - sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 10 ); + sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 8 ); ui_data.level_selected->steam_leaderboard = pCallback->m_hSteamLeaderboard; } } @@ -2652,7 +3912,9 @@ void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ) if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard ) { vg_info( "Recieved %d entries\n", pCallback->m_cEntryCount ); - ui_data.leaderboard_count = VG_MIN( pCallback->m_cEntryCount, 10 ); + ui_data.leaderboard_count = VG_MIN( pCallback->m_cEntryCount, 8 ); + + u64_steamid local_player = sw_get_steamid(); for( int i = 0; i < ui_data.leaderboard_count; i ++ ) { @@ -2670,6 +3932,8 @@ void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ) if( player->texture == 0 ) player->texture = tex_unkown.name; + + player->is_local_player = local_player == player->id? 1: 0; } if( ui_data.leaderboard_count ) @@ -2695,3 +3959,386 @@ void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ) else sw_find_leaderboard( cmp_level->map_name ); } +#endif + +// CONSOLE COMMANDS +// =========================================================================================================== + +static int console_credits( int argc, char const *argv[] ) +{ + vg_info( "Aknowledgements:\n" ); + vg_info( " GLFW zlib/libpng glfw.org\n" ); + vg_info( " miniaudio MIT0 miniaud.io\n" ); + vg_info( " QOI MIT phoboslab.org\n" ); + vg_info( " STB library MIT nothings.org\n" ); + return 0; +} + +static int console_save_map( int argc, char const *argv[] ) +{ + if( !world.initialzed ) + { + vg_error( "Tried to save uninitialized map!\n" ); + return 0; + } + + char map_path[ 256 ]; + + strcpy( map_path, "sav/" ); + strcat( map_path, world.map_name ); + strcat( map_path, ".map" ); + + FILE *test_writer = fopen( map_path, "wb" ); + if( test_writer ) + { + vg_info( "Saving map to '%s'\n", map_path ); + map_serialize( test_writer ); + + fclose( test_writer ); + return 1; + } + else + { + vg_error( "Unable to open stream for writing\n" ); + return 0; + } +} + +static int console_load_map( int argc, char const *argv[] ) +{ + char map_path[ 256 ]; + + if( argc >= 1 ) + { + // try from saves + strcpy( map_path, "sav/" ); + strcat( map_path, argv[0] ); + strcat( map_path, ".map" ); + + char *text_source = vg_textasset_read( map_path ); + + if( !text_source ) + { + strcpy( map_path, "maps/" ); + strcat( map_path, argv[0] ); + strcat( map_path, ".map" ); + + text_source = vg_textasset_read( map_path ); + } + + if( text_source ) + { + vg_info( "Loading map: '%s'\n", map_path ); + world.pCmpLevel = NULL; + + if( !map_load( text_source, argv[0] ) ) + { + free( text_source ); + return 0; + } + + free( text_source ); + return 1; + } + else + { + vg_error( "Missing maps '%s'\n", argv[0] ); + return 0; + } + } + else + { + vg_error( "Missing argument \n" ); + return 0; + } +} + +static int console_changelevel( int argc, char const *argv[] ) +{ + if( argc >= 1 ) + { + // Save current level + console_save_map( 0, NULL ); + + if( console_load_map( argc, argv ) ) + { + world.st.zoom = 0.0f; + simulation_stop(); + return 1; + } + } + else + { + vg_error( "Missing argument \n" ); + } + + return 0; +} + +// START UP / SHUTDOWN +// =========================================================================================================== + +#define TRANSFORM_TRI_2D( S, OX, OY, X1, Y1, X2, Y2, X3, Y3 ) \ + X1*S+OX, Y1*S+OY, X2*S+OX, Y2*S+OY, X3*S+OX, Y3*S+OY + +void vg_start(void) +{ + // Steamworks callbacks + #ifdef STEAM_LEADERBOARDS + sw_leaderboard_found = &leaderboard_found; + sw_leaderboard_downloaded = &leaderboard_downloaded; + #endif + + vg_function_push( (struct vg_cmd){ + .name = "_map_write", + .function = console_save_map + }); + + vg_function_push( (struct vg_cmd){ + .name = "_map_load", + .function = console_load_map + }); + + vg_function_push( (struct vg_cmd){ + .name = "map", + .function = console_changelevel + }); + + vg_function_push( (struct vg_cmd){ + .name = "credits", + .function = console_credits + }); + + vg_convar_push( (struct vg_convar){ + .name = "colours", + .data = &colour_set_id, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min = 0, .max = 2, .clamp = 1 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "theme", + .data = &world_theme_id, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min = 0, .max = vg_list_size( world_themes )-1, .clamp = 1 }, + .persistent = 1, + .update = NULL + }); + + vg_convar_push( (struct vg_convar){ + .name = "enable_bloom", + .data = &enable_bloom, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min = 0, .max = 1, .clamp = 1 }, + .persistent = 1, + .update = NULL + }); + + vg_convar_push( (struct vg_convar){ + .name = "enable_vignette", + .data = &enable_vignette, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min = 0, .max = 1, .clamp = 1 }, + .persistent = 1, + .update = NULL + }); + + vg_convar_push( (struct vg_convar){ + .name = "music_volume", + .data = &music_volume, + .data_type = k_convar_dtype_f32, + .opt_f32 = { .min = 0.0f, .max = 1.0f, .clamp = 1 }, + .persistent = 1, + .update = music_volume_update + }); + + // Combined quad, long quad / empty circle / filled circle mesh + { + float combined_mesh[6*6 + 32*6*3] = { + 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, + + 0.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.2f, + 0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f, + + TRANSFORM_TRI_2D( 0.15f,0.05f,0.4f, 0.0f, 1.0f, 1.0f, 2.0f, 1.0f, 0.0f ), + TRANSFORM_TRI_2D( 0.15f,0.80f,0.4f, 0.0f, 0.0f, 0.0f, 2.0f, 1.0f, 1.0f ) + }; + + float *circle_mesh = combined_mesh + 6*6; + int const res = 32; + + for( int i = 0; i < res; i ++ ) + { + v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) }; + v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) }; + + circle_mesh[ i*6+0 ] = 0.0f; + circle_mesh[ i*6+1 ] = 0.0f; + + v2_copy( v0, circle_mesh + 32*6 + i*12 ); + v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 ); + v2_copy( v1, circle_mesh + 32*6 + i*12+4 ); + + v2_copy( v1, circle_mesh + 32*6 + i*12+6 ); + v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 ); + v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 ); + + v2_copy( v0, circle_mesh + i*6+4 ); + v2_copy( v1, circle_mesh + i*6+2 ); + v2_copy( v0, circle_mesh+i*6+4 ); + v2_copy( v1, circle_mesh+i*6+2 ); + } + + init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_mesh ) ); + } + + // Create wire mesh + { + int const num_segments = 64; + + struct mesh_wire *mw = &world.wire; + + v2f wire_points[ num_segments * 2 ]; + u16 wire_indices[ 6*(num_segments-1) ]; + + for( int i = 0; i < num_segments; i ++ ) + { + float l = (float)i / (float)(num_segments-1); + + v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] ); + v2_copy( (v2f){ l, 0.5f }, wire_points[i*2+1] ); + + if( i < num_segments-1 ) + { + wire_indices[ i*6+0 ] = i*2 + 0; + wire_indices[ i*6+1 ] = i*2 + 1; + wire_indices[ i*6+2 ] = i*2 + 3; + wire_indices[ i*6+3 ] = i*2 + 0; + wire_indices[ i*6+4 ] = i*2 + 3; + wire_indices[ i*6+5 ] = i*2 + 2; + } + } + + glGenVertexArrays( 1, &mw->vao ); + glGenBuffers( 1, &mw->vbo ); + glGenBuffers( 1, &mw->ebo ); + glBindVertexArray( mw->vao ); + + glBindBuffer( GL_ARRAY_BUFFER, mw->vbo ); + + glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW ); + glBindVertexArray( mw->vao ); + + glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo ); + glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW ); + + // XY + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + VG_CHECK_GL(); + + mw->em = vg_list_size( wire_indices ); + } + + // Create info data texture + { + glGenTextures( 1, &world.background_data ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); + vg_tex2d_nearest(); + } + + // Create random smaples texture + { + u8 *data = malloc(512*512*2); + for( int i = 0; i < 512*512*2; i ++ ) + data[ i ] = rand()/(RAND_MAX/255); + + glGenTextures( 1, &world.random_samples ); + glBindTexture( GL_TEXTURE_2D, world.random_samples ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data ); + vg_tex2d_nearest(); + vg_tex2d_repeat(); + + free( data ); + } + + resource_load_main(); + + // Init world text + { + ui_init_context( &world.st.world_text, 15000 ); + } + + // Restore gamestate + career_local_data_init(); + career_load(); + + /* Create framebuffers */ + glGenFramebuffers( 1, &world.st.framebuffer ); + glBindFramebuffer( GL_FRAMEBUFFER, world.st.framebuffer ); + + glGenTextures( 1, &world.st.colourbuffer ); + glBindTexture( GL_TEXTURE_2D, world.st.colourbuffer ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, + 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, + world.st.colourbuffer, 0); + + /* Bloom framebuffer (quater res) */ + glGenFramebuffers( 2, world.st.bloomframebuffer ); + glGenTextures( 2, world.st.bloomcolourbuffer ); + + for( int i=0; i<2; i++ ) + { + glBindFramebuffer( GL_FRAMEBUFFER, world.st.bloomframebuffer[i] ); + + glBindTexture( GL_TEXTURE_2D, world.st.bloomcolourbuffer[i] ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, + vg_window_x/EFFECT_BUFFER_RATIO, vg_window_y/EFFECT_BUFFER_RATIO, + 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + vg_tex2d_clamp(); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, world.st.bloomcolourbuffer[i], 0); + } +} + +void vg_free(void) +{ +#ifdef VG_STEAM + sw_free_opengl(); +#endif + + console_save_map( 0, NULL ); + career_serialize(); + + resource_free_main(); + + glDeleteTextures( 1, &world.background_data ); + glDeleteTextures( 1, &world.random_samples ); + + glDeleteVertexArrays( 1, &world.wire.vao ); + glDeleteBuffers( 1, &world.wire.vbo ); + glDeleteBuffers( 1, &world.wire.ebo ); + + free_mesh( &world.shapes ); + + ui_context_free( &world.st.world_text ); + + map_free(); +} + +int main( int argc, char *argv[] ) +{ + vg_init( argc, argv, "Marble Computing" ); + return 0; +}