removed some cruft
authorhgn <hgodden00@gmail.com>
Wed, 20 Oct 2021 17:06:32 +0000 (18:06 +0100)
committerhgn <hgodden00@gmail.com>
Wed, 20 Oct 2021 17:06:32 +0000 (18:06 +0100)
fishladder.c

index ce43fa27bc29108473e17010c9b8efa85b6363df..9e02a95ed1829b4ceb1418f183ff0da6bba28218 100644 (file)
@@ -157,6 +157,31 @@ m3x3f m_mdl;
 #define FLAG_FLIP_FLOP 0x100
 #define FLAG_FLIP_ROTATING 0x200
 
+/*
+       0000 0   | 0001 1   | 0010 2   | 0011 3
+                          |          |    |     |    |
+               X     |           X=    |    X     |    X=
+                          |          |          |     
+       0100 4   | 0101 5   | 0110 6   | 0111 7
+                          |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+                          |          |          |    
+       1000 8   | 1001 9   | 1010 10  | 1011 11
+                     |          |    |     |    |
+               X     |    X=    |    X     |    X=
+               |               |    |     |    |     |    |
+       1100 12  | 1101 13  | 1110 14  | 1111 15
+                     |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+               |          |    |     |    |     |    |
+*/
+
+enum cell_type
+{
+       k_cell_type_split = 7,
+       k_cell_type_merge = 13
+};
+
 v3f colour_sets[] =
 { { 0.9f, 0.2f, 0.01f },
   { 0.2f, 0.9f, 0.14f },
@@ -243,7 +268,7 @@ struct world
        
        u32 w, h;
        
-       struct mesh tile, circle, splitter_l, splitter_r;
+       struct mesh tile, circle;
        
        int selected;
        
@@ -458,21 +483,6 @@ void vg_start(void)
                init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
        }
        
-       // splitters (temp)
-       {
-               float splitter_l[] =
-               {
-                       #include "models/splitter_l.obj.h"
-               };
-               float splitter_r[] =
-               {
-                       #include "models/splitter_r.obj.h"
-               };
-               
-               init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) );
-               init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) );
-       }
-       
        // Textures
        {
                tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" );
@@ -498,9 +508,7 @@ void vg_free(void)
 {
        free_mesh( &world.tile );
        free_mesh( &world.circle );
-       free_mesh( &world.splitter_l );
-       free_mesh( &world.splitter_r );
-
+       
        map_free();
        
        glDeleteTextures( 1, &tex_tile_data );
@@ -722,13 +730,13 @@ void vg_update(void)
                        
                        u8 config = pcell((v2i){x,y})->config;
                        
-                       if( config == 0x7 ) // splitter
+                       if( config == k_cell_type_split ) // splitter
                        {
                                struct cell *cell = pcell((v2i){x,y});
                        
                                cell->state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
                        }
-                       else if( config == 0xD )
+                       else if( config == k_cell_type_merge )
                        {
                                world.data[y*world.w+x-1].state |= FLAG_DROP_R;
                                world.data[y*world.w+x+1].state |= FLAG_DROP_L;
@@ -782,7 +790,7 @@ void vg_update(void)
                        for( int i = 0; i < world.h*world.w; i ++ )
                        {
                                struct cell *cell = &world.data[i];
-                               if( cell->config == 0x7 )
+                               if( cell->config == k_cell_type_split )
                                {
                                        cell->state &= ~FLAG_FLIP_ROTATING;
                                }
@@ -861,7 +869,8 @@ void vg_update(void)
                                        fish->pos[1] += fish->dir[1];
                                        
                                        struct cell *cell_entry = pcell( fish->pos );
-                                       if( cell_entry->config == 0x7 )
+                                       
+                                       if( cell_entry->config == k_cell_type_split )
                                                cell_entry->state |= FLAG_FLIP_ROTATING;
                                }
                        }
@@ -887,73 +896,6 @@ void vg_render(void)
                frame_lerp = scaled_time - (float)world.sim_frame;
        }
        
-       // Shadow layer
-       /*
-       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
-       for( int y = 0; y < world.h; y ++ )
-               for( int x = 0; x < world.w; x ++ )
-               {                       
-                       struct cell *cell = pcell((v2i){x,y});
-                       
-                       if( cell->state & FLAG_CANAL )
-                       {
-                               continue;
-                       }
-                       
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f );
-                       draw_mesh( 0, 2 );
-               }
-       
-       for( int y = 0; y < world.h; y ++ )
-       {
-               for( int x = 0; x < world.w; x ++ )
-               {
-                       struct cell *cell = pcell((v2i){x,y});
-                       int selected = world.selected == y*world.w + x;
-               
-                       if( cell->state & FLAG_SPLIT )
-                       {
-                               glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.9f, 0.9f, 1.0f );
-                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
-                               
-                               struct mesh *splitter = cell->state & FLAG_FLIP_FLOP? &world.splitter_r: &world.splitter_l;
-                               
-                               use_mesh( splitter );
-                               draw_mesh( 0, splitter->elements );
-                               use_mesh( &world.tile );
-                       }
-               
-                       if( (cell->state & FLAG_CANAL) && !selected )
-                               continue;
-               
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
-                       
-                       v4f colour;
-                               
-                       if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); }
-                       else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
-                       
-                       //if( cell->water[world.frame&0x1] )
-                       //      v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/16.0f), 1.0f }, colour );
-                       
-                       if( selected )
-                               v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
-                       
-                       //if( cell->state & (FLAG_SPLIT) )
-                       //      v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour );
-                       //if( cell->state & (FLAG_MERGER) )
-                       //      v4_copy( (v4f){ 0.75f, 0.02f, 0.75f, 1.0f }, colour );
-                       
-                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
-                       
-                       draw_mesh( 0, 2 );
-               }
-       }
-       */
-       
        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}};
@@ -990,25 +932,6 @@ void vg_render(void)
                        struct cell *cell = pcell((v2i){x,y});
                        int selected = world.selected == y*world.w + x;
                        
-                       /*
-                               0000 0   | 0001 1   | 0010 2   | 0011 3
-                                                  |          |    |     |    |
-                                       X     |           X=    |    X     |    X=
-                                                  |          |          |     
-                               0100 4   | 0101 5   | 0110 6   | 0111 7
-                                                  |          |    |     |    |
-                                 =X     |   =X=    |   =X     |   =X=
-                                                  |          |          |    
-                               1000 8   | 1001 9   | 1010 10  | 1011 11
-                                             |          |    |     |    |
-                                       X     |    X=    |    X     |    X=
-                                       |               |    |     |    |     |    |
-                               1100 12  | 1101 13  | 1110 14  | 1111 15
-                                             |          |    |     |    |
-                                 =X     |   =X=    |   =X     |   =X=
-                                       |          |    |     |    |     |    |
-                       */
-                       
                        int tile_offsets[][2] =
                        {
                                {2, 0}, {0, 3}, {0, 2}, {2, 2},
@@ -1177,7 +1100,6 @@ void vg_render(void)
                        
                        if( curve )
                        {
-                               // bezier thing
                                float t2 = t * t;
                                float t3 = t * t * t;
 
@@ -1200,8 +1122,8 @@ void vg_render(void)
                                fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
                        }
                        
-                       vg_line_box( (v2f){fish->pos[0],fish->pos[1]}, 
-                       (v2f){ (float)fish->pos[0]+1.0f, (float)fish->pos[1]+1.0f }, 0xffffffff );
+                       //vg_line_box( (v2f){fish->pos[0],fish->pos[1]}, 
+                       //(v2f){ (float)fish->pos[0]+1.0f, (float)fish->pos[1]+1.0f }, 0xffffffff );
                        
                        glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), fish_pos[0], fish_pos[1], 0.125f );
                        draw_mesh( 0, 32 );