added visual indicators of.. stuff
authorhgn <hgodden00@gmail.com>
Sun, 26 Sep 2021 00:24:02 +0000 (01:24 +0100)
committerhgn <hgodden00@gmail.com>
Sun, 26 Sep 2021 00:24:02 +0000 (01:24 +0100)
fishladder.c

index 6929cffb9a8b2eab9ca77417c795efb9a54fc3e9..8d1443b93cbc00af95013aa1e3e54482d70fb280 100644 (file)
@@ -39,6 +39,28 @@ m3x3f m_mdl;
 #define FLAG_SPLIT 0x20
 #define FLAG_MERGER 0x40
 #define FLAG_DROP_R 0x80
+#define FLAG_FLIP_FLOP 0x100
+
+v3f colour_sets[] =
+{ { 0.9f, 0.2f, 0.01f },
+  { 0.2f, 0.9f, 0.14f },
+  { 0.1f, 0.3f, 0.85f } };
+
+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 world
 {
@@ -53,9 +75,16 @@ struct world
        
        u32 frame;
        
+       u32 sim_frame;
+       float sim_start;
+       int simulating;
+       
        struct cell_terminal
        {
+               // TODO: Split into input/output structures
                char *conditions;
+               char recv[12];
+               int recv_count;
                int id;
        }
        *io;
@@ -68,6 +97,17 @@ struct world
        GLuint circle_vbo;
        
        int selected;
+       
+       struct fish
+       {
+               v2i pos;
+               v2i dir;
+               int alive;
+               char payload;
+       }
+       fishes[16];
+       
+       int num_fishes;
 } world = {};
 
 static void map_free(void)
@@ -206,6 +246,11 @@ static int map_load( const char *str )
        return 1;
 }
 
+static struct cell *pcell( v2i pos )
+{
+       return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
 int main( int argc, char *argv[] )
 {
        vg_init( argc, argv, "FishLadder" );
@@ -418,23 +463,65 @@ void vg_update(void)
        m3x3_mul( m_projection, m_view, vg_pv );
        vg_projection_update();
        
+       // Input stuff
+       
        v2f tile_pos;
        v2_copy( vg_mouse_ws, tile_pos );
        
        int tile_x = floorf( tile_pos[0] );
        int tile_y = floorf( tile_pos[1] );
        
-       if( cell_interactive( (v2i){ tile_x, tile_y } ))
+       // Tilemap editing
+       if( !world.simulating )
        {
-               world.selected = tile_y * world.w + tile_x;
-               
-               if( vg_get_button_down("primary") )
+               if( cell_interactive( (v2i){ tile_x, tile_y } ))
+               {
+                       world.selected = tile_y * world.w + tile_x;
+                       
+                       if( vg_get_button_down("primary") )
+                       {
+                               world.data[ world.selected ].state ^= FLAG_CANAL;
+                       }
+               }
+               else
+                       world.selected = -1;
+       }
+       
+       // Simulation stop/start
+       if( vg_get_button_down("go") )
+       {
+               if( world.simulating )
                {
-                       world.data[ world.selected ].state ^= FLAG_CANAL;
+                       world.simulating = 0;
+                       world.num_fishes = 0;
+                       world.sim_frame = 0;
+                       
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                               world.io[i].recv_count = 0;
+                       
+                       vg_info( "Stopping simulation!\n" );
+               }
+               else
+               {
+                       vg_success( "Starting simulation!\n" );
+                       
+                       world.simulating = 1;
+                       world.num_fishes = 0;
+                       world.sim_frame = 0;
+                       world.sim_start = vg_time;
+                       
+                       for( int i = 0; i < world.w*world.h; i ++ )
+                       {
+                               world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+                       }
+                       
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                               world.io[i].recv_count = 0;
                }
        }
-       else
-               world.selected = -1;
+       
+       // Simulation stuff
+       // ========================================================
        
        // Reclassify world. TODO: Move into own function
        for( int y = 2; y < world.h-2; y ++ )
@@ -481,68 +568,6 @@ void vg_update(void)
                        }
                }
        
-       /*
-          canals
-            x
-          xxxxx
-          x   x
-          x  xxx
-               x  x x
-               x  xxx
-               x   x
-               xxxxx
-                  x
-             x
-          
-          configs (Downlevels marked)
-            x
-          xDxDx   
-          x   x
-          x  DxD
-               x  x x
-               x  xDx
-               x   x
-               xxxDx
-                  x
-             x
-
-               Path tracing with min function
-            0
-          11011
-          1   .
-          1  D.D
-               1  . .
-               1  .D.
-               1   .
-               1112.
-                  2
-             2
-
-               Path tracing with min function
-            0
-          11011
-          1   1
-          1  212
-               1  2 2
-               1  232
-               1   3
-               11143
-                  4
-             4
-          
-          L to R fill
-          0000000
-          1101111
-          1111111
-          1112122
-               1112222
-               1112322
-               1111333
-               1114333
-               4444444
-          4444444
-       */
-       
        // Simulate world
        static int update_tick = 0;
        update_tick ++;
@@ -608,7 +633,130 @@ void vg_update(void)
                        }
                }
                
-               world.frame ++;
+               world.frame ^= 0x1;
+       }
+       
+       // Fish ticks
+       if( world.simulating )
+       {
+               while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
+               {
+                       vg_info( "frame: %u\n", world.sim_frame );
+                       
+                       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;
+                               
+                               if( is_input )
+                               {
+                                       if( world.sim_frame < arrlen( term->conditions ) )
+                                       {
+                                               struct fish *fish = &world.fishes[world.num_fishes++];
+                                               fish->pos[0] = posx;
+                                               fish->pos[1] = posy;
+                                               fish->alive = 1;
+                                               fish->payload = term->conditions[world.sim_frame];
+                                               
+                                               int can_spawn = 0;
+                                               
+                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
+                                               {
+                                                       v2i target;
+                                                       if( world.data[ (posy+dirs[j][1])*world.w + posx+dirs[j][0] ].water[ world.frame & 0x1 ] )
+                                                       {
+                                                               fish->dir[0] = dirs[j][0];
+                                                               fish->dir[1] = dirs[j][1];
+                                                               can_spawn = 1;
+                                                               break;
+                                                       }
+                                               }
+                                               
+                                               if( !can_spawn )
+                                                       world.num_fishes--;
+                                       }
+                               }
+                       }
+
+                       for( int i = 0; i < world.num_fishes; i ++ )
+                       {
+                               struct fish *fish = &world.fishes[i];
+                               struct cell *cell_current = pcell( fish->pos );
+                               
+                               if( !fish->alive )
+                                       continue;
+                               
+                               // Apply to output
+                               if( cell_current->state & FLAG_OUTPUT )
+                               {
+                                       for( int j = 0; j < arrlen( world.io ); j ++ )
+                                       {
+                                               struct cell_terminal *term = &world.io[j];
+                                               
+                                               if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+                                               {
+                                                       term->recv[ term->recv_count ++ ] = fish->payload;
+                                                       break;
+                                               }
+                                       }
+                                       
+                                       fish->alive = 0;
+                                       continue;
+                               }
+                               
+                               if( !(cell_current->water[ world.frame & 0x1 ] || cell_current->state & (FLAG_INPUT)) )
+                               {
+                                       fish->alive = 0;
+                               }
+                               else
+                               {
+                                       if( cell_current->state & FLAG_SPLIT )
+                                       {
+                                               // Flip flop L/R
+                                               fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+                                               fish->dir[1] = 0;
+                                               
+                                               cell_current->state ^= FLAG_FLIP_FLOP;
+                                       }
+                                       else if( cell_current->state & FLAG_MERGER )
+                                       {
+                                               // Can only move up
+                                               fish->dir[0] = 0;
+                                               fish->dir[1] = -1;
+                                       }
+                                       else
+                                       {
+                                               struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
+                                               if( !cell_next->water[ world.frame & 0x1 ] )
+                                               {
+                                                       // Try other directions for valid
+                                                       v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                                       vg_info( "Trying some other directions...\n" );
+                                                       
+                                                       for( int j = 0; j < vg_list_size(dirs); j ++ )
+                                                       {
+                                                               if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
+                                                                       continue;
+                                                       
+                                                               if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->water[ world.frame & 0x1 ] )
+                                                               {
+                                                                       fish->dir[0] = dirs[j][0];
+                                                                       fish->dir[1] = dirs[j][1];
+                                                               }
+                                                       }
+                                               }
+                                       }
+                                       
+                                       fish->pos[0] += fish->dir[0];
+                                       fish->pos[1] += fish->dir[1];
+                               }
+                       }
+                       
+                       world.sim_frame ++;
+               }
        }
 }
 
@@ -673,11 +821,67 @@ void vg_render(void)
                int posy = (term->id - posx)/world.w;
                int is_input = world.data[ term->id ].state & FLAG_INPUT;
                
+               int const filled_start = 0;
+               int const filled_count = 32*3;
+               int const empty_start = 32*3;
+               int const empty_count = 32*6;
+               
+               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+               
                for( int j = 0; j < arrlen( term->conditions ); j ++ )
                {
                        glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
-                       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.2f, 0.8f, 0.6f, 1.0f );
-                       glDrawArrays( GL_TRIANGLES, is_input? 0: 32*3, is_input? 32*3: 32*6 );
+                       
+                       if( is_input )
+                       {
+                               colour_code_v3( term->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 )
+                                       glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+                               else
+                                       glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
+                       }
+                       else
+                       {
+                               if( term->recv_count > j )
+                               {
+                                       colour_code_v3( term->recv[j], dot_colour );
+                                       v3_muls( dot_colour, 0.8f, dot_colour );
+                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                                       
+                                       glDrawArrays( GL_TRIANGLES, filled_start, filled_count );
+                               }
+                               
+                               colour_code_v3( term->conditions[j], dot_colour );
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                               
+                               glDrawArrays( GL_TRIANGLES, empty_start, empty_count );
+                       }
+               }
+       }
+       
+       // Draw 'fish'
+       if( world.simulating )
+       {
+               float scaled_time = (vg_time-world.sim_start)*2.0f;
+               float lerp = 1.0f-(scaled_time - (float)world.sim_frame);
+               
+               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+               
+               for( int i = 0; i < world.num_fishes; i ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
+                       
+                       if( !fish->alive )
+                               continue;
+                       
+                       colour_code_v3( fish->payload, dot_colour );
+                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                       
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)fish->pos[0] + 0.5f - (float)fish->dir[0]*lerp, (float)fish->pos[1] + 0.5f - (float)fish->dir[1]*lerp, 0.25f );
+                       glDrawArrays( GL_TRIANGLES, 0, 32*3 );
                }
        }
 }