From 4caef139af0996dfb541b7c0b1b1ab31864840ee Mon Sep 17 00:00:00 2001 From: hgn Date: Tue, 26 Dec 2023 20:32:02 +0000 Subject: [PATCH] vg2 port: build script and resource loading --- .gitignore | 1 + build.c | 121 + build.sh | 1 + fishladder_resources_vg1.h | 983 ++++++++ fishladder_vg1.c | 4335 ++++++++++++++++++++++++++++++++++++ marblecomp.c | 94 + render.h | 177 ++ 7 files changed, 5712 insertions(+) create mode 100644 build.c create mode 100755 build.sh create mode 100644 fishladder_resources_vg1.h create mode 100644 fishladder_vg1.c create mode 100644 marblecomp.c create mode 100644 render.h diff --git a/.gitignore b/.gitignore index c400164..8d4aa82 100755 --- a/.gitignore +++ b/.gitignore @@ -7,6 +7,7 @@ build.linux/ build.win32/ +bin/ restricted/ .temp_textures/ diff --git a/build.c b/build.c new file mode 100644 index 0000000..8827489 --- /dev/null +++ b/build.c @@ -0,0 +1,121 @@ +#include "vg/vg.h" +#include "vg/vg_platform.h" +#include "vg/vg_log.h" +#include "vg/vg_opt.h" +#include "vg/vg_build.h" +#include "vg/vg_build_utils_shader.h" +#include "vg/vg_msg.h" + +u32 optimize_test_compile = 0; + +/* + * Compilation specifications + * -------------------------------------------------------------------------- */ + +void build_game_content(void){ + const char *project_name = vg_build.project_name.buffer; + vg_low( "Building game content structure\n" ); + vg_symlink( "textures", "textures" ); + vg_syscall( "mkdir -p bin/%s/cfg", project_name ); +} + +void build_shaders(void); +void compile_game( int binaries, int content ){ + static int meta = 0; + if( !meta ){ + meta = 1; + build_shaders(); + vg_low( "\n\n" ); + } + + vg_build_new( "marblecomp" ); + + if( binaries ){ + vg_add_source( "marblecomp.c" ); + vg_add_graphics(); + vg_add_game_stuff(); + vg_compile( "marblecomp" ); + } + + if( content ) + build_game_content(); +} + +/* + * Scripts + * -------------------------------------------------------------------------- */ + +void s_release_all(void){ + vg_info( "running script: s_release_all(void)\n" ); + + vg_build.optimization = 3; + vg_build.fresh = 1; + vg_build.arch = k_architecture_x86_64; + vg_build.compiler = k_compiler_zigcc; + vg_build.libc = k_libc_version_2_23; + + /* binaries for windows and linux */ + vg_build.platform = k_platform_windows; + compile_game( 1, 0 ); + vg_tarball_last_project(); + vg_success( "Completed 1/3\n" ); + + vg_build.platform = k_platform_linux; + compile_game( 1, 0 ); + vg_tarball_last_project(); + vg_success( "Completed 2/3\n" ); + + /* content files for any platform */ + vg_build.platform = k_platform_anyplatform; + vg_build.compiler = k_compiler_blob; + vg_build.arch = k_architecture_anyarch; + vg_build.libc = k_libc_version_native; + compile_game( 0, 1 ); + vg_tarball_last_project(); + vg_success( "Completed 3/3\n" ); +} + +void s_testing_build(void){ + vg_info( "running script: s_testing_build(void)\n" ); + + vg_build.optimization = optimize_test_compile; + vg_build.fresh = 0; + vg_build.platform = k_platform_linux; + vg_build.arch = k_architecture_x86_64; + vg_build.compiler = k_compiler_clang; + vg_build.libc = k_libc_version_native; + + compile_game( 1, 1 ); + + vg_success( "Completed 1/1\n" ); +} + +int main( int argc, char *argv[] ){ + char *arg; + while( vg_argp( argc, argv ) ){ + if( vg_long_opt( "release-all" ) ) + s_release_all(); + + if( vg_long_opt( "testing-build" ) ) + s_testing_build(); + + if( vg_opt('r') ) + optimize_test_compile = 3; + } + + if( vg_build.warnings ) + vg_warn( "Finished with %u warnings\n", vg_build.warnings ); + else + vg_success( "All scripts ran successfully\n" ); +} + +#define _S( NAME, VS, FS ) \ + vg_build_shader( "shaders/" VS, "shaders/" FS, NULL, "shaders", NAME ) + +void build_shaders(void){ + vg_info( "Compiling shader headers\n" ); + vg_shader_set_include_dir( "shaders" ); + + /* Scene */ + //_S( "scene_standard", "scene.vs", "scene_standard.fs" ); +} diff --git a/build.sh b/build.sh new file mode 100755 index 0000000..d807648 --- /dev/null +++ b/build.sh @@ -0,0 +1 @@ +clang -fsanitize=address -O0 -I./vg build.c -o /tmp/tmpsr && /tmp/tmpsr $@ diff --git a/fishladder_resources_vg1.h b/fishladder_resources_vg1.h new file mode 100644 index 0000000..196f0e5 --- /dev/null +++ b/fishladder_resources_vg1.h @@ -0,0 +1,983 @@ +// TEXTURES +// =========================================================================================================== + +typedef struct vg1_tex2d vg1_tex2d; +struct vg1_tex2d { + const char *path; + GLuint name; +}; + +vg1_tex2d tex_tile_data = { "textures/tileset.qoi" }; +vg1_tex2d tex_tile_glow = { "textures/lineset.qoi" }; +vg1_tex2d tex_tile_detail = { "textures/tile_overlays.qoi" }; +vg1_tex2d tex_tiles_wood = { "textures/tile_wood.qoi" }; +vg1_tex2d tex_tiles_min = { "textures/tile_minimal.qoi" }; +vg1_tex2d tex_tiles_lab = { "textures/tile_lab.qoi" }; +vg1_tex2d tex_ball_noise = { "textures/bnoise.qoi" }; +vg1_tex2d tex_unkown = { "textures/unkown.qoi" }; +vg1_tex2d tex_buttons = { "textures/buttons.qoi" }; +vg1_tex2d tex_sprites = { "textures/autocombine.qoi" }; + +vg1_tex2d *texture_list[] = { + &tex_tile_detail, + &tex_tile_data, + &tex_tile_glow, + &tex_tiles_wood, + &tex_tiles_min, + &tex_tiles_lab, + &tex_ball_noise, + &tex_unkown, + &tex_buttons, + &tex_sprites +}; + +#include "sprites_autocombine.h" + +// AUDIO +// =========================================================================================================== + +#if 0 +sfx_vol_control audio_volume_sfx = { .val = 1.0f, .name = "Sound effects" }; +sfx_vol_control audio_volume_music = { .val = 1.0f, .name = "Music" }; + +sfx_system audio_system_sfx = +{ + .vol = 1.f, + .ch = 1, + .vol_src = &audio_volume_sfx, + .name = "sfx" +}; +#endif + +audio_clip audio_tile_mod[] = { + { .path="sound/mod_01.ogg" }, + { .path="sound/mod_02.ogg" }, + { .path="sound/mod_03.ogg" }, + { .path="sound/mod_04.ogg" }, + { .path="sound/mod_05.ogg" }, + { .path="sound/mod_06.ogg" }, +}; + +audio_clip audio_splitter[] = { + { .path="sound/splitter_01.ogg" }, +}; + +audio_clip audio_rolls[] = { + { .path="sound/rolling_01.ogg" }, + { .path="sound/rolling_02.ogg" } +}; + +audio_clip audio_random[] ={ + { .path="sound/random_01.ogg" }, + { .path="sound/random_02.ogg" }, + { .path="sound/random_03.ogg" }, + { .path="sound/random_04.ogg" }, + { .path="sound/random_05.ogg" }, + { .path="sound/random_06.ogg" }, + { .path="sound/random_07.ogg" }, + { .path="sound/random_08.ogg" }, +}; + +audio_clip audio_clicks[] = { + { .path="sound/click_a.ogg" }, + { .path="sound/click_b.ogg" }, + { .path="sound/click_c.ogg" }, +}; + +audio_clip audio_tones[] = { + { .path="sound/y0.ogg" }, + { .path="sound/y1.ogg" }, + { .path="sound/y2.ogg" }, + { .path="sound/y3.ogg" }, + { .path="sound/y4.ogg" }, + { .path="sound/y5.ogg" }, + { .path="sound/y6.ogg" }, + { .path="sound/y7.ogg" }, + { .path="sound/y8.ogg" }, + { .path="sound/win.ogg" }, +}; + +audio_clip audio_music[] = { + { .path="sound/mccompt2.ogg" }, +}; + +#if 0 +static void *load_and_play_bgm( void *_inf ) +{ + sfx_set_init( &audio_music, NULL ); + sfx_set_play( &audio_music, &audio_system_music, 0 ); + return NULL; +} +#endif + +#define INIT_AUDIO( X ) audio_clip_loadn( X, vg_list_size(X), NULL ); + +static void resource_load_main(void){ + // Textures // UI + for( u32 i=0; ipath, 0, &tex->name ); + } + + // Audio + INIT_AUDIO( audio_tile_mod ); + INIT_AUDIO( audio_tile_mod ); + INIT_AUDIO( audio_splitter ); + INIT_AUDIO( audio_rolls ); + INIT_AUDIO( audio_random ); + INIT_AUDIO( audio_clicks ); + INIT_AUDIO( audio_tones ); + +#if 0 + vg_thread_run( load_and_play_bgm, NULL ); +#endif +} + +// SHADERS +// =========================================================================================================== + +SHADER_DEFINE( shader_tile_colour, + + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform mat3 uPv;" + "uniform vec3 uOffset;" + "" + "void main()" + "{" + "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "uniform vec4 uColour;" + "" + "void main()" + "{" + "FragColor = uColour;" + "}" + , + UNIFORMS({ "uPv", "uOffset", "uColour" }) +) + +SHADER_DEFINE( shader_ball, + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform vec3 uOffset;" + "uniform mat3 uPv;" + "" + "out vec4 aTexCoords;" + "" + "void main()" + "{" + // Vertex transform + "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );" + "gl_Position = vec4( uPv * worldpos, 1.0 );" + + // Create texture coords + "aTexCoords = vec4( a_co, worldpos.xy );" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "" + "uniform sampler2D uTexMain;" + "uniform vec3 uColour;" + "uniform vec2 uTexOffset;" + "" + "in vec4 aTexCoords;" + "" + "void main()" + "{" + "vec2 center_coords = aTexCoords.xy - 0.5;" + "vec2 center_coords_sqr = center_coords*center_coords;" + "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );" + + "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;" + "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;" + "vec4 noise_sample = texture( uTexMain, warped_coords );" + + "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;" + + "vec2 shadow_coords = center_coords + vec2(0.02,0.07);" + "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;" + "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);" + + "vec3 marble_comp = uColour*0.6 + (noise_sample.x*2.7+pow(rim_light,3.0)*2.0) * 0.1;" + //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );" + "vec4 colour_comp = mix( vec4(0.0,0.0,0.0,shadow), vec4(marble_comp,1.0), circle_factor );" + + "FragColor = colour_comp;" + "}" + , + UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" }) +) + +SHADER_DEFINE( shader_tile_main, + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform vec4 uOffset;" // Tile x/y, uv x/y + "uniform mat3 uPv;" + "uniform mat2 uSubTransform;" + "uniform float uVisibility;" + "" + "out vec4 aTexCoords;" + "out vec2 aWorldCoords;" + "" + "vec2 hash22(vec2 p)" + "{" + "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));" + "p3 += dot(p3, p3.yzx+33.33);" + "return fract((p3.xx+p3.yz)*p3.zy);" + "}" + "" + "void main()" + "{" + "vec2 hash_val = hash22(uOffset.xy);" + "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );" + + // Vertex transform + "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;" + "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );" + "gl_Position = vec4( uPv * worldpos, 1.0 );" + + // Create texture coords + "vec2 random_offset = floor(hash_val * 4.0) * 0.25;" + "vec2 edge_safe_coords = a_co * 0.98 + 0.01;" + "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );" + "aWorldCoords = worldpos.xy;" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "" + "uniform sampler2D uTexGlyphs;" + "uniform sampler2D uTexGlow;" + "uniform sampler2D uTexWood;" + "uniform float uGhost;" + "uniform float uForeground;" + "uniform vec2 uMousePos;" + "uniform vec4 uColour;" + "uniform vec3 uShadowing;" + "uniform vec3 uGlowA;" + "uniform vec3 uGlowB;" + "" + "in vec4 aTexCoords;" + "in vec2 aWorldCoords;" + "" + "void main()" + "{" + //"vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;" + //"vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );" + + "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );" + "vec4 glyph_glow = texture( uTexGlow, aTexCoords.xy );" + "vec4 wood = texture( uTexWood, aTexCoords.zw );" + "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );" + "vec3 wood_comp = mix( wood_secondary.rgb * uShadowing, wood.rgb, clamp( glyph.b*2.0-1.0, 0.0, 1.0 ) );" + + //"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );" + "vec3 shadows = mix( uShadowing, vec3(1.0,1.0,1.0), glyph.r );" + + "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );" + + "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );" + "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g*ghost_dist );" + "vec4 glow_comp = vec4(glyph_glow.b*uGlowA+glyph_glow.g*uGlowB,0.0);" + + "FragColor = mix( output_regular, output_ghost, uGhost )*uColour + glow_comp;" + "}" + , + UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", + "uColour", "uForeground", "uVisibility", "uShadowing", "uTexGlow", + "uGlowA", "uGlowB" }) +) + +SHADER_DEFINE( shader_background, + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform mat3 uPv;" + "uniform vec3 uOffset;" + "" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + "vec2 world_pos = a_co * uOffset.z + uOffset.xy;" + "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );" + "aTexCoords = a_co;" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "" + "uniform sampler2D uTexMain;" + "uniform sampler2D uSamplerNoise;" + "uniform float uVariance;" + "uniform float uVisibility;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "vec4 data_this_tile = texture( uTexMain, aTexCoords );" + + "float ao_accum = 0.0;" + + "vec2 random_noise;" + + "for( int i=0; i<10; ++i )" + "{" + "random_noise = (texture( uSamplerNoise, aTexCoords * 10.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;" + "vec4 background = texture( uTexMain, aTexCoords + random_noise );" + "float height_diff = min(data_this_tile.r - background.r,0.0);" + + "ao_accum += height_diff * clamp((1.0 - length( random_noise )), 0.0, 1.0);" + "}" + "ao_accum *= 0.15;" + +#if 0 + "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );" +#endif + + "vec2 square_coords = fract( aTexCoords * 64.0 );" + "vec2 grid_coords = abs( square_coords - 0.5 );" + "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );" + + "vec3 colour_main = mix( vec3( 0.14 ) + random_noise.x*0.5, vec3( 0.1 ) + gridline*0.02, data_this_tile.g * uVisibility );" + "FragColor = vec4( colour_main + ao_accum*0.05, 1.0 );" + "}" + , + UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" }) +) + +SHADER_DEFINE( shader_wire, + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform vec3 uStart;" + "uniform vec3 uEnd;" + "uniform mat3 uPv;" + "uniform float uCurve;" + "" + "out vec2 aTexCoords;" + "" + "vec3 sample_curve_time( float t )" + "{" + "vec3 line_coord = mix( uStart, uEnd, t );" + + "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));" + "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );" + "}" + "" + "void main()" + "{" + // Vertex transform + "vec3 p0 = sample_curve_time( a_co.x );" + "vec3 p1 = sample_curve_time( a_co.x + 0.025 );" + + "vec2 line_tangent = normalize(p1.xy-p0.xy);" + "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );" + + "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;" + + "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );" + + // Create texture coords (todo: include stretch adjusted coords?) + "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "" + "uniform sampler2D uTexMain;" + "uniform vec4 uColour;" + "uniform float uTime;" + "uniform float uGlow;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + // Compute shadowing + "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;" + "float masking = smoothstep( 0.5, 0.8, shadow );" + + "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );" + + "float flow_thing = fract( aTexCoords.x + uTime );" + "vec3 final_comp = colour_comp + flow_thing * uGlow;" + + "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );" + "}" + , + UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" }) +) + +SHADER_DEFINE( shader_buttons, + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform vec4 uOffset;" // Tile x/y, uv x/y + "uniform mat3 uPv;" + "" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + // Vertex transform + "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );" + "gl_Position = vec4( uPv * worldpos, 1.0 );" + + // Create texture coords + "vec2 edge_safe_coords = a_co * 0.98 + 0.01;" + "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "" + "uniform sampler2D uTexMain;" + "uniform vec4 uColour;" // rgb, light amount + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "vec4 glyph = texture( uTexMain, aTexCoords.xy );" + + "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );" + "}" + , + UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" }) +) + +SHADER_DEFINE( shader_sprite, + + // VERTEX + "layout (location=0) in vec2 a_co;" // quad mesh + "uniform vec4 uUv;" + "uniform vec3 uPos;" + "" + "uniform mat3 uPv;" + "" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + "vec2 vertex_world = uUv.zw * (a_co-0.5) * uPos.z + uPos.xy;" + "gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );" + "aTexCoords = uUv.xy + a_co*uUv.zw;" + "}", + + // FRAGMENT + "uniform sampler2D uTexMain;" + "out vec4 FragColor;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "vec4 texture_sample = texture( uTexMain, aTexCoords );" + "FragColor = texture_sample;" + "}" + , + UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" }) +) + +SHADER_DEFINE( shader_post_darken, + "layout (location=0) in vec2 a_co;" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );" + "aTexCoords = a_co;" + "}", + + "uniform sampler2D uTexMain;" + "out vec4 FragColor;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "vec4 texture_sample = texture( uTexMain, aTexCoords );" + "FragColor = vec4(pow(texture_sample.rgb,vec3(2.2)), 1.0);" + "}" + , + UNIFORMS({"uTexMain"}) +) + +SHADER_DEFINE( shader_post_blur, + "layout (location=0) in vec2 a_co;" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );" + "aTexCoords = a_co;" + "}", + + "uniform sampler2D uTexMain;" + "uniform vec2 uDir;" + "out vec4 FragColor;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "vec4 colour = vec4(0.0);" + + "vec2 off1 = vec2(1.411764705882353) * uDir;" + "vec2 off2 = vec2(3.2941176470588234) * uDir;" + "vec2 off3 = vec2(5.176470588235294) * uDir;" + "colour += texture2D( uTexMain, aTexCoords ) * 0.1964825501511404;" + "colour += texture2D( uTexMain, aTexCoords + off1 ) * 0.2969069646728344;" + "colour += texture2D( uTexMain, aTexCoords - off1 ) * 0.2969069646728344;" + "colour += texture2D( uTexMain, aTexCoords + off2 ) * 0.09447039785044732;" + "colour += texture2D( uTexMain, aTexCoords - off2 ) * 0.09447039785044732;" + "colour += texture2D( uTexMain, aTexCoords + off3 ) * 0.010381362401148057;" + "colour += texture2D( uTexMain, aTexCoords - off3 ) * 0.010381362401148057;" + "FragColor = colour;" + "}" + , + UNIFORMS({"uTexMain","uDir"}) +) + +SHADER_DEFINE( shader_post_comp, + "layout (location=0) in vec2 a_co;" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );" + "aTexCoords = a_co;" + "}", + + "uniform sampler2D uTexMain;" + "uniform sampler2D uTexBloom;" + "uniform vec2 uComp;" /* x: bloom, y: vignette */ + "out vec4 FragColor;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "vec4 texture_sample = texture( uTexMain, aTexCoords );" + "vec4 bloom_sample = texture( uTexBloom, aTexCoords );" + + "vec2 vigCoord = aTexCoords - 0.5;" + "float vig = pow(1.0 - dot( vigCoord, vigCoord ), 2.0);" + + "FragColor = (texture_sample + bloom_sample*0.3*uComp.x)" + " * max(uComp.y, vig);" + "}" + , + UNIFORMS({"uTexMain", "uTexBloom", "uComp"}) +) + +void vg_register(void) +{ + SHADER_INIT( shader_tile_colour ); + SHADER_INIT( shader_tile_main ); + SHADER_INIT( shader_ball ); + SHADER_INIT( shader_background ); + SHADER_INIT( shader_wire ); + SHADER_INIT( shader_buttons ); + SHADER_INIT( shader_sprite ); + SHADER_INIT( shader_post_darken ); + SHADER_INIT( shader_post_comp ); + SHADER_INIT( shader_post_blur ); +} + +/* + 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= + | | | | | | | +*/ + +struct cmp_level +{ + // Basic info + int serial_id; + + const char *map_name; + const char *title; + const char *description; + + const char *achievement; + + int _unlock, _linked; // When completed, unlock this level + int is_tutorial; + + // Aesthetic + struct world_string + { + enum placement + { + k_placement_top, + k_placement_bottom + } + placement; + + const char *str; + } + strings[2]; + + // Persistent stats + int unlocked; + int completed_score; + + // Runtime + struct world_button btn; + struct cmp_level *unlock, *linked; + + #ifdef VG_STEAM + SteamLeaderboard_t steam_leaderboard; + #endif +}; + +static struct cmp_level cmp_levels_tutorials[] = +{ + { + 0, "cmp_t01", "PRINCIPLE 1", "", + ._unlock = 1, + .is_tutorial = 1 + }, + { + 1, "cmp_t02", "PRINCIPLE 2", "", + ._unlock = 2, + .is_tutorial = 1, + }, + { + 2, "cmp_t03", "PRINCIPLE 3", "", + ._unlock = 12, + .is_tutorial = 1 + }, + { + 12, "cmp_t04", "PRINCIPLE 4", "", + ._unlock = 6, + .is_tutorial = 1, + .achievement = "TUTORIALS" + }, + { + 15, "cmp_b10", "PRINCIPLE 5", "", + ._unlock = 16, + .is_tutorial = 1 + }, + { + 17, "cmp_b11", "PRINCIPLE 6", "(Right click)", + ._unlock = 18, + .is_tutorial = 1 + }, + { + 26, "cmp_p7", "PRINCIPLE 7", "Emitters", + ._unlock = 27, + ._linked = 13, + .is_tutorial = 1 + } +}; + +static struct cmp_level cmp_levels_basic[] = +{ + { + 6, "cmp_b04", "PATCH", "", + ._unlock = 7, + ._linked = 3 + }, + { + 3, "cmp_b01", "SUBDIVISION 1", "", + ._linked = 4, + ._unlock = 5 + }, + { + 4, "cmp_b02", "SUBDIVISION 2", "", + ._unlock = 7 + }, + { + 5, "cmp_b03", "RESTRUCTURE", "", + ._unlock = 8, + ._linked = 31 + }, + { + 31, "cmp_121", "1-2-1", "", + ._unlock = 8 + }, + { + 7, "cmp_b05", "PATTERNS 1", "", + ._unlock = 15, + ._linked = 8 + }, + { + 8, "cmp_b06", "PATTERNS 2", "", + ._unlock = 15 + }, + { + 16, "cmp_routing", "ROUTING PROBLEM", "", + ._linked = 9 + }, + { + 9, "cmp_b07", "MIGHTY CONSUMER", "", + ._linked = 10, + ._unlock = 11, + .achievement = "MIGHTY_CONSUMER" + }, + { + 10, "cmp_b08", "SHIFT", "", + ._unlock = 17 + }, + { + 11, "cmp_b09", "REVERSE", "", + ._unlock = 17 + }, + { + 18, "cmp_not", "NOT GATE", "", + ._linked = 19, + ._unlock = 20 + }, + { + 19, "cmp_and", "AND GATE", "", + ._unlock = 20 + }, + { + 20, "cmp_xor", "QUALIFICATION PROJECT", "", + ._unlock = 26, + .achievement = "GRADUATE" + }, + { + 27, "cmp_expander", "EXPAND", "", + ._unlock = 28 + }, + { + 28, "cmp_pattern3", "PATTERNS 3", "", + ._linked = 29 + }, + { + 29, "cmp_routing2", "ROUTING PROBLEM 2", "Spaghetti!", + ._linked = 30, + ._unlock = 32 + }, + { + 30, "cmp_exact5", "EXACTLY 5", "", + ._unlock = 32 + }, + { + 32, "cmp_3and2", "THREE AND FOUR", "", + ._linked = 34 + }, + { + 34, "doublex2", "DOUBLE DOUBLE", "Delay & repeat", + ._linked = 35 + }, + { + 35, "oddoreven", "ODD OR EVEN", "" + } +}; + +static struct cmp_level cmp_levels_grad[] = +{ + { + 13, "cmp_i01", "SORT", "", + ._linked = 14 + }, + { + 14, "cmp_i02", "THIRDS", "", + ._linked = 21 + }, + { + 21, "cmp_grad", "SIMPLE ADDITION", "", + ._linked = 22, + ._unlock = 23 + }, + { + 22, "cmp_secret", "SECRET CODE", "", + ._unlock = 23 + } +}; + +static struct cmp_level cmp_levels_computer[] = +{ + { + 23, "cmp_binary", "3 BIT BINARY", "Convert amount to binary", + ._unlock = 24, + .strings = + { + { + .placement = k_placement_bottom, + .str = +"\t\t\t\t\t\t\t\t\t\t\x83 \x84\n" +"\t\t\t\t\t\t\t\t\t\t\x83 \x84 Binary\n" +"\t\t\t\t\t\t\t\t\t\t\x83 4 2 1 \x84" + }, + { + .placement = k_placement_top, + .str = +"\n" +"\t\t\t\t\t\t\t\t\t\t\t Count" + } + } + }, + { + 24, "cmp_add3b", "3 BIT ADDER", "Binary addition", + ._unlock = 25, + .strings = + { + { + .placement = k_placement_top, + //.str ="\t\t\t\t\t\t\t\t\t| NUMBER A | | NUMBER B |\n" + .str ="" +"\t\t\t\t\t\t\t\t\t\x8A 4 2 1 \x8B \x8A 4 2 1 \x8B\n" +"\t\t\t\t\t\t\t\t\t\x83 \x84 add \x83 \x84\n" +"\t\t\t\t\t\t\t\t\t\x83 \x84 \x83 \x84" + }, + { + .placement = k_placement_bottom, + .str = +"\t\t\t\x83 \x84\n" +"\t\t\t\x83 \x84 result a+b\n" +"\t\t\t\x83 8 4 2 1 \x84" + } + } + }, + { + 25, "cmp_plot3x3", "3x3 PLOT", "2 bit x/y", + ._unlock = 33, + .strings = + { + { + .placement = k_placement_top, + .str= +"\t\t\t\t\t\t\t\t\x8A 2 1 \x8B \x8A 2 1 \x8B\n" +"\t\t\t\t\t\t\t\t\x83 \x84 X Y \x83 \x84\n" +"\t\t\t\t\t\t\t\t\x83 \x84 \x83 \x84" + } + } + }, + { + 33, "compactxor", "Compact XOR", "", + .strings = + { + { + .placement = k_placement_top, + .str= +"\t\t\t\t\x8A \x8B \x8A \x8B\n" +"\t\t\t\t\x83 \x84""A B\x83 \x84\n" +"\t\t\t\t\x83 \x84 \x83 \x84" + }, + { + .placement = k_placement_bottom, + .str = +"\t\t\t\x83 \x84\n" +"\t\t\t\x83 \x84 result a xor b\n" +"\t\t\t\x83 \x84" + } + } + } +}; + +#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ) + vg_list_size( cmp_levels_computer ) ) + +static struct career_level_pack +{ + struct cmp_level *pack; + const char *title; + int count; + + v3f primary_colour; + v2i origin; + v2i dims; +} +career_packs[] = +{ + { + .pack = cmp_levels_tutorials, + .title = "", + .count = vg_list_size( cmp_levels_tutorials ), + .primary_colour = { 0.204f, 0.345f, 0.553f }, + .origin = { -4, -2 }, + .dims = { 1, 7 } + }, + { + .pack = cmp_levels_basic, + .title = "\x8C\x8D"" Core", + .count = vg_list_size( cmp_levels_basic ), + .primary_colour = { 0.304f, 0.245f, 0.553f }, + .origin = { -3, -2 }, + .dims = { 3, 7 } + }, + { + .pack = cmp_levels_grad, + .title = "\x8C\x8E"" Challenge", + .count = vg_list_size( cmp_levels_grad ), + .primary_colour = { 0.75f, 0.23f, 0.39f }, + .origin = { -4, 5 }, + .dims = { 4, 1 } + }, + { + .pack = cmp_levels_computer, + .title = "\x8C\x8F"" 3 Bit computer\n\n (preview)", + .count = vg_list_size( cmp_levels_computer ), + .primary_colour = { 0.75f, 0.14f, 0.1f }, + .origin = { -4, 6 }, + .dims = { 4, 1 } + } +}; + +// Setup pointers and that +static void career_local_data_init(void) +{ + struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ]; + for( int i = 0; i < NUM_CAMPAIGN_LEVELS; i ++ ) + level_ptrs[i] = NULL; + + // COllect pointers + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; + + for( int j = 0; j < set->count; j ++ ) + { + int id = set->pack[j].serial_id; + + if( level_ptrs[ id ] ) + vg_error( "Serial id %u already used!\n", id ); + else + level_ptrs[ set->pack[j].serial_id ] = &set->pack[j]; + } + } + + // Apply + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; + + for( int j = 0; j < set->count; j ++ ) + { + struct cmp_level *lvl = &set->pack[j]; + + if( lvl->_unlock >= NUM_CAMPAIGN_LEVELS || + lvl->_linked >= NUM_CAMPAIGN_LEVELS ) + { + vg_error( "_unlock / _linked out of range (%d, %d)\n", + lvl->_unlock, lvl->_linked ); + } + else + { + lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL; + lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL; + } + } + } +} diff --git a/fishladder_vg1.c b/fishladder_vg1.c new file mode 100644 index 0000000..003505b --- /dev/null +++ b/fishladder_vg1.c @@ -0,0 +1,4335 @@ +#define MARBLE_COMP_VERSION 4 + +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; + + enum world_button_mode mode; +}; + +enum world_button_status +{ + k_world_button_on_enable, + k_world_button_on_disable +}; + +#include "fishladder_resources_vg1.h" + +#if 0 + #define STEAM_LEADERBOARDS +#endif + +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 +}; + +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 +}; + +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_4B_GROUP (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) + +#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_INPUT_NICE 0x1000 + +/* + 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= + | | | | | | | +*/ + +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 */ + { .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 }, .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 }, .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 }, + { }, + { } +}; + +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}}; +v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}}; + +v2f const curve_1[] = {{1.0f,0.5f},{0.8f,0.5f},{0.3f,0.5f},{0.2f,0.5f}}; +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}}; + +float const curve_7_linear_section = 0.1562f; + +struct mesh +{ + GLuint vao, vbo; + u32 elements; +}; + +#define EFFECT_BUFFER_RATIO 4 + +static struct world +{ + /* Things that are 'static', aka, initialized once */ + struct + { + struct world_button buttons[4]; + float zoom; + enum e_game_state state; + + struct cmp_level *lvl_to_load; + float lvl_load_time; + + float world_transition; + ui_ctx world_text; + + GLuint framebuffer, + colourbuffer, + bloomframebuffer[2], /* Quater res */ + bloomcolourbuffer[2]; + } + st; + + struct cell + { + u16 state; + u16 links[2]; + u8 config; + i8 emit[2]; + + v3f glow[2]; + } + *data; + + 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_run, max_runs; + + 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 + { + struct terminal_run + { + i8 steps[8]; + i8 recieved[8]; + + int step_count, recv_count; + } + runs[8]; + + int run_count; + v2i pos; + } + *io; + + int w, h; + + struct mesh shapes; + struct mesh_wire + { + GLuint vao, vbo, ebo; + u32 em; + } + wire; + + GLuint background_data; + GLuint random_samples; + + int selected, tile_x, tile_y; + v2f tile_pos; + + struct fish + { + v2i pos; + v2i dir; + enum e_fish_state state; + i8 colour; + int flow_reversed; + float death_time; + v2f physics_v; + v2f physics_co; + } + fishes[64]; + + int num_fishes; + + char map_name[64]; + struct cmp_level *pCmpLevel; + + u32 score; + u32 completed; + u32 time; + + 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, +0x8D,0x8F,0x54,0x99,0x98,0x51,0xFE,0xDB,0x26,0x04,0x65,0x57,0x56,0xF3,0x53,0x30, +0x3D,0x16,0xC0,0xB6,0xF2,0x47,0xCF,0x62,0xB0,0x6C,0x8F,0x4F,0x8C,0x4C,0x17,0xF0, +0x19,0x7E,0x2D,0x81,0x8D,0xFB,0x10,0xD3,0x49,0x50,0x60,0xFD,0x38,0x15,0x3B,0xEE, +0x05,0xC1,0xCF,0x62,0x97,0x75,0xDF,0x4E,0x4D,0x89,0x5E,0x88,0x5C,0x30,0x8C,0x54, +0x1D,0x39,0x41,0xEA,0xA2,0x63,0x12,0x1B,0x8E,0x35,0x22,0x9B,0x98,0xA3,0x7F,0x80, +0xD6,0x27,0x94,0x66,0xB5,0x1D,0x7E,0xDF,0x96,0x28,0x38,0x3A,0xA0,0xE8,0x71,0x09, +0x62,0x5E,0x9D,0x53,0x58,0x1B,0x7D,0x0D,0x2D,0x99,0x77,0x83,0xC3,0x89,0xC2,0xA2, +0xA7,0x1D,0x78,0x80,0x37,0xC1,0x87,0xFF,0x65,0xBF,0x2C,0xF1,0xE5,0xB3,0x09,0xE0, +0x25,0x92,0x83,0x0F,0x8A,0x57,0x3C,0x0B,0xC6,0xBC,0x44,0x16,0xE3,0xCE,0xC3,0x0D, 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+0x87,0x36,0x3F,0xA7,0x1A,0x66,0x91,0xCD,0xB0,0x3B,0xC0,0x4F,0x54,0xD2,0x5F,0xBB, +0x38,0x89,0x1C,0x79,0x7E,0xA2,0x02,0xE4,0x80,0x84,0x1E,0x33,0xAB,0x74,0xFA,0xBE, +0x31,0x46,0x2E,0xC5,0x15,0xB9,0x12,0xE9,0xD3,0x73,0x43,0xEA,0x74,0x11,0xA7,0xC0, +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 ); + +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; + world.io = NULL; + world.score = 0; + world.time = 0; + world.completed = 0; + world.max_runs = 0; + world.initialzed = 0; +} + +static void io_reset(void) +{ + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[i]; + + for( int j = 0; j < term->run_count; j ++ ) + term->runs[j].recv_count = 0; + } +} + +static struct cell *pcell( v2i pos ) +{ + return &world.data[ pos[1]*world.w + pos[0] ]; +} + +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 }; + + 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] == ';' ) + break; + else if( !c[world.w] ) + { + vg_error( "Unexpected EOF when parsing level\n" ); + return 0; + } + } + + struct cell *row = arraddnptr( world.data, world.w ); + int cx = 0; + int reg_start = 0, reg_end = 0; + + u32 *links_to_make = NULL; + int links_satisfied = 0; + + char link_id_buffer[32]; + int link_id_n = 0; + + for(;;) + { + if( !*c ) + break; + + if( map_load_char_ignore( *c ) ) { c++; continue; } + + if( *c == ';' ) + { + c ++; + + if( *c == '\r' ) c ++; + + /* Parse attribs */ + if( *c != '\n' ) + { + while( *c ) + { + 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( !map_load_sequence_char( run, *c ) ) + { + /* Control characters */ + if( *c == ',' || *c == '\n' ) /* Next terminal */ + { + reg_start ++; + + if( *c == '\n' ) + break; + } + else if( *c == ':' ) /* New run starting */ + { + terminal->runs[ terminal->run_count ].step_count = 0; + 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 ); + goto IL_REG_ERROR; + } + } + } + else + { + if( links_satisfied < arrlen( links_to_make ) ) + { + struct cell *target = + &world.data[ links_to_make[ links_satisfied ] ]; + + 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 ); + goto IL_REG_ERROR; + } + + link_id_buffer[ link_id_n ++ ] = *c; + } + else if( *c == ',' || *c == '\n' ) + { + link_id_buffer[ link_id_n ] = 0x00; + int value = atoi( link_id_buffer ); + + target->links[value >= 0? 1:0] = abs(value); + links_satisfied ++; + link_id_n = 0; + + if( *c == '\n' ) + break; + } + else + { + 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 ); + goto IL_REG_ERROR; + } + } + + c ++; + } + } + + /* 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 ); + 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 ) ); + 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 ); + goto IL_REG_ERROR; + } + + row = arraddnptr( world.data, world.w ); + cx = 0; + world.h ++; + reg_end = reg_start = arrlen( world.io ); + + arrsetlen( links_to_make, 0 ); + links_satisfied = 0; + } + else + { + if( 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; + } + + struct cell *cell = &row[ cx ]; + map_load_cell( cell, *c, cx ); + + if( map_load_is_terminal(*c) ) + reg_end ++; + + if( cell->state & FLAG_IS_TRIGGER ) + arrpush( links_to_make, cx + world.h*world.w ); + + cx ++; + } + + c ++; + } + + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + if( !map_load_apply_emitter_codes( &world.io[i] ) ) + goto IL_REG_ERROR; + } + + map_load_draw_background(); + map_reclassify( NULL, NULL, 1 ); + + 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: + arrfree( links_to_make ); + map_free(); + return 0; +} + +static void map_serialize( FILE *stream ) +{ + 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_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_EMITTER ) fputc( '*', stream ); + else if( cell->state & FLAG_4B_GROUP ) + { + /* + * 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 ++ ) + { + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[i]; + if( v2i_eq( term->pos, (v2i){x,y} ) ) + { + if( terminal_write_count ) + fputc( ',', stream ); + terminal_write_count ++; + + for( int j = 0; j < term->run_count; j ++ ) + { + struct terminal_run *run = &term->runs[j]; + + 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 ); + } + } + } + } + + for( int x = 0; x < world.w; x ++ ) + { + struct cell *cell = pcell( (v2i){ x,y } ); + if( cell->state & FLAG_IS_TRIGGER ) + { + if( terminal_write_count ) + fputc( ',', stream ); + terminal_write_count ++; + + fprintf( stream, "%d", + cell->links[0]? -cell->links[0]: cell->links[1] ); + } + } + + fputc( '\n', stream ); + } +} + +/* + * Career state + */ +#pragma pack(push,1) +struct dcareer_state +{ + u32 version; + i32 in_map; + + u32 reserved[14]; + + struct dlevel_state + { + i32 score; + + i32 unlocked; + i32 reserved[2]; + } + levels[ NUM_CAMPAIGN_LEVELS ]; +}; +#pragma pack(pop) + +static int career_load_success = 0; + +static void career_serialize(void) +{ + if( !career_load_success ) + return; + + 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 ++ ) + { + struct career_level_pack *set = &career_packs[i]; + + 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 void career_unlock_level( struct cmp_level *lvl ); +static void career_unlock_level( struct cmp_level *lvl ) +{ + lvl->unlocked = 1; + + 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( lvl->unlock ) + career_unlock_level( lvl->unlock ); + + #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 ++ ) + { + struct career_level_pack *set = &career_packs[i]; + + for( int j = 0; j < set->count; j ++ ) + { + if( set->pack[j].completed_score == 0 ) + return; + } + } + + sw_set_achievement( "MASTER_ENGINEER" ); + #endif + } +} + +static void career_reset_level( struct cmp_level *lvl ) +{ + lvl->unlocked = 0; + lvl->completed_score = 0; +} + +static void career_load(void) +{ + i64 sz; + struct dcareer_state encoded; + + /* Blank save state */ + memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) ); + encoded.in_map = 0; + encoded.levels[0].unlocked = 1; + + /* + * 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 ); + + if( cr ) + { + if( sz > sizeof( struct dcareer_state ) ) + vg_warn( "This save file is too big! Some levels will be lost\n" ); + + if( sz <= offsetof( struct dcareer_state, levels ) ) + { + vg_warn( "This save file is too small to have a header. " + "Creating a blank one\n" ); + free( cr ); + } + + memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz)); + free( cr ); + } + else + vg_info( "No save file... Using blank one\n" ); + + /* Reset memory */ + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; + + for( int j = 0; j < set->count; j ++ ) + career_reset_level( &set->pack[j] ); + } + + /* Header information */ + + 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 j = 0; j < set->count; j ++ ) + { + struct cmp_level *lvl = &set->pack[j]; + struct dlevel_state *src = &encoded.levels[lvl->serial_id]; + + 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( lvl->serial_id == encoded.in_map ) + lvl_to_load = lvl; + } + } + + if( console_changelevel( 1, &lvl_to_load->map_name ) ) + { + world.pCmpLevel = lvl_to_load; + gen_level_text(); + } + + career_load_success = 1; + +#if 0 + if( encoded.version < MARBLE_COMP_VERSION ) + world.st.state = k_game_state_update; +#endif +} + +/* + * Main gameplay + */ +static int is_simulation_running(void) +{ + 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, 1 ) ) + { + cell = pcell( co ); + if( cell->state & FLAG_EMITTER ) + return 1; + } + + if( !world_check_pos_ok( co, 2 ) ) + return 0; + + // Flags check + if( cell->state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) ) + return 0; + + // List of 3x3 configurations that we do not allow + static u32 invalid_src[][9] = + { + { 0,1,0, + 1,1,1, + 0,1,0 + }, + { 0,0,0, + 0,1,1, + 0,1,1 + }, + { 0,0,0, + 1,1,0, + 1,1,0 + }, + { 0,1,1, + 0,1,1, + 0,0,0 + }, + { 1,1,0, + 1,1,0, + 0,0,0 + }, + { 0,1,0, + 0,1,1, + 0,1,0 + }, + { 0,1,0, + 1,1,0, + 0,1,0 + } + }; + + // Statically compile invalid configurations into bitmasks + static u32 invalid[ vg_list_size(invalid_src) ]; + + for( int i = 0; i < vg_list_size(invalid_src); i ++ ) + { + u32 comped = 0x00; + + for( int j = 0; j < 3; j ++ ) + for( int k = 0; k < 3; k ++ ) + comped |= invalid_src[i][ j*3+k ] << ((j*5)+k); + + invalid[i] = comped; + } + + // Extract 5x5 grid surrounding tile + u32 blob = 0x1000; + for( int y = co[1]-2; y < co[1]+3; y ++ ) + for( int x = co[0]-2; x < co[0]+3; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + + if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT|FLAG_EMITTER)) ) + blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2)); + } + + // Run filter over center 3x3 grid to check for invalid configurations + int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 }; + for( int i = 0; i < vg_list_size(kernel); i ++ ) + { + if( blob & (0x1 << (6+kernel[i])) ) + { + u32 window = blob >> kernel[i]; + + for( int j = 0; j < vg_list_size(invalid); j ++ ) + if((window & invalid[j]) == invalid[j]) + return 0; + } + } + + return 1; +} + +static void vg_update(void) +{ + // Async events + if( world.st.lvl_to_load ) + { + world.st.world_transition = (world.st.lvl_load_time-vg_time) * 4.0f; + + if( vg_time > world.st.lvl_load_time ) + { + if( console_changelevel( 1, &world.st.lvl_to_load->map_name ) ) + { + world.pCmpLevel = world.st.lvl_to_load; + gen_level_text(); + } + + world.st.lvl_to_load = NULL; + } + } + else + { + world.st.world_transition = vg_minf( 1.0f, (vg_time-world.st.lvl_load_time) * 4.0f ); + } + + // Camera + // ======================================================================================================== + + float r1 = (float)vg_window_y / (float)vg_window_x, + r2 = (float)world.h / (float)world.w, + size; + + 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; + + v2f origin; + v2f vt_target; + + origin[0] = floorf( -0.5f * ((float)world.w-4.5f) ); + origin[1] = floorf( -0.5f * world.h ); + + // 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_current ); + m3x3_mul( m_projection, m_view, vg_pv ); + vg_projection_update(); + + if( world.st.state == k_game_state_update ) + return; + + // 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] ); + + // 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 + { + 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( !(cell_ptr->state & FLAG_EMITTER) ) + { + 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) ) + { + cell_ptr->state &= ~FLAG_CANAL; + cell_ptr->state |= modify_state; + + 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 }, + (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 ); + } + } + + float local_x = vg_mouse_ws[0] - (float)world.tile_x; + + if( vg_get_button_up("secondary") && world.id_drag_from == world.selected ) + { + 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; + } + + 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)) ) + { + 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[world.id_drag_from]; + u32 link_id = local_x > 0.5f? 1: 0; + + // Cleanup existing connections + if( cell_ptr->links[ link_id ] ) + { + vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] ); + + struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]]; + current_connection->state &= ~FLAG_IS_TRIGGER; + current_connection->links[ link_id ] = 0; + } + + for( u32 i = 0; i < 2; i ++ ) + { + 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, world.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; + world.id_drag_from = 0; + } + } + } + else + { + world.selected = -1; + } + + if( !(vg_get_button("secondary") && world.id_drag_from) ) + world.id_drag_from = 0; + } + else + { + world.selected = -1; + world.id_drag_from = 0; + } + + // Marble state updates + // ======================================================================================================== + if( is_simulation_running() ) + { + 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 ) + { + sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 ); + + // Update splitter deltas + for( int i = 0; i < world.h*world.w; i ++ ) + { + struct cell *cell = &world.data[i]; + if( cell->config == k_cell_type_split ) + { + cell->state &= ~FLAG_FLIP_ROTATING; + } + if( cell->state & (FLAG_IS_TRIGGER|FLAG_EMITTER) ) + cell->state &= ~FLAG_TRIGGERED; + } + + int alive_count = 0; + + // Update fish positions + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( fish->state == k_fish_state_soon_dead ) + fish->state = k_fish_state_dead; + + if( fish->state == k_fish_state_soon_alive ) + fish->state = k_fish_state_alive; + + if( fish->state < k_fish_state_alive ) + continue; + + struct cell *cell_current = pcell( fish->pos ); + + if( fish->state == k_fish_state_alive ) + { + // 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( v2i_eq( term->pos, fish->pos ) ) + { + struct terminal_run *run = &term->runs[ world.sim_run ]; + if( run->recv_count < vg_list_size( run->recieved ) ) + { + 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; + } + + + if( cell_current->config == k_cell_type_merge ) + { + // Can only move up + fish->dir[0] = 0; + fish->dir[1] = -1; + fish->flow_reversed = 0; + } + else + { + if( cell_current->config == k_cell_type_split ) + { + // Flip flop L/R + fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; + fish->dir[1] = 0; + + if( !(cell_current->state & FLAG_TARGETED) ) + cell_current->state ^= FLAG_FLIP_FLOP; + } + else + { + // Apply cell out-flow + struct cell_description *desc = &cell_descriptions[ cell_current->config ]; + + v2i_copy( fish->flow_reversed? desc->start: desc->end, fish->dir ); + } + + v2i pos_next; + v2i_add( fish->pos, fish->dir, pos_next ); + + struct cell *cell_next = pcell( pos_next ); + + if( cell_next->state & (FLAG_CANAL|FLAG_OUTPUT) ) + { + struct cell_description *desc = &cell_descriptions[ cell_next->config ]; + + 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; + } + else + { + if( cell_next->config == k_cell_type_split ) + { + if( fish->dir[0] == 0 ) + { + sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 ); + cell_next->state |= FLAG_FLIP_ROTATING; + + 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] || + fish->dir[1] != -desc->start[1] )? 1: 0; + } + } + else + { + 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 ); + } + else if( fish->state == k_fish_state_bg ) + { + v2i_add( fish->pos, fish->dir, 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 ); + + if( cell_entry->state & FLAG_CANAL ) + { + 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; + fish->dir[1] = 0; + fish->flow_reversed = 1; + + switch( cell_entry->config ) + { + case k_cell_type_con_r: fish->dir[0] = 1; break; + case k_cell_type_con_l: fish->dir[0] = -1; break; + case k_cell_type_con_u: fish->dir[1] = 1; break; + case k_cell_type_con_d: fish->dir[1] = -1; break; + } + } + } + } + } + else { vg_error( "fish behaviour unimplemented for behaviour type (%d)\n" ); } + + if( fish->state >= k_fish_state_alive ) + alive_count ++; + } + + // Second pass (triggers) + 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 ); + + 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; + + struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ]; + + // 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 + { + if( trigger_id ) + target_peice->state |= FLAG_FLIP_FLOP; + else + target_peice->state &= ~FLAG_FLIP_FLOP; + } + + cell_current->state |= FLAG_TRIGGERED; + } + } + } + + // Third pass (collisions) + struct fish *fi, *fj; + + for( int i = 0; i < world.num_fishes; i ++ ) + { + fi = &world.fishes[i]; + + if( (fi->state == k_fish_state_alive) | + (fi->state == k_fish_state_soon_alive) ) + { + int continue_again = 0; + + for( int j = i+1; j < world.num_fishes; j ++ ) + { + fj = &world.fishes[j]; + + if( (fj->state == k_fish_state_alive) | + (fj->state == k_fish_state_soon_alive) ) + { + v2i fi_prev; + v2i fj_prev; + + v2i_sub( fi->pos, fi->dir, fi_prev ); + v2i_sub( fj->pos, fj->dir, fj_prev ); + + int + collide_next_frame = ( + (fi->pos[0] == fj->pos[0]) && + (fi->pos[1] == fj->pos[1]))? 1: 0, + collide_this_frame = ( + (fi_prev[0] == fj->pos[0]) && + (fi_prev[1] == fj->pos[1]) && + (fj_prev[0] == fi->pos[0]) && + (fj_prev[1] == fi->pos[1]) + )? 1: 0; + + if( collide_next_frame || collide_this_frame ) + { + #ifdef VG_STEAM + sw_set_achievement( "BANG" ); + #endif + + // Shatter death (+0.5s) + 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; + fi->death_time = death_time; + fj->death_time = death_time; + + continue_again = 1; + break; + } + } + } + if( continue_again ) + continue; + } + } + + // Spawn fishes + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + int is_input = pcell(term->pos)->state & FLAG_INPUT; + + if( is_input ) + { + 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 ]; + v2i_copy( term->pos, fish->pos ); + + fish->state = k_fish_state_alive; + fish->colour = emit; + + struct cell *cell_ptr = pcell( fish->pos ); + + if( cell_ptr->config != k_cell_type_stub ) + { + 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" ); + } + } + } + } + + if( alive_count == 0 ) + { + world.completed = 1; + + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + + if( pcell(term->pos)->state & FLAG_OUTPUT ) + { + struct terminal_run *run = &term->runs[ world.sim_run ]; + + if( run->recv_count == run->step_count ) + { + for( int j = 0; j < run->step_count; j ++ ) + { + if( run->recieved[j] != run->steps[j] ) + { + world.completed = 0; + break; + } + } + } + else + { + world.completed = 0; + break; + } + } + } + + if( world.completed ) + { + if( world.sim_run < world.max_runs-1 ) + { + vg_success( "Run passed, starting next\n" ); + world.sim_run ++; + world.sim_frame = 0; + 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; + + continue; + } + else + { + vg_success( "Level passed!\n" ); + + u32 score = 0; + for( int i = 0; i < world.w*world.h; i ++ ) + if( world.data[ i ].state & FLAG_CANAL ) + score ++; + + 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" ); + } + + simulation_stop(); + break; + } + + world.sim_frame ++; + } + + // Sounds + if( failure_this_frame ) + { + sfx_set_play( &audio_tones, &audio_system_balls_extra, 0 ); + } + else if( success_this_frame ) + { + static int succes_counter = 0; + + 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.sim_internal_time > fish->death_time) ) + continue; // Todo: particle thing? + + struct cell *cell = pcell(fish->pos); + struct cell_description *desc = &cell_descriptions[ cell->config ]; + + v2f const *curve; + + float t = world.frame_lerp; + if( fish->flow_reversed && !desc->is_linear ) + t = 1.0f-t; + + v2_copy( fish->physics_co, fish->physics_v ); + + switch( cell->config ) + { + case k_cell_type_merge: + if( fish->dir[0] == 1 ) + curve = curve_12; + else + curve = curve_9; + break; + case k_cell_type_con_r: curve = curve_1; break; + case k_cell_type_con_l: curve = curve_4; break; + case k_cell_type_con_u: curve = curve_2; break; + case k_cell_type_con_d: curve = curve_8; break; + case 3: curve = curve_3; break; + case 6: curve = curve_6; break; + case 9: curve = curve_9; break; + case 12: curve = curve_12; break; + case 7: + if( t > curve_7_linear_section ) + { + t -= curve_7_linear_section; + t *= (1.0f/(1.0f-curve_7_linear_section)); + + curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1; + } + else curve = NULL; + break; + default: curve = NULL; break; + } + + if( curve ) + { + float t2 = t * t; + float t3 = t * t * t; + + float cA = 3.0f*t2 - 3.0f*t3; + float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t; + float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f; + + fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0]; + fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1]; + fish->physics_co[0] += (float)fish->pos[0]; + fish->physics_co[1] += (float)fish->pos[1]; + } + else + { + v2f origin; + origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f; + origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f; + + 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_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 }; + + if( !start || !end ) + { + start = full_start; + end = full_end; + } + + for( int y = start[1]; y < end[1]; y ++ ) + { + for( int x = start[0]; x < end[0]; 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; + + if( btn->mode == k_world_button_mode_toggle ) + btn->state ^= 0x1; + + 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( lvl->completed_score ) + lvl->btn.extra_light += 0.6f; + + 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 + )) + { + if( status == k_world_button_on_enable && lvl->unlocked ) + switch_level_to = lvl; + } + } + } + + 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 render_sprite( enum sprites_auto_combine_index id, v3f pos ) +{ + 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 ); + + 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( 0.14f, 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}; + + 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; + +#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 ]; + + // BACKGROUND + // ======================================================================================================== + use_mesh( &world.shapes ); + + SHADER_USE( shader_background ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 ); + + glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 ); + 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 ); + glUniform1f( SHADER_UNIFORM( shader_background, "uVisibility" ), 1.0f ); //world.st.world_transition ); + + draw_mesh( 0, 2 ); + + // TILESET BACKGROUND LAYER + // ======================================================================================================== + use_mesh( &world.shapes ); + SHADER_USE( shader_tile_main ); + + m2x2f subtransform; + m2x2_identity( subtransform ); + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + 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); + + // 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 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + 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 ); + + 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_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; + + v2_copy( fish->physics_co, render_pos ); + + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + colour_code_v3( fish->colour, dot_colour ); + + glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour ); + 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 ); + + // Re Bind textures + vg_tex2d_bind( &tex_tile_data, 0 ); + 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( colour_default, colour_selected, 0 ); + + // Draw splitters + 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->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( (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; + } + } + + 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) && !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 }; + + world.data[ world.selected ].state ^= FLAG_CANAL; + map_reclassify( new_begin, new_end, 0 ); + + m2x2_identity( subtransform ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f ); + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos ); + + 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 ); + } + + // BUTTONS + // ======================================================================================================== + SHADER_USE( shader_buttons ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + 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; + + float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f); + + 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 )) + { + 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(); + } + } + } + + if( world_button_exec( &world.st.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, btn_dark_blue, &stat )) + { + world.sim_internal_ref = world.sim_internal_time; + world.sim_delta_ref = vg_time; + + if( stat == k_world_button_on_enable ) + { + 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( 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 ); + + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + 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 ++ ) + { + 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() ) + { + 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 ) + { + 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 ); + v3_muls( dot_colour, 0.8f, dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + + draw_mesh( filled_start, filled_count ); + } + + 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 ); + } + } + } + } + + // 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 ); + + 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->config == k_cell_type_split) || (cell->state & FLAG_EMITTER) ) + { + v2f center = { cmd->pos[0] + 0.5f, cmd->pos[1] + 0.5f }; + + v3f p0 = { 0.0f, 0.0f, 4.0f }; + v3f p1 = { 0.0f, 0.0f, 4.0f }; + + v2_add( center, (v2f){ -0.25f, -0.25f }, p0 ); + v2_add( center, (v2f){ 0.25f, -0.25f }, p1 ); + + 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 ]; + + v2_add( (v2f){ cmd->pos[0], cmd->pos[1] }, desc->trigger_pos, p0 ); + render_sprite( desc->trigger_sprite, p0 ); + } + } + + // 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 ); + + 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 }; + + glUniform1f( SHADER_UNIFORM( shader_wire, "uTime" ), world.frame_lerp ); + glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), 0.0f ); + + if( world.id_drag_from ) + { + 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) ); + } + + // 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 ) + { + 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) ); + } + } + } + + // WIRE ENDPOINTS + // ======================================================================================================== + + SHADER_USE( shader_tile_colour ); + use_mesh( &world.shapes ); + + 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 ) + { + 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 pts[2]; + + pts[0][0] = (float)cmd->pos[0] + (j? 0.75f: 0.25f); + pts[0][1] = (float)cmd->pos[1] + 0.25f; + + pts[1][0] = x2; + pts[1][1] = y2; + + v2_add( desc->trigger_pos, pts[1], pts[1] ); + + if( cell->state & FLAG_EMITTER ) + { + 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 + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1,j?wire_right_colour: wire_left_colour ); + + for( int i = 0; i < 2; i ++ ) + { + 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 ); + } + } + } + } + + // 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); + + SHADER_USE( shader_sprite ); + + vg_tex2d_bind( &tex_sprites, 0 ); + glUniform1i( SHADER_UNIFORM( shader_sprite, "uTexMain" ), 0 ); + + 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->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( 200 ); + + gui_fill_rect( ui_global_ctx.cursor, 0xC0202020 ); + ui_rect_pad( ui_global_ctx.cursor, 8 ); + + 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; + + gui_text( ui_global_ctx.cursor, "Colour Scheme", 1, 0 ); + ui_global_ctx.cursor[1] += 25; + + gui_new_node(); + { + 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(); + + gui_new_node(); + { + 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_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(); + { + 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(); + } + gui_end_down(); +#endif + + gui_text( ui_global_ctx.cursor, "Graphics", 1, 0 ); + ui_global_ctx.cursor[1] += 20; + + gui_new_node(); + { + ui_global_ctx.cursor[2] = 200; + if( gui_button( 5 ) == k_button_click ) + { + enable_bloom ^= 0x1; + } + 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_end_down(); + + ui_global_ctx.cursor[1] += 10; + gui_new_node(); + { + ui_global_ctx.cursor[2] = 200; + if( gui_button( 6 ) == k_button_click ) + { + enable_vignette ^= 0x1; + } + 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_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, + ui_data.upload_request.score, + NULL, + 0 + ); + + ui_data.upload_request.is_waiting = 0; + + vg_success( "Dispatched leaderboard score\n" ); +} + +void leaderboard_found( LeaderboardFindResult_t *pCallback ) +{ + if( !pCallback->m_bLeaderboardFound ) + { + vg_error( "Leaderboard could not be found\n" ); + ui_data.steam_leaderboard = 0; + } + else + { + const char *recieved_name = sw_get_leaderboard_name( pCallback->m_hSteamLeaderboard ); + + // Update UI state and request entries if this callback found the current UI level + if( ui_data.level_selected ) + { + if( !strcmp( recieved_name, ui_data.level_selected->map_name ) ) + { + sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 8 ); + ui_data.level_selected->steam_leaderboard = pCallback->m_hSteamLeaderboard; + } + } + + // Dispatch the waiting request if there was one + if( ui_data.upload_request.is_waiting ) + { + if( !strcmp( recieved_name, ui_data.upload_request.level->map_name ) ) + { + ui_data.upload_request.level->steam_leaderboard = pCallback->m_hSteamLeaderboard; + leaderboard_dispatch_score(); + } + } + } +} + +void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ) +{ + // Update UI if this leaderboard matches what we currently have in view + 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, 8 ); + + u64_steamid local_player = sw_get_steamid(); + + for( int i = 0; i < ui_data.leaderboard_count; i ++ ) + { + LeaderboardEntry_t entry; + sw_get_downloaded_entry( pCallback->m_hSteamLeaderboardEntries, i, &entry, NULL, 0 ); + + struct leaderboard_player *player = &ui_data.leaderboard_players[i]; + + player->id = entry.m_steamIDUser.m_unAll64Bits; + strncpy( player->player_name, sw_get_friend_persona_name( player->id ), vg_list_size( player->player_name )-1 ); + player->score = entry.m_nScore; + + snprintf( player->score_text, vg_list_size(player->score_text), "%d", player->score ); + player->texture = sw_get_player_image( player->id ); + + if( player->texture == 0 ) + player->texture = tex_unkown.name; + + player->is_local_player = local_player == player->id? 1: 0; + } + + if( ui_data.leaderboard_count ) + ui_data.leaderboard_show = 1; + else + ui_data.leaderboard_show = 0; + } + else vg_warn( "Downloaded leaderboard does not match requested!\n" ); +} + +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ) +{ + if( ui_data.upload_request.is_waiting ) + vg_warn( "You are uploading leaderboard entries too quickly!\n" ); + + ui_data.upload_request.level = cmp_level; + ui_data.upload_request.score = score; + ui_data.upload_request.is_waiting = 1; + + // If leaderboard ID has been downloaded already then just immediately dispatch this + if( cmp_level->steam_leaderboard ) + leaderboard_dispatch_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; +} diff --git a/marblecomp.c b/marblecomp.c new file mode 100644 index 0000000..d9f8cd8 --- /dev/null +++ b/marblecomp.c @@ -0,0 +1,94 @@ +#define VG_GAME +#define VG_AUDIO_FORCE_COMPRESSED +#define VG_2D +#define VG_LOG_SOURCE_INFO +#define VG_TIMESTEP_FIXED (1.0/60.0) + +#ifndef VG_RELEASE + #define VG_DEVWINDOW +#endif + +#define SDL_MAIN_HANDLED + +#include "vg/vg.h" +#include "fishladder_vg1.c" + +struct { + enum mc_op { + k_mc_op_none, + k_mc_op_clientloading + } + op; +} +static marblecomp = { .op = k_mc_op_clientloading }; + +int main( int argc, char *argv[] ){ + vg_mem.use_libc_malloc = 0; + vg_set_mem_quota( 80*1024*1024 ); + vg_enter( argc, argv, "Voyager Game Engine" ); + return 0; +} + +static void vg_launch_opt(void){ + const char *arg; +} + +static void vg_preload(void){ +vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" ); +vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" ); +vg_info(" | \\ / | +-- / +----- +---' | / | \n" ); +vg_info(" | \\ / | | / | | \\ | / | \n" ); +vg_info(" | \\/ | | / | | \\ | / | \n" ); +vg_info(" ' ' '--' [] '----- '----- ' ' '---' " + "SOFTWARE\n" ); +} + +static void async_call_ready( void *payload, u32 size ){ + marblecomp.op = k_mc_op_none; +} + +static void vg_load(void){ + /* --------------------- */ + vg_bake_shaders(); + vg_async_call( async_call_ready, NULL, 0 ); +} + +static void vg_pre_update(void){ + if( marblecomp.op == k_mc_op_clientloading ) return; +} + +static void vg_fixed_update(void){ + if( marblecomp.op == k_mc_op_clientloading ) return; +} + +static void vg_post_update(void){ + if( marblecomp.op == k_mc_op_clientloading ) return; +} + +static void vg_framebuffer_resize( int w, int h ){ +} + +static void vg_render(void){ + if( marblecomp.op == k_mc_op_clientloading ){ + _vg_loader_render(); + return; + } + + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glViewport( 0,0, vg.window_x, vg.window_y ); + glDisable( GL_DEPTH_TEST ); + glDisable( GL_BLEND ); + + glClearColor( 0.0f, 0.3f, 0.5f, 0.0f ); + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); + + m4x4_identity( vg.pv ); + + glDisable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + vg_lines_drawall(); +} + +static void vg_gui(void){ + if( marblecomp.op == k_mc_op_clientloading ) return; +} diff --git a/render.h b/render.h new file mode 100644 index 0000000..b451611 --- /dev/null +++ b/render.h @@ -0,0 +1,177 @@ +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 ); +} + +#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 + +static void render_init(void){ + // 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); + } +} -- 2.25.1