u32 elements;
};
-static void init_mesh( struct mesh *m, float *tris, u32 length )
+static void init_mesh( struct mesh *m, float const *tris, u32 length )
{
m->elements = length/3;
glGenVertexArrays( 1, &m->vao );
u32 w, h;
- struct mesh tile, circle;
+ struct mesh tile, circle, numbers;
GLuint background_data;
GLuint random_samples;
char map_name[128];
struct career_level *ptr_career_level;
+ u32 score;
+ u32 completed;
+ u32 time;
+
} world = {};
static void map_free(void)
world.h = 0;
world.data = NULL;
world.io = NULL;
+ world.score = 0;
+ world.time = 0;
+ world.completed = 0;
}
static void map_reclassify( v2i start, v2i end, int update_texbuffer );
reg_end ++;
}
else if( *c == '#' ) cell->state = FLAG_WALL;
- else if( *c == '*' ) cell->state = FLAG_CANAL;
+ else if( *c == '*' ) { cell->state = FLAG_CANAL; world.score ++; }
else cell->state = 0x00;
cx ++;
init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
}
+ // Numbers mesh
+ {
+ init_mesh( &world.numbers,
+ MESH_NUMBERS_BUFFER,
+ vg_list_size( MESH_NUMBERS_BUFFER )
+ );
+
+ for( int i = 0; i < 10; i ++ )
+ {
+ vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] );
+ }
+ }
+
// Create info data texture
{
glGenTextures( 1, &world.background_data );
free_mesh( &world.tile );
free_mesh( &world.circle );
+ free_mesh( &world.numbers );
map_free();
}
if( vg_get_button_down("primary") )
{
world.data[ world.selected ].state ^= FLAG_CANAL;
-
+
if( world.data[ world.selected ].state & FLAG_CANAL )
+ {
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( alive_count == 0 )
{
- if( world.ptr_career_level )
+ world.completed = 1;
+
+ for( int i = 0; i < arrlen( world.io ); i ++ )
{
- world.ptr_career_level->completed = 1;
-
- for( int i = 0; i < arrlen( world.io ); i ++ )
+ struct cell_terminal *term = &world.io[ i ];
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ if( !is_input )
{
- struct cell_terminal *term = &world.io[ i ];
- int is_input = world.data[ term->id ].state & FLAG_INPUT;
-
- if( !is_input )
+ if( term->recv_count == arrlen( term->conditions ) )
{
- if( term->recv_count == arrlen( term->conditions ) )
+ for( int j = 0; j < arrlen( term->conditions ); j ++ )
{
- for( int j = 0; j < arrlen( term->conditions ); j ++ )
+ if( term->recv[j] != term->conditions[j] )
{
- if( term->recv[j] != term->conditions[j] )
- {
- world.ptr_career_level->completed = 0;
- break;
- }
+ world.completed = 0;
+ break;
}
}
- else
- {
- world.ptr_career_level->completed = 0;
- break;
- }
+ }
+ else
+ {
+ world.completed = 0;
+ break;
}
}
+ }
+
+ if( world.completed )
+ {
+ vg_success( "Level passed!\n" );
- if( world.ptr_career_level->completed )
- {
- vg_success( "Level passed!\n" );
-
- world.ptr_career_level->score = 9;
- world.ptr_career_level->time = world.sim_frame;
- }
- else
- {
- vg_error( "Level failed :(\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;
+ }
+ else
+ {
+ vg_error( "Level failed :(\n" );
+ }
+
+ // Copy into career data
+ if( world.ptr_career_level )
+ {
+ world.ptr_career_level->score = world.score;
+ world.ptr_career_level->time = world.time;
+ world.ptr_career_level->completed = world.completed;
}
simulation_stop(); // TODO: Async?
}
}
+static void draw_numbers( v3f coord, int number )
+{
+ v3f pos;
+ v3_copy( coord, pos );
+ int digits[8]; int i = 0;
+
+ while( number > 0 && i < 8 )
+ {
+ digits[i ++] = number % 10;
+ number = number / 10;
+ }
+
+ for( int j = 0; j < i; j ++ )
+ {
+ glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos );
+ draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] );
+ pos[0] += pos[2] * 0.75f;
+ }
+}
+
void vg_render(void)
{
glViewport( 0,0, vg_window_x, vg_window_y );
render_tiles( NULL, NULL, colour_default, colour_selected );
// Draw splitters
-
for( int y = 2; y < world.h-2; y ++ )
{
for( int x = 2; x < world.w-2; x ++ )
{
struct cell *cell = pcell((v2i){x,y});
-
+
if( cell->config == k_cell_type_split )
{
float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
draw_mesh( filled_start, filled_count );
}
+ // Draw score
+ float const score_bright = 1.25f;
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
+ 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
+
+ use_mesh( &world.numbers );
+ draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
+
// Level selection UI
+ use_mesh( &world.circle );
float ratio = ((float)vg_window_x/(float)vg_window_y);
m3x3f ui_view = M3X3_IDENTITY;
- m3x3_scale( ui_view, (v3f){ 1.0f, -ratio, 1.0f } );
+ m3x3_scale( ui_view, (v3f){ 1.0f, ratio, 1.0f } );
glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view );
// Calculate mouse in UIsp
v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f,
- (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(1.0f/ratio), 0.0125f };
+ (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(-1.0f/ratio), 0.0125f };
// Get selected level
const float selection_scale = 0.05f;
if( mouse_ui_space[0] <= -0.8f )
{
float levels_range = (float)level_count*selection_scale*0.6f;
- float level_offset = ((mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
- level_select = floorf( level_offset );
+ float level_offset = ((-mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
+ level_select = ceilf( level_offset );
// Draw selector
if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
use_mesh( &world.tile );
glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
-1.0f,
- (-(float)level_count + (float)level_select * 2.0f ) * selection_scale * 0.6f,
+ ((float)level_count - (float)level_select * 2.0f ) * selection_scale * 0.6f,
selection_scale
);
draw_mesh( 2, 2 );
// Draw levels
for( int i = 0; i < level_count; i ++ )
{
+ struct career_level *clevel = &career.levels[i];
+
v3f level_ui_space = {
-0.97f,
- (-(float)level_count + (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+ ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
selection_scale * 0.5f
};
level_ui_space[2] *= scale;
glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
- draw_mesh( empty_start, empty_count );
+
+ if( clevel->completed )
+ draw_mesh( filled_start, filled_count );
+ else
+ draw_mesh( empty_start, empty_count );
}
- glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space );
- draw_mesh( empty_start, empty_count );
+ //use_mesh( &world.numbers );
+ //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );
}
void vg_ui(void)
=X | =X= | =X | =X=
| | | | | | |
*/
+
+float const MESH_NUMBER_0[] = {
+ #include "fonts/numbers/n0.h"
+};
+
+float const MESH_NUMBER_1[] = {
+ #include "fonts/numbers/n1.h"
+};
+
+float const MESH_NUMBER_2[] = {
+ #include "fonts/numbers/n2.h"
+};
+
+float const MESH_NUMBER_3[] = {
+ #include "fonts/numbers/n3.h"
+};
+
+float const MESH_NUMBER_4[] = {
+ #include "fonts/numbers/n4.h"
+};
+
+float const MESH_NUMBER_5[] = {
+ #include "fonts/numbers/n5.h"
+};
+
+float const MESH_NUMBER_6[] = {
+ #include "fonts/numbers/n6.h"
+};
+
+float const MESH_NUMBER_7[] = {
+ #include "fonts/numbers/n7.h"
+};
+
+float const MESH_NUMBER_8[] = {
+ #include "fonts/numbers/n8.h"
+};
+
+float const MESH_NUMBER_9[] = {
+ #include "fonts/numbers/n9.h"
+};
+
+float const MESH_NUMBERS_BUFFER[] =
+{
+ #include "fonts/numbers/n0.h"
+ #include "fonts/numbers/n1.h"
+ #include "fonts/numbers/n2.h"
+ #include "fonts/numbers/n3.h"
+ #include "fonts/numbers/n4.h"
+ #include "fonts/numbers/n5.h"
+ #include "fonts/numbers/n6.h"
+ #include "fonts/numbers/n7.h"
+ #include "fonts/numbers/n8.h"
+ #include "fonts/numbers/n9.h"
+};
+
+#define MESH_NUMBER_DIVISOR 6
+
+u32 const MESH_NUMBERS_OFFSETS[][2] =
+{
+ {
+ 0,
+ vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_3 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_4 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_5 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_6 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 ) +
+ vg_list_size( MESH_NUMBER_6 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_7 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 ) +
+ vg_list_size( MESH_NUMBER_6 ) +
+ vg_list_size( MESH_NUMBER_7 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_8 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 ) +
+ vg_list_size( MESH_NUMBER_6 ) +
+ vg_list_size( MESH_NUMBER_7 ) +
+ vg_list_size( MESH_NUMBER_8 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR
+ }
+};
--- /dev/null
+/*triangle buffer generated from source file: 'models/n0.obj'*/
+0.500000f,-0.000000f,0.375000f,0.875000f,0.375000f,0.125000f,
+0.500000f,1.000000f,0.125000f,0.875000f,0.375000f,0.875000f,
+0.375000f,0.125000f,0.000000f,-0.000000f,0.500000f,-0.000000f,
+0.000000f,-0.000000f,0.125000f,0.875000f,0.000000f,1.000000f,
+0.500000f,-0.000000f,0.500000f,1.000000f,0.375000f,0.875000f,
+0.500000f,1.000000f,0.000000f,1.000000f,0.125000f,0.875000f,
+0.375000f,0.125000f,0.125000f,0.125000f,0.000000f,-0.000000f,
+0.000000f,-0.000000f,0.125000f,0.125000f,0.125000f,0.875000f,
--- /dev/null
+/*triangle buffer generated from source file: 'models/n1.obj'*/
+0.437500f,-0.000000f,0.312500f,0.875000f,0.312500f,-0.000000f,
+0.312500f,0.875000f,0.250000f,1.000000f,0.250000f,0.875000f,
+0.437500f,-0.000000f,0.437500f,1.000000f,0.312500f,0.875000f,
+0.312500f,0.875000f,0.437500f,1.000000f,0.250000f,1.000000f,
--- /dev/null
+/*triangle buffer generated from source file: 'models/n2.obj'*/
+0.500000f,0.437500f,0.375000f,0.875000f,0.375000f,0.562500f,
+0.125000f,0.437500f,0.375000f,0.562500f,0.000000f,0.562500f,
+0.125000f,0.125000f,0.000000f,0.562500f,0.000000f,-0.000000f,
+0.375000f,0.875000f,0.000000f,1.000000f,0.000000f,0.875000f,
+0.125000f,0.125000f,0.500000f,-0.000000f,0.500000f,0.125000f,
+0.500000f,0.437500f,0.500000f,1.000000f,0.375000f,0.875000f,
+0.125000f,0.437500f,0.500000f,0.437500f,0.375000f,0.562500f,
+0.125000f,0.125000f,0.125000f,0.437500f,0.000000f,0.562500f,
+0.375000f,0.875000f,0.500000f,1.000000f,0.000000f,1.000000f,
+0.125000f,0.125000f,0.000000f,-0.000000f,0.500000f,-0.000000f,
--- /dev/null
+/*triangle buffer generated from source file: 'models/n3.obj'*/
+0.500000f,0.562500f,0.375000f,0.875000f,0.375000f,0.562500f,
+0.000000f,0.437500f,0.375000f,0.562500f,0.000000f,0.562500f,
+0.500000f,0.562500f,0.375000f,0.125000f,0.500000f,-0.000000f,
+0.375000f,0.875000f,0.000000f,1.000000f,0.000000f,0.875000f,
+0.375000f,0.562500f,0.375000f,0.437500f,0.500000f,0.562500f,
+0.375000f,0.125000f,0.000000f,-0.000000f,0.500000f,-0.000000f,
+0.500000f,0.562500f,0.500000f,1.000000f,0.375000f,0.875000f,
+0.000000f,0.437500f,0.375000f,0.437500f,0.375000f,0.562500f,
+0.500000f,0.562500f,0.375000f,0.437500f,0.375000f,0.125000f,
+0.375000f,0.875000f,0.500000f,1.000000f,0.000000f,1.000000f,
+0.375000f,0.125000f,0.000000f,0.125000f,0.000000f,-0.000000f,
--- /dev/null
+/*triangle buffer generated from source file: 'models/n4.obj'*/
+0.125000f,0.562500f,0.000000f,1.000000f,0.000000f,0.437500f,
+0.125000f,0.562500f,0.375000f,0.437500f,0.375000f,0.562500f,
+0.375000f,0.562500f,0.375000f,0.437500f,0.500000f,0.562500f,
+0.500000f,0.562500f,0.375000f,1.000000f,0.375000f,0.562500f,
+0.375000f,0.437500f,0.500000f,-0.000000f,0.500000f,0.562500f,
+0.125000f,0.562500f,0.125000f,1.000000f,0.000000f,1.000000f,
+0.125000f,0.562500f,0.000000f,0.437500f,0.375000f,0.437500f,
+0.500000f,0.562500f,0.500000f,1.000000f,0.375000f,1.000000f,
+0.375000f,0.437500f,0.375000f,-0.000000f,0.500000f,-0.000000f,
--- /dev/null
+/*triangle buffer generated from source file: 'models/n5.obj'*/
+0.125000f,0.875000f,0.000000f,0.437500f,0.125000f,0.562500f,
+0.125000f,0.562500f,0.375000f,0.437500f,0.500000f,0.562500f,
+0.500000f,0.562500f,0.375000f,0.125000f,0.500000f,-0.000000f,
+0.125000f,0.875000f,0.500000f,1.000000f,0.000000f,1.000000f,
+0.375000f,0.125000f,0.000000f,-0.000000f,0.500000f,-0.000000f,
+0.125000f,0.875000f,0.000000f,1.000000f,0.000000f,0.437500f,
+0.125000f,0.562500f,0.000000f,0.437500f,0.375000f,0.437500f,
+0.500000f,0.562500f,0.375000f,0.437500f,0.375000f,0.125000f,
+0.125000f,0.875000f,0.500000f,0.875000f,0.500000f,1.000000f,
+0.375000f,0.125000f,0.000000f,0.125000f,0.000000f,-0.000000f,
--- /dev/null
+/*triangle buffer generated from source file: 'models/n6.obj'*/
+0.500000f,0.562500f,0.375000f,0.125000f,0.500000f,-0.000000f,
+0.125000f,0.125000f,0.500000f,-0.000000f,0.375000f,0.125000f,
+0.125000f,0.437500f,0.000000f,-0.000000f,0.125000f,0.125000f,
+0.125000f,0.437500f,0.125000f,0.562500f,0.000000f,0.562500f,
+0.125000f,0.562500f,0.375000f,0.437500f,0.500000f,0.562500f,
+0.125000f,0.875000f,0.000000f,0.562500f,0.125000f,0.562500f,
+0.125000f,0.875000f,0.500000f,1.000000f,0.000000f,1.000000f,
+0.500000f,0.562500f,0.375000f,0.437500f,0.375000f,0.125000f,
+0.125000f,0.125000f,0.000000f,-0.000000f,0.500000f,-0.000000f,
+0.125000f,0.437500f,0.000000f,0.562500f,0.000000f,-0.000000f,
+0.125000f,0.562500f,0.125000f,0.437500f,0.375000f,0.437500f,
+0.125000f,0.875000f,0.000000f,1.000000f,0.000000f,0.562500f,
+0.125000f,0.875000f,0.500000f,0.875000f,0.500000f,1.000000f,
--- /dev/null
+/*triangle buffer generated from source file: 'models/n7.obj'*/
+0.500000f,-0.000000f,0.375000f,0.875000f,0.375000f,-0.000000f,
+0.375000f,0.875000f,0.000000f,1.000000f,0.000000f,0.875000f,
+0.500000f,-0.000000f,0.500000f,1.000000f,0.375000f,0.875000f,
+0.375000f,0.875000f,0.500000f,1.000000f,0.000000f,1.000000f,
--- /dev/null
+/*triangle buffer generated from source file: 'models/n8.obj'*/
+0.500000f,0.562500f,0.375000f,0.125000f,0.500000f,-0.000000f,
+0.125000f,0.125000f,0.500000f,-0.000000f,0.375000f,0.125000f,
+0.125000f,0.437500f,0.000000f,-0.000000f,0.125000f,0.125000f,
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