+ 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_linear();
+ vg_tex2d_repeat();
+
+ free( data );
+ }
+
+ resource_load_main();
+
+ // Restore gamestate
+ career_load();
+ console_load_map( 1, level_pack_1 );
+}
+
+void vg_free(void)
+{
+ 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.tile );
+ free_mesh( &world.circle );
+ free_mesh( &world.numbers );
+
+ map_free();
+}
+
+static int world_check_pos_ok( v2i co )
+{
+ return (co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2)? 0: 1;
+}
+
+static int cell_interactive( v2i co )
+{
+ // Bounds check
+ if( !world_check_pos_ok( co ) )
+ return 0;
+
+ // Flags check
+ if( world.data[ world.w*co[1] + co[0] ].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)) )
+ 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 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) )
+ {
+ for( int i = 0; i < vg_list_size( dirs ); i ++ )
+ {
+ struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
+ if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+ config |= 0x1 << i;
+ }