+
+ if( id_drag_from && (cell_ptr->config == k_cell_type_split) )
+ {
+ float local_x = vg_mouse_ws[0] - (float)world.tile_x;
+ drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
+ drag_to_co[1] = (float)world.tile_y + 0.25f;
+
+ if( vg_get_button_up("secondary") )
+ {
+ struct cell *drag_ptr = &world.data[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;
+ }
+
+ if( drag_ptr->links[ link_id ^ 0x1 ] )
+ {
+ vg_warn( "Destroying alternate link %u (%hu)\n", link_id ^ 0x1, drag_ptr->links[ link_id ^ 0x1 ] );
+
+ struct cell *current_connection = &world.data[ drag_ptr->links[ link_id ^ 0x1 ]];
+ if( !current_connection->links[ link_id ] )
+ current_connection->state &= ~FLAG_TARGETED;
+
+ current_connection->links[ link_id ^ 0x1 ] = 0;
+ drag_ptr->links[ link_id ^ 0x1 ] = 0;
+ }
+
+ // Create the new connection
+ vg_success( "Creating connection on link %u (%hu)\n", link_id, id_drag_from );
+
+ cell_ptr->links[ link_id ] = id_drag_from;
+ drag_ptr->links[ link_id ] = world.selected;
+
+ cell_ptr->state |= FLAG_TARGETED;
+ drag_ptr->state |= FLAG_IS_TRIGGER;
+ id_drag_from = 0;
+ }
+ }
+ }
+ else
+ world.selected = -1;
+
+ if( !(vg_get_button("secondary") && id_drag_from) )
+ id_drag_from = 0;
+ }
+ else
+ {
+ world.selected = -1;
+ id_drag_from = 0;
+ }
+
+ // Simulation stop/start
+ if( vg_get_button_down("go") )
+ {
+ if( world.simulating )
+ {
+ simulation_stop();
+ }
+ else
+ {
+ vg_success( "Starting simulation!\n" );
+
+ sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
+
+ world.simulating = 1;
+ world.num_fishes = 0;
+ world.sim_frame = 0;
+ world.sim_start = vg_time;
+ world.sim_run = 0;
+
+ for( int i = 0; i < world.w*world.h; i ++ )
+ world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+
+ io_reset();
+ }
+ }
+
+ // Fish ticks
+ if( world.simulating )
+ {
+ while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
+ {
+ //vg_info( "frame: %u\n", world.sim_frame );
+ sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
+
+ // 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 )
+ 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->alive == -1 )
+ fish->alive = 0;
+
+ if( fish->alive != 1 )
+ continue;
+
+ struct cell *cell_current = pcell( fish->pos );
+
+ // Apply to output
+ if( cell_current->state & FLAG_OUTPUT )
+ {
+ for( int j = 0; j < arrlen( world.io ); j ++ )
+ {
+ struct cell_terminal *term = &world.io[j];
+
+ if( term->id == fish->pos[1]*world.w + fish->pos[0] )
+ {
+ struct terminal_run *run = &term->runs[ world.sim_run ];
+ if( run->recv_count < vg_list_size( run->recieved ) )
+ run->recieved[ run->recv_count ++ ] = fish->payload;
+
+ break;
+ }
+ }
+
+ fish->alive = 0;
+ continue;
+ }
+
+ 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 if( cell_current->config == k_cell_type_merge )
+ {
+ // Can only move up
+ fish->dir[0] = 0;
+ fish->dir[1] = -1;
+ }
+ else
+ {
+ struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } );
+ if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) )
+ {
+ // Try other directions for valid, so down, left, right..
+ v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+ //vg_info( "Trying some other directions...\n" );
+
+ for( int j = 0; j < vg_list_size(dirs); j ++ )
+ {
+ if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) )
+ continue;
+
+ if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) )
+ {
+ fish->dir[0] = dirs[j][0];
+ fish->dir[1] = dirs[j][1];
+ }
+ }
+ }
+ }
+
+ fish->pos[0] += fish->dir[0];
+ fish->pos[1] += fish->dir[1];
+
+ struct cell *cell_entry = pcell( fish->pos );
+
+ if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
+ fish->alive = 0;
+ else
+ {
+ if( fish->dir[0] )
+ {
+ if( cell_entry->config == k_cell_type_split ||
+ cell_entry->config == k_cell_type_ramp_right ||
+ cell_entry->config == k_cell_type_ramp_left )
+ {
+ // Special death (FALL)
+ v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
+ v2_divs( fish->physics_v, vg_time_delta, fish->physics_v );
+
+ fish->alive = -2;
+ vg_warn( "Special death (fall)\n" );
+ continue;
+ }
+ }
+
+ if( cell_entry->config == k_cell_type_split )
+ {
+ sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
+ cell_entry->state |= FLAG_FLIP_ROTATING;
+ }
+ }
+
+ if( fish->alive )
+ alive_count ++;
+ }
+
+ // Second pass (triggers)
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->alive == 1 )
+ {
+ struct cell *cell_current = pcell( fish->pos );
+
+ if( cell_current->state & FLAG_IS_TRIGGER )
+ {
+ int trigger_id = cell_current->links[0]?0:1;
+ int connection_id = cell_current->links[trigger_id];
+ int target_px = connection_id % world.w;
+ int target_py = (connection_id - target_px)/world.w;
+
+ vg_line2( (v2f){ fish->pos[0], fish->pos[1] }, (v2f){ target_px, target_py }, 0xffffffff, 0xffffffff );
+
+ struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
+
+ cell_current->state |= FLAG_TRIGGERED;
+
+ if( trigger_id )
+ target_peice->state |= FLAG_FLIP_FLOP;
+ else
+ target_peice->state &= ~FLAG_FLIP_FLOP;
+ }
+ }
+ }
+
+ // Third pass (collisions)
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ if( world.fishes[i].alive == 1 )
+ {
+ for( int j = i+1; j < world.num_fishes; j ++ )
+ {
+ if( (world.fishes[j].alive == 1) && (world.fishes[i].pos[0] == world.fishes[j].pos[0]) &&
+ (world.fishes[i].pos[1] == world.fishes[j].pos[1]) )
+ {
+ // Shatter death (+0.5s)
+ world.fishes[i].alive = -1;
+ world.fishes[j].alive = -1;
+ world.fishes[i].death_time = 0.5f;
+ world.fishes[j].death_time = 0.5f;
+ }
+ }
+ }
+ }
+
+ // Spawn fishes
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int posx = term->id % world.w;
+ int posy = (term->id - posx)/world.w;
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ if( is_input )
+ {
+ if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
+ {
+ struct fish *fish = &world.fishes[world.num_fishes++];
+ fish->pos[0] = posx;
+ fish->pos[1] = posy;
+ fish->alive = 1;
+ fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+
+ int can_spawn = 0;
+
+ v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+ for( int j = 0; j < vg_list_size(dirs); j ++ )
+ if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
+ {
+ fish->dir[0] = dirs[j][0];
+ fish->dir[1] = dirs[j][1];
+ can_spawn = 1;
+ break;
+ }
+
+ if( !can_spawn )
+ world.num_fishes--;
+ else
+ alive_count ++;
+ }
+ }
+ }
+
+ if( alive_count == 0 )
+ {
+ world.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 terminal_run *run = &term->runs[ world.sim_run ];
+
+ if( run->recv_count == run->condition_count )
+ {
+ for( int j = 0; j < run->condition_count; j ++ )
+ {
+ if( run->recieved[j] != run->conditions[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_start = vg_time;
+ world.num_fishes = 0;
+ 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;
+ }
+ }
+ 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?
+ break;
+ }
+
+ world.sim_frame ++;
+ }
+
+ float scaled_time = 0.0f;
+ scaled_time = (vg_time-world.sim_start)*2.0f;
+ world.frame_lerp = scaled_time - (float)world.sim_frame;
+
+ // Update positions
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->alive == 0 )
+ continue;
+
+ if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+ continue; // Todo: particle thing?
+
+ if( fish->alive == -2 )
+ {
+ v2_muladds( fish->physics_v, (v2f){ 0.0, -9.8f }, vg_time_delta, fish->physics_v );
+ v2_muladds( fish->physics_co, fish->physics_v, vg_time_delta, fish->physics_co );
+ }
+ else
+ {
+ struct cell *cell = pcell(fish->pos);
+ v2f const *curve;
+
+ float t = world.frame_lerp;
+
+ v2_copy( fish->physics_co, fish->physics_v );
+
+ switch( cell->config )
+ {
+ case 13:
+ if( fish->dir[0] == 1 )
+ curve = curve_12;
+ else
+ curve = curve_9;
+ break;
+ case 1: curve = curve_1; break;
+ case 4: curve = curve_4; break;
+ case 2: curve = curve_2; break;
+ case 8: 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;
+ }
+ }
+ }
+ }
+}
+
+static void render_tiles( 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;
+ }
+
+ glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
+
+ for( int y = start[1]; y < end[1]; y ++ )
+ {
+ for( int x = start[0]; x < end[0]; x ++ )
+ {
+ struct cell *cell = pcell((v2i){x,y});
+ int selected = world.selected == y*world.w + x;
+
+ int tile_offsets[][2] =
+ {
+ {2, 0}, {0, 3}, {0, 2}, {2, 2},
+ {1, 0}, {2, 3}, {3, 2}, {1, 3},
+ {3, 1}, {0, 1}, {1, 2}, {2, 1},
+ {1, 1}, {3, 3}, {2, 1}, {2, 1}
+ };
+
+ int uv[2] = { 3, 0 };
+
+ if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+ {
+ uv[0] = tile_offsets[ cell->config ][0];
+ uv[1] = tile_offsets[ cell->config ][1];
+ } else continue;
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
+ 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 );
+ }
+ }
+}
+
+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 );
+
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.369768f, 0.3654f, 0.42f, 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};
+
+ // TILE SET RENDERING
+ // todo: just slam everything into a mesh...
+ // when user modifies a tile the neighbours can be easily uploaded to gpu mem
+ // in ~3 subBuffers
+ // Currently we're uploading a fair amount of data every frame anyway.
+ // NOTE: this is for final optimisations ONLY!
+ // ======================================================================
+
+ use_mesh( &world.tile );
+
+ // Draw background
+
+ if(1){
+
+ 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" ), 0.02f );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.random_samples );
+ glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
+
+ draw_mesh( 0, 2 );
+
+ }
+
+
+ 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 );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ // Bind textures
+ vg_tex2d_bind( &tex_tile_data, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+
+ vg_tex2d_bind( &tex_wood, 1 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+
+ render_tiles( NULL, NULL, colour_default, colour_default );
+
+
+
+ SHADER_USE( shader_ball );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+
+ vg_tex2d_bind( &tex_ball, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
+
+ // Draw 'fish'
+ if( world.simulating )
+ {
+ for( int i = 0; i < world.num_fishes; i ++ )
+ {
+ struct fish *fish = &world.fishes[i];
+
+ if( fish->alive == 0 )
+ continue;
+
+ if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+ continue;
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+ colour_code_v3( fish->payload, dot_colour );
+
+ glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+ glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
+ draw_mesh( 0, 32 );
+ }
+ }
+
+ SHADER_USE( shader_tile_main );
+
+ // Bind textures
+ vg_tex2d_bind( &tex_tile_data, 0 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+
+ vg_tex2d_bind( &tex_wood, 1 );
+ glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+
+ glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
+ 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->state & FLAG_CANAL )
+ {
+ 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)x, (float)y + 0.125f, cell->state & FLAG_TARGETED? 3.0f: 0.0f, 0.0f );
+ draw_mesh( 0, 2 );
+ }
+ }
+ }
+ }
+
+ // Edit overlay
+ if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !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_tiles( new_begin, new_end, colour_default, colour_default );
+
+ world.data[ world.selected ].state ^= FLAG_CANAL;
+ map_reclassify( new_begin, new_end, 0 );
+ }
+
+ //glDisable(GL_BLEND);
+
+ // Draw connecting wires
+ glDisable(GL_BLEND);
+
+ SHADER_USE( shader_wire );
+ glBindVertexArray( world.wire.vao );
+
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+
+ if( id_drag_from )
+ {
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), drag_from_co[0], drag_from_co[1], 0.06f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), drag_to_co[0], drag_to_co[1], 0.06f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+
+ float rp_x1 = world.frame_lerp*9.0f;
+ float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+
+ 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->state & FLAG_CANAL )
+ {
+ if( cell->state & FLAG_IS_TRIGGER )
+ {
+ int trigger_id = cell->links[0]?0:1;
+
+ int x2 = cell->links[trigger_id] % world.w;
+ int y2 = (cell->links[trigger_id] - x2) / world.w;
+
+ v2f startpoint;
+ v2f endpoint;
+
+ startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+ startpoint[1] = (float)y2 + 0.25f;
+
+ endpoint[0] = x+0.5f;
+ endpoint[1] = y+0.5f;
+
+ glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
+ glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
+ glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+ }
+ }
+ }
+ }
+
+ SHADER_USE( shader_tile_colour );
+ glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ use_mesh( &world.circle );
+
+ int const filled_start = 0;
+ int const filled_count = 32;
+ int const empty_start = 32;
+ int const empty_count = 32*2;
+
+ // Draw i/o arrays
+ for( int i = 0; i < arrlen( world.io ); i ++ )
+ {
+ struct cell_terminal *term = &world.io[ i ];
+ int posx = term->id % world.w;
+ int posy = (term->id - posx)/world.w;
+ int is_input = world.data[ term->id ].state & FLAG_INPUT;
+
+ v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ for( int k = 0; k < term->run_count; k ++ )
+ {
+ for( int j = 0; j < term->runs[k].condition_count; j ++ )
+ {
+ float y_offset = is_input? 1.2f: -0.2f;
+ y_offset += (is_input? 0.2f: -0.2f) * (float)k;
+
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
+
+ if( is_input )
+ {
+ colour_code_v3( term->runs[k].conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ // Draw filled if tick not passed, draw empty if empty
+ if( (world.sim_frame > j && 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].conditions[j], dot_colour );
+ glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+
+ draw_mesh( empty_start, empty_count );
+ }
+ }
+ }
+ }
+
+ if( world.simulating )
+ {
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
+ glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), -0.5f + cosf( vg_time * 4.0f ) * 0.2f, sinf( vg_time * 4.0f ) * 0.2f + (float)world.h * 0.5f, 0.05f );
+ 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 } );
+ 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 };
+
+ // Get selected level
+ const float selection_scale = 0.05f;
+ int const level_count = vg_list_size( level_pack_1 );
+ int level_select = -1;
+
+ 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 = ceilf( level_offset );
+
+ // Draw selector
+ if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
+ {
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f );
+
+ 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,
+ selection_scale
+ );
+ draw_mesh( 2, 2 );
+
+ use_mesh( &world.circle );
+
+ if( vg_get_button_down( "primary" ) )
+ {
+ console_changelevel( 1, level_pack_1 + level_select );
+ }
+ }
+ }
+ else mouse_ui_space[1] = INFINITY;
+
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
+
+ // 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,
+ selection_scale * 0.5f
+ };
+
+ float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f );
+ level_ui_space[2] *= scale;
+
+ glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
+
+ if( clevel->completed )
+ draw_mesh( filled_start, filled_count );
+ else
+ draw_mesh( empty_start, empty_count );
+ }
+
+ // Level scores
+ glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f*1.25f, 0.39f*1.25f, 0.45f*1.25f, 1.0f );
+
+ use_mesh( &world.numbers );
+ for( int i = 0; i < level_count; i ++ )
+ {
+ struct career_level *clevel = &career.levels[i];
+
+ v3f level_ui_space = {
+ -0.94f,
+ ((float)level_count - (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+ 0.02f
+ };
+
+ if( clevel->completed )
+ draw_numbers( level_ui_space, clevel->score );
+
+ level_ui_space[0] = -0.975f;
+ level_ui_space[1] -= 0.01f;
+ draw_numbers( level_ui_space, i );
+ }
+
+ //use_mesh( &world.numbers );
+ //draw_numbers( (v3f){ 0.0f, -0.5f, 0.1f }, 128765 );
+}
+
+void vg_ui(void)
+{
+ ui_test();
+}