save/load
[fishladder.git] / fishladder.c
index e024fca71987265a050db88d2a0be6b4f99317de..09bcf43e605f77f8ec421d7087c300aaaec073ee 100644 (file)
@@ -59,7 +59,22 @@ const char *level_pack[] =
        "##         ##;\n"
        "##         ##;\n"
        "###+#####+###;aa,aaa\n"
-       "#############;\n"
+       "#############;\n",
+       
+       // Level 5
+       "###############;\n"
+       "####-##########;abcb\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##########+####;bcba\n"
+       "###############;\n"
 };
 
 m3x3f m_projection;
@@ -94,14 +109,16 @@ m3x3f m_mdl;
 
 enum cell_type
 {
+       k_cell_type_ramp_right = 3,
+       k_cell_type_ramp_left = 6,
        k_cell_type_split = 7,
        k_cell_type_merge = 13
 };
 
 v3f colour_sets[] =
-{ { 0.9f, 0.2f, 0.01f },
+{ { 0.9f, 0.6f, 0.20f },
   { 0.2f, 0.9f, 0.14f },
-  { 0.1f, 0.3f, 0.85f } };
+  { 0.4f, 0.8f, 1.00f } };
 
 static void colour_code_v3( char cc, v3f target )
 {
@@ -172,6 +189,8 @@ struct world
        float sim_start;
        int simulating;
        
+       float frame_lerp;
+       
        struct cell_terminal
        {
                // TODO: Split into input/output structures
@@ -186,6 +205,9 @@ struct world
        
        struct mesh tile, circle;
        
+       GLuint background_data;
+       GLuint random_samples;
+       
        int selected, tile_x, tile_y;
        v2f tile_pos;
        
@@ -195,6 +217,9 @@ struct world
                v2i dir;
                int alive;
                char payload;
+               float death_time;
+               v2f physics_v;
+               v2f physics_co;
        }
        fishes[16];
        
@@ -215,7 +240,7 @@ static void map_free(void)
        world.io = NULL;
 }
 
-static void map_reclassify( v2i start, v2i end );
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
 static int map_load( const char *str )
 {
        map_free();
@@ -311,28 +336,42 @@ static int map_load( const char *str )
                        
                        // Tile initialization
                        // row[ cx ] .. etc
+                       struct cell *cell = &row[ cx ];
                        
                        if( *c == '+' || *c == '-' )
                        {
                                struct cell_terminal term = { .id = cx + world.h*world.w };
                                arrpush( world.io, term );
-                               row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
+                               cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
                                reg_end ++;
                        }
-                       else if( *c == '#' )
-                       {
-                               row[ cx ++ ].state = FLAG_WALL;
-                       }
-                       else
-                       {
-                               row[ cx ++ ].state = 0x00;
-                       }
+                       else if( *c == '#' ) cell->state = FLAG_WALL;
+                       else if( *c == '*' ) cell->state = FLAG_CANAL;
+                       else cell->state = 0x00;
+                       
+                       cx ++;
                }
        
                c ++;
        }
        
-       map_reclassify( NULL, NULL );
+       // Update data texture to fill out the background
+       {
+               u8 info_buffer[64*64*4];
+               for( int i = 0; i < 64*64; i ++ )
+               {
+                       u8 *px = &info_buffer[i*4];
+                       px[0] = 255;
+                       px[1] = 0;
+                       px[2] = 0;
+                       px[3] = 0;
+               }
+               
+               glBindTexture( GL_TEXTURE_2D, world.background_data );
+               glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
+       }
+       
+       map_reclassify( NULL, NULL, 1 );
        vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
        return 1;
 }
@@ -342,13 +381,90 @@ static struct cell *pcell( v2i pos )
        return &world.data[ pos[1]*world.w + pos[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 ) fputc( '+', stream );
+                       else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream );
+                       else if( cell->state & FLAG_CANAL ) fputc( '*', 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( term->id == y*world.w+x )
+                               {
+                                       if( terminal_write_count )
+                                               fputc( ',', stream );
+                                       terminal_write_count ++;
+                               
+                                       for( int j = 0; j < arrlen( term->conditions ); j ++ )
+                                               fputc( term->conditions[j], stream );
+                               }
+                       }
+               }
+               
+               fputc( '\n', stream );
+       }
+}
+
 int main( int argc, char *argv[] )
 {
        vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
 }
 
+static void console_save_map( int argc, char *argv[] )
+{
+       if( argc >= 1 )
+       {
+               FILE *test_writer = fopen( argv[0], "wb" );
+               if( test_writer )
+               {
+                       map_serialize( test_writer );
+                       
+                       fclose( test_writer );
+               }
+       }
+}
+
+static void console_load_map( int argc, char *argv[] )
+{
+       if( argc >= 1 )
+       {
+               char *text_source = vg_textasset_read( argv[0] );
+               
+               if( text_source )
+                       map_load( text_source );
+                       
+               free( text_source );
+       }
+}
+
 void vg_start(void)
 {
+       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
+       });
+
        // Quad mesh
        {
                float quad_mesh[] =
@@ -396,6 +512,29 @@ void vg_start(void)
                init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
        }
        
+       // 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();
        
        map_load( level_pack[ 0 ] );
@@ -405,6 +544,9 @@ void vg_free(void)
 {
        resource_free_main();
 
+       glDeleteTextures( 1, &world.background_data );
+       glDeleteTextures( 1, &world.random_samples );
+
        free_mesh( &world.tile );
        free_mesh( &world.circle );
        
@@ -496,26 +638,38 @@ static int cell_interactive( v2i co )
        return 1;
 }
 
-static void map_reclassify( v2i start, v2i end )
+static void map_reclassify( v2i start, v2i end, int update_texbuffer )
 {
-       v2i full_start = { 2,2 };
-       v2i full_end = { world.w-2, world.h-2 };
+       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 = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ )
+       for( int y = py0; y < py1; y ++ )
        {
-               for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_end[0] ); x ++ )
+               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( pcell((v2i){x,y})->state & FLAG_CANAL )
+                       if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
                        {
                                for( int i = 0; i < vg_list_size( dirs ); i ++ )
                                {
@@ -523,14 +677,47 @@ static void map_reclassify( v2i start, v2i end )
                                        if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
                                                config |= 0x1 << i;
                                }
+                               
+                               height = 128;
                        } 
-                       else config = 0xF;
+                       else 
+                       {
+                               if( cell->state & FLAG_WALL )
+                                       height = 255;
+                               
+                               config = 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;
                }
        }
+       
+       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 );
+       }
 }
 
+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_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
+v2f const curve_8[] = {{0.5f,0.8f},{0.5f,0.5f},{0.5f,0.3f},{0.5f,0.0f}};
+
+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;
+
 void vg_update(void)
 {
        static int curlevel = 0;
@@ -554,15 +741,20 @@ void vg_update(void)
                vg_info( "Stopping simulation!\n" );
        }
        
-       float ratio = (float)vg_window_y / (float)vg_window_x;
-       float const size = 9.5f;
+       // Fit within screen
+
+       float r1 = (float)vg_window_y / (float)vg_window_x,
+                       r2 = (float)world.h / (float)world.w,
+                       size;
+       
+       size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; 
+       m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
        
        v3f origin;
-       origin[0] = -0.5f * world.w;
-       origin[1] = -0.5f * world.h;
+       origin[0] = floorf( -0.5f * world.w );
+       origin[1] = floorf( -0.5f * world.h );
        origin[2] = 0.0f;
        
-       m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio );
        m3x3_identity( m_view );
        m3x3_translate( m_view, origin );
        m3x3_mul( m_projection, m_view, vg_pv );
@@ -591,7 +783,7 @@ void vg_update(void)
                                        sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
                                        
                                map_reclassify(         (v2i){ world.tile_x -2, world.tile_y -2 }, 
-                                                                               (v2i){ world.tile_x +2, world.tile_y +2 } );
+                                                                               (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
                        }
                }
                else
@@ -638,47 +830,12 @@ void vg_update(void)
 
        // 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 );
-                       
-                       for( int i = 0; i < arrlen( world.io ); i ++ )
-                       {
-                               struct cell_terminal *term = &world.io[ i ];
-                               int posx = term->id % world.w;
-                               int posy = (term->id - posx)/world.w;
-                               int is_input = world.data[ term->id ].state & FLAG_INPUT;
-                               
-                               if( is_input )
-                               {
-                                       if( world.sim_frame < arrlen( term->conditions ) )
-                                       {
-                                               struct fish *fish = &world.fishes[world.num_fishes++];
-                                               fish->pos[0] = posx;
-                                               fish->pos[1] = posy;
-                                               fish->alive = 1;
-                                               fish->payload = term->conditions[world.sim_frame];
-                                               
-                                               int can_spawn = 0;
-                                               
-                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
-                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
-                                                       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--;
-                                       }
-                               }
-                       }
-                       
+
                        // Update splitter deltas
                        for( int i = 0; i < world.h*world.w; i ++ )
                        {
@@ -688,13 +845,17 @@ void vg_update(void)
                                        cell->state &= ~FLAG_FLIP_ROTATING;
                                }
                        }
-
+                       
+                       // Update fish positions
                        for( int i = 0; i < world.num_fishes; i ++ )
                        {
                                struct fish *fish = &world.fishes[i];
                                struct cell *cell_current = pcell( fish->pos );
                                
-                               if( !fish->alive )
+                               if( fish->alive == -1 )
+                                       fish->alive = 0;
+                               
+                               if( fish->alive != 1 )
                                        continue;
                                
                                // Apply to output
@@ -760,15 +921,171 @@ void vg_update(void)
                                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;
                                        }
+                               }
+                       }
+                       
+                       // Check for 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 < arrlen( term->conditions ) )
+                                       {
+                                               struct fish *fish = &world.fishes[world.num_fishes++];
+                                               fish->pos[0] = posx;
+                                               fish->pos[1] = posy;
+                                               fish->alive = 1;
+                                               fish->payload = term->conditions[world.sim_frame];
+                                               
+                                               int can_spawn = 0;
+                                               
+                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
+                                                       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--;
+                                       }
+                               }
                        }
                        
                        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 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;
+                               }
+                       }
+               }
        }
 }
 
@@ -802,11 +1119,11 @@ static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f cons
                        
                        int uv[2] = { 3, 0 };
                        
-                       if( cell->state & FLAG_CANAL )
+                       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 )
@@ -826,30 +1143,12 @@ void vg_render(void)
        glViewport( 0,0, vg_window_x, vg_window_y );
 
        glDisable( GL_DEPTH_TEST );
-       glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
+       glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       float scaled_time = 0.0f, frame_lerp = 0.0f;
-       
-       if( world.simulating )
-       {
-               scaled_time = (vg_time-world.sim_start)*2.0f;
-               frame_lerp = scaled_time - (float)world.sim_frame;
-       }
-       
        v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
        v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
-       
-       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_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;
-       
+
        // TILE SET RENDERING 
        //      todo: just slam everything into a mesh...
        //          when user modifies a tile the neighbours can be easily uploaded to gpu mem
@@ -860,6 +1159,29 @@ void vg_render(void)
 
        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;
@@ -867,6 +1189,11 @@ void vg_render(void)
        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 );
@@ -877,9 +1204,7 @@ void vg_render(void)
        
        render_tiles( NULL, NULL, colour_default, colour_default );
        
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glBlendEquation(GL_FUNC_ADD);
+
        
        SHADER_USE( shader_ball );
        glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
@@ -894,76 +1219,21 @@ void vg_render(void)
                {
                        struct fish *fish = &world.fishes[i];
                        
-                       if( !fish->alive )
+                       if( fish->alive == 0 )
                                continue;
-
-                       // Evaluate position
-                       struct cell *cell = pcell(fish->pos);
-                       v2f fish_pos;
-                       
-                       v2f const *curve;
-                       
-                       float t = frame_lerp;
-                       
-                       switch( cell->config )
-                       {
-                               case 13:
-                                       if( fish->dir[0] == 1 )
-                                               curve = curve_12;
-                                       else
-                                               curve = curve_9;
-                               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_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
-                               fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
-                               fish_pos[0] += (float)fish->pos[0];
-                               fish_pos[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_pos[0] = origin[0] + (float)fish->dir[0]*t;
-                               fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
-                       }
+                       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 );
-                       glUniform2f( SHADER_UNIFORM( shader_ball, "uOffset" ), fish_pos[0], fish_pos[1] );
+                       glUniform2fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, fish->physics_co );
                        draw_mesh( 0, 32 );
                }
        }
        
-       
        SHADER_USE( shader_tile_main );
 
        // Bind textures
@@ -973,6 +1243,7 @@ void vg_render(void)
        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
@@ -989,12 +1260,12 @@ void vg_render(void)
                                
                                if( cell->state & FLAG_FLIP_ROTATING )
                                {
-                                       if( (frame_lerp > curve_7_linear_section) )
+                                       if( (world.frame_lerp > curve_7_linear_section) )
                                        {
                                                float const rotation_speed = 0.4f;
-                                               if( (frame_lerp < 1.0f-rotation_speed) )
+                                               if( (world.frame_lerp < 1.0f-rotation_speed) )
                                                {
-                                                       float t = frame_lerp - curve_7_linear_section;
+                                                       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;
                                                        
@@ -1021,7 +1292,7 @@ void vg_render(void)
                v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
        
                world.data[ world.selected ].state ^= FLAG_CANAL;
-               map_reclassify( new_begin, new_end );
+               map_reclassify( new_begin, new_end, 0 );
                
                m2x2_identity( subtransform );
                glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
@@ -1031,7 +1302,7 @@ void vg_render(void)
                render_tiles( new_begin, new_end, colour_default, colour_default );
                
                world.data[ world.selected ].state ^= FLAG_CANAL;
-               map_reclassify( new_begin, new_end );
+               map_reclassify( new_begin, new_end, 0 );
        }
        
        //glDisable(GL_BLEND);
@@ -1059,7 +1330,8 @@ void vg_render(void)
                
                for( int j = 0; j < arrlen( term->conditions ); j ++ )
                {
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
+                       float y_offset = is_input? 1.2f: -0.2f;
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f );
                        
                        if( is_input )
                        {
@@ -1102,5 +1374,4 @@ void vg_render(void)
 void vg_ui(void)
 {
        //ui_test();
-       sfx_internal_debug_overlay();
 }