fix bug with audio fadeout
[fishladder.git] / fishladder.c
index 27bea90b33cd203526803093f5c7b51d482293fa..0abe4b52946b9490dfa3f85bd8c53291a9020136 100644 (file)
@@ -2,30 +2,88 @@
 
 //#define VG_STEAM
 #include "vg/vg.h"
+#include "fishladder_resources.h"
 
-SHADER_DEFINE( shader_tile_colour,
-
-       // VERTEX
-       "layout (location=0) in vec2 a_co;"
-       "uniform mat3 uPv;"
-       "uniform vec2 uOffset;"
-       ""
-       "void main()"
-       "{"
-               "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );"
-       "}",
-       
-       // FRAGMENT
-       "out vec4 FragColor;"
-       "uniform vec4 uColour;"
-       ""
-       "void main()"
-       "{"
-               "FragColor = uColour;"
-       "}"
-       ,
-       UNIFORMS({ "uPv", "uOffset", "uColour" })
-)
+const char *level_pack_1[] = { 
+       "level0", 
+       "level1", 
+       "level2", 
+       "level3", 
+       "level4"
+};
+
+const char *level_pack[] = 
+{
+       // Level 0
+       "#########;\n"
+       "###-#####;acac\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "#####+###;acac\n"
+       "#########;\n",
+       
+       // Level 1
+       "#########;\n"
+       "##-###-##;b,b\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "##     ##;\n"
+       "####+####;bb\n"
+       "#########;\n",
+       
+       // Level 2
+       "###########;\n"
+       "#####-#####;bbbbb\n"
+       "##       ##;\n"
+       "##      ###;\n"
+       "##  #    ##;\n"
+       "##       ##;\n"
+       "###+##+####;bbb,bb\n"
+       "###########;\n",
+       
+       // Level 3
+       "#############;\n"
+       "###-#####-###;a,aaa\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "######+######;aaaa\n"
+       "#############;\n",
+       
+       // Level 4
+       "#############;\n"
+       "###-#####-###;aaa,aa\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "##         ##;\n"
+       "###+#####+###;aa,aaa\n"
+       "#############;\n",
+       
+       // Level 5
+       "###############;\n"
+       "####-##########;abcb\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##           ##;\n"
+       "##########+####;bcba\n"
+       "###############;\n"
+};
 
 m3x3f m_projection;
 m3x3f m_view;
@@ -35,34 +93,147 @@ m3x3f m_mdl;
 #define FLAG_OUTPUT 0x2
 #define FLAG_CANAL 0x4
 #define FLAG_WALL 0x8
-#define FLAG_DROP 0x10
-#define FLAG_SPLIT 0x20
+#define FLAG_FLIP_FLOP 0x100
+#define FLAG_FLIP_ROTATING 0x200
+
+/*
+       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=
+               |          |    |     |    |     |    |
+*/
+
+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, 0.6f, 0.20f },
+  { 0.2f, 0.9f, 0.14f },
+  { 0.4f, 0.8f, 1.00f } };
+
+static void colour_code_v3( char cc, v3f target )
+{
+       if( cc >= 'a' && cc <= 'z' )
+       {
+               int id = cc - 'a';
+               
+               if( id < vg_list_size( colour_sets ) )
+               {
+                       v3_copy( colour_sets[ id ], target );
+                       return;
+               }
+       }
+       
+       v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
+}
+
+struct mesh
+{
+       GLuint vao, vbo;
+       u32 elements;
+};
+
+static void init_mesh( struct mesh *m, float *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 );
+}
 
 struct world
 {
        struct cell
        {
                u32 state;
-               u8 water[2];
                u8 config;
        }
        *data;
        
        u32 frame;
        
+       u32 sim_frame;
+       float sim_start;
+       int simulating;
+       
+       float frame_lerp;
+       
        struct cell_terminal
        {
+               // TODO: Split into input/output structures
                char *conditions;
+               char recv[12];
+               int recv_count;
                int id;
        }
        *io;
        
        u32 w, h;
        
-       GLuint tile_vao;
-       GLuint tile_vbo;
+       struct mesh tile, circle;
+       
+       GLuint background_data;
+       GLuint random_samples;
        
-       int selected;
+       int selected, tile_x, tile_y;
+       v2f tile_pos;
+       
+       struct fish
+       {
+               v2i pos;
+               v2i dir;
+               int alive;
+               char payload;
+               float death_time;
+               v2f physics_v;
+               v2f physics_co;
+       }
+       fishes[16];
+       
+       int num_fishes;
+       
+       char map_name[128];
 } world = {};
 
 static void map_free(void)
@@ -79,7 +250,8 @@ static void map_free(void)
        world.io = NULL;
 }
 
-static int map_load( const char *str )
+static void map_reclassify( v2i start, v2i end, int update_texbuffer );
+static int map_load( const char *str, const char *name )
 {
        map_free();
 
@@ -174,88 +346,296 @@ static int map_load( const char *str )
                        
                        // Tile initialization
                        // row[ cx ] .. etc
-                       row[ cx ].water[0] = 0;
-                       row[ cx ].water[1] = 0;
+                       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 ++;
        }
        
-       vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
+       // 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 '%s' loaded! (%u:%u)\n", name, world.w, world.h );
+       
+       strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
        return 1;
 }
 
+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, "FishLadder" );
+       vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
+}
+
+static int console_save_map( int argc, char const *argv[] )
+{
+       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 )
+       {
+               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 )
+               {
+                       map_load( text_source, argv[0] );
+                       free( text_source );
+                       return 1;
+               }
+               else
+               {
+                       vg_error( "Missing maps '%s'\n", argv[0] );
+                       return 0;
+               }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+               return 0;
+       }
+}
+
+static void simulation_stop(void)
+{
+       world.simulating = 0;
+       world.num_fishes = 0;
+       world.sim_frame = 0;
+       
+       for( int i = 0; i < arrlen( world.io ); i ++ )
+               world.io[i].recv_count = 0;
+       
+       sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+       
+       vg_info( "Stopping simulation!\n" );
 }
 
-void vg_register(void)
+static int console_changelevel( int argc, char const *argv[] )
 {
-       SHADER_INIT( shader_tile_colour );
+       if( argc >= 1 )
+       {
+               // Save current level
+               if( console_save_map( 0, NULL ) )
+                       if( console_load_map( argc, argv ) )
+                       {
+                               simulation_stop();
+                               return 1;
+                       }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+       }
+       
+       return 0;
 }
 
 void vg_start(void)
 {
-       glGenVertexArrays( 1, &world.tile_vao );
-       glGenBuffers( 1, &world.tile_vbo );
+       vg_function_push( (struct vg_cmd){
+               .name = "map_write",
+               .function = console_save_map
+       });
        
-       float quad_mesh[] =
+       vg_function_push( (struct vg_cmd){
+               .name = "map_load",
+               .function = console_load_map
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "changelevel",
+               .function = console_changelevel
+       });
+
+       // Quad mesh
        {
-               0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f,
-               0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f
-       };
+               float quad_mesh[] =
+               {
+                       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, 1.0f, 4.0f, 1.0f,
+                       0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
+               };
+               
+               init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
+       }
        
-       glBindVertexArray( world.tile_vao );
-       glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo );
-       glBufferData
-       (
-               GL_ARRAY_BUFFER,
-               sizeof( quad_mesh ),
-               quad_mesh,
-               GL_STATIC_DRAW
-       );
+       // Circle mesh
+       {
+               float circle_mesh[32*6*3];
+               int res = vg_list_size( circle_mesh ) / (6*3);
+
+               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.circle, circle_mesh, vg_list_size( circle_mesh ) );
+       }
        
-       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
-       glEnableVertexAttribArray( 0 );
+       // 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();
+       }
        
-       VG_CHECK_GL();  
-       
-       map_load
-       ( 
-               "#############;\n"
-               "###-#####-###;aaa,aa\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "###+#####+###;aa,aaa\n"
-               "#############;\n"
-       );
+       // 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();
+       
+       console_load_map( 1, level_pack_1 );
 }
 
 void vg_free(void)
 {
-       glDeleteVertexArrays( 1, &world.tile_vao );
-       glDeleteBuffers( 1, &world.tile_vbo );
+       console_save_map( 0, NULL );
+
+       resource_free_main();
+
+       glDeleteTextures( 1, &world.background_data );
+       glDeleteTextures( 1, &world.random_samples );
+
+       free_mesh( &world.tile );
+       free_mesh( &world.circle );
        
        map_free();
 }
@@ -322,7 +702,7 @@ static int cell_interactive( v2i co )
        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 = &world.data[ world.w*y + 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));
@@ -345,193 +725,478 @@ static int cell_interactive( v2i co )
        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;
+                               }
+                               
+                               height = 128;
+                       } 
+                       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)
 {
-       float ratio = (float)vg_window_y / (float)vg_window_x;
-       float const size = 9.5f;
+       static int curlevel = 0;
+       int changelvl = curlevel;
+       if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
+       else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
+       
+       // 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 );
        vg_projection_update();
        
-       v2f tile_pos;
-       v2_copy( vg_mouse_ws, tile_pos );
-       
-       int tile_x = floorf( tile_pos[0] );
-       int tile_y = floorf( tile_pos[1] );
+       // Input stuff
+       v2_copy( vg_mouse_ws, world.tile_pos );
        
-       if( cell_interactive( (v2i){ tile_x, tile_y } ))
+       world.tile_x = floorf( world.tile_pos[0] );
+       world.tile_y = floorf( world.tile_pos[1] );
+
+       // Tilemap editing
+       if( !world.simulating )
        {
-               world.selected = tile_y * world.w + tile_x;
-               
-               if( vg_get_button_down("primary") )
+               if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
                {
-                       world.data[ world.selected ].state ^= FLAG_CANAL;
+                       world.selected = world.tile_y * world.w + world.tile_x;
+                       
+                       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 );
+                               else
+                                       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 }, 1 );
+                       }
                }
+               else
+                       world.selected = -1;
        }
-       else
-               world.selected = -1;
+       else world.selected = -1;
        
-       // Reclassify world. TODO: Move into own function
-       for( int y = 2; y < world.h-2; y ++ )
+       // Simulation stop/start
+       if( vg_get_button_down("go") )
        {
-               for( int x = 2; x < world.w-2; x ++ )
+               if( world.simulating )
                {
-                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                       simulation_stop();
+               }
+               else
+               {
+                       vg_success( "Starting simulation!\n" );
                        
-                       u8 config = 0x00;
+                       sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
                        
-                       if( world.data[y*world.w+x].state & FLAG_CANAL )
+                       world.simulating = 1;
+                       world.num_fishes = 0;
+                       world.sim_frame = 0;
+                       world.sim_start = vg_time;
+                       
+                       for( int i = 0; i < world.w*world.h; i ++ )
                        {
-                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
-                               {
-                                       struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]];
-                                       if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
-                                               config |= 0x1 << i;
-                               }
-                       } else config = 0xF;
+                               world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+                       }
                        
-                       world.data[ y*world.w+x ].config = config;
-                       world.data[ y*world.w+x ].state &= ~(FLAG_DROP|FLAG_SPLIT);
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                               world.io[i].recv_count = 0;
                }
        }
-       
-       for( int y = 2; y < world.h-2; y ++ )
-               for( int x = 2; x < world.w-2; x ++ )
+
+       // Fish ticks
+       if( world.simulating )
+       {       
+               while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
                {
-                       // R,D,L,-   1110 (splitter, 1 drop created)
-                       
-                       // R,-,L,U - 1011 (merger, 2 drop created)
+                       //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;
+                               }
+                       }
                        
-                       u8 config = world.data[y*world.w+x].config;
+                       // 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 == -1 )
+                                       fish->alive = 0;
+                               
+                               if( fish->alive != 1 )
+                                       continue;
+                               
+                               // 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] )
+                                               {
+                                                       term->recv[ term->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;
+                                       
+                                       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( config == 0x7 )
+                       // Check for collisions
+                       for( int i = 0; i < world.num_fishes; i ++ )
                        {
-                               world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP);
+                               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;
+                                               }
+                                       }
+                               }
                        }
-                       else if( config == 0xD )
+                       
+                       // Spawn fishes
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
                        {
-                               world.data[y*world.w+x-1].state |= FLAG_DROP;
-                               world.data[y*world.w+x+1].state |= FLAG_DROP;
+                               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 ++;
                }
-       
-       /*
-          canals
-            x
-          xxxxx
-          x   x
-          x  xxx
-               x  x x
-               x  xxx
-               x   x
-               xxxxx
-                  x
-             x
-          
-          configs (Downlevels marked)
-            x
-          xDxDx   
-          x   x
-          x  DxD
-               x  x x
-               x  xDx
-               x   x
-               xxxDx
-                  x
-             x
-
-               Path tracing with min function
-            0
-          11011
-          1   .
-          1  D.D
-               1  . .
-               1  .D.
-               1   .
-               1112.
-                  2
-             2
-
-               Path tracing with min function
-            0
-          11011
-          1   1
-          1  212
-               1  2 2
-               1  232
-               1   3
-               11143
-                  4
-             4
-          
-          L to R fill
-          0000000
-          1101111
-          1111111
-          1112122
-               1112222
-               1112322
-               1111333
-               1114333
-               4444444
-          4444444
-       */
-       
-       // Simulate world
-       static int update_tick = 0;
-       update_tick ++;
-       
-       if( update_tick > 5 )
-       {
-               update_tick = 0;
                
-               u32 buffer_id = world.frame & 0x1;
-               u32 buffer_next = buffer_id ^ 0x1;
+               float scaled_time = 0.0f;
+               scaled_time = (vg_time-world.sim_start)*2.0f;
+               world.frame_lerp = scaled_time - (float)world.sim_frame;
                
-               for( int y = 1; y < world.h-1; y ++ )
+               // Update positions
+               for( int i = 0; i < world.num_fishes; i ++ )
                {
-                       for( int x = 1; x < world.w-1; x ++ )
+                       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 )
                        {
-                               struct cell *cell = &world.data[y*world.w+x];
-
-                               if( cell->state & (FLAG_OUTPUT|FLAG_DROP) )
-                                       cell->water[ buffer_next ] = 16;
-                               else
+                               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 )
                                {
-                                       int has_source = 0;
-                                       cell->water[ buffer_next ] = 0;
-                                       
-                                       if( cell->state & FLAG_CANAL )
-                                       {
-                                               v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
-                                               
-                                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                                       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 )
                                                {
-                                                       struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]];
+                                                       t -= curve_7_linear_section;
+                                                       t *= (1.0f/(1.0f-curve_7_linear_section));
                                                        
-                                                       if( neighbour->water[ buffer_id ] > cell->water[ buffer_next ]+1 )
-                                                       {
-                                                               has_source = 1;
-                                                               cell->water[ buffer_next ] = neighbour->water[ buffer_id ]-1;
-                                                       }
+                                                       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;
                                        
-                                       if( !has_source && cell->water[ buffer_id ] )
-                                               cell->water[ buffer_next ] = cell->water[ buffer_id ]-1;
+                                       fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
+                                       fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
                                }
                        }
                }
-               
-               world.frame ++;
+       }
+}
+
+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 );
+               }
        }
 }
 
@@ -540,43 +1205,300 @@ void vg_render(void)
        glViewport( 0,0, vg_window_x, vg_window_y );
 
        glDisable( GL_DEPTH_TEST );
-       glClearColor( 0.01f, 0.01f, 0.01f, 1.0f );
+       glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       glBindVertexArray( world.tile_vao );
-       SHADER_USE( shader_tile_colour );
-       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       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 );
        
-       for( int y = 0; y < world.h; y ++ )
+       // 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 x = 0; x < world.w; x ++ )
+               for( int i = 0; i < world.num_fishes; i ++ )
                {
-                       glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y );
+                       struct fish *fish = &world.fishes[i];
                        
-                       v4f colour;
+                       if( fish->alive == 0 )
+                               continue;
                        
-                       struct cell *cell = &world.data[y*world.w+x];
+                       if( fish->alive == -1 && (world.frame_lerp > fish->death_time) )
+                               continue;
                        
-                       if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.2f, 0.3f, 0.7f, 1.0f }, colour ); }
-                       else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); }
-                       else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
+                       v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+                       colour_code_v3( fish->payload, dot_colour );
                        
-                       if( cell->water[world.frame&0x1] )
-                               v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/8.0f), 1.0f }, 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 = 0; y < world.h; y ++ )
+       {
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
                        
-                       if( world.selected == y*world.w + x )
-                               v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
+                       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, 0.0f, 0.0f );
+                               draw_mesh( 0, 2 );
+                       }
+               }
+       }
+       
+       // Edit overlay
+       if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
+       {
+               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);
+       
+       glDisable(GL_BLEND);
+
+       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 j = 0; j < arrlen( term->conditions ); j ++ )
+               {
+                       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 )
+                       {
+                               colour_code_v3( term->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 )
+                                       draw_mesh( empty_start, empty_count );
+                               else
+                                       draw_mesh( filled_start, filled_count );
+                       }
+                       else
+                       {
+                               if( term->recv_count > j )
+                               {
+                                       colour_code_v3( term->recv[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->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 );
+       }
+       
+       // Level selection UI
+       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 = floorf( 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 );
                        
-                       if( cell->state & (FLAG_DROP|FLAG_SPLIT) )
-                               v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour );
+                       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 );
                        
-                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
+                       use_mesh( &world.circle );
                        
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
+                       if( vg_get_button_down( "primary" ) )
+                       {
+                               console_changelevel( 1, level_pack_1 + level_select );
+                       }
                }
        }
+
+       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 ++ )
+       {
+               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 );
+               draw_mesh( empty_start, empty_count );
+       }
+       
+       glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space );
+       draw_mesh( empty_start, empty_count );
 }
 
-void vg_ui(void){}
+void vg_ui(void)
+{
+       //ui_test();
+}