refactor & vg_m
[fishladder.git] / fishladder.c
index ec571afe730d8fc0376cc5f62d849abee106948c..5ad95d6844efef42a71a8c8d2e0e4ec6fb54732e 100644 (file)
@@ -3,17 +3,19 @@
 //#define VG_STEAM
 #include "vg/vg.h"
 
+#define CELL_SHEET_X 512
+#define CELL_SHEET_Y 512
+
 SHADER_DEFINE( colour_shader, 
 
        // VERTEX
        "layout (location=0) in vec2 a_co;"
-       "uniform mat4 uPv;"
-       "uniform mat4 uMdl;"
+       "uniform mat3 uPv;"
+       "uniform mat3 uMdl;"
        ""
        "void main()"
        "{"
-       "  vec4 vert_pos = uPv * uMdl * vec4( a_co.x, 0.0, a_co.y, 1.0 );"
-       "  gl_Position = vert_pos;"
+       "  gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );"
        "}",
        
        // FRAGMENT
@@ -28,30 +30,82 @@ SHADER_DEFINE( colour_shader,
        UNIFORMS({ "uPv", "uMdl", "uColour" })
 )
 
-/*
 SHADER_DEFINE( tilemap_shader,
        
        // VERTEX
-       "layout (location=0) in vec2 a_co;"
-       "uniform mat4 uPv;"
-       "uniform vec4 uTextureInfo;"                    // Cell dx,dy  1.0/mx, 1.0/my
-       "uniform "
+       "layout (location=0) in vec2 a_co;"                     // XY 
+       "layout (location=1) in vec2 a_offset;" // XY offset
+       "layout (location=2) in vec4 a_data;"           // atlas-uv, amt, other
+       "uniform mat3 uPv;"
+       "uniform vec2 uOrigin;"
        ""
-       "uniform vec2 uPosition;"
-       "uniform int uCellIndex;"
-       ""
-       "out vec2 s_uv;"
+       "out vec4 aCoords;"
        ""
        "void main()"
        "{"
-       "  gl_Position = uPv * vec4( uPosition.x + a_co.x, 0.0, uPosition.y + a_co.y, 0.0 );"
-       "  s_uv = vec2( mod( uCellIndex,"
+               "vec2 world_coord = a_co+a_offset+uOrigin;"
+          "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
+          "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );"
+       "}",
+       
+       // FRAGMENT
+       "uniform sampler2D uTexTiles;"
+       "uniform sampler2D uTexRipples;"
+       "uniform float uTime;"
+       
+       "in vec4 aCoords;"
+       "out vec4 FragColor;"
+       
+       "void main()"
+       "{"
+               "vec4 glyph = texture( uTexTiles, aCoords.xy );"
+               "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
+               "float wstatus = -((aCoords.z/128.0)-1.0);"     // -1 := None in, 0.0 := Hold middle, 1.0 := All out
+               "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
+               
+               // TODO: Fix texture instead of doing this..
+               "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );"
+               "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;"
+          "FragColor = vec4( composite, 1.0 );"
        "}"
-*/
+       ,
+       UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" })
+)
+
+SHADER_DEFINE( fish_shader,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"     // XY UV
+
+       "uniform mat3 uPv;"
+       "uniform vec3 uPosition;"
+       
+       "out vec2 aTexCoords;"
+       
+       "void main()"
+       "{"
+               "vec2 world_coord = a_co + uPosition.xy;"
+               "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
+               "aTexCoords = vec2( (a_co.x + uPosition.z) * 0.125, a_co.y );"
+       "}",
+       // FRAGMENT
+       "uniform sampler2D uTexMain;"
+       "uniform vec3 uColour;"
+       
+       "in vec2 aTexCoords;"
+       "out vec4 FragColor;"
+       
+       "void main()"
+       "{"
+               "vec4 maintex = texture( uTexMain, aTexCoords );"
+               "vec3 comp = mix( vec3(0.0,0.03,0.04), uColour, maintex.r );"
+               "FragColor = vec4( comp, maintex.g * 0.7 );"
+       "}",
+       UNIFORMS({ "uPv", "uTexMain", "uColour", "uPosition" })
+)
 
-mat4 m_projection;
-mat4 m_view;
-mat4 m_mdl;
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
 
 int main( int argc, char *argv[] )
 {
@@ -84,6 +138,8 @@ static struct
                
                int level;
                int state;
+               int flowing[2];
+               int source_count;
        }
        * cells;
        
@@ -97,7 +153,7 @@ static struct
        fishes[ 20 ];
        int num_fishes;
        
-       vec3 origin;
+       v2f origin;
        struct cell *selected;
        int select_valid;
        int playing;
@@ -121,6 +177,9 @@ static struct
        
        GLuint tile_texture;
        GLuint flow_texture;
+       
+       GLuint tiles_vao;
+       GLuint tiles_vbo;
 }
 map;
 
@@ -139,16 +198,21 @@ static void map_free(void)
        map.io = NULL;
 }
 
-static struct cell *map_tile_at( int pos[2] )
+static struct cell *ptile( int pos[2] )
+{
+       return map.cells + pos[1]*map.x + pos[0];
+}
+
+static struct cell *gettile( int pos[2] )
 {
        if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
                return map.cells + pos[1]*map.x + pos[0];
        return NULL;
 }
 
-static struct cell *map_tile_at_cond( int pos[2], u32 flags )
+static struct cell *getiftile( int pos[2], u32 flags )
 {
-       struct cell *cell = map_tile_at( pos );
+       struct cell *cell = gettile( pos );
        if( cell && (cell->flags & flags) )
                return cell;
                
@@ -183,23 +247,29 @@ static struct cell *map_stack_next(void)
        {
                struct vframe *frame = &map.stack.frames[ map.stack.level ];
                
-               int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
+               int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} };
                
                if( frame->i < 3 )
                {
                        int *dir = output_dirs[ frame->i ];
-                       tile = map_tile_at( (int[2]){frame->x+dir[0], frame->y+dir[1]} );
-                       frame->i ++;
-                       
+                       tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
+
                        if( tile && !(tile->flags & CELL_FLAG_VISITED) )
                        {
                                map.stack.level ++;
                                frame[1].i = 0;
                                frame[1].x = frame[0].x+dir[0];
                                frame[1].y = frame[0].y+dir[1];
+                               
+                               tile->flags |= CELL_FLAG_VISITED;
+                               
+                               if( frame->i == 0 )
+                                       frame->i = 400;
                        }
                        else
                                tile = NULL;
+                               
+                       frame->i ++;
                }
                else
                {
@@ -214,11 +284,148 @@ static struct cell *map_stack_next(void)
        return tile;
 }
 
+static void map_stack_current_coords( int coords[2], int offset )
+{
+       coords[0] = map.stack.frames[ map.stack.level+offset ].x;
+       coords[1] = map.stack.frames[ map.stack.level+offset ].y;
+}
+
+static void map_update_visual(void)
+{
+       u8 celldata[ 4096 ];
+       
+       static int compute_flow_counter = 0;
+       compute_flow_counter ^= 0x1;
+       
+       for( int i = 0; i < map.y*map.x; i ++ ) 
+       {
+               struct cell *cell = map.cells + i;
+               
+               cell->flowing[compute_flow_counter] = cell->flowing[compute_flow_counter^0x1];
+               
+               if( !map.cells[i].source_count )
+                       cell->flowing[ compute_flow_counter ] = vg_max( cell->flowing[ compute_flow_counter ] - 10, 0 );
+       
+               map.cells[i].source_count = 0;
+       }
+       
+       for( int y = 0; y < map.y; y ++ )
+       {
+               for( int x = 0; x < map.x; x ++ )
+               {
+                       struct cell *cur = map.cells + y*map.x + x;
+                       u8 *cellbytes = celldata + (y*map.x+x)*4; 
+                       
+                       if( cur->flags & CELL_FLAG_WALKABLE )
+                       {
+                               struct cell *a, *b, *c, *d;
+                               
+                               a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
+                               b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
+                               c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
+                               d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
+                               
+                               u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0);
+                               cellbytes[ 0 ] = config;
+                               
+                               if( cur->flags & CELL_FLAG_OUTPUT )
+                                       cur->flowing[ compute_flow_counter ] = 128;
+                       }
+                       else
+                       {
+                               // TODO: Random background tiles
+                               cellbytes[ 0 ] = 15;
+                       }
+               }
+       }
+       
+       int const k_rate_flow = 16;
+       
+       map_stack_refresh();
+       for( int i = 0; i < arrlen( map.io ); i ++ )
+       {
+               int inputcoord[2];
+               if( map.cells[ map.io[i] ].flags & CELL_FLAG_OUTPUT )
+               {
+                       map_tile_coords_from_index( map.io[i], inputcoord );
+                       map_stack_init( inputcoord );
+                       struct cell *cell = gettile( inputcoord );
+                       
+                       int cr[2];
+                       
+                       do
+                       {
+                               map_stack_current_coords( cr, 0 );
+                               
+                               u8 *cellbytes = celldata + (cr[1]*map.x+cr[0])*4; 
+                               
+                               int outflow = cell->flowing[ compute_flow_counter ^ 0x1 ];
+                               int sourcing = outflow? 1: 0;
+                               int outrate = outflow == 128? k_rate_flow: 0;
+                               
+                               struct cell *a, *b, *d;
+                               a = gettile( (int[2]){ cr[0], cr[1]+1 } );
+                               b = gettile( (int[2]){ cr[0]+1, cr[1] } );
+                               d = gettile( (int[2]){ cr[0]-1, cr[1] } );
+                       
+                               int compute_l = 0, compute_r = 0;
+                       
+                               switch( cellbytes[0] )
+                               {
+                                       // DOWN
+                                       case 1: case 5: case 11: case 9: case 3:
+                                               a->flowing[ compute_flow_counter ] += outrate;
+                                               a->source_count += sourcing;
+                                       break;
+                                       case 2: case 6: compute_r = 1; break;
+                                       case 8: case 12: compute_l = 1; break;
+                                       case 10: case 14: compute_l = 1; compute_r = 1; break;
+                                       default: break;
+                               }
+                               
+                               if( compute_r && (celldata[ (cr[1]*map.x+cr[0]+1)*4 ] != 14) )
+                               {
+                                       b->flowing[ compute_flow_counter ] += outrate;
+                                       b->source_count += sourcing;
+                               }
+                               
+                               if( compute_l && (celldata[ (cr[1]*map.x+cr[0]-1)*4 ] != 14) )
+                               {
+                                       d->flowing[ compute_flow_counter ] += outrate;
+                                       d->source_count += sourcing;
+                               }
+                               
+                               if( cellbytes[0] == 10 )
+                               {
+                                       int crl[2];
+                                       map_stack_current_coords( crl, -1 );
+                                       
+                                       if( crl[0] < cr[0] )
+                                       {
+                                               // TODO: Add reverse flag
+                                               //cellbytes[1] = 1;
+                                       }
+                               }
+                       }
+                       while( (cell = map_stack_next()) );
+               }
+       }
+       
+       for( int i = 0; i < map.y*map.x; i ++ )
+       {
+               map.cells[i].flowing[ compute_flow_counter ] = vg_min( 128, map.cells[i].flowing[ compute_flow_counter ] );
+               celldata[ i*4+2 ] = map.cells[i].flowing[ compute_flow_counter ];
+       }
+       
+       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+       glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata );
+}
+
 static int map_load( const char *str )
 {
        map_free();
 
-       char *c = str;
+       char const *c = str;
        
        // Scan for width
        for(;; map.x ++)
@@ -308,6 +515,8 @@ static int map_load( const char *str )
                        }
                        
                        row[ cx ].conditions = NULL;
+                       row[ cx ].flowing[ 0 ] = 0;
+                       row[ cx ].source_count = 0;
                
                        // Parse the various cell types
                        if( *c == '+' || *c == '-' )
@@ -331,40 +540,46 @@ static int map_load( const char *str )
        
        // Origin top left corner
        map.origin[0] = -((float)map.x) * 0.5f;
-       map.origin[2] = -((float)map.y) * 0.5f;
+       map.origin[1] = -((float)map.y) * 0.5f;
+       
+       float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) );
+       
+       for( int y = 0; y < map.y; y ++ )
+       {
+               for( int x = 0; x < map.x; x ++ )
+               {
+                       float *coord = offset_array + (y*map.x+x)*2;
+                       coord[0] = x;
+                       coord[1] = y;
+               }
+       }
+       
+       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+       glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array );
        
+       free( offset_array );
        vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
        return 1;
 }
 
+// Determines if tile at position co is contentious
 static int map_tile_availible( int co[2] )
 {
-       // Extract 5x5 grid surrounding tile
+       // Extract tiles area of influence as a 5x5 grid in bitfield format
        u32 blob = 0x1000;
        for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ )
                for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ )
-               {                               
-                       struct cell *cell = map_tile_at( (int[2]){ x, y } );
-                       
-                       if( cell && (cell->flags & CELL_FLAG_WALKABLE) )
+                       if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) )
                                blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
-               }
        
        // Run filter over center 3x3 grid to check for invalid configurations
+       // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets
+       // to move the kernel as a whole.
        int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
        for( int i = 0; i < vg_list_size(kernel); i ++ )
-       {
                if( blob & (0x1 << (6+kernel[i])) )
                {
-                       // (reference window: 0x1CE7) Illegal moves
-                       //  0100011100010 ;
-                       //  0000001100011 ;
-                       //  0000011000110 ;
-                       //  0110001100000 ;
-                       //  1100011000000 ;
-                       //  0100001100010 ;
-                       //  0100011000010 ;
-               
+                       // Illegal moves list in bitfield format
                        u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
                        u32 window = blob >> kernel[i];
                        
@@ -372,7 +587,6 @@ static int map_tile_availible( int co[2] )
                                if((window & invalid[j]) == invalid[j])
                                        return 0;
                }
-       }
        
        return 1;
 }
@@ -382,13 +596,11 @@ void vg_update(void)
        // Update camera
        float ratio = (float)vg_window_y / (float)vg_window_x;
        float const size = 7.5f;
-       glm_ortho( -size, size, -size*ratio, size*ratio, 0.1f, 100.f, m_projection );
-
-       glm_mat4_identity( m_view );
-       glm_translate_z( m_view, -10.f );
-       glm_rotate_x( m_view, 1.0f, m_view );
        
-       glm_mat4_mul( m_projection, m_view, vg_pv );
+       m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+       m3x3_identity( m_view );
+       m3x3_mul( m_projection, m_view, vg_pv );
+       vg_projection_update();
        
        // Compute map update
        for( int y = 0; y < map.y; y ++ )
@@ -396,18 +608,18 @@ void vg_update(void)
                for( int x = 0; x < map.x; x ++ )
                {
                        struct cell *tile, *upper, *lower, *l, *r;      
-                       tile = map_tile_at( (int [2]){ x, y } );
+                       tile = gettile( (int [2]){ x, y } );
                        tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL);
                        
                        if( tile->flags & CELL_FLAG_WALKABLE )
                        {
-                               r = map_tile_at_cond( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
-                               l = map_tile_at_cond( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
+                               r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
+                               l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
 
                                if( r && l )
                                {
-                                       upper = map_tile_at_cond( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
-                                       lower = map_tile_at_cond( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
+                                       upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
+                                       lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
                                        
                                        if( upper )
                                        {
@@ -424,170 +636,21 @@ void vg_update(void)
                        }
                }
        }
-       
-       // Compute classification
-       /*
-       map_stack_refresh();
-       
-       for( int i = 0; i < arrlen( map.io ); i ++ )
-       {
-               struct *cell cell = &map.cells[ map.io ];
-               int coords[2];
                
-               if( cell->flags & CELL_FLAG_INPUT )
-               {
-                       map_tile_coords_from_index( map.io, coords );
-                       map_stack_init( coords );
-                       
-                       do
-                       {
-                               if( cell->flags & CELL_FLAG_CONNECTOR )
-                               {
-                                       
-                               }
-                       }
-                       while( (cell = map_stack_next()) );
-               }
-       }*/
-       
-       // Get mouse ray
-       vec3 ray_origin;
-       vec3 ray_dir;
-       
-       mat4 pv_inverse;
-       vec4 vp = { 0.f, 0.f, vg_window_x, vg_window_y };
-       glm_mat4_inv( vg_pv, pv_inverse );
-       glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, -1.f }, pv_inverse, vp, ray_dir );
-       glm_unprojecti( (vec3){ vg_mouse_x, vg_window_y-vg_mouse_y, 0.f }, pv_inverse, vp, ray_origin );
-       glm_vec3_sub( ray_dir, ray_origin, ray_dir );
-
-       // Get floor tile intersection  
-       float ray_t = -ray_origin[1] / ray_dir[1];
-
-       vec3 tile_pos;
-       glm_vec3_copy( ray_origin, tile_pos );
-       glm_vec3_muladds( ray_dir, ray_t, tile_pos );
-       glm_vec3_sub( tile_pos, map.origin, tile_pos );
+       v2f tile_pos;
+       v2_copy( vg_mouse_ws, tile_pos );
+       v2_sub( tile_pos, map.origin, tile_pos );
        
        int tile_x = floorf( tile_pos[0] );
-       int tile_y = floorf( tile_pos[2] );
+       int tile_y = floorf( tile_pos[1] );
        
-       map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+       map.selected = ptile( (int [2]){tile_x, tile_y} );
        
        if( map.playing )
        {
-               static int fish_counter = 0;
-               fish_counter ++;
-       
-               if( fish_counter > 20 )
-               {
-                       fish_counter = 0;
-                                               
-                       // Advance characters
-                       for( int i = 0; i < map.num_fishes; i ++ )
-                       {
-                               struct fish *fish = map.fishes + i;
-                               
-                               if( !fish->alive )
-                                       continue;
-                               
-                               struct cell *tile, *next;
-                               tile = map_tile_at( fish->co );
-                               
-                               if( tile->flags & CELL_FLAG_OUTPUT )
-                               {
-                                       vg_info( "Fish got zucced (%d)\n", i );
-                                       fish->alive = 0;
-                                       continue;
-                               }
-                               
-                               int die = 0;
-                               if( tile->flags & CELL_FLAG_SPLIT )
-                               {
-                                       die = 1;
-                                       int new_dir[][2] = { {0,-1},{1,0},{-1,0} };
-                                       int *test_dir;
-                                       
-                                       for( int j = 0; j < 3; j ++ )
-                                       {
-                                               test_dir = new_dir[ tile->state ];
-                                               tile->state = (tile->state+1)%3;
-                                               
-                                               next = map_tile_at( (int[2]){ fish->co[0]+test_dir[0], fish->co[1]+test_dir[1] } );
-                                               if( next && (next->flags & (CELL_FLAG_WALKABLE)) )
-                                               {
-                                                       fish->dir[0] = test_dir[0];
-                                                       fish->dir[1] = test_dir[1];
-                                                       die = 0;
-                                                       break;
-                                               }
-                                       }
-                               }
-                               
-                               next = map_tile_at( (int[2]){ fish->co[0]+fish->dir[0], fish->co[1]+fish->dir[1] } );
-                               if( !next || (next && !(next->flags & CELL_FLAG_WALKABLE)) )
-                               {
-                                       // Try UP
-                                       die = 1;
-                               }
-                               
-                               if( die )
-                               {
-                                       vg_info( "Fish died! (%d)\n", i );
-                                       fish->alive = 0;
-                                       continue;
-                               }
-                               
-                               
-                               fish->co[0] += fish->dir[0];
-                               fish->co[1] += fish->dir[1];
-                       }
-                       
-                       // Try spawn fish
-                       for( int i = 0; i < arrlen( map.io ); i ++ )
-                       {
-                               struct cell *input = &map.cells[ map.io[i] ];
-                               
-                               if( input->flags & CELL_FLAG_INPUT )
-                               {
-                                       if( input->state < arrlen( input->conditions ) )
-                                       {
-                                               struct fish *fish = &map.fishes[ map.num_fishes ];
-                                               map_tile_coords_from_index( map.io[i], fish->co );
-                                               
-                                               int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
-                                               int can_spawn = 0;
-                                               
-                                               for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
-                                               {
-                                                       int *dir = output_dirs[i];
-                                                       struct cell *next = map_tile_at( (int[2]){ fish->co[0]+dir[0], fish->co[1]+dir[1] } );
-                                                       if( next && next->flags & CELL_FLAG_CANAL )
-                                                       {
-                                                               fish->dir[0] = dir[0];
-                                                               fish->dir[1] = dir[1];
-                                                               can_spawn = 1;
-                                                       }
-                                               }
-                                               
-                                               if( can_spawn )
-                                               {
-                                                       fish->alive = 1;
-                                                       input->state ++;
-                                                       map.num_fishes ++;
-                                               }
-                                       }
-                               }
-                       }
-                       
-                       vg_info( "There are now %u active fish\n", map.num_fishes );
-               }
-               
                if( vg_get_button_down( "go" ) )
                {
                        map.playing = 0;
-                       map.num_fishes = 0;
-                       
                        vg_info( "Ending!\n" );
                }
        }
@@ -596,11 +659,6 @@ void vg_update(void)
                if( vg_get_button_down( "go" ) )
                {
                        map.playing = 1;
-                       
-                       // Reset everything
-                       for( int i = 0; i < map.x*map.y; i ++ )
-                               map.cells[ i ].state = 0;
-                       
                        vg_info( "Starting!\n" );
                }
        
@@ -628,96 +686,74 @@ void vg_update(void)
 
 GLuint tile_vao;
 GLuint tile_vbo;
+GLuint fish_texture;
 
 void vg_render(void)
 {
        glViewport( 0,0, vg_window_x, vg_window_y );
 
-       glEnable( GL_DEPTH_TEST );
+       //glEnable( GL_DEPTH_TEST );
        glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       glBindVertexArray( tile_vao );
+       glBindVertexArray( map.tiles_vao );
        
-       SHADER_USE( colour_shader );
-       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       map_update_visual();
        
-       for( int y = 0; y < map.y; y ++ )
-       {
-               for( int x = 0; x < map.x; x ++ )
-               {
-                       glm_mat4_identity( m_mdl );
-                       glm_translate( m_mdl, 
-                               (vec3){ 
-                                       map.origin[0] + (float)x + 0.5f,
-                                       0.f, 
-                                       map.origin[2] + (float)y + 0.5f
-                               } 
-                       );
-                       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
-                       
-                       struct cell *cell = &map.cells[ y*map.x+x ];
-                       
-                       vec4 colour = { 0.7f, 0.7f, 0.7f, 1.f };
-                       
-                       if( cell->flags & CELL_FLAG_INPUT ) glm_vec3_copy( (vec3){ 0.9f,0.5f,0.5f }, colour );
-                       else if( cell->flags & CELL_FLAG_OUTPUT ) glm_vec3_copy( (vec3){ 0.5f,0.9f,0.5f }, colour );
-                       else if( cell->flags & CELL_FLAG_WALL ) glm_vec3_copy( (vec3){ 0.1f,0.1f,0.1f }, colour );
-                       else if( cell->flags & CELL_FLAG_CANAL ) glm_vec3_copy( (vec3){ 0.5f,0.5f,0.8f }, colour );
-                       
-                       if( cell->flags & CELL_FLAG_SPLIT )
-                               glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour );
-                       else if( cell->flags & CELL_FLAG_MERGE )
-                               glm_vec3_copy( (vec3){ 0.f, 0.6f, 0.8f }, colour );
-                       
-                       if( map.selected == cell )
-                       {
-                               if( !map.select_valid )
-                                       glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour );
-                       
-                               float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
-                               glm_vec3_scale( colour, flash, colour );
-                       }
-                                               
-                       glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour );
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
-               }
-       }
+       SHADER_USE( tilemap_shader );
+       glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        
-       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f );
+       glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 );
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, map.tile_texture );
        
-       for( int i = 0; i < map.num_fishes; i ++ )
-       {
-               struct fish *fish = map.fishes + i;
-               
-               if( fish->alive )
-               {               
-                       glm_mat4_identity( m_mdl );
-                       glm_translate( m_mdl,
-                               (vec3){
-                                       map.origin[0] + (float)fish->co[0] + 0.5f,
-                                       0.1f,
-                                       map.origin[2] + (float)fish->co[1] + 0.5f
-                               }
-                       );
-                       glm_scale_uni( m_mdl, 0.2f );
-                       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
-               }
-       }
+       glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 );
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, map.flow_texture );
+       
+       glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin );
+       glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
+       
+       glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
+       
+       /*
+       SHADER_USE( fish_shader );
+       glUniformMatrix3fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniform1i( SHADER_UNIFORM( fish_shader, "uTexMain" ), 0 );
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, fish_texture );
+       glUniform3f( SHADER_UNIFORM( fish_shader, "uPosition" ), 0.0f, 0.0f, floorf( vg_time*20.0f ) );
+       glUniform3f( SHADER_UNIFORM( fish_shader, "uColour" ), 1.0f, 0.1f, 0.1f );
+       
+       glEnable( GL_BLEND );
+       glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+       glBlendEquation( GL_FUNC_ADD );
+       
+       glDrawArrays( GL_TRIANGLES, 0, 6 );
+       
+       glDisable( GL_BLEND );
+       */
 }
 
-void vg_start(void)
+void vg_register(void)
 {
        SHADER_INIT( colour_shader );
-       
+       SHADER_INIT( tilemap_shader );
+       SHADER_INIT( fish_shader );
+}
+
+void vg_start(void)
+{
        glGenVertexArrays( 1, &tile_vao );
        glGenBuffers( 1, &tile_vbo );
        
        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, 1.0f, 1.0f, 1.0f, 0.0f,
+               
+               // Padding
+               0.0f, 0.0f, 0.0f, 0.0f
        };
        
        glBindVertexArray( tile_vao );
@@ -735,18 +771,57 @@ void vg_start(void)
        
        VG_CHECK_GL();
        
+       // Create map buffers
+       glGenVertexArrays( 1, &map.tiles_vao );
+       glGenBuffers( 1, &map.tiles_vbo );
+       
+       glBindVertexArray( map.tiles_vao );
+       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+       glBufferData( GL_ARRAY_BUFFER, 
+                       sizeof( quad_mesh ) +
+                       sizeof( float )*2 * 1024 +
+                       sizeof( u8 )*4 * 1024,
+               NULL, 
+               GL_DYNAMIC_DRAW
+       );
+       
+       glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh );
+       
+       // Base quad
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+       glEnableVertexAttribArray( 0 );
+       
+       // Offset, data arrays (instancing)
+       glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) );
+       glEnableVertexAttribArray( 1 );
+       glVertexAttribDivisor( 1, 1 );
+       
+       glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) );
+       glEnableVertexAttribArray( 2 );
+       glVertexAttribDivisor( 2, 1 );
+       
        map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" );
-       map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" ); 
+       vg_tex2d_nearest();
+       vg_tex2d_repeat();
+       
+       map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
+       vg_tex2d_nearest();
+       vg_tex2d_repeat();
+       
+       fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" );
+       vg_tex2d_nearest();
+       vg_tex2d_repeat();
        
        map_load
        ( 
-               "#####-#####;aa\n"
+               "##-#####-##;aaa,aa\n"
+               "#         #;\n"
                "#         #;\n"
                "#         #;\n"
-               "#         -;bb\n"
                "#         #;\n"
                "#         #;\n"
-               "#####+#####;abab\n"
+               "#         #;\n"
+               "##+#####+##;aa,aaa\n"
        );
 }
 
@@ -754,6 +829,12 @@ void vg_free(void)
 {
        map_free();
        
+       glDeleteVertexArrays( 1, &tile_vao );
+       glDeleteVertexArrays( 1, &map.tiles_vao );
+       
+       glDeleteBuffers( 1, &tile_vbo );
+       glDeleteBuffers( 1, &map.tiles_vbo );
+       
        glDeleteTextures( 1, &map.tile_texture );
        glDeleteTextures( 1, &map.flow_texture );
 }