small refactor ui api
[fishladder.git] / fishladder.c
index 12628ca4bfd991c74da464f514dfbfedeeefe5f8..7c026532f66178d5496bc86ddf5830e14e110909 100644 (file)
@@ -3,17 +3,16 @@
 //#define VG_STEAM
 #include "vg/vg.h"
 
-SHADER_DEFINE( colour_shader, 
+SHADER_DEFINE( shader_tile_colour,
 
        // VERTEX
-       "layout (location=0) in vec3 a_co;"
-       "uniform mat4 uPv;"
-       "uniform mat4 uMdl;"
+       "layout (location=0) in vec2 a_co;"
+       "uniform mat3 uPv;"
+       "uniform vec3 uOffset;"
        ""
        "void main()"
        "{"
-       "       vec4 vert_pos = uPv * uMdl * vec4( a_co, 1.0 );"
-       "       gl_Position = vert_pos;"
+               "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
        "}",
        
        // FRAGMENT
@@ -22,105 +21,219 @@ SHADER_DEFINE( colour_shader,
        ""
        "void main()"
        "{"
-       "       FragColor = uColour;"
+               "FragColor = uColour;"
        "}"
        ,
-       UNIFORMS({ "uPv", "uMdl", "uColour" })
+       UNIFORMS({ "uPv", "uOffset", "uColour" })
 )
 
-mat4 m_projection;
-mat4 m_view;
-mat4 m_mdl;
+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"
+};
 
-int main( int argc, char *argv[] )
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+#define FLAG_INPUT 0x1
+#define FLAG_OUTPUT 0x2
+#define FLAG_CANAL 0x4
+#define FLAG_WALL 0x8
+#define FLAG_DROP_L 0x10
+#define FLAG_SPLIT 0x20
+#define FLAG_MERGER 0x40
+#define FLAG_DROP_R 0x80
+#define FLAG_FLIP_FLOP 0x100
+
+v3f colour_sets[] =
+{ { 0.9f, 0.2f, 0.01f },
+  { 0.2f, 0.9f, 0.14f },
+  { 0.1f, 0.3f, 0.85f } };
+
+static void colour_code_v3( char cc, v3f target )
 {
-       vg_init( argc, argv, "FishLadder" );
+       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 );
 }
 
-#define CELL_FLAG_INPUT 0x1
-#define CELL_FLAG_OUTPUT 0x2
- #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT)
-#define CELL_FLAG_WALL 0x4
-#define CELL_FLAG_HOVER 0x8
-#define CELL_FLAG_ITER 0x10
-#define CELL_FLAG_CANAL 0x20
+struct mesh
+{
+       GLuint vao, vbo;
+       u32 elements;
+};
 
-static struct
+static void init_mesh( struct mesh *m, float *tris, u32 length )
 {
-       u32 x,y;
+       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 flags;
-               u32 model_id;
-               
-               char *conditions;
+       {
+               u32 state;
+               u8 config;
        }
-       * cells;
+       *data;
        
-       vec3 origin;
-       struct cell *selected;
-       int select_valid;
+       u32 frame;
        
-       u32 *io;
+       u32 sim_frame;
+       float sim_start;
+       int simulating;
        
-       struct vstack
+       struct cell_terminal
        {
-               struct vframe
-               {
-                       int x, y;
-                       int i;
-               }
-               frames[ 64 ];
-               
-               int level;
-               u32 flags;
+               // TODO: Split into input/output structures
+               char *conditions;
+               char recv[12];
+               int recv_count;
+               int id;
        }
-       stack;
-}
-map;
-
-static void map_free(void)
-{
-       for( int i = 0; i < arrlen( map.io ); i ++ )
+       *io;
+       
+       u32 w, h;
+       
+       struct mesh tile, circle, splitter_l, splitter_r;
+       
+       int selected;
+       
+       struct fish
        {
-               arrfree( map.cells[ map.io[i] ].conditions );
+               v2i pos;
+               v2i dir;
+               int alive;
+               char payload;
        }
+       fishes[16];
+       
+       int num_fishes;
+} world = {};
 
-       arrfree( map.cells );
-       arrfree( map.io );
-       map.x = 0;
-       map.y = 0;
-       map.cells = NULL;
-       map.io = NULL;
-}
-
-static struct cell *map_tile_at( int pos[2] )
+static void map_free(void)
 {
-       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;
+       for( int i = 0; i < arrlen( world.io ); i ++ )
+               arrfree( world.io[ i ].conditions );
+       
+       arrfree( world.data );
+       arrfree( world.io );
+       
+       world.w = 0;
+       world.h = 0;
+       world.data = NULL;
+       world.io = NULL;
 }
 
 static int map_load( const char *str )
 {
        map_free();
 
-       char *c = str;
+       char const *c = str;
        
        // Scan for width
-       for(;; map.x ++)
+       for(;; world.w ++)
        {
-               if( str[map.x] == ';' )
+               if( str[world.w] == ';' )
                        break;
-               else if( !str[map.x] )
+               else if( !str[world.w] )
                {
-                       vg_error( "Unexpected EOF when parsing level!\n" );
+                       vg_error( "Unexpected EOF when parsing level\n" );
                        return 0;
                }
        }
        
-       struct cell *row = arraddnptr( map.cells, map.x );
+       struct cell *row = arraddnptr( world.data, world.w );
        int cx = 0;
        int reg_start = 0, reg_end = 0;
        
@@ -142,7 +255,7 @@ static int map_load( const char *str )
                                        {
                                                if( *c >= 'a' && *c <= 'z' )
                                                {
-                                                       arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c );
+                                                       arrpush( world.io[ reg_start ].conditions, *c );
                                                }
                                                else
                                                {
@@ -155,14 +268,14 @@ static int map_load( const char *str )
                                                        }
                                                        else
                                                        {
-                                                               vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y );
+                                                               vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
                                                                return 0;
                                                        }
                                                }
                                        }
                                        else
                                        {
-                                               vg_error( "Over-assigned values (row: %u)\n", map.y );
+                                               vg_error( "Too many values to assign (row: %u)\n", world.h );
                                                return 0;
                                        }
                                        
@@ -172,203 +285,656 @@ static int map_load( const char *str )
                        
                        if( reg_start != reg_end )
                        {
-                               vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end );
+                               vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
                                return 0;
                        }
                        
-                       if( cx != map.x )
+                       if( cx != world.w )
                        {
-                               vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x );
+                               vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
                                return 0;
                        }
                        
-                       row = arraddnptr( map.cells, map.x );
+                       row = arraddnptr( world.data, world.w );
                        cx = 0;
-                       map.y ++;
-                       reg_end = reg_start = arrlen( map.io );
+                       world.h ++;
+                       reg_end = reg_start = arrlen( world.io );
                }
                else
                {
-                       if( cx == map.x )
+                       if( cx == world.w )
                        {
-                               vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x );
+                               vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
                                return 0;
                        }
                        
-                       row[ cx ].conditions = NULL;
-               
-                       // Parse the various cell types
+                       // Tile initialization
+                       // row[ cx ] .. etc
+                       
                        if( *c == '+' || *c == '-' )
                        {
-                               arrpush( map.io, cx + map.y*map.x );
-                               row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT;
+                               struct cell_terminal term = { .id = cx + world.h*world.w };
+                               arrpush( world.io, term );
+                               row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
                                reg_end ++;
                        }
                        else if( *c == '#' )
                        {
-                               row[ cx ++ ].flags = CELL_FLAG_WALL;
+                               row[ cx ++ ].state = FLAG_WALL;
                        }
                        else
                        {
-                               row[ cx ++ ].flags = 0x00;
+                               row[ cx ++ ].state = 0x00;
                        }
                }
        
                c ++;
        }
        
-       // Origin top left corner
-       map.origin[0] = -((float)map.x) * 0.5f;
-       map.origin[2] = -((float)map.y) * 0.5f;
-       
-       vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
+       vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
        return 1;
 }
 
-void vg_update(void)
+static struct cell *pcell( v2i pos )
 {
-       // 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 );
+       return &world.data[ pos[1]*world.w + pos[0] ];
+}
 
-       glm_mat4_identity( m_view );
-       glm_translate_z( m_view, -10.f );
-       glm_rotate_x( m_view, 1.0f, m_view );
+int main( int argc, char *argv[] )
+{
+       vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
+}
+
+void vg_register(void)
+{
+       SHADER_INIT( shader_tile_colour );
+}
+
+void vg_start(void)
+{
+       // Quad mesh
+       {
+               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,
+                       
+                       0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
+                       0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
+                       0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left
+                       0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up
+                       0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
+               };
+               
+               init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
+       }
        
-       glm_mat4_mul( m_projection, m_view, vg_pv );
+       // 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 ) );
+       }
        
-       // Get mouse ray
-       vec3 ray_origin;
-       vec3 ray_dir;
+       // splitters (temp)
+       {
+               float splitter_l[] =
+               {
+                       #include "models/splitter_l.obj.h"
+               };
+               float splitter_r[] =
+               {
+                       #include "models/splitter_r.obj.h"
+               };
+               
+               init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) );
+               init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) );
+       }
        
-       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 );
+       map_load( level_pack[ 0 ] );
+}
+
+void vg_free(void)
+{
+       free_mesh( &world.tile );
+       free_mesh( &world.circle );
+       free_mesh( &world.splitter_l );
+       free_mesh( &world.splitter_r );
 
-       // Get floor tile intersection  
-       float ray_t = -ray_origin[1] / ray_dir[1];
+       map_free();
+}
+
+static int cell_interactive( v2i co )
+{
+       // Bounds check
+       if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 )
+               return 0;
 
-       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 );
+       // Flags check
+       if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
+               return 0;
+
+       // List of 3x3 configurations that we do not allow
+       static u32 invalid_src[][9] = 
+       { 
+               { 0,1,0,
+                 1,1,1,
+                 0,1,0 
+               },
+               { 0,0,0,
+                 0,1,1,
+                 0,1,1
+               },
+               { 0,0,0,
+                 1,1,0,
+                 1,1,0
+               },
+               { 0,1,1,
+                 0,1,1,
+                 0,0,0
+               },
+               { 1,1,0,
+                 1,1,0,
+                 0,0,0
+               },
+               { 0,1,0,
+                 0,1,1,
+                 0,1,0
+               },
+               { 0,1,0,
+                 1,1,0,
+                 0,1,0
+               }
+       };
        
-       int tile_x = floorf( tile_pos[0] );
-       int tile_y = floorf( tile_pos[2] );
+       // Statically compile invalid configurations into bitmasks
+       static u32 invalid[ vg_list_size(invalid_src) ];
        
-       map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
+       for( int i = 0; i < vg_list_size(invalid_src); i ++ )
+       {
+               u32 comped = 0x00;
        
-       vg_line2( (vec3){0.f,0.f,0.f}, (vec3){0.f,3.f,0.f}, 0xff0000ff, 0xff00ff00 );
-}
+               for( int j = 0; j < 3; j ++ )
+                       for( int k = 0; k < 3; k ++ )
+                               comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
+               
+               invalid[i] = comped;
+       }
 
-GLuint tile_vao;
-GLuint tile_vbo;
+       // Extract 5x5 grid surrounding tile
+       u32 blob = 0x1000;
+       for( int y = co[1]-2; y < co[1]+3; y ++ )
+               for( int x = co[0]-2; x < co[0]+3; x ++ )
+               {                
+                       struct cell *cell = pcell((v2i){x,y});
 
-void vg_render(void)
+                       if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
+                               blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
+               }
+
+       // Run filter over center 3x3 grid to check for invalid configurations
+       int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
+       for( int i = 0; i < vg_list_size(kernel); i ++ )
+       {
+               if( blob & (0x1 << (6+kernel[i])) )
+               {
+                       u32 window = blob >> kernel[i];
+
+                       for( int j = 0; j < vg_list_size(invalid); j ++ )
+                               if((window & invalid[j]) == invalid[j])
+                       return 0;
+               }
+       }
+
+       return 1;
+}
+
+void vg_update(void)
 {
-       glViewport( 0,0, vg_window_x, vg_window_y );
+       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 ++; }
+       
+       if( changelvl != curlevel )
+       {
+               map_load( level_pack[ changelvl ] );
+               curlevel = changelvl;
+               
+               // TEMP!!! code dupe
+               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;
+               
+               vg_info( "Stopping simulation!\n" );
+       }
+       
+       float ratio = (float)vg_window_y / (float)vg_window_x;
+       float const size = 9.5f;
+       
+       v3f origin;
+       origin[0] = -0.5f * world.w;
+       origin[1] = -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();
+       
+       // Input stuff
+       
+       v2f tile_pos;
+       v2_copy( vg_mouse_ws, tile_pos );
+       
+       int tile_x = floorf( tile_pos[0] );
+       int tile_y = floorf( tile_pos[1] );
 
-       glEnable( GL_DEPTH_TEST );
-       glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
-       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+       // Tilemap editing
+       if( !world.simulating )
+       {
+               if( cell_interactive( (v2i){ tile_x, tile_y } ))
+               {
+                       world.selected = tile_y * world.w + tile_x;
+                       
+                       if( vg_get_button_down("primary") )
+                       {
+                               world.data[ world.selected ].state ^= FLAG_CANAL;
+                       }
+               }
+               else
+                       world.selected = -1;
+       }
        
-       glBindVertexArray( tile_vao );
+       // Simulation stop/start
+       if( vg_get_button_down("go") )
+       {
+               if( world.simulating )
+               {
+                       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;
+                       
+                       vg_info( "Stopping simulation!\n" );
+               }
+               else
+               {
+                       vg_success( "Starting simulation!\n" );
+                       
+                       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 ++ )
+                       {
+                               world.data[ i ].state &= ~FLAG_FLIP_FLOP;
+                       }
+                       
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                               world.io[i].recv_count = 0;
+               }
+       }
        
-       SHADER_USE( colour_shader );
-       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       // Simulation stuff
+       // ========================================================
        
-       for( int y = 0; y < map.y; y ++ )
+       // Reclassify world. TODO: Move into own function
+       for( int y = 2; y < world.h-2; y ++ )
        {
-               for( int x = 0; x < map.x; x ++ )
+               for( int x = 2; x < world.w-2; 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 ];
-                       
-                       if( map.selected != cell )
+                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                       
+                       u8 config = 0x00;
+                       
+                       if( pcell((v2i){x,y})->state & FLAG_CANAL )
                        {
-                               if( cell->flags & CELL_FLAG_INPUT )
-                                       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.9f, 0.5f, 0.5f, 1.0f );
-                               else if( cell->flags & CELL_FLAG_OUTPUT )
-                                       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.9f, 0.5f, 1.0f );
-                               else if( cell->flags & CELL_FLAG_WALL )
-                                       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.1f, 0.1f, 0.1f, 1.0f );
-                               else
-                                       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.7f, 0.7f, 0.7f, 1.0f );
+                               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;
+                               }
+                       } else config = 0xF;
+                       
+                       pcell((v2i){x,y})->config = config;
+                       pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER);
+               }
+       }
+       
+       for( int y = 2; y < world.h-2; y ++ )
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       // R,D,L,-   1110 (splitter, 1 drop created)
+                       
+                       // R,-,L,U - 1011 (merger, 2 drop created)
+                       
+                       u8 config = pcell((v2i){x,y})->config;
+                       
+                       if( config == 0x7 ) // splitter
+                       {
+                               world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R);
                        }
-                       else
+                       else if( config == 0xD )
                        {
-                               float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
-                               glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), flash,flash,flash, 1.0f );
+                               world.data[y*world.w+x-1].state |= FLAG_DROP_R;
+                               world.data[y*world.w+x+1].state |= FLAG_DROP_L;
+                               world.data[y*world.w+x].state |= FLAG_MERGER;
                        }
+               }
+               
+       // Fish ticks
+       if( world.simulating )
+       {
+               while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
+               {
+                       vg_info( "frame: %u\n", world.sim_frame );
                        
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
+                       {
+                               struct cell_terminal *term = &world.io[ i ];
+                               int posx = term->id % world.w;
+                               int posy = (term->id - posx)/world.w;
+                               int is_input = world.data[ term->id ].state & FLAG_INPUT;
+                               
+                               if( is_input )
+                               {
+                                       if( world.sim_frame < arrlen( term->conditions ) )
+                                       {
+                                               struct fish *fish = &world.fishes[world.num_fishes++];
+                                               fish->pos[0] = posx;
+                                               fish->pos[1] = posy;
+                                               fish->alive = 1;
+                                               fish->payload = term->conditions[world.sim_frame];
+                                               
+                                               int can_spawn = 0;
+                                               
+                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
+                                                       if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
+                                                       {
+                                                               fish->dir[0] = dirs[j][0];
+                                                               fish->dir[1] = dirs[j][1];
+                                                               can_spawn = 1;
+                                                               break;
+                                                       }
+                                               
+                                               if( !can_spawn )
+                                                       world.num_fishes--;
+                                       }
+                               }
+                       }
+
+                       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 )
+                                       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->state & (FLAG_INPUT|FLAG_CANAL)) )
+                               {
+                                       fish->alive = 0;
+                               }
+                               else
+                               {
+                                       if( cell_current->state & FLAG_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->state & FLAG_MERGER )
+                                       {
+                                               // 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];
+                               }
+                       }
+                       
+                       world.sim_frame ++;
                }
        }
 }
 
-void vg_start(void)
+void vg_render(void)
 {
-       SHADER_INIT( colour_shader );
+       glViewport( 0,0, vg_window_x, vg_window_y );
+
+       glDisable( GL_DEPTH_TEST );
+       glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
+       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       glGenVertexArrays( 1, &tile_vao );
-       glGenBuffers( 1, &tile_vbo );
+       use_mesh( &world.tile );
+       SHADER_USE( shader_tile_colour );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        
-       float quad_mesh[] =
+       // Shadow layer
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
+       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_CANAL )
+                       {
+                               continue;
+                       }
+                       
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f );
+                       draw_mesh( 0, 2 );
+               }
+       
+       for( int y = 0; y < world.h; y ++ )
        {
-               -0.5f, 0.f, -0.5f,
-               -0.5f, 0.f, 0.5f,
-                0.5f, 0.f, 0.5f,
-               -0.5f, 0.f, -0.5f,
-                0.5f, 0.f, 0.5f,
-                0.5f, 0.f, -0.5f
-       };
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+                       int selected = world.selected == y*world.w + x;
+               
+                       if( cell->state & FLAG_SPLIT )
+                       {
+                               glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.9f, 0.9f, 1.0f );
+                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
+                               
+                               struct mesh *splitter = cell->state & FLAG_FLIP_FLOP? &world.splitter_r: &world.splitter_l;
+                               
+                               use_mesh( splitter );
+                               draw_mesh( 0, splitter->elements );
+                               use_mesh( &world.tile );
+                       }
+               
+                       if( (cell->state & FLAG_CANAL) && !selected )
+                               continue;
+               
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
+                       
+                       v4f colour;
+                               
+                       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){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); }
+                       else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); }
+                       else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
+                       
+                       //if( cell->water[world.frame&0x1] )
+                       //      v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/16.0f), 1.0f }, colour );
+                       
+                       if( selected )
+                               v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
+                       
+                       //if( cell->state & (FLAG_SPLIT) )
+                       //      v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour );
+                       //if( cell->state & (FLAG_MERGER) )
+                       //      v4_copy( (v4f){ 0.75f, 0.02f, 0.75f, 1.0f }, colour );
+                       
+                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
+                       
+                       draw_mesh( 0, 2 );
+               }
+       }
        
-       glBindVertexArray( tile_vao );
-       glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
-       glBufferData
-       (
-               GL_ARRAY_BUFFER,
-               sizeof( quad_mesh ),
-               quad_mesh,
-               GL_STATIC_DRAW
-       );
-       
-       glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
-       glEnableVertexAttribArray( 0 );
+       use_mesh( &world.circle );
        
-       VG_CHECK_GL();
+       // 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;
+               
+               int const filled_start = 0;
+               int const filled_count = 32;
+               int const empty_start = 32;
+               int const empty_count = 32*2;
+               
+               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+               
+               for( int j = 0; j < arrlen( term->conditions ); j ++ )
+               {
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f );
+                       
+                       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 );
+                       }
+               }
+       }
        
-       map_load
-       ( 
-               "#####-#####;aa\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#         -;bb\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#####+#####;abab\n"
-       );
-}
-
-void vg_free(void)
-{
-       map_free();
+       // Draw 'fish'
+       if( world.simulating )
+       {
+               float scaled_time = (vg_time-world.sim_start)*2.0f;
+               float lerp = 1.0f-(scaled_time - (float)world.sim_frame);
+               
+               v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+               
+               for( int i = 0; i < world.num_fishes; i ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
+                       
+                       if( !fish->alive )
+                               continue;
+                       
+                       colour_code_v3( fish->payload, dot_colour );
+                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                       
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)fish->pos[0] + 0.5f - (float)fish->dir[0]*lerp, (float)fish->pos[1] + 0.25f - (float)fish->dir[1]*lerp, 0.25f );
+                       draw_mesh( 0, 32 );
+               }
+       }
+       
+       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( 0, 32 );
+       }
 }
 
 void vg_ui(void)
 {
-       
+       //ui_test();
 }