small refactor ui api
[fishladder.git] / fishladder.c
index 287a1ea3d6d1c3f61ea1ff322c887cc7c8cd523c..7c026532f66178d5496bc86ddf5830e14e110909 100644 (file)
@@ -8,11 +8,11 @@ SHADER_DEFINE( shader_tile_colour,
        // VERTEX
        "layout (location=0) in vec2 a_co;"
        "uniform mat3 uPv;"
-       "uniform vec2 uOffset;"
+       "uniform vec3 uOffset;"
        ""
        "void main()"
        "{"
-               "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );"
+               "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
        "}",
        
        // FRAGMENT
@@ -27,6 +27,64 @@ SHADER_DEFINE( shader_tile_colour,
        UNIFORMS({ "uPv", "uOffset", "uColour" })
 )
 
+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"
+};
+
 m3x3f m_projection;
 m3x3f m_view;
 m3x3f m_mdl;
@@ -39,33 +97,108 @@ m3x3f m_mdl;
 #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 )
+{
+       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;
-               u8 water_dir;
        }
        *data;
        
        u32 frame;
        
+       u32 sim_frame;
+       float sim_start;
+       int simulating;
+       
        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, splitter_l, splitter_r;
        
        int selected;
+       
+       struct fish
+       {
+               v2i pos;
+               v2i dir;
+               int alive;
+               char payload;
+       }
+       fishes[16];
+       
+       int num_fishes;
 } world = {};
 
 static void map_free(void)
@@ -177,8 +310,6 @@ static int map_load( const char *str )
                        
                        // Tile initialization
                        // row[ cx ] .. etc
-                       row[ cx ].water[0] = 0;
-                       row[ cx ].water[1] = 0;
                        
                        if( *c == '+' || *c == '-' )
                        {
@@ -204,9 +335,14 @@ static int map_load( const char *str )
        return 1;
 }
 
+static struct cell *pcell( v2i pos )
+{
+       return &world.data[ pos[1]*world.w + pos[0] ];
+}
+
 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" );
 }
 
 void vg_register(void)
@@ -216,57 +352,78 @@ void vg_register(void)
 
 void vg_start(void)
 {
-       glGenVertexArrays( 1, &world.tile_vao );
-       glGenBuffers( 1, &world.tile_vbo );
+       // 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) );
+       }
        
-       float quad_mesh[] =
+       // Circle 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 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 ) };
                
-               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
+                       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 );
+               }
                
-       };
-       
-       glBindVertexArray( world.tile_vao );
-       glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo );
-       glBufferData
-       (
-               GL_ARRAY_BUFFER,
-               sizeof( quad_mesh ),
-               quad_mesh,
-               GL_STATIC_DRAW
-       );
+               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 );
+       // 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 ) );
+       }
        
-       VG_CHECK_GL();  
-       
-       map_load
-       ( 
-               "#############;\n"
-               "###-#####-###;aaa,aa\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "###+#####+###;aa,aaa\n"
-               "#############;\n"
-       );
+       map_load( level_pack[ 0 ] );
 }
 
 void vg_free(void)
 {
-       glDeleteVertexArrays( 1, &world.tile_vao );
-       glDeleteBuffers( 1, &world.tile_vbo );
-       
+       free_mesh( &world.tile );
+       free_mesh( &world.circle );
+       free_mesh( &world.splitter_l );
+       free_mesh( &world.splitter_r );
+
        map_free();
 }
 
@@ -332,7 +489,7 @@ 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));
@@ -357,6 +514,27 @@ static int cell_interactive( v2i co )
 
 void vg_update(void)
 {
+       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;
        
@@ -365,29 +543,71 @@ void vg_update(void)
        origin[1] = -0.5f * world.h;
        origin[2] = 0.0f;
        
-       m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+       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] );
+
+       // 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;
+       }
        
-       if( cell_interactive( (v2i){ tile_x, tile_y } ))
+       // Simulation stop/start
+       if( vg_get_button_down("go") )
        {
-               world.selected = tile_y * world.w + tile_x;
-               
-               if( vg_get_button_down("primary") )
+               if( world.simulating )
                {
-                       world.data[ world.selected ].state ^= FLAG_CANAL;
+                       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;
                }
        }
-       else
-               world.selected = -1;
+       
+       // Simulation stuff
+       // ========================================================
        
        // Reclassify world. TODO: Move into own function
        for( int y = 2; y < world.h-2; y ++ )
@@ -398,18 +618,18 @@ void vg_update(void)
                        
                        u8 config = 0x00;
                        
-                       if( world.data[y*world.w+x].state & FLAG_CANAL )
+                       if( pcell((v2i){x,y})->state & FLAG_CANAL )
                        {
                                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]];
+                                       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;
                        
-                       world.data[ y*world.w+x ].config = config;
-                       world.data[ y*world.w+x ].state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER);
+                       pcell((v2i){x,y})->config = config;
+                       pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER);
                }
        }
        
@@ -420,7 +640,7 @@ void vg_update(void)
                        
                        // R,-,L,U - 1011 (merger, 2 drop created)
                        
-                       u8 config = world.data[y*world.w+x].config;
+                       u8 config = pcell((v2i){x,y})->config;
                        
                        if( config == 0x7 ) // splitter
                        {
@@ -433,135 +653,125 @@ void vg_update(void)
                                world.data[y*world.w+x].state |= FLAG_MERGER;
                        }
                }
-       
-       /*
-          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;
                
-               for( int y = 1; y < world.h-1; y ++ )
+       // Fish ticks
+       if( world.simulating )
+       {
+               while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) )
                {
-                       for( int x = 1; x < world.w-1; x ++ )
+                       vg_info( "frame: %u\n", world.sim_frame );
+                       
+                       for( int i = 0; i < arrlen( world.io ); i ++ )
                        {
-                               struct cell *cell = &world.data[y*world.w+x];
+                               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--;
+                                       }
+                               }
+                       }
 
-                               if( cell->state & FLAG_OUTPUT )
-                                       cell->water[ buffer_next ] = 16;
-                               else
+                       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 )
                                {
-                                       int has_source = 0;
-                                       cell->water[ buffer_next ] = 0;
+                                       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;
+                                               }
+                                       }
                                        
-                                       if( cell->state & FLAG_CANAL )
+                                       fish->alive = 0;
+                                       continue;
+                               }
+                               
+                               if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) )
+                               {
+                                       fish->alive = 0;
+                               }
+                               else
+                               {
+                                       if( cell_current->state & FLAG_SPLIT )
                                        {
-                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               // Flip flop L/R
+                                               fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+                                               fish->dir[1] = 0;
                                                
-                                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                                               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)) )
                                                {
-                                                       struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]];
-                                                       
-                                                       // Non canals will be ignored
-                                                       if( !(neighbour->state & (FLAG_CANAL|FLAG_OUTPUT)) )
-                                                               continue;
-                                                       
-                                                       // Only vertical pulls allowed on neighbour splitters
-                                                       if( (neighbour->state & FLAG_SPLIT) && i != 2 )
-                                                               continue;
+                                                       // Try other directions for valid, so down, left, right..
+                                                       v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                                       vg_info( "Trying some other directions...\n" );
                                                        
-                                                       // Only vertical pulls allowed for mergers
-                                                       if( (cell->state & FLAG_MERGER) && i != 2 )
-                                                               continue;
-                                                       
-                                                       // Test for renewall cases if we have drop L/R check if i matches direction.
-                                                       if( (((cell->state & FLAG_DROP_L)&&i==1) || ((cell->state & FLAG_DROP_R)&&i==0)) && neighbour->water[ buffer_id ] )
-                                                       {
-                                                               cell->water[ buffer_next ] = 16;
-                                                               has_source = 1;
-                                                       }
-                                                       else
-                                                       if( neighbour->water[ buffer_id ] > cell->water[ buffer_next ]+1 )
+                                                       for( int j = 0; j < vg_list_size(dirs); j ++ )
                                                        {
-                                                               has_source = 1;
-                                                               cell->water[ buffer_next ] = neighbour->water[ buffer_id ]-1;
+                                                               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];
+                                                               }
                                                        }
                                                }
                                        }
                                        
-                                       if( !has_source && cell->water[ buffer_id ] )
-                                               cell->water[ buffer_next ] = cell->water[ buffer_id ]-1;
+                                       fish->pos[0] += fish->dir[0];
+                                       fish->pos[1] += fish->dir[1];
                                }
                        }
+                       
+                       world.sim_frame ++;
                }
-               
-               world.frame ++;
        }
 }
 
@@ -570,33 +780,65 @@ 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( 0.8f, 0.8f, 0.8f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       glBindVertexArray( world.tile_vao );
+       use_mesh( &world.tile );
        SHADER_USE( shader_tile_colour );
        glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        
+       // 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 ++ )
        {
                for( int x = 0; x < world.w; x ++ )
                {
-                       glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y );
+                       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;
-                       
-                       struct cell *cell = &world.data[y*world.w+x];
-                       
+                               
                        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 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/8.0f), 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( world.selected == y*world.w + x )
+                       if( selected )
                                v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
                        
                        //if( cell->state & (FLAG_SPLIT) )
@@ -606,15 +848,93 @@ void vg_render(void)
                        
                        glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
                        
-                       glDrawArrays( GL_TRIANGLES, 0, 6 );
+                       draw_mesh( 0, 2 );
+               }
+       }
+       
+       use_mesh( &world.circle );
+       
+       // 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( cell->state & FLAG_CANAL )
+                       if( is_input )
                        {
-                               glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f );
-                               glDrawArrays( GL_TRIANGLES, 6, 3 );
+                               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 );
                        }
                }
        }
+       
+       // 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){}
+void vg_ui(void)
+{
+       //ui_test();
+}