only rebuild map chunks where user clicks
[fishladder.git] / fishladder.c
index bf877e33b19e04f21bf4102ea50a8171f77a7381..eb86953ebe0d5ce3d90fb749d7ae99894d06477b 100644 (file)
@@ -27,13 +27,49 @@ SHADER_DEFINE( shader_tile_colour,
        UNIFORMS({ "uPv", "uOffset", "uColour" })
 )
 
+SHADER_DEFINE( shader_ball,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec2 uOffset;"
+       "uniform mat3 uPv;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Create texture coords
+               "aTexCoords = a_co;"
+               
+               // Vertex transform
+               "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
+               "gl_Position = vec4( uPv * worldpos, 1.0 );"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec3 uColour;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 glyph = texture( uTexMain, aTexCoords );"
+               "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
+       "}"
+       ,
+       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
+)
+
 SHADER_DEFINE( shader_tile_main,
        // VERTEX
        "layout (location=0) in vec2 a_co;"
        "uniform vec4 uOffset;" // Tile x/y, uv x/y
        "uniform mat3 uPv;"
+       "uniform mat2 uSubTransform;"
        ""
-               "out vec4 aTexCoords;"
+       "out vec4 aTexCoords;"
        ""
        "vec2 hash22(vec2 p)"
        "{"
@@ -44,10 +80,15 @@ SHADER_DEFINE( shader_tile_main,
        ""
        "void main()"
        "{"
+               // Create texture coords
                "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
                "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
                "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
-               "gl_Position = vec4( uPv * vec3( a_co + uOffset.xy, 1.0 ), 1.0 );"
+               
+               // Vertex transform
+               "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
+               "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
+               "gl_Position = vec4( uPv * worldpos, 1.0 );"
        "}",
        
        // FRAGMENT
@@ -68,10 +109,10 @@ SHADER_DEFINE( shader_tile_main,
                
                "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
                
-               "FragColor = vec4( wood_comp * shadows, 1.0 );"
+               "FragColor = vec4( wood_comp * shadows, glyph.b );"
        "}"
        ,
-       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood" })
+       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" })
 )
 
 const char *level_pack[] = 
@@ -135,6 +176,31 @@ const char *level_pack[] =
 GLuint tex_tile_data;
 GLuint tex_tile_detail;
 GLuint tex_wood;
+GLuint tex_ball;
+
+sfx_system_t audio_system_sfx = 
+{
+ .vol = 1.f,
+ .spd = 1.f,
+ .ch = 1,
+ .cur = 0,
+ .vol_src = &g_vol_sfx,
+ .flags = 0x00,
+ .fadeout = FADEOUT_LENGTH,
+ .name = "sfx"
+};
+
+sfx_set_t audio_tile_mod = 
+{
+ .sources = "\
+sound/mod_01.ogg\0\
+sound/mod_02.ogg\0\
+sound/mod_03.ogg\0\
+sound/mod_04.ogg\0\
+sound/mod_05.ogg\0\
+sound/mod_06.ogg\0",
+ .flags = 0
+};
 
 m3x3f m_projection;
 m3x3f m_view;
@@ -144,11 +210,33 @@ m3x3f m_mdl;
 #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
+#define FLAG_FLIP_ROTATING 0x200
+
+/*
+       0000 0   | 0001 1   | 0010 2   | 0011 3
+                          |          |    |     |    |
+               X     |           X=    |    X     |    X=
+                          |          |          |     
+       0100 4   | 0101 5   | 0110 6   | 0111 7
+                          |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+                          |          |          |    
+       1000 8   | 1001 9   | 1010 10  | 1011 11
+                     |          |    |     |    |
+               X     |    X=    |    X     |    X=
+               |               |    |     |    |     |    |
+       1100 12  | 1101 13  | 1110 14  | 1111 15
+                     |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+               |          |    |     |    |     |    |
+*/
+
+enum cell_type
+{
+       k_cell_type_split = 7,
+       k_cell_type_merge = 13
+};
 
 v3f colour_sets[] =
 { { 0.9f, 0.2f, 0.01f },
@@ -236,7 +324,7 @@ struct world
        
        u32 w, h;
        
-       struct mesh tile, circle, splitter_l, splitter_r;
+       struct mesh tile, circle;
        
        int selected;
        
@@ -266,6 +354,7 @@ static void map_free(void)
        world.io = NULL;
 }
 
+static void map_reclassify( v2i start, v2i end );
 static int map_load( const char *str )
 {
        map_free();
@@ -382,6 +471,7 @@ static int map_load( const char *str )
                c ++;
        }
        
+       map_reclassify( NULL, NULL );
        vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
        return 1;
 }
@@ -400,6 +490,7 @@ void vg_register(void)
 {
        SHADER_INIT( shader_tile_colour );
        SHADER_INIT( shader_tile_main );
+       SHADER_INIT( shader_ball );
 }
 
 void vg_start(void)
@@ -451,21 +542,6 @@ void vg_start(void)
                init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
        }
        
-       // 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 ) );
-       }
-       
        // Textures
        {
                tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" );
@@ -482,6 +558,16 @@ void vg_start(void)
                vg_tex2d_mipmap();
                vg_tex2d_linear_mipmap();
                vg_tex2d_repeat();
+               
+               tex_ball = vg_tex2d_rgba( "textures/ball.png" );
+               vg_tex2d_mipmap();
+               vg_tex2d_linear_mipmap();
+               vg_tex2d_clamp();
+       }
+       
+       // Audio
+       {
+               sfx_set_init( &audio_tile_mod, NULL );
        }
        
        map_load( level_pack[ 0 ] );
@@ -491,14 +577,15 @@ void vg_free(void)
 {
        free_mesh( &world.tile );
        free_mesh( &world.circle );
-       free_mesh( &world.splitter_l );
-       free_mesh( &world.splitter_r );
-
+       
        map_free();
        
        glDeleteTextures( 1, &tex_tile_data );
        glDeleteTextures( 1, &tex_tile_detail );
        glDeleteTextures( 1, &tex_wood );
+       glDeleteTextures( 1, &tex_ball );
+       
+       sfx_set_free( &audio_tile_mod );
 }
 
 static int cell_interactive( v2i co )
@@ -514,11 +601,10 @@ static int cell_interactive( v2i co )
        // 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
@@ -535,7 +621,6 @@ static int cell_interactive( v2i co )
                  1,1,0,
                  0,0,0
                },
-               /*
                { 0,1,0,
                  0,1,1,
                  0,1,0
@@ -543,7 +628,7 @@ static int cell_interactive( v2i co )
                { 0,1,0,
                  1,1,0,
                  0,1,0
-               }*/
+               }
        };
        
        // Statically compile invalid configurations into bitmasks
@@ -588,6 +673,41 @@ static int cell_interactive( v2i co )
        return 1;
 }
 
+static void map_reclassify( v2i start, v2i end )
+{
+       v2i full_start = { 2,2 };
+       v2i full_end = { world.w-2, world.h-2 };
+       
+       if( !start || !end )
+       {
+               start = full_start;
+               end = full_end;
+       }
+
+       for( int y = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ )
+       {
+               for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_end[0] ); x ++ )
+               {
+                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                       
+                       u8 config = 0x00;
+                       
+                       if( pcell((v2i){x,y})->state & FLAG_CANAL )
+                       {
+                               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;
+               }
+       }
+}
+
 void vg_update(void)
 {
        static int curlevel = 0;
@@ -643,6 +763,13 @@ void vg_update(void)
                        if( vg_get_button_down("primary") )
                        {
                                world.data[ world.selected ].state ^= FLAG_CANAL;
+                               
+                               if( world.data[ world.selected ].state & FLAG_CANAL )
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
+                               else
+                                       sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
+                                       
+                               map_reclassify( (v2i){ tile_x -2, tile_y -2 }, (v2i){ tile_x +2, tile_y +2 } );
                        }
                }
                else
@@ -681,54 +808,7 @@ void vg_update(void)
                                world.io[i].recv_count = 0;
                }
        }
-       
-       // Simulation stuff
-       // ========================================================
-       
-       for( int y = 2; y < world.h-2; y ++ )
-       {
-               for( int x = 2; x < world.w-2; x ++ )
-               {
-                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
-                       
-                       u8 config = 0x00;
-                       
-                       if( pcell((v2i){x,y})->state & FLAG_CANAL )
-                       {
-                               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 if( config == 0xD )
-                       {
-                               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 )
        {
@@ -770,6 +850,16 @@ void vg_update(void)
                                        }
                                }
                        }
+                       
+                       // Update splitter deltas
+                       for( int i = 0; i < world.h*world.w; i ++ )
+                       {
+                               struct cell *cell = &world.data[i];
+                               if( cell->config == k_cell_type_split )
+                               {
+                                       cell->state &= ~FLAG_FLIP_ROTATING;
+                               }
+                       }
 
                        for( int i = 0; i < world.num_fishes; i ++ )
                        {
@@ -797,52 +887,53 @@ void vg_update(void)
                                        continue;
                                }
                                
-                               if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) )
+                               if( cell_current->config == k_cell_type_split )
                                {
-                                       fish->alive = 0;
+                                       // Flip flop L/R
+                                       fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
+                                       fish->dir[1] = 0;
+                                       
+                                       cell_current->state ^= FLAG_FLIP_FLOP;
+                               }
+                               else if( cell_current->config == k_cell_type_merge )
+                               {
+                                       // Can only move up
+                                       fish->dir[0] = 0;
+                                       fish->dir[1] = -1;
                                }
                                else
                                {
-                                       if( cell_current->state & FLAG_SPLIT )
+                                       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)) )
                                        {
-                                               // Flip flop L/R
-                                               fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
-                                               fish->dir[1] = 0;
+                                               // Try other directions for valid, so down, left, right..
+                                               v2i dirs[] = {{1,0},{-1,0},{0,-1}};
+                                               vg_info( "Trying some other directions...\n" );
                                                
-                                               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)) )
+                                               for( int j = 0; j < vg_list_size(dirs); j ++ )
                                                {
-                                                       // 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) )
                                                        {
-                                                               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->dir[0] = dirs[j][0];
+                                                               fish->dir[1] = dirs[j][1];
                                                        }
                                                }
                                        }
-                                       
-                                       fish->pos[0] += fish->dir[0];
-                                       fish->pos[1] += fish->dir[1];
                                }
+                               
+                               fish->pos[0] += fish->dir[0];
+                               fish->pos[1] += fish->dir[1];
+                               
+                               struct cell *cell_entry = pcell( fish->pos );
+                               
+                               if( !(cell_entry->state & (FLAG_INPUT|FLAG_CANAL|FLAG_OUTPUT) ))
+                                       fish->alive = 0;
+                               else
+                                       if( cell_entry->config == k_cell_type_split )
+                                               cell_entry->state |= FLAG_FLIP_ROTATING;
                        }
                        
                        world.sim_frame ++;
@@ -850,98 +941,8 @@ void vg_update(void)
        }
 }
 
-void vg_render(void)
+static void render_tiles(void)
 {
-       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 );
-       
-       // 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 ++ )
-               {
-                       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 );
-               }
-       }
-       */
-       
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glBlendEquation(GL_FUNC_ADD);
-       
-       use_mesh( &world.tile );
-       SHADER_USE( shader_tile_main );
-       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       
-       // Bind textures
-       glActiveTexture( GL_TEXTURE0 );
-       glBindTexture( GL_TEXTURE_2D, tex_tile_data );
-       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
-       
-       glActiveTexture( GL_TEXTURE1 );
-       glBindTexture( GL_TEXTURE_2D, tex_wood );
-       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
-       
        for( int y = 0; y < world.h; y ++ )
        {
                for( int x = 0; x < world.w; x ++ )
@@ -949,25 +950,6 @@ void vg_render(void)
                        struct cell *cell = pcell((v2i){x,y});
                        int selected = world.selected == y*world.w + x;
                        
-                       /*
-                               0000 0   | 0001 1   | 0010 2   | 0011 3
-                                                  |          |    |     |    |
-                                       X     |           X=    |    X     |    X=
-                                                  |          |          |     
-                               0100 4   | 0101 5   | 0110 6   | 0111 7
-                                                  |          |    |     |    |
-                                 =X     |   =X=    |   =X     |   =X=
-                                                  |          |          |    
-                               1000 8   | 1001 9   | 1010 10  | 1011 11
-                                             |          |    |     |    |
-                                       X     |    X=    |    X     |    X=
-                                       |               |    |     |    |     |    |
-                               1100 12  | 1101 13  | 1110 14  | 1111 15
-                                             |          |    |     |    |
-                                 =X     |   =X=    |   =X     |   =X=
-                                       |          |    |     |    |     |    |
-                       */
-                       
                        int tile_offsets[][2] =
                        {
                                {2, 0}, {0, 3}, {0, 2}, {2, 2},
@@ -984,104 +966,94 @@ void vg_render(void)
                                uv[1] = tile_offsets[ cell->config ][1];
                        }
                        
-                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); // TODO: PICK GLYPH
+                       glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
                        draw_mesh( 0, 2 );
                }
        }
+}
+
+void vg_render(void)
+{
+       glViewport( 0,0, vg_window_x, vg_window_y );
+
+       glDisable( GL_DEPTH_TEST );
+       glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
+       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       SHADER_USE( shader_tile_colour );
-       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       float scaled_time = 0.0f, frame_lerp = 0.0f;
        
-       glDisable(GL_BLEND);
+       if( world.simulating )
+       {
+               scaled_time = (vg_time-world.sim_start)*2.0f;
+               frame_lerp = scaled_time - (float)world.sim_frame;
+       }
        
+       v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
+       v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
+       v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
+       v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
        
+       v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
+       v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
        
-       use_mesh( &world.circle );
+       float const curve_7_linear_section = 0.1562f;
        
-       // 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 );
-                       }
-               }
-       }
+       // TILE SET RENDERING 
+       //      todo: just slam everything into a mesh...
+       //          when user modifies a tile the neighbours can be easily uploaded to gpu mem
+       //          in ~3 subBuffers
+       //          Currently we're uploading a fair amount of data every frame anyway.
+       //          NOTE: this is for final optimisations ONLY!
+       // ======================================================================
+
+       use_mesh( &world.tile );
+       
+       SHADER_USE( shader_tile_main );
+
+       m2x2f subtransform;
+       m2x2_identity( subtransform );
+       glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       // Bind textures
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, tex_tile_data );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+       
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, tex_wood );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+       
+       render_tiles();
+       
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glBlendEquation(GL_FUNC_ADD);
+       
+       SHADER_USE( shader_ball );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, tex_ball );
+       glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
        
        // Draw 'fish'
        if( world.simulating )
        {
-               float scaled_time = (vg_time-world.sim_start)*2.0f;
-               float lerp = 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 );
-                       
+
                        // Evaluate position
                        struct cell *cell = pcell(fish->pos);
                        v2f fish_pos;
                        
-                       v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
-                       v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
-                       v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
-                       v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
-                       
-                       v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
-                       v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}};
-                       
-                       float const linear_section = 0.1562f;
-                       
                        v2f const *curve;
                        
-                       float t = lerp;
+                       float t = frame_lerp;
                        
                        switch( cell->config )
                        {
@@ -1096,10 +1068,10 @@ void vg_render(void)
                                case 9: curve = curve_9; break;
                                case 12: curve = curve_12; break;
                                case 7:
-                                       if( t > linear_section )
+                                       if( t > curve_7_linear_section )
                                        {
-                                               t -= linear_section;
-                                               t *= (1.0f/(1.0f-linear_section));
+                                               t -= curve_7_linear_section;
+                                               t *= (1.0f/(1.0f-curve_7_linear_section));
                                                
                                                curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
                                        }
@@ -1110,7 +1082,6 @@ void vg_render(void)
                        
                        if( curve )
                        {
-                               // bezier thing
                                float t2 = t * t;
                                float t3 = t * t * t;
 
@@ -1133,14 +1104,125 @@ void vg_render(void)
                                fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
                        }
                        
-                       vg_line_box( (v2f){fish->pos[0],fish->pos[1]}, 
-                       (v2f){ (float)fish->pos[0]+1.0f, (float)fish->pos[1]+1.0f }, 0xffffffff );
+                       v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+                       colour_code_v3( fish->payload, dot_colour );
                        
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), fish_pos[0], fish_pos[1], 0.125f );
+                       glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
+                       glUniform2f( SHADER_UNIFORM( shader_ball, "uOffset" ), fish_pos[0], fish_pos[1] );
                        draw_mesh( 0, 32 );
                }
        }
        
+       
+       SHADER_USE( shader_tile_main );
+
+       // Bind textures
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, tex_tile_data );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
+       
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, tex_wood );
+       glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
+       
+       render_tiles();
+
+       //      Draw splitters
+
+       for( int y = 0; y < world.h; y ++ )
+       {
+               for( int x = 0; x < world.w; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+                       
+                       if( cell->config == k_cell_type_split )
+                       {
+                               float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
+                               
+                               if( cell->state & FLAG_FLIP_ROTATING )
+                               {
+                                       if( (frame_lerp > curve_7_linear_section) )
+                                       {
+                                               float const rotation_speed = 0.4f;
+                                               if( (frame_lerp < 1.0f-rotation_speed) )
+                                               {
+                                                       float t = frame_lerp - curve_7_linear_section;
+                                                       t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
+                                                       t += 1.0f;
+                                                       
+                                                       rotation *= t;
+                                               }
+                                               else
+                                                       rotation *= -1.0f;
+                                       }
+                               }
+
+                               m2x2_create_rotation( subtransform, rotation );
+
+                               glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );  
+                               glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y + 0.125f, 0.0f, 0.0f );
+                               draw_mesh( 0, 2 );
+                       }
+               }
+       }
+       
+       //glDisable(GL_BLEND);
+       
+       glDisable(GL_BLEND);
+
+       SHADER_USE( shader_tile_colour );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       use_mesh( &world.circle );
+       
+       // 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 );
+                       }
+               }
+       }
+       
        if( world.simulating )
        {
                glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );