only rebuild map chunks where user clicks
[fishladder.git] / fishladder.c
index dc2d540a739edcf5dca8713443acb4572e33e3f7..eb86953ebe0d5ce3d90fb749d7ae99894d06477b 100644 (file)
@@ -27,6 +27,181 @@ 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;"
+       ""
+       "vec2 hash22(vec2 p)"
+       "{"
+               "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
+               "p3 += dot(p3, p3.yzx+33.33);"
+               "return fract((p3.xx+p3.yz)*p3.zy);"
+       "}"
+       ""
+       "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 );"
+               
+               // 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
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexGlyphs;"
+       "uniform sampler2D uTexWood;"
+       ""
+       "in vec4 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
+               "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
+               "vec4 wood = texture( uTexWood, aTexCoords.zw );"
+               "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
+               "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
+               
+               "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+               
+               "FragColor = vec4( wood_comp * shadows, glyph.b );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform" })
+)
+
+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"
+};
+
+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;
 m3x3f m_mdl;
@@ -35,11 +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 },
@@ -157,6 +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();
@@ -273,6 +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;
 }
@@ -284,12 +483,14 @@ static struct cell *pcell( v2i pos )
 
 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)
 {
        SHADER_INIT( shader_tile_colour );
+       SHADER_INIT( shader_tile_main );
+       SHADER_INIT( shader_ball );
 }
 
 void vg_start(void)
@@ -341,27 +542,50 @@ void vg_start(void)
                init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) );
        }
        
-       map_load
-       ( 
-               "#############;\n"
-               "###-#####-###;aaa,aa\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "##         ##;\n"
-               "###+#####+###;aa,aaa\n"
-               "#############;\n"
-       );
+       // Textures
+       {
+               tex_tile_detail = vg_tex2d_rgba( "textures/tile_overlays.png" );
+               vg_tex2d_mipmap();
+               vg_tex2d_linear_mipmap();
+               vg_tex2d_repeat();
+               
+               tex_tile_data = vg_tex2d_rgba( "textures/tileset.png" );
+               vg_tex2d_mipmap();
+               vg_tex2d_linear_mipmap();
+               vg_tex2d_repeat();
+               
+               tex_wood = vg_tex2d_rgba( "textures/wood.png" );
+               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 ] );
 }
 
 void vg_free(void)
 {
        free_mesh( &world.tile );
        free_mesh( &world.circle );
-
+       
        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 )
@@ -449,8 +673,64 @@ 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;
+       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;
        
@@ -472,7 +752,7 @@ void vg_update(void)
        
        int tile_x = floorf( tile_pos[0] );
        int tile_y = floorf( tile_pos[1] );
-       
+
        // Tilemap editing
        if( !world.simulating )
        {
@@ -483,6 +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
@@ -521,55 +808,7 @@ void vg_update(void)
                                world.io[i].recv_count = 0;
                }
        }
-       
-       // Simulation stuff
-       // ========================================================
-       
-       // Reclassify world. TODO: Move into own function
-       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 )
        {
@@ -598,8 +837,6 @@ void vg_update(void)
                                                
                                                v2i dirs[] = {{1,0},{-1,0},{0,-1}};
                                                for( int j = 0; j < vg_list_size(dirs); j ++ )
-                                               {
-                                                       v2i target;
                                                        if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL )
                                                        {
                                                                fish->dir[0] = dirs[j][0];
@@ -607,13 +844,22 @@ void vg_update(void)
                                                                can_spawn = 1;
                                                                break;
                                                        }
-                                               }
                                                
                                                if( !can_spawn )
                                                        world.num_fishes--;
                                        }
                                }
                        }
+                       
+                       // 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 ++ )
                        {
@@ -641,52 +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) )
+                                               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 )
-                                                               {
-                                                                       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 ++;
@@ -694,6 +941,37 @@ void vg_update(void)
        }
 }
 
+static void render_tiles(void)
+{
+       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;
+                       
+                       int tile_offsets[][2] =
+                       {
+                               {2, 0}, {0, 3}, {0, 2}, {2, 2},
+                               {1, 0}, {2, 3}, {3, 2}, {1, 3},
+                               {3, 1}, {0, 1}, {1, 2}, {2, 1},
+                               {1, 1}, {3, 3}, {2, 1}, {2, 1}
+                       };
+                       
+                       int uv[2] = { 3, 0 };
+                       
+                       if( cell->state & FLAG_CANAL )
+                       {
+                               uv[0] = tile_offsets[ cell->config ][0];
+                               uv[1] = tile_offsets[ cell->config ][1];
+                       }
+                       
+                       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 );
@@ -702,63 +980,198 @@ void vg_render(void)
        glClearColor( 0.8f, 0.8f, 0.8f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
+       float scaled_time = 0.0f, frame_lerp = 0.0f;
+       
+       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}};
+       
+       float const curve_7_linear_section = 0.1562f;
+       
+       // 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_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});
+       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 )
+       {
+               for( int i = 0; i < world.num_fishes; i ++ )
+               {
+                       struct fish *fish = &world.fishes[i];
                        
-                       if( cell->state & FLAG_CANAL )
-                       {
+                       if( !fish->alive )
                                continue;
+
+                       // Evaluate position
+                       struct cell *cell = pcell(fish->pos);
+                       v2f fish_pos;
+                       
+                       v2f const *curve;
+                       
+                       float t = frame_lerp;
+                       
+                       switch( cell->config )
+                       {
+                               case 13:
+                                       if( fish->dir[0] == 1 )
+                                               curve = curve_12;
+                                       else
+                                               curve = curve_9;
+                               break;
+                               case 3: curve = curve_3; break;
+                               case 6: curve = curve_6; break;
+                               case 9: curve = curve_9; break;
+                               case 12: curve = curve_12; break;
+                               case 7:
+                                       if( t > curve_7_linear_section )
+                                       {
+                                               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;
+                                       }
+                                       else curve = NULL;
+                               break;
+                               default: curve = NULL; break;
                        }
                        
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f );
-                       draw_mesh( 0, 2 );
+                       if( curve )
+                       {
+                               float t2 = t * t;
+                               float t3 = t * t * t;
+
+                               float cA = 3.0f*t2 - 3.0f*t3;
+                               float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
+                               float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
+
+                               fish_pos[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
+                               fish_pos[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
+                               fish_pos[0] += (float)fish->pos[0];
+                               fish_pos[1] += (float)fish->pos[1];
+                       }
+                       else
+                       {
+                               v2f origin;
+                               origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
+                               origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
+                               
+                               fish_pos[0] = origin[0] + (float)fish->dir[0]*t;
+                               fish_pos[1] = origin[1] + (float)fish->dir[1]*t;
+                       }
+                       
+                       v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
+                       colour_code_v3( fish->payload, dot_colour );
+                       
+                       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});
-                       int selected = world.selected == y*world.w + x;
-               
-                       if( cell->state & FLAG_CANAL && !selected )
-                               continue;
-               
-                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f );
                        
-                       v4f colour;
+                       if( cell->config == k_cell_type_split )
+                       {
+                               float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
                                
-                       if( cell->state & FLAG_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){ 0.2f, 0.7f, 0.3f, 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 );
+                               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
@@ -810,28 +1223,15 @@ void vg_render(void)
                }
        }
        
-       // 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 );
-               }
+               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();
+}