ready for series
authorhgn <hgodden00@gmail.com>
Sat, 18 Sep 2021 15:38:11 +0000 (16:38 +0100)
committerhgn <hgodden00@gmail.com>
Sat, 18 Sep 2021 15:38:11 +0000 (16:38 +0100)
fishladder.c
textures/reference.c [new file with mode: 0644]
vg/template_game.c [new file with mode: 0644]

index f342895d4ed669f445e3cb69b16f1477b4dc4af6..d85cfca77aa2be9d324a9d07d5e2a5f9803025c1 100644 (file)
 //#define VG_STEAM
 #include "vg/vg.h"
 
-#define CELL_SHEET_X 512
-#define CELL_SHEET_Y 512
-
-SHADER_DEFINE( colour_shader, 
-
-       // VERTEX
-       "layout (location=0) in vec2 a_co;"
-       "uniform mat3 uPv;"
-       "uniform mat3 uMdl;"
-       ""
-       "void main()"
-       "{"
-       "  gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );"
-       "}",
-       
-       // FRAGMENT
-       "out vec4 FragColor;"
-       "uniform vec4 uColour;"
-       ""
-       "void main()"
-       "{"
-       "  FragColor = uColour;"
-       "}"
-       ,
-       UNIFORMS({ "uPv", "uMdl", "uColour" })
-)
-
-SHADER_DEFINE( tilemap_shader,
-       
-       // VERTEX
-       "layout (location=0) in vec2 a_co;"                     // XY 
-       "layout (location=1) in vec2 a_offset;" // XY offset
-       "layout (location=2) in vec4 a_data;"           // atlas-uv, amt, other
-       "uniform mat3 uPv;"
-       "uniform vec2 uOrigin;"
-       ""
-       "out vec4 aCoords;"
-       ""
-       "void main()"
-       "{"
-               "vec2 world_coord = a_co+a_offset+uOrigin;"
-          "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
-          "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );"
-       "}",
-       
-       // FRAGMENT
-       "uniform sampler2D uTexTiles;"
-       "uniform sampler2D uTexRipples;"
-       "uniform float uTime;"
-       
-       "in vec4 aCoords;"
-       "out vec4 FragColor;"
-       
-       "void main()"
-       "{"
-               "vec4 glyph = texture( uTexTiles, aCoords.xy );"
-               "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
-               "float wstatus = -((aCoords.z/128.0)-1.0);"     // -1 := None in, 0.0 := Hold middle, 1.0 := All out
-               "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
-               
-               // TODO: Fix texture instead of doing this..
-               "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );"
-               "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;"
-          "FragColor = vec4( composite, 1.0 );"
-       "}"
-       ,
-       UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" })
-)
-
-SHADER_DEFINE( fish_shader,
-       // VERTEX
-       "layout (location=0) in vec2 a_co;"     // XY UV
-
-       "uniform mat3 uPv;"
-       "uniform vec3 uPosition;"
-       
-       "out vec2 aTexCoords;"
-       
-       "void main()"
-       "{"
-               "vec2 world_coord = a_co + uPosition.xy;"
-               "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
-               "aTexCoords = vec2( (a_co.x + uPosition.z) * 0.125, a_co.y );"
-       "}",
-       // FRAGMENT
-       "uniform sampler2D uTexMain;"
-       "uniform vec3 uColour;"
-       
-       "in vec2 aTexCoords;"
-       "out vec4 FragColor;"
-       
-       "void main()"
-       "{"
-               "vec4 maintex = texture( uTexMain, aTexCoords );"
-               "vec3 comp = mix( vec3(0.0,0.03,0.04), uColour, maintex.r );"
-               "FragColor = vec4( comp, maintex.g * 0.7 );"
-       "}",
-       UNIFORMS({ "uPv", "uTexMain", "uColour", "uPosition" })
-)
-
 m3x3f m_projection;
 m3x3f m_view;
 m3x3f m_mdl;
 
-int main( int argc, char *argv[] )
-{
-       vg_init( argc, argv, "FishLadder" );
-}
-
-#define CELL_FLAG_INPUT 0x1
-#define CELL_FLAG_OUTPUT 0x2
- #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT)
-#define CELL_FLAG_WALL 0x4
-#define CELL_FLAG_HOVER 0x8
-#define CELL_FLAG_ITER 0x10
-#define CELL_FLAG_CANAL 0x20
-#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */
-#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL)
-#define CELL_FLAG_VISITED 0x80
-#define CELL_FLAG_UPLVL 0x100
-#define CELL_FLAG_MERGE 0x200
+int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); }
 
-// Cell data:
-// | byte 3 | byte 2 | byte 1 | byte 0 |
-// | anim   | cfg    | rflags | sflags |
+void vg_register(void){}
+void vg_start(void){}
+void vg_update(void){}
 
-// Static flags
-// Level defined (fixed)
-#define FLAG_WALL                      0x1     /* Border cells // non passable */
-#define FLAG_LEVEL_CANAL       0x2     /* Used to mark canals from IO or static sections etc */
-
-// Player defined
-#define FLAG_CANAL     0x4                     /* Cell is marked as canal and can transport water */
-#define FLAG_UNUSED0   0x8
-#define FLAG_UNUSED1 0x10
-#define FLAG_UNUSED2 0x20
-#define FLAG_UNUSED3   0x40
-#define FLAG_UNUSED4   0x80
-
-// Volatile flags
-#define FLAG_WATER     0x100                   /* Does this cell have water flowing through it */
-#define FLAG_UNUSED5 0x200
-#define FLAG_UNUSED6 0x400
-#define FLAG_UNUSED7 0x800
-
-#define FLAG_UNUSED8 0x1000
-#define FLAG_UNUSED9 0x2000
-#define FLAG_UNUSEDA 0x4000
-#define FLAG_UNUSEDB 0x8000
-
-// Combined
-#define CFLAG_TRANSPORT (FLAG_CANAL|FLAG_LEVEL_CANAL)
-
-static struct
-{
-       u32 x,y;
-               
-       v2f origin;
-       struct cell *selected;
-       int select_valid;
-       int playing;
-       u32 frame;
-       
-       u32 *io;
-       
-       struct vstack
-       {
-               struct vframe
-               {
-                       int x, y;
-                       int i;
-               }
-               frames[ 64 ];
-               
-               int level;
-               u32 flags;
-       }
-       stack;
-       
-       GLuint tile_texture;
-       GLuint flow_texture;
-       
-       GLuint tiles_vao;
-       GLuint tiles_vbo;
-}
-map;
-
-static void map_free(void)
-{
-       for( int i = 0; i < arrlen( map.io ); i ++ )
-       {
-               arrfree( map.cells[ map.io[i] ].conditions );
-       }
-
-       arrfree( map.cells );
-       arrfree( map.io );
-       map.x = 0;
-       map.y = 0;
-       map.cells = NULL;
-       map.io = NULL;
-}
-
-static struct cell *ptile( int pos[2] )
-{
-       return map.cells + pos[1]*map.x + pos[0];
-}
-
-static struct cell *gettile( int pos[2] )
-{
-       if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
-               return map.cells + pos[1]*map.x + pos[0];
-       return NULL;
-}
-
-static struct cell *getiftile( int pos[2], u32 flags )
-{
-       struct cell *cell = gettile( pos );
-       if( cell && (cell->flags & flags) )
-               return cell;
-               
-       return NULL;
-}
-
-static void map_tile_coords_from_index( int i, int coords[2] )
-{
-       coords[0] = i % map.x;
-       coords[1] = (i - coords[0])/map.x;
-}
-
-static void map_stack_refresh(void)
-{
-       for( int i = 0; i < map.x*map.y; i ++ )
-               map.cells[i].flags &= ~CELL_FLAG_VISITED;
-}
-
-static void map_stack_init( int coords[2] )
-{
-       map.stack.level = 0;
-       map.stack.frames[0].i = 0;
-       map.stack.frames[0].x = coords[0];
-       map.stack.frames[0].y = coords[1];
-}
-
-static struct cell *map_stack_next(void)
-{
-       struct cell *tile = NULL;
-       
-       while( !tile )
-       {
-               struct vframe *frame = &map.stack.frames[ map.stack.level ];
-               
-               int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} };
-               
-               if( frame->i < 3 )
-               {
-                       int *dir = output_dirs[ frame->i ];
-                       tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
-
-                       if( tile && !(tile->flags & CELL_FLAG_VISITED) )
-                       {
-                               map.stack.level ++;
-                               frame[1].i = 0;
-                               frame[1].x = frame[0].x+dir[0];
-                               frame[1].y = frame[0].y+dir[1];
-                               
-                               tile->flags |= CELL_FLAG_VISITED;
-                               
-                               if( frame->i == 0 )
-                                       frame->i = 400;
-                       }
-                       else
-                               tile = NULL;
-                               
-                       frame->i ++;
-               }
-               else
-               {
-                       map.stack.level --;
-                       tile = NULL;
-                       
-                       if( map.stack.level < 0 )
-                               return NULL;
-               }
-       }
-       
-       return tile;
-}
-
-static void map_stack_current_coords( int coords[2], int offset )
-{
-       coords[0] = map.stack.frames[ map.stack.level+offset ].x;
-       coords[1] = map.stack.frames[ map.stack.level+offset ].y;
-}
-
-static void map_reclassify( v4i bounds )
-{
-       u8 celldata[ 4096 ];
-       
-       for( int y = bounds[1]; y < bounds[3]; y ++ )
-       {
-               for( int x = bounds[0]; x < bounds[2]; x ++ )
-               {
-                       struct cell *cur = map.cells + y*map.x + x;
-                       u8 *cellbytes = celldata + (y*map.x+x)*4; 
-                       
-                       if( cur->flags & CELL_FLAG_WALKABLE )
-                       {
-                               struct cell *a, *b, *c, *d;
-                               
-                               a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
-                               b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
-                               c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
-                               d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
-                               
-                               u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0);
-                               cellbytes[ 0 ] = config;
-                       }
-                       else
-                       {
-                               // TODO: Random background tiles
-                               cellbytes[ 0 ] = 15;
-                       }
-                       
-                       cellbytes[ 1 ] = 0x00;
-                       cellbytes[ 2 ] = 0x00;
-                       cellbytes[ 3 ] = 0x00;
-               }
-       }
-       
-       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
-       glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata );
-}
-
-static int map_load( const char *str )
-{
-       map_free();
-
-       char const *c = str;
-       
-       // Scan for width
-       for(;; map.x ++)
-       {
-               if( str[map.x] == ';' )
-                       break;
-               else if( !str[map.x] )
-               {
-                       vg_error( "Unexpected EOF when parsing level!\n" );
-                       return 0;
-               }
-       }
-       
-       struct cell *row = arraddnptr( map.cells, map.x );
-       int cx = 0;
-       int reg_start = 0, reg_end = 0;
-       
-       for(;;)
-       {
-               if( !*c )
-                       break;
-       
-               if( *c == ';' )
-               {
-                       c ++;
-
-                       // Parse attribs
-                       if( *c != '\n' )
-                       {
-                               while( *c )
-                               {
-                                       if( reg_start < reg_end )
-                                       {
-                                               if( *c >= 'a' && *c <= 'z' )
-                                               {
-                                                       arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c );
-                                               }
-                                               else
-                                               {
-                                                       if( *c == ',' || *c == '\n' )
-                                                       {
-                                                               reg_start ++;
-                                                               
-                                                               if( *c == '\n' )
-                                                                       break;
-                                                       }
-                                                       else
-                                                       {
-                                                               vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y );
-                                                               return 0;
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               vg_error( "Over-assigned values (row: %u)\n", map.y );
-                                               return 0;
-                                       }
-                                       
-                                       c ++;
-                               }
-                       }
-                       
-                       if( reg_start != reg_end )
-                       {
-                               vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end );
-                               return 0;
-                       }
-                       
-                       if( cx != map.x )
-                       {
-                               vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x );
-                               return 0;
-                       }
-                       
-                       row = arraddnptr( map.cells, map.x );
-                       cx = 0;
-                       map.y ++;
-                       reg_end = reg_start = arrlen( map.io );
-               }
-               else
-               {
-                       if( cx == map.x )
-                       {
-                               vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x );
-                               return 0;
-                       }
-                       
-                       row[ cx ].conditions = NULL;
-               
-                       // Parse the various cell types
-                       if( *c == '+' || *c == '-' )
-                       {
-                               arrpush( map.io, cx + map.y*map.x );
-                               row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT;
-                               reg_end ++;
-                       }
-                       else if( *c == '#' )
-                       {
-                               row[ cx ++ ].flags = CELL_FLAG_WALL;
-                       }
-                       else
-                       {
-                               row[ cx ++ ].flags = 0x00;
-                       }
-               }
-       
-               c ++;
-       }
-       
-       // Origin top left corner
-       map.origin[0] = -((float)map.x) * 0.5f;
-       map.origin[1] = -((float)map.y) * 0.5f;
-       
-       float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) );
-       
-       for( int y = 0; y < map.y; y ++ )
-       {
-               for( int x = 0; x < map.x; x ++ )
-               {
-                       float *coord = offset_array + (y*map.x+x)*2;
-                       coord[0] = x;
-                       coord[1] = y;
-               }
-       }
-       
-       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
-       glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array );
-       
-       free( offset_array );
-       vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
-       return 1;
-}
-
-// Determines if tile at position co is contentious
-static int map_tile_availible( int co[2] )
-{
-       // Extract tiles area of influence as a 5x5 grid in bitfield format
-       u32 blob = 0x1000;
-       for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ )
-               for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ )
-                       if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) )
-                               blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
-       
-       // Run filter over center 3x3 grid to check for invalid configurations
-       // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets
-       // to move the kernel as a whole.
-       int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
-       for( int i = 0; i < vg_list_size(kernel); i ++ )
-               if( blob & (0x1 << (6+kernel[i])) )
-               {
-                       // Illegal moves list in bitfield format
-                       u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
-                       u32 window = blob >> kernel[i];
-                       
-                       for( int j = 0; j < vg_list_size(invalid); j ++ )
-                               if((window & invalid[j]) == invalid[j])
-                                       return 0;
-               }
-       
-       return 1;
-}
-
-void vg_update(void)
-{
-       // Update camera
-       float ratio = (float)vg_window_y / (float)vg_window_x;
-       float const size = 7.5f;
-       
-       m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
-       m3x3_identity( m_view );
-       m3x3_mul( m_projection, m_view, vg_pv );
-       vg_projection_update();
-       
-       // Compute map update
-       for( int y = 0; y < map.y; y ++ )
-       {
-               for( int x = 0; x < map.x; x ++ )
-               {
-                       struct cell *tile, *upper, *lower, *l, *r;      
-                       tile = gettile( (int [2]){ x, y } );
-                       tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL);
-                       
-                       if( tile->flags & CELL_FLAG_WALKABLE )
-                       {
-                               r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
-                               l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
-
-                               if( r && l )
-                               {
-                                       upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
-                                       lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
-                                       
-                                       if( upper )
-                                       {
-                                               tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL;
-                                       }
-                                       
-                                       if( lower )
-                                       {
-                                               tile->flags |= CELL_FLAG_SPLIT;
-                                               l->flags |= CELL_FLAG_UPLVL;
-                                               r->flags |= CELL_FLAG_UPLVL;
-                                       }
-                               }
-                       }
-               }
-       }
-       
-       map_reclassify();
-               
-       v2f tile_pos;
-       v2_copy( vg_mouse_ws, tile_pos );
-       v2_sub( tile_pos, map.origin, tile_pos );
-       
-       int tile_x = floorf( tile_pos[0] );
-       int tile_y = floorf( tile_pos[1] );
-       
-       map.selected = ptile( (int [2]){tile_x, tile_y} );
-       
-       if( map.playing )
-       {
-               if( vg_get_button_down( "go" ) )
-               {
-                       map.playing = 0;
-                       vg_info( "Ending!\n" );
-               }
-       }
-       else
-       {
-               if( vg_get_button_down( "go" ) )
-               {
-                       map.playing = 1;
-                       vg_info( "Starting!\n" );
-               }
-       
-               if( map.selected )
-               {
-                       map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } );
-                       
-                       if( map.select_valid )
-                       {
-                               if( vg_get_button_down("primary") )
-                               {
-                                       if( map.selected->flags & CELL_FLAG_CANAL )
-                                       {
-                                               map.selected->flags &= ~(CELL_FLAG_CANAL);
-                                       }
-                                       else
-                                       {
-                                               map.selected->flags |= CELL_FLAG_CANAL;
-                                       }
-                               }
-                       }
-               }
-       }
-}
-
-GLuint tile_vao;
-GLuint tile_vbo;
-GLuint fish_texture;
-
-void vg_render(void)
+void vg_render(void) 
 {
        glViewport( 0,0, vg_window_x, vg_window_y );
 
-       //glEnable( GL_DEPTH_TEST );
-       glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
+       glDisable( GL_DEPTH_TEST );
+       glClearColor( 0.1f, 0.1f, 0.2f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        
-       glBindVertexArray( map.tiles_vao );
-       
-       //map_update_visual();
-       
-       SHADER_USE( tilemap_shader );
-       glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       
-       glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 );
-       glActiveTexture( GL_TEXTURE0 );
-       glBindTexture( GL_TEXTURE_2D, map.tile_texture );
-       
-       glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 );
-       glActiveTexture( GL_TEXTURE1 );
-       glBindTexture( GL_TEXTURE_2D, map.flow_texture );
-       
-       glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin );
-       glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
-       
-       glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
-       
-       /*
-       SHADER_USE( fish_shader );
-       glUniformMatrix3fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       glUniform1i( SHADER_UNIFORM( fish_shader, "uTexMain" ), 0 );
-       glActiveTexture( GL_TEXTURE0 );
-       glBindTexture( GL_TEXTURE_2D, fish_texture );
-       glUniform3f( SHADER_UNIFORM( fish_shader, "uPosition" ), 0.0f, 0.0f, floorf( vg_time*20.0f ) );
-       glUniform3f( SHADER_UNIFORM( fish_shader, "uColour" ), 1.0f, 0.1f, 0.1f );
-       
-       glEnable( GL_BLEND );
-       glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
-       glBlendEquation( GL_FUNC_ADD );
-       
-       glDrawArrays( GL_TRIANGLES, 0, 6 );
-       
-       glDisable( GL_BLEND );
-       */
-}
-
-void vg_register(void)
-{
-       SHADER_INIT( colour_shader );
-       SHADER_INIT( tilemap_shader );
-       SHADER_INIT( fish_shader );
-}
-
-void vg_start(void)
-{
-       glGenVertexArrays( 1, &tile_vao );
-       glGenBuffers( 1, &tile_vbo );
-       
-       float quad_mesh[] =
-       {
-               0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-               0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-               
-               // Padding
-               0.0f, 0.0f, 0.0f, 0.0f
-       };
-       
-       glBindVertexArray( tile_vao );
-       glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
-       glBufferData
-       (
-               GL_ARRAY_BUFFER,
-               sizeof( quad_mesh ),
-               quad_mesh,
-               GL_STATIC_DRAW
-       );
-       
-       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
-       glEnableVertexAttribArray( 0 );
-       
-       VG_CHECK_GL();
-       
-       // Create map buffers
-       glGenVertexArrays( 1, &map.tiles_vao );
-       glGenBuffers( 1, &map.tiles_vbo );
-       
-       glBindVertexArray( map.tiles_vao );
-       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
-       glBufferData( GL_ARRAY_BUFFER, 
-                       sizeof( quad_mesh ) +
-                       sizeof( float )*2 * 1024 +
-                       sizeof( u8 )*4 * 1024,
-               NULL, 
-               GL_DYNAMIC_DRAW
-       );
-       
-       glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh );
-       
-       // Base quad
-       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
-       glEnableVertexAttribArray( 0 );
-       
-       // Offset, data arrays (instancing)
-       glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) );
-       glEnableVertexAttribArray( 1 );
-       glVertexAttribDivisor( 1, 1 );
-       
-       glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) );
-       glEnableVertexAttribArray( 2 );
-       glVertexAttribDivisor( 2, 1 );
-       
-       map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" );
-       vg_tex2d_nearest();
-       vg_tex2d_repeat();
-       
-       map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
-       vg_tex2d_nearest();
-       vg_tex2d_repeat();
-       
-       fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" );
-       vg_tex2d_nearest();
-       vg_tex2d_repeat();
-       
-       map_load
-       ( 
-               "##-#####-##;aaa,aa\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#         #;\n"
-               "#         #;\n"
-               "##+#####+##;aa,aaa\n"
-       );
+       // Rest of drawing code...
 }
 
-void vg_free(void)
-{
-       map_free();
-       
-       glDeleteVertexArrays( 1, &tile_vao );
-       glDeleteVertexArrays( 1, &map.tiles_vao );
-       
-       glDeleteBuffers( 1, &tile_vbo );
-       glDeleteBuffers( 1, &map.tiles_vbo );
-       
-       glDeleteTextures( 1, &map.tile_texture );
-       glDeleteTextures( 1, &map.flow_texture );
-}
-
-void vg_ui(void)
-{
-       
-}
+void vg_ui(void){}
+void vg_free(void){}
diff --git a/textures/reference.c b/textures/reference.c
new file mode 100644 (file)
index 0000000..f342895
--- /dev/null
@@ -0,0 +1,760 @@
+// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+
+//#define VG_STEAM
+#include "vg/vg.h"
+
+#define CELL_SHEET_X 512
+#define CELL_SHEET_Y 512
+
+SHADER_DEFINE( colour_shader, 
+
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform mat3 uPv;"
+       "uniform mat3 uMdl;"
+       ""
+       "void main()"
+       "{"
+       "  gl_Position = vec4( uPv * uMdl * vec3( a_co, 1.0 ), 1.0 );"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       "uniform vec4 uColour;"
+       ""
+       "void main()"
+       "{"
+       "  FragColor = uColour;"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uMdl", "uColour" })
+)
+
+SHADER_DEFINE( tilemap_shader,
+       
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"                     // XY 
+       "layout (location=1) in vec2 a_offset;" // XY offset
+       "layout (location=2) in vec4 a_data;"           // atlas-uv, amt, other
+       "uniform mat3 uPv;"
+       "uniform vec2 uOrigin;"
+       ""
+       "out vec4 aCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec2 world_coord = a_co+a_offset+uOrigin;"
+          "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
+          "aCoords = vec4( (a_co*0.98+0.01 + vec2(a_data.x,0.0)) * 0.0625, a_data.zw );"
+       "}",
+       
+       // FRAGMENT
+       "uniform sampler2D uTexTiles;"
+       "uniform sampler2D uTexRipples;"
+       "uniform float uTime;"
+       
+       "in vec4 aCoords;"
+       "out vec4 FragColor;"
+       
+       "void main()"
+       "{"
+               "vec4 glyph = texture( uTexTiles, aCoords.xy );"
+               "vec4 ripple = texture( uTexRipples, vec2( glyph.x - uTime, glyph.y ));"
+               "float wstatus = -((aCoords.z/128.0)-1.0);"     // -1 := None in, 0.0 := Hold middle, 1.0 := All out
+               "float dev = step( 0.0, glyph.x+wstatus ) * step( glyph.x+wstatus, 1.0 );" //+ abs(glyph.y-0.5) );"
+               
+               // TODO: Fix texture instead of doing this..
+               "float shadow = mix( 1.0, glyph.z, step(0.25, glyph.w) );"
+               "vec3 composite = mix( vec3(0.5,0.5,0.5), vec3(0.3,0.6,1.0) + ripple.xyz * 0.05, step( 0.75, glyph.a )*dev ) * shadow;"
+          "FragColor = vec4( composite, 1.0 );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uTexTiles", "uTexRipples", "uTime", "uOrigin" })
+)
+
+SHADER_DEFINE( fish_shader,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"     // XY UV
+
+       "uniform mat3 uPv;"
+       "uniform vec3 uPosition;"
+       
+       "out vec2 aTexCoords;"
+       
+       "void main()"
+       "{"
+               "vec2 world_coord = a_co + uPosition.xy;"
+               "gl_Position = vec4( uPv * vec3( world_coord, 1.0 ), 1.0 );"
+               "aTexCoords = vec2( (a_co.x + uPosition.z) * 0.125, a_co.y );"
+       "}",
+       // FRAGMENT
+       "uniform sampler2D uTexMain;"
+       "uniform vec3 uColour;"
+       
+       "in vec2 aTexCoords;"
+       "out vec4 FragColor;"
+       
+       "void main()"
+       "{"
+               "vec4 maintex = texture( uTexMain, aTexCoords );"
+               "vec3 comp = mix( vec3(0.0,0.03,0.04), uColour, maintex.r );"
+               "FragColor = vec4( comp, maintex.g * 0.7 );"
+       "}",
+       UNIFORMS({ "uPv", "uTexMain", "uColour", "uPosition" })
+)
+
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+int main( int argc, char *argv[] )
+{
+       vg_init( argc, argv, "FishLadder" );
+}
+
+#define CELL_FLAG_INPUT 0x1
+#define CELL_FLAG_OUTPUT 0x2
+ #define CELL_FLAG_IO (CELL_FLAG_INPUT|CELL_FLAG_OUTPUT)
+#define CELL_FLAG_WALL 0x4
+#define CELL_FLAG_HOVER 0x8
+#define CELL_FLAG_ITER 0x10
+#define CELL_FLAG_CANAL 0x20
+#define CELL_FLAG_SPLIT 0x40 /* Does this cell split and have an incoming vertical connection? */
+#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL)
+#define CELL_FLAG_VISITED 0x80
+#define CELL_FLAG_UPLVL 0x100
+#define CELL_FLAG_MERGE 0x200
+
+// Cell data:
+// | byte 3 | byte 2 | byte 1 | byte 0 |
+// | anim   | cfg    | rflags | sflags |
+
+// Static flags
+// Level defined (fixed)
+#define FLAG_WALL                      0x1     /* Border cells // non passable */
+#define FLAG_LEVEL_CANAL       0x2     /* Used to mark canals from IO or static sections etc */
+
+// Player defined
+#define FLAG_CANAL     0x4                     /* Cell is marked as canal and can transport water */
+#define FLAG_UNUSED0   0x8
+#define FLAG_UNUSED1 0x10
+#define FLAG_UNUSED2 0x20
+#define FLAG_UNUSED3   0x40
+#define FLAG_UNUSED4   0x80
+
+// Volatile flags
+#define FLAG_WATER     0x100                   /* Does this cell have water flowing through it */
+#define FLAG_UNUSED5 0x200
+#define FLAG_UNUSED6 0x400
+#define FLAG_UNUSED7 0x800
+
+#define FLAG_UNUSED8 0x1000
+#define FLAG_UNUSED9 0x2000
+#define FLAG_UNUSEDA 0x4000
+#define FLAG_UNUSEDB 0x8000
+
+// Combined
+#define CFLAG_TRANSPORT (FLAG_CANAL|FLAG_LEVEL_CANAL)
+
+static struct
+{
+       u32 x,y;
+               
+       v2f origin;
+       struct cell *selected;
+       int select_valid;
+       int playing;
+       u32 frame;
+       
+       u32 *io;
+       
+       struct vstack
+       {
+               struct vframe
+               {
+                       int x, y;
+                       int i;
+               }
+               frames[ 64 ];
+               
+               int level;
+               u32 flags;
+       }
+       stack;
+       
+       GLuint tile_texture;
+       GLuint flow_texture;
+       
+       GLuint tiles_vao;
+       GLuint tiles_vbo;
+}
+map;
+
+static void map_free(void)
+{
+       for( int i = 0; i < arrlen( map.io ); i ++ )
+       {
+               arrfree( map.cells[ map.io[i] ].conditions );
+       }
+
+       arrfree( map.cells );
+       arrfree( map.io );
+       map.x = 0;
+       map.y = 0;
+       map.cells = NULL;
+       map.io = NULL;
+}
+
+static struct cell *ptile( int pos[2] )
+{
+       return map.cells + pos[1]*map.x + pos[0];
+}
+
+static struct cell *gettile( int pos[2] )
+{
+       if( pos[0] >= 0 && pos[0] < map.x && pos[1] >= 0 && pos[1] < map.y )
+               return map.cells + pos[1]*map.x + pos[0];
+       return NULL;
+}
+
+static struct cell *getiftile( int pos[2], u32 flags )
+{
+       struct cell *cell = gettile( pos );
+       if( cell && (cell->flags & flags) )
+               return cell;
+               
+       return NULL;
+}
+
+static void map_tile_coords_from_index( int i, int coords[2] )
+{
+       coords[0] = i % map.x;
+       coords[1] = (i - coords[0])/map.x;
+}
+
+static void map_stack_refresh(void)
+{
+       for( int i = 0; i < map.x*map.y; i ++ )
+               map.cells[i].flags &= ~CELL_FLAG_VISITED;
+}
+
+static void map_stack_init( int coords[2] )
+{
+       map.stack.level = 0;
+       map.stack.frames[0].i = 0;
+       map.stack.frames[0].x = coords[0];
+       map.stack.frames[0].y = coords[1];
+}
+
+static struct cell *map_stack_next(void)
+{
+       struct cell *tile = NULL;
+       
+       while( !tile )
+       {
+               struct vframe *frame = &map.stack.frames[ map.stack.level ];
+               
+               int output_dirs[][2] = { {0,1}, {-1,0}, {1,0} };
+               
+               if( frame->i < 3 )
+               {
+                       int *dir = output_dirs[ frame->i ];
+                       tile = getiftile( (int[2]){frame->x+dir[0], frame->y+dir[1]}, CELL_FLAG_WALKABLE );
+
+                       if( tile && !(tile->flags & CELL_FLAG_VISITED) )
+                       {
+                               map.stack.level ++;
+                               frame[1].i = 0;
+                               frame[1].x = frame[0].x+dir[0];
+                               frame[1].y = frame[0].y+dir[1];
+                               
+                               tile->flags |= CELL_FLAG_VISITED;
+                               
+                               if( frame->i == 0 )
+                                       frame->i = 400;
+                       }
+                       else
+                               tile = NULL;
+                               
+                       frame->i ++;
+               }
+               else
+               {
+                       map.stack.level --;
+                       tile = NULL;
+                       
+                       if( map.stack.level < 0 )
+                               return NULL;
+               }
+       }
+       
+       return tile;
+}
+
+static void map_stack_current_coords( int coords[2], int offset )
+{
+       coords[0] = map.stack.frames[ map.stack.level+offset ].x;
+       coords[1] = map.stack.frames[ map.stack.level+offset ].y;
+}
+
+static void map_reclassify( v4i bounds )
+{
+       u8 celldata[ 4096 ];
+       
+       for( int y = bounds[1]; y < bounds[3]; y ++ )
+       {
+               for( int x = bounds[0]; x < bounds[2]; x ++ )
+               {
+                       struct cell *cur = map.cells + y*map.x + x;
+                       u8 *cellbytes = celldata + (y*map.x+x)*4; 
+                       
+                       if( cur->flags & CELL_FLAG_WALKABLE )
+                       {
+                               struct cell *a, *b, *c, *d;
+                               
+                               a = getiftile( (int[2]){ x,y+1 }, CELL_FLAG_WALKABLE );
+                               b = getiftile( (int[2]){ x+1,y }, CELL_FLAG_WALKABLE );
+                               c = getiftile( (int[2]){ x,y-1 }, CELL_FLAG_WALKABLE );
+                               d = getiftile( (int[2]){ x-1,y }, CELL_FLAG_WALKABLE );
+                               
+                               u32 config = (a?0x1:0x0) | (b?0x2:0x0) | (c?0x4:0x0) | (d?0x8:0x0);
+                               cellbytes[ 0 ] = config;
+                       }
+                       else
+                       {
+                               // TODO: Random background tiles
+                               cellbytes[ 0 ] = 15;
+                       }
+                       
+                       cellbytes[ 1 ] = 0x00;
+                       cellbytes[ 2 ] = 0x00;
+                       cellbytes[ 3 ] = 0x00;
+               }
+       }
+       
+       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+       glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float) + 1024*2*sizeof(float), map.x*map.y*4, celldata );
+}
+
+static int map_load( const char *str )
+{
+       map_free();
+
+       char const *c = str;
+       
+       // Scan for width
+       for(;; map.x ++)
+       {
+               if( str[map.x] == ';' )
+                       break;
+               else if( !str[map.x] )
+               {
+                       vg_error( "Unexpected EOF when parsing level!\n" );
+                       return 0;
+               }
+       }
+       
+       struct cell *row = arraddnptr( map.cells, map.x );
+       int cx = 0;
+       int reg_start = 0, reg_end = 0;
+       
+       for(;;)
+       {
+               if( !*c )
+                       break;
+       
+               if( *c == ';' )
+               {
+                       c ++;
+
+                       // Parse attribs
+                       if( *c != '\n' )
+                       {
+                               while( *c )
+                               {
+                                       if( reg_start < reg_end )
+                                       {
+                                               if( *c >= 'a' && *c <= 'z' )
+                                               {
+                                                       arrpush( map.cells[ map.io[ reg_start ] ].conditions, *c );
+                                               }
+                                               else
+                                               {
+                                                       if( *c == ',' || *c == '\n' )
+                                                       {
+                                                               reg_start ++;
+                                                               
+                                                               if( *c == '\n' )
+                                                                       break;
+                                                       }
+                                                       else
+                                                       {
+                                                               vg_error( "Unkown attrib '%c' (row: %u)\n", *c, map.y );
+                                                               return 0;
+                                                       }
+                                               }
+                                       }
+                                       else
+                                       {
+                                               vg_error( "Over-assigned values (row: %u)\n", map.y );
+                                               return 0;
+                                       }
+                                       
+                                       c ++;
+                               }
+                       }
+                       
+                       if( reg_start != reg_end )
+                       {
+                               vg_error( "Not enough values assigned (row: %u, %u of %u)\n", map.y, reg_start, reg_end );
+                               return 0;
+                       }
+                       
+                       if( cx != map.x )
+                       {
+                               vg_error( "Map row underflow (row: %u, %u<%u)\n", map.y, cx, map.x );
+                               return 0;
+                       }
+                       
+                       row = arraddnptr( map.cells, map.x );
+                       cx = 0;
+                       map.y ++;
+                       reg_end = reg_start = arrlen( map.io );
+               }
+               else
+               {
+                       if( cx == map.x )
+                       {
+                               vg_error( "Map row overflow (row: %u, %u>%u)\n", map.y, cx, map.x );
+                               return 0;
+                       }
+                       
+                       row[ cx ].conditions = NULL;
+               
+                       // Parse the various cell types
+                       if( *c == '+' || *c == '-' )
+                       {
+                               arrpush( map.io, cx + map.y*map.x );
+                               row[ cx ++ ].flags = *c == '+'? CELL_FLAG_INPUT: CELL_FLAG_OUTPUT;
+                               reg_end ++;
+                       }
+                       else if( *c == '#' )
+                       {
+                               row[ cx ++ ].flags = CELL_FLAG_WALL;
+                       }
+                       else
+                       {
+                               row[ cx ++ ].flags = 0x00;
+                       }
+               }
+       
+               c ++;
+       }
+       
+       // Origin top left corner
+       map.origin[0] = -((float)map.x) * 0.5f;
+       map.origin[1] = -((float)map.y) * 0.5f;
+       
+       float *offset_array = (float *)malloc( map.x*map.y*2*sizeof(float) );
+       
+       for( int y = 0; y < map.y; y ++ )
+       {
+               for( int x = 0; x < map.x; x ++ )
+               {
+                       float *coord = offset_array + (y*map.x+x)*2;
+                       coord[0] = x;
+                       coord[1] = y;
+               }
+       }
+       
+       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+       glBufferSubData( GL_ARRAY_BUFFER, 16*sizeof(float), map.x*map.y*2*sizeof(float), offset_array );
+       
+       free( offset_array );
+       vg_success( "Map loaded! (%u:%u)\n", map.x, map.y );
+       return 1;
+}
+
+// Determines if tile at position co is contentious
+static int map_tile_availible( int co[2] )
+{
+       // Extract tiles area of influence as a 5x5 grid in bitfield format
+       u32 blob = 0x1000;
+       for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ )
+               for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ )
+                       if( getiftile( (int[2]){ x, y }, CELL_FLAG_WALKABLE ) )
+                               blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
+       
+       // Run filter over center 3x3 grid to check for invalid configurations
+       // The kernel codes both the offsets for reaching each tile inside it, as well as the offsets
+       // to move the kernel as a whole.
+       int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
+       for( int i = 0; i < vg_list_size(kernel); i ++ )
+               if( blob & (0x1 << (6+kernel[i])) )
+               {
+                       // Illegal moves list in bitfield format
+                       u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
+                       u32 window = blob >> kernel[i];
+                       
+                       for( int j = 0; j < vg_list_size(invalid); j ++ )
+                               if((window & invalid[j]) == invalid[j])
+                                       return 0;
+               }
+       
+       return 1;
+}
+
+void vg_update(void)
+{
+       // Update camera
+       float ratio = (float)vg_window_y / (float)vg_window_x;
+       float const size = 7.5f;
+       
+       m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
+       m3x3_identity( m_view );
+       m3x3_mul( m_projection, m_view, vg_pv );
+       vg_projection_update();
+       
+       // Compute map update
+       for( int y = 0; y < map.y; y ++ )
+       {
+               for( int x = 0; x < map.x; x ++ )
+               {
+                       struct cell *tile, *upper, *lower, *l, *r;      
+                       tile = gettile( (int [2]){ x, y } );
+                       tile->flags &= ~(CELL_FLAG_SPLIT|CELL_FLAG_MERGE|CELL_FLAG_UPLVL);
+                       
+                       if( tile->flags & CELL_FLAG_WALKABLE )
+                       {
+                               r = getiftile( (int[2]){ x+1, y }, CELL_FLAG_WALKABLE );
+                               l = getiftile( (int[2]){ x-1, y }, CELL_FLAG_WALKABLE );
+
+                               if( r && l )
+                               {
+                                       upper = getiftile( (int[2]){ x, y-1 }, CELL_FLAG_WALKABLE );
+                                       lower = getiftile( (int[2]){ x, y+1 }, CELL_FLAG_WALKABLE );
+                                       
+                                       if( upper )
+                                       {
+                                               tile->flags |= CELL_FLAG_MERGE | CELL_FLAG_UPLVL;
+                                       }
+                                       
+                                       if( lower )
+                                       {
+                                               tile->flags |= CELL_FLAG_SPLIT;
+                                               l->flags |= CELL_FLAG_UPLVL;
+                                               r->flags |= CELL_FLAG_UPLVL;
+                                       }
+                               }
+                       }
+               }
+       }
+       
+       map_reclassify();
+               
+       v2f tile_pos;
+       v2_copy( vg_mouse_ws, tile_pos );
+       v2_sub( tile_pos, map.origin, tile_pos );
+       
+       int tile_x = floorf( tile_pos[0] );
+       int tile_y = floorf( tile_pos[1] );
+       
+       map.selected = ptile( (int [2]){tile_x, tile_y} );
+       
+       if( map.playing )
+       {
+               if( vg_get_button_down( "go" ) )
+               {
+                       map.playing = 0;
+                       vg_info( "Ending!\n" );
+               }
+       }
+       else
+       {
+               if( vg_get_button_down( "go" ) )
+               {
+                       map.playing = 1;
+                       vg_info( "Starting!\n" );
+               }
+       
+               if( map.selected )
+               {
+                       map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } );
+                       
+                       if( map.select_valid )
+                       {
+                               if( vg_get_button_down("primary") )
+                               {
+                                       if( map.selected->flags & CELL_FLAG_CANAL )
+                                       {
+                                               map.selected->flags &= ~(CELL_FLAG_CANAL);
+                                       }
+                                       else
+                                       {
+                                               map.selected->flags |= CELL_FLAG_CANAL;
+                                       }
+                               }
+                       }
+               }
+       }
+}
+
+GLuint tile_vao;
+GLuint tile_vbo;
+GLuint fish_texture;
+
+void vg_render(void)
+{
+       glViewport( 0,0, vg_window_x, vg_window_y );
+
+       //glEnable( GL_DEPTH_TEST );
+       glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
+       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+       
+       glBindVertexArray( map.tiles_vao );
+       
+       //map_update_visual();
+       
+       SHADER_USE( tilemap_shader );
+       glUniformMatrix3fv( SHADER_UNIFORM( tilemap_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       
+       glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexTiles" ), 0 );
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, map.tile_texture );
+       
+       glUniform1i( SHADER_UNIFORM( tilemap_shader, "uTexRipples" ), 1 );
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, map.flow_texture );
+       
+       glUniform2fv( SHADER_UNIFORM( tilemap_shader, "uOrigin" ), 1, map.origin );
+       glUniform1f( SHADER_UNIFORM( tilemap_shader, "uTime" ), vg_time * 0.5f );
+       
+       glDrawArraysInstanced( GL_TRIANGLES, 0, 6, map.x*map.y );
+       
+       /*
+       SHADER_USE( fish_shader );
+       glUniformMatrix3fv( SHADER_UNIFORM( fish_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+       glUniform1i( SHADER_UNIFORM( fish_shader, "uTexMain" ), 0 );
+       glActiveTexture( GL_TEXTURE0 );
+       glBindTexture( GL_TEXTURE_2D, fish_texture );
+       glUniform3f( SHADER_UNIFORM( fish_shader, "uPosition" ), 0.0f, 0.0f, floorf( vg_time*20.0f ) );
+       glUniform3f( SHADER_UNIFORM( fish_shader, "uColour" ), 1.0f, 0.1f, 0.1f );
+       
+       glEnable( GL_BLEND );
+       glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+       glBlendEquation( GL_FUNC_ADD );
+       
+       glDrawArrays( GL_TRIANGLES, 0, 6 );
+       
+       glDisable( GL_BLEND );
+       */
+}
+
+void vg_register(void)
+{
+       SHADER_INIT( colour_shader );
+       SHADER_INIT( tilemap_shader );
+       SHADER_INIT( fish_shader );
+}
+
+void vg_start(void)
+{
+       glGenVertexArrays( 1, &tile_vao );
+       glGenBuffers( 1, &tile_vbo );
+       
+       float quad_mesh[] =
+       {
+               0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+               0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+               
+               // Padding
+               0.0f, 0.0f, 0.0f, 0.0f
+       };
+       
+       glBindVertexArray( tile_vao );
+       glBindBuffer( GL_ARRAY_BUFFER, tile_vbo );
+       glBufferData
+       (
+               GL_ARRAY_BUFFER,
+               sizeof( quad_mesh ),
+               quad_mesh,
+               GL_STATIC_DRAW
+       );
+       
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+       glEnableVertexAttribArray( 0 );
+       
+       VG_CHECK_GL();
+       
+       // Create map buffers
+       glGenVertexArrays( 1, &map.tiles_vao );
+       glGenBuffers( 1, &map.tiles_vbo );
+       
+       glBindVertexArray( map.tiles_vao );
+       glBindBuffer( GL_ARRAY_BUFFER, map.tiles_vbo );
+       glBufferData( GL_ARRAY_BUFFER, 
+                       sizeof( quad_mesh ) +
+                       sizeof( float )*2 * 1024 +
+                       sizeof( u8 )*4 * 1024,
+               NULL, 
+               GL_DYNAMIC_DRAW
+       );
+       
+       glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof( quad_mesh ), quad_mesh );
+       
+       // Base quad
+       glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
+       glEnableVertexAttribArray( 0 );
+       
+       // Offset, data arrays (instancing)
+       glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)(sizeof(quad_mesh)) );
+       glEnableVertexAttribArray( 1 );
+       glVertexAttribDivisor( 1, 1 );
+       
+       glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_FALSE, 4, (void*)(sizeof(quad_mesh)+sizeof(float)*2*1024) );
+       glEnableVertexAttribArray( 2 );
+       glVertexAttribDivisor( 2, 1 );
+       
+       map.tile_texture = vg_tex2d_rgba( "textures/rivertiles_flowm.tga" );
+       vg_tex2d_nearest();
+       vg_tex2d_repeat();
+       
+       map.flow_texture = vg_tex2d_rgba( "textures/rivertiles_ripple.tga" );
+       vg_tex2d_nearest();
+       vg_tex2d_repeat();
+       
+       fish_texture = vg_tex2d_rgba( "textures/fishe_swim.tga" );
+       vg_tex2d_nearest();
+       vg_tex2d_repeat();
+       
+       map_load
+       ( 
+               "##-#####-##;aaa,aa\n"
+               "#         #;\n"
+               "#         #;\n"
+               "#         #;\n"
+               "#         #;\n"
+               "#         #;\n"
+               "#         #;\n"
+               "##+#####+##;aa,aaa\n"
+       );
+}
+
+void vg_free(void)
+{
+       map_free();
+       
+       glDeleteVertexArrays( 1, &tile_vao );
+       glDeleteVertexArrays( 1, &map.tiles_vao );
+       
+       glDeleteBuffers( 1, &tile_vbo );
+       glDeleteBuffers( 1, &map.tiles_vbo );
+       
+       glDeleteTextures( 1, &map.tile_texture );
+       glDeleteTextures( 1, &map.flow_texture );
+}
+
+void vg_ui(void)
+{
+       
+}
diff --git a/vg/template_game.c b/vg/template_game.c
new file mode 100644 (file)
index 0000000..d85cfca
--- /dev/null
@@ -0,0 +1,28 @@
+// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
+
+//#define VG_STEAM
+#include "vg/vg.h"
+
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
+
+int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); }
+
+void vg_register(void){}
+void vg_start(void){}
+void vg_update(void){}
+
+void vg_render(void) 
+{
+       glViewport( 0,0, vg_window_x, vg_window_y );
+
+       glDisable( GL_DEPTH_TEST );
+       glClearColor( 0.1f, 0.1f, 0.2f, 1.0f );
+       glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+       
+       // Rest of drawing code...
+}
+
+void vg_ui(void){}
+void vg_free(void){}