+// TEXTURES
+// ===========================================================================================================
+
vg_tex2d tex_tile_data = { .path = "textures/tileset.png" };
vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.png" };
vg_tex2d tex_wood = { .path = "textures/wood.png" };
vg_tex2d tex_ball = { .path = "textures/ball.png", .flags = VG_TEXTURE_CLAMP };
+vg_tex2d tex_background = { .path = "textures/background.png" };
+
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background };
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball };
+// AUDIO
+// ===========================================================================================================
+
+sfx_vol_control audio_volume_sfx = { .val = 1.0f, .name = "Sound effects" };
+sfx_vol_control audio_volume_music = { .val = 1.0f, .name = "Music" };
-sfx_system_t audio_system_sfx =
+sfx_system audio_system_sfx =
{
.vol = 1.f,
- .spd = 1.f,
.ch = 1,
- .cur = 0,
- .vol_src = &g_vol_sfx,
- .flags = 0x00,
- .fadeout = FADEOUT_LENGTH,
+ .vol_src = &audio_volume_sfx,
.name = "sfx"
};
-sfx_set_t audio_tile_mod =
+sfx_set audio_tile_mod =
{
.sources = "\
sound/mod_01.ogg\0\
.flags = 0
};
+sfx_set audio_splitter =
+{
+ .sources = "\
+sound/splitter_01.ogg\0"
+};
+
+sfx_set audio_rolls =
+{
+ .sources = "\
+sound/rolling_01.ogg\0\
+sound/rolling_02.ogg\0"
+};
+
+sfx_set audio_random =
+{
+ .sources = "\
+sound/random_01.ogg\0\
+sound/random_02.ogg\0\
+sound/random_03.ogg\0\
+sound/random_04.ogg\0\
+sound/random_05.ogg\0\
+sound/random_06.ogg\0\
+sound/random_07.ogg\0\
+sound/random_08.ogg\0"
+};
+
+// One two or three layers of rolling noise
+sfx_system audio_system_balls_rolling =
+{
+ .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT
+};
+
+// Various oneshots
+sfx_system audio_system_balls_switching =
+{
+ .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "Balls Switching"
+};
+
+// Gameplay critical sounds eg. splitter sound rocking
+sfx_system audio_system_balls_important =
+{
+ .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "Balls Gameplay"
+};
+
+// Suplemental sounds
+sfx_system audio_system_balls_extra =
+{
+ .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "Balls Extra"
+};
+
static void resource_load_main(void)
{
// Textures
// Audio
sfx_set_init( &audio_tile_mod, NULL );
+ sfx_set_init( &audio_splitter, NULL );
+ sfx_set_init( &audio_rolls, NULL );
+ sfx_set_init( &audio_random, NULL );
}
static void resource_free_main(void)
{
- vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
+ vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
+
sfx_set_free( &audio_tile_mod );
+ sfx_set_free( &audio_splitter );
+ sfx_set_free( &audio_rolls );
+ sfx_set_free( &audio_random );
}
// SHADERS
"uniform sampler2D uTexGlyphs;"
"uniform sampler2D uTexWood;"
"uniform float uGhost;"
+ "uniform float uForeground;"
"uniform vec2 uMousePos;"
"uniform vec4 uColour;"
""
"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
- "vec4 output_regular = vec4( wood_comp * shadows, glyph.b );"
+ "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
"float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
"vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
"FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
+)
+
+SHADER_DEFINE( shader_background,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform mat3 uPv;"
+ "uniform vec3 uOffset;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
+ "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
+ "aTexCoords = a_co;"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform sampler2D uSamplerNoise;"
+ "uniform float uVariance;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "float ao_accum = 0.0;"
+ "for( int i=0; i<10; ++i )"
+ "{"
+ "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
+ "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
+ "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
+ "}"
+ "ao_accum *= 0.15;"
+
+ "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
+
+ "ao_accum -= data_this_tile.r;"
+
+ "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );"
+
+ "vec2 square_coords = fract( aTexCoords * 64.0 );"
+ "vec2 grid_coords = abs( square_coords - 0.5 );"
+ "float edge_contrast = (1.0-ao_accum*0.2);"
+
+ "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
+ "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
+
+ "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
)
void vg_register(void)
SHADER_INIT( shader_tile_colour );
SHADER_INIT( shader_tile_main );
SHADER_INIT( shader_ball );
+ SHADER_INIT( shader_background );
}
+
+/*
+ 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=
+ | | | | | | |
+*/
+
+float const MESH_NUMBER_0[] = {
+ #include "fonts/numbers/n0.h"
+};
+
+float const MESH_NUMBER_1[] = {
+ #include "fonts/numbers/n1.h"
+};
+
+float const MESH_NUMBER_2[] = {
+ #include "fonts/numbers/n2.h"
+};
+
+float const MESH_NUMBER_3[] = {
+ #include "fonts/numbers/n3.h"
+};
+
+float const MESH_NUMBER_4[] = {
+ #include "fonts/numbers/n4.h"
+};
+
+float const MESH_NUMBER_5[] = {
+ #include "fonts/numbers/n5.h"
+};
+
+float const MESH_NUMBER_6[] = {
+ #include "fonts/numbers/n6.h"
+};
+
+float const MESH_NUMBER_7[] = {
+ #include "fonts/numbers/n7.h"
+};
+
+float const MESH_NUMBER_8[] = {
+ #include "fonts/numbers/n8.h"
+};
+
+float const MESH_NUMBER_9[] = {
+ #include "fonts/numbers/n9.h"
+};
+
+float const MESH_NUMBERS_BUFFER[] =
+{
+ #include "fonts/numbers/n0.h"
+ #include "fonts/numbers/n1.h"
+ #include "fonts/numbers/n2.h"
+ #include "fonts/numbers/n3.h"
+ #include "fonts/numbers/n4.h"
+ #include "fonts/numbers/n5.h"
+ #include "fonts/numbers/n6.h"
+ #include "fonts/numbers/n7.h"
+ #include "fonts/numbers/n8.h"
+ #include "fonts/numbers/n9.h"
+};
+
+#define MESH_NUMBER_DIVISOR 6
+
+u32 const MESH_NUMBERS_OFFSETS[][2] =
+{
+ {
+ 0,
+ vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_3 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_4 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_5 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_6 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 ) +
+ vg_list_size( MESH_NUMBER_6 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_7 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 ) +
+ vg_list_size( MESH_NUMBER_6 ) +
+ vg_list_size( MESH_NUMBER_7 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_8 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 ) +
+ vg_list_size( MESH_NUMBER_6 ) +
+ vg_list_size( MESH_NUMBER_7 ) +
+ vg_list_size( MESH_NUMBER_8 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR
+ }
+};