// 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 tex_tile_data = { .path = "textures/tileset.qoi" };
+vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" };
+vg_tex2d tex_wood = { .path = "textures/wood.qoi" };
+vg_tex2d tex_ball = { .path = "textures/ball.qoi", .flags = VG_TEXTURE_CLAMP };
+vg_tex2d tex_background = { .path = "textures/background.qoi" };
vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background };
UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
)
+SHADER_DEFINE( shader_wire,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec3 uStart;"
+ "uniform vec3 uEnd;"
+ "uniform mat3 uPv;"
+ "uniform float uCurve;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "vec3 sample_curve_time( float t )"
+ "{"
+ "vec3 line_coord = mix( uStart, uEnd, t );"
+
+ "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
+ "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
+ "}"
+ ""
+ "void main()"
+ "{"
+ // Vertex transform
+ "vec3 p0 = sample_curve_time( a_co.x );"
+ "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
+
+ "vec2 line_tangent = normalize(p1.xy-p0.xy);"
+ "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
+
+ "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
+
+ "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
+
+ // Create texture coords (todo: include stretch adjusted coords?)
+ "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "FragColor = uColour;"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" })
+)
+
+
void vg_register(void)
{
SHADER_INIT( shader_tile_colour );
SHADER_INIT( shader_tile_main );
SHADER_INIT( shader_ball );
SHADER_INIT( shader_background );
+ SHADER_INIT( shader_wire );
}
/*
=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
+ }
+};