get achievements working again
[fishladder.git] / fishladder_resources.h
index dcb24c763360386c82b6893a150d3b8d52cdde85..4e48534bc82bcf2f6ff0a00d2eb891924d135f67 100644 (file)
@@ -1,12 +1,13 @@
 // 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_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_background =      { .path = "textures/background.qoi" };
+vg_tex2d tex_ball_noise =  { .path = "textures/bnoise.qoi" };
 
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball };
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise };
 
 // AUDIO
 // ===========================================================================================================
@@ -19,7 +20,6 @@ sfx_system audio_system_sfx =
  .vol = 1.f,
  .ch = 1,
  .vol_src = &audio_volume_sfx,
- .fadeout_length = FADEOUT_LENGTH,
  .name = "sfx"
 };
 
@@ -48,6 +48,19 @@ 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 =
 {
@@ -59,21 +72,21 @@ sfx_system audio_system_balls_rolling =
 sfx_system audio_system_balls_switching =
 {
        .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, 
-       .name = "Balls Switching", .fadeout_length = FADEOUT_LENGTH
+       .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", .fadeout_length = FADEOUT_LENGTH
+       .name = "Balls Gameplay"
 };
 
 // Suplemental sounds
 sfx_system audio_system_balls_extra = 
 {
        .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, 
-       .name = "Balls Extra", .fadeout_length = FADEOUT_LENGTH
+       .name = "Balls Extra"
 };
 
 static void resource_load_main(void)
@@ -85,14 +98,17 @@ static void resource_load_main(void)
        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
@@ -128,16 +144,16 @@ SHADER_DEFINE( shader_ball,
        "uniform vec2 uOffset;"
        "uniform mat3 uPv;"
        ""
-       "out vec2 aTexCoords;"
+       "out vec4 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 );"
+
+               // Create texture coords
+               "aTexCoords = vec4( a_co, worldpos.xy );"
        "}",
        
        // FRAGMENT
@@ -145,16 +161,33 @@ SHADER_DEFINE( shader_ball,
        ""
        "uniform sampler2D uTexMain;"
        "uniform vec3 uColour;"
+       "uniform vec2 uTexOffset;"
        ""
-       "in vec2 aTexCoords;"
+       "in vec4 aTexCoords;"
        ""
        "void main()"
        "{"
-               "vec4 glyph = texture( uTexMain, aTexCoords );"
-               "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
+               "vec2 center_coords = aTexCoords.xy - 0.5;"
+               "vec2 center_coords_sqr = center_coords*center_coords;"
+               "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
+               
+               "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
+               "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
+               "vec4 noise_sample = texture( uTexMain, warped_coords );"
+               
+               "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
+               
+               "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
+               "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
+               "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
+               
+               "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
+               "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
+               
+               "FragColor = colour_comp;"
        "}"
        ,
-       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
+       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
 )
 
 SHADER_DEFINE( shader_tile_main,
@@ -194,6 +227,7 @@ SHADER_DEFINE( shader_tile_main,
        "uniform sampler2D uTexGlyphs;"
        "uniform sampler2D uTexWood;"
        "uniform float uGhost;"
+       "uniform float uForeground;"
        "uniform vec2 uMousePos;"
        "uniform vec4 uColour;"
        ""
@@ -210,7 +244,7 @@ SHADER_DEFINE( shader_tile_main,
                
                "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 );"
@@ -218,12 +252,291 @@ SHADER_DEFINE( shader_tile_main,
                "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" })
+)
+
+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 );
 }
+
+/*
+       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
+       }
+};