.
[fishladder.git] / fishladder_resources.h
index 841cf93ffb366d43a16aaa09f9e4d25290edb3f1..9b787d536ef5e9590fb876c3335e8e5f6c04d72d 100644 (file)
+// FONTS
+vg_tex2d tex_ubuntu            =  { .path = "textures/ubuntu.qoi" };
+
+static Character characters_Ubuntu[] = {
+  {983, 90, 18, 18, 9, 9, 7},
+  {55, 90, 23, 40, 7, 31, 9},
+  {794, 90, 27, 26, 7, 33, 13},
+  {356, 49, 36, 40, 7, 31, 21},
+  {307, 0, 32, 46, 7, 34, 18},
+  {564, 0, 42, 41, 7, 31, 27},
+  {646, 0, 38, 41, 8, 31, 21},
+  {821, 90, 21, 26, 7, 33, 7},
+  {118, 0, 26, 49, 6, 34, 10},
+  {144, 0, 26, 49, 9, 34, 10},
+  {674, 90, 31, 31, 8, 31, 15},
+  {511, 90, 33, 34, 7, 26, 18},
+  {771, 90, 23, 27, 8, 12, 8},
+  {957, 90, 26, 21, 8, 20, 9},
+  {900, 90, 23, 22, 7, 13, 8},
+  {0, 0, 32, 49, 10, 34, 12},
+  {791, 0, 33, 41, 7, 32, 18},
+  {28, 90, 27, 40, 6, 31, 18},
+  {956, 0, 32, 41, 7, 32, 18},
+  {988, 0, 32, 41, 7, 32, 18},
+  {604, 49, 34, 40, 8, 31, 18},
+  {0, 49, 32, 41, 7, 31, 18},
+  {872, 49, 32, 40, 7, 31, 18},
+  {740, 49, 33, 40, 7, 31, 18},
+  {824, 0, 33, 41, 7, 31, 18},
+  {773, 49, 33, 40, 7, 31, 18},
+  {446, 90, 23, 35, 7, 25, 8},
+  {78, 90, 23, 40, 8, 26, 8},
+  {608, 90, 33, 33, 7, 26, 18},
+  {738, 90, 33, 27, 7, 23, 18},
+  {641, 90, 33, 33, 7, 26, 18},
+  {64, 49, 30, 41, 8, 31, 13},
+  {339, 0, 44, 45, 7, 31, 30},
+  {204, 49, 39, 40, 9, 31, 21},
+  {638, 49, 34, 40, 6, 31, 20},
+  {684, 0, 36, 41, 7, 31, 20},
+  {392, 49, 36, 40, 6, 31, 23},
+  {806, 49, 33, 40, 6, 31, 18},
+  {904, 49, 32, 40, 6, 31, 17},
+  {720, 0, 36, 41, 7, 31, 21},
+  {464, 49, 35, 40, 6, 31, 22},
+  {101, 90, 21, 40, 6, 31, 8},
+  {968, 49, 31, 40, 9, 31, 16},
+  {499, 49, 35, 40, 6, 31, 20},
+  {936, 49, 32, 40, 6, 31, 16},
+  {162, 49, 42, 40, 7, 31, 28},
+  {428, 49, 36, 40, 6, 31, 23},
+  {606, 0, 40, 41, 7, 31, 25},
+  {672, 49, 34, 40, 6, 31, 19},
+  {267, 0, 40, 46, 7, 31, 25},
+  {756, 0, 35, 41, 6, 31, 20},
+  {857, 0, 33, 41, 8, 32, 17},
+  {534, 49, 35, 40, 8, 31, 18},
+  {569, 49, 35, 40, 6, 31, 22},
+  {243, 49, 39, 40, 9, 31, 21},
+  {116, 49, 46, 40, 8, 31, 29},
+  {282, 49, 37, 40, 8, 31, 20},
+  {319, 49, 37, 40, 9, 31, 19},
+  {706, 49, 34, 40, 8, 31, 18},
+  {170, 0, 25, 49, 6, 34, 10},
+  {32, 0, 32, 49, 10, 34, 12},
+  {195, 0, 25, 49, 9, 34, 10},
+  {705, 90, 33, 30, 7, 31, 18},
+  {923, 90, 34, 21, 9, 6, 15},
+  {842, 90, 24, 24, 7, 34, 12},
+  {295, 90, 31, 35, 8, 26, 16},
+  {383, 0, 33, 43, 6, 34, 19},
+  {326, 90, 31, 35, 7, 26, 15},
+  {416, 0, 33, 43, 7, 34, 19},
+  {197, 90, 33, 35, 7, 26, 18},
+  {512, 0, 28, 43, 6, 34, 12},
+  {32, 49, 32, 41, 7, 26, 18},
+  {481, 0, 31, 43, 6, 34, 18},
+  {94, 49, 22, 41, 7, 32, 8},
+  {241, 0, 26, 47, 11, 32, 8},
+  {449, 0, 32, 43, 6, 34, 16},
+  {540, 0, 24, 43, 7, 34, 8},
+  {122, 90, 41, 35, 6, 26, 27},
+  {357, 90, 31, 35, 6, 26, 18},
+  {163, 90, 34, 35, 7, 26, 19},
+  {890, 0, 33, 41, 6, 26, 19},
+  {923, 0, 33, 41, 7, 26, 19},
+  {418, 90, 28, 35, 6, 26, 12},
+  {388, 90, 30, 35, 8, 26, 14},
+  {0, 90, 28, 40, 7, 31, 13},
+  {263, 90, 32, 35, 7, 25, 18},
+  {544, 90, 33, 34, 8, 25, 16},
+  {469, 90, 42, 34, 8, 25, 25},
+  {230, 90, 33, 35, 8, 26, 16},
+  {839, 49, 33, 40, 9, 25, 16},
+  {577, 90, 31, 34, 8, 25, 15},
+  {64, 0, 27, 49, 8, 34, 10},
+  {220, 0, 21, 49, 6, 34, 9},
+  {91, 0, 27, 49, 9, 34, 10},
+  {866, 90, 34, 23, 8, 21, 18},
+};
+
+static Font font_Ubuntu = { "Ubuntu", 32, 0, 0, 1024, 256, 95, characters_Ubuntu };
+
 // 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 tex_monofur   =  { .path = "textures/ascii.qoi", .flags = VG_TEXTURE_NO_MIP };
+vg_tex2d tex_unkown            =  { .path = "textures/unkown.qoi" };
+vg_tex2d tex_buttons           =  { .path = "textures/buttons.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, &tex_monofur, &tex_unkown, &tex_buttons, &tex_ubuntu };
 
 // AUDIO
 // ===========================================================================================================
@@ -19,7 +126,6 @@ sfx_system audio_system_sfx =
  .vol = 1.f,
  .ch = 1,
  .vol_src = &audio_volume_sfx,
- .fadeout_length = FADEOUT_LENGTH,
  .name = "sfx"
 };
 
@@ -35,19 +141,113 @@ sound/mod_06.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"
+};
+
+sfx_set audio_clicks =
+{
+ .sources = "\
+sound/click_a.ogg\0\
+sound/click_b.ogg\0\
+sound/click_c.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"
+};
+
+sfx_system audio_system_ui = 
+{
+       .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+       .name = "UI"
+};
+
+ui_colourset ui_fl_colours = {
+       .main = 0xff807373,
+       .hover = 0xff918484,
+       .active = 0xffad9f9e
+};
+
+ui_colourset ui_fl_colours_inactive = {
+       .main = 0xff655958,
+       .hover = 0xff655958,
+       .active = 0xff655958
+};
+
 static void resource_load_main(void)
 {
        // Textures
        vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
        
+       ui_override_font( tex_monofur.name, 7 );
+
+       ui_global_ctx.colours_main = &ui_fl_colours;
+       gui_reset_colours();
+       
        // 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 );
+       sfx_set_init( &audio_clicks, 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 );
+       sfx_set_free( &audio_clicks );
 }
 
 // SHADERS
@@ -80,19 +280,19 @@ SHADER_DEFINE( shader_tile_colour,
 SHADER_DEFINE( shader_ball,
        // VERTEX
        "layout (location=0) in vec2 a_co;"
-       "uniform vec2 uOffset;"
+       "uniform vec3 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 );"
+               "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
                "gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+               // Create texture coords
+               "aTexCoords = vec4( a_co, worldpos.xy );"
        "}",
        
        // FRAGMENT
@@ -100,16 +300,33 @@ 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,
@@ -149,6 +366,7 @@ SHADER_DEFINE( shader_tile_main,
        "uniform sampler2D uTexGlyphs;"
        "uniform sampler2D uTexWood;"
        "uniform float uGhost;"
+       "uniform float uForeground;"
        "uniform vec2 uMousePos;"
        "uniform vec4 uColour;"
        ""
@@ -157,7 +375,7 @@ SHADER_DEFINE( shader_tile_main,
        ""
        "void main()"
        "{"
-               "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
+               "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
                "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
                "vec4 wood = texture( uTexWood, aTexCoords.zw );"
                "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
@@ -165,7 +383,7 @@ 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 );"
@@ -173,12 +391,685 @@ 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 = mix( vec3( 0.369768, 0.3654, 0.42 ),vec3( 0.275, 0.388, 0.553 ), data_this_tile.g );"
+               
+               "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;"
+       "uniform float uTime;"
+       "uniform float uGlow;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Compute shadowing
+               "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;"
+               "float masking = smoothstep( 0.5, 0.8, shadow );"
+               
+               "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );"
+               
+               "float flow_thing = fract( aTexCoords.x + uTime );"
+               "vec3 final_comp = colour_comp + flow_thing * uGlow;"
+               
+               "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
+)
+
+SHADER_DEFINE( shader_buttons,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec4 uOffset;" // Tile x/y, uv x/y
+       "uniform mat3 uPv;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
+               "gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+               // Create texture coords
+               "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
+               "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"  
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec4 uColour;" // rgb, light amount
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
+               
+               "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
+)
+
+
 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 );
+       SHADER_INIT( shader_buttons );
+}
+
+/*
+       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
+       }
+};
+
+struct cmp_level
+{
+       const char *map_name;
+       const char *title;
+       const char *description;
+       
+       int unlocked;
+       int completed_score;
+       
+       int _unlock, _linked;   // When completed, unlock this level
+       struct cmp_level *unlock, *linked;
+       
+       int serial_id;
+       int is_tutorial;
+       
+       SteamLeaderboard_t steam_leaderboard;
+};
+
+static struct cmp_level cmp_levels_tutorials[] = 
+{
+       // r1
+       {
+               .serial_id = 0,
+               .title = "PRINCIPLE 1",
+               .map_name = "cmp_t01",
+               .description = 
+                       "Utilize basic transport methods",
+               
+               ._unlock = 1,
+               .is_tutorial = 1
+       },
+       // r1
+       {
+               .serial_id = 1,
+               .title = "PRINCIPLE 2",
+               .map_name = "cmp_t02",
+               .description = 
+                       "Utilize the twisty turny(TM) piece to split the marble\n"
+                       "stream into two",
+               
+               ._unlock = 2,
+               .is_tutorial = 1,
+       },
+       // r1
+       {
+               .serial_id = 2,
+               .title = "PRINCIPLE 3",
+               .map_name = "cmp_t03",
+               .description = 
+                       "Merge transport into one path",
+               
+               ._unlock = 12,
+               .is_tutorial = 1
+       },
+       // r1
+       {
+               .serial_id = 12,
+               .title = "PRINCIPLE 4",
+               .map_name = "cmp_t04",
+               .description = 
+                       "Some stages require multiple runs to succeed in order to\n" 
+                       "pass",
+               
+               ._unlock = 6,
+               .is_tutorial = 1
+       }
+};
+
+static struct cmp_level cmp_levels_basic[] =
+{
+       // r2 GM
+       {
+               .serial_id = 6,
+               .title = "PATCH",
+               .map_name = "cmp_b04",
+               .description = 
+                       "For some reason, the division module our intern built\n"
+                       "for us is sending twice as many yellows as needed. Send\n"
+                       "the excess to be recycled!",
+               
+               ._unlock = 7,
+               ._linked = 3
+       },
+       // r1 GM
+       {
+               .serial_id = 3,
+               .title = "SUBDIVISION 1",
+               .map_name = "cmp_b01",
+               .description = 
+                       "Sometimes getting the desired amount takes dividing up\n"
+                       "the input and recombining it.",
+               
+               ._linked = 4,
+               ._unlock = 5
+       },
+       // r1 GM
+       {
+               .serial_id = 4,
+               .title = "SUBDIVISION 2",
+               .map_name = "cmp_b02",
+               .description = 
+                       "",
+               
+               ._unlock = 7
+       },
+       // r1 GM
+       {
+               .serial_id = 5,
+               .title = "RESTRUCTURE",
+               .map_name = "cmp_b03",
+               .description = 
+                       "It is possible to swap these values using simple\n"
+                       "division and addition.",
+               
+               ._unlock = 8
+       },
+       // r2 GM
+       {
+               .serial_id = 7,
+               .title = "PATTERNS 1",
+               .map_name = "cmp_b05",
+               .description = 
+                       "Replicate the pattern",
+               
+               ._linked = 8
+       },
+       // r2 GM
+       {
+               .serial_id = 8,
+               .title = "PATTERNS 2",
+               .map_name = "cmp_b06",
+               .description = 
+                       "Replicate MORE",
+               
+               ._unlock = 15
+       },
+       // r2 GM
+       {
+               .serial_id = 15,
+               .title = "PRINCIPLE 5",
+               .map_name = "cmp_b10",
+               .description = 
+                       "The sharp engineers among you may have already spotted\n" 
+                       "and utilized this part of the system\n"
+                       "\n"
+                       "We forgot to include the relevant principle tasks as\n"
+                       "of your training package, you will now be tasked to\n"
+                       "complete them",
+
+               ._unlock = 16,
+               .is_tutorial = 1
+       },
+       // r2 GM
+       {
+               .serial_id = 16,
+               .title = "ROUTING PROBLEM",
+               .map_name = "cmp_routing",
+               .description = 
+                       "Things can get a little chaotic on tight boards, do your\n"
+                       "best to utilize principle 5 to get the job done\n",
+               
+               ._linked = 9
+       },
+       // r2 GM
+       {
+               .serial_id = 9,
+               .title = "MIGHTY CONSUMER",
+               .map_name = "cmp_b07",
+               .description = 
+                       "Build a greedy system",
+               
+               ._linked = 10,
+               ._unlock = 11
+       },
+       {
+               .serial_id = 10,
+               .title = "SHIFT",
+               .map_name = "cmp_b08",
+               .description = 
+                       "",
+
+               ._unlock = 17
+       },
+       // r2 GM
+       {
+               .serial_id = 11,
+               .title = "REVERSE",
+               .map_name = "cmp_b09",
+               .description = 
+                       "Reverse the incoming order. Always length 4",
+               
+               ._unlock = 17
+       },
+       // r2 GM
+       {
+               .serial_id = 17,
+               .title = "PRINCIPLE 6",
+               .map_name = "cmp_b11",
+               .description =
+                       "Usually the splitter piece will flip flop between left\n"
+                       "and right, however it can be forced to only rotate in\n"
+                       "one direction if trigger wires are attached.\n"
+                       "\n"
+                       "Right click and drag from a regular block, and attach it\n"
+                       "to a splitter. This creates a trigger.\n"
+                       "The default state is left, and once a marble hits the\n"
+                       "trigger it will switch to rotating that direction.",
+
+               ._unlock = 18,
+               .is_tutorial = 1
+       },
+       // r2 GM
+       {
+               .serial_id = 18,
+               .title = "NOT GATE",
+               .map_name = "cmp_not",
+               .description = 
+                       "Test your knowledge of triggers, build an 'NOT GATE'\n"
+                       "emulated by marble logic.",
+               
+               ._linked = 19,
+               ._unlock = 20
+       },
+       // r2 GM
+       {
+               .serial_id = 19,
+               .title = "AND GATE",
+               .map_name = "cmp_and",
+               .description = 
+                       "A slightly more complicated gate, but shouldn't be\n"
+                       "too difficult for your skillset.",
+               
+               ._unlock = 20
+       },
+       // r2 GM
+       {
+               .serial_id = 20,
+               .title = "QUALIFICATION PROJECT",
+               .map_name = "cmp_xor",
+               .description =  
+                       "Significantly more complicated than an AND or NOT gate,\n"
+                       "but possible.",
+
+               ._unlock = 13
+       }
+};
+
+static struct cmp_level cmp_levels_grad[] =
+{
+       // r2
+       {
+               .serial_id = 13,
+               .title = "SORT",
+               .map_name = "cmp_i01",
+               .description = 
+                       "Devise a scheme to filter and sort the inputs. If you\n"
+                       "believe you lack the tools required to solve this one,\n"
+                       "take a harder look at the inputs.",
+               ._linked = 14
+               
+       },
+       // r2
+       {
+               .serial_id = 14,
+               .title = "THIRDS",
+               .map_name = "cmp_i02",
+               .description = 
+                       "Split the inputs up into a third of their values\n"
+                       "\n"
+                       "Is this possible? -HG",
+               ._linked = 21
+               
+       },
+       // r2 GM
+       {
+               .serial_id = 21,
+               .title = "SIMPLE ADDITION",
+               .map_name = "cmp_grad",
+               .description = 
+                       "Take the amount of yellows coming in, and add them\n"
+                       "together. Send your result using the stream of blues.",
+
+               ._linked = 22
+       },
+       // r2 GM
+       {
+               .serial_id = 22,
+               .title = "SECRET CODE",
+               .map_name = "cmp_secret",
+               .description = 
+                       ""
+       }
+};
+
+#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
+
+static struct serializable_set 
+{
+       struct cmp_level *pack;
+       int count;
+} 
+career_serializable[] =
+{
+       {
+               .pack = cmp_levels_tutorials,
+               .count = vg_list_size( cmp_levels_tutorials )
+       },
+       {
+               .pack = cmp_levels_basic,
+               .count = vg_list_size( cmp_levels_basic )
+       },
+       {
+               .pack = cmp_levels_grad,
+               .count = vg_list_size( cmp_levels_grad )
+       }
+};
+
+// Setup pointers and that
+static void career_local_data_init(void)
+{
+       struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
+       
+       // COllect pointers
+       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+       {
+               struct serializable_set *set = &career_serializable[i];
+               
+               for( int j = 0; j < set->count; j ++ )
+                       level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
+       }
+       
+       // Apply
+       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+       {
+               struct serializable_set *set = &career_serializable[i];
+               
+               for( int j = 0; j < set->count; j ++ )
+               {
+                       struct cmp_level *lvl = &set->pack[j];
+                       lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
+                       lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
+               }
+       }
 }