X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=147f9aa748a32feba973175d54866f104e4f85b9;hb=72e9a469a490e537f2e12464c1b075eb8991a868;hp=511854b8c107fc8d25d44d5b615f84ef263c41a2;hpb=180732e57e4e684034a3b2df624dfb539707d892;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index 511854b..147f9aa 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -1,11 +1,11 @@ // 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 }; @@ -318,3 +318,155 @@ void vg_register(void) =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 + } +};