X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=2bd1442d125e379b53eb589b77fc3f0b81ba8390;hb=edd5498fac470c6a98e45ab326c2bf2e2a552664;hp=dcb24c763360386c82b6893a150d3b8d52cdde85;hpb=75e990f8ee2499b86106a2634eb6f30db773cbc0;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index dcb24c7..2bd1442 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -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_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 }; +vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background }; // 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 @@ -194,6 +210,7 @@ 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 +227,7 @@ 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 +235,291 @@ 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 + } +};