X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=511854b8c107fc8d25d44d5b615f84ef263c41a2;hb=2f9157326993b3e6098468cd310dd20d75205645;hp=a029421bebe4625a12979c768313da9b83f9dfdd;hpb=5f7656147f3566b32e4eb8c5dffd554e233bdefb;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index a029421..511854b 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -1,23 +1,29 @@ +// 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 *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background }; + +// AUDIO +// =========================================================================================================== -vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball }; +sfx_vol_control audio_volume_sfx = { .val = 1.0f, .name = "Sound effects" }; +sfx_vol_control audio_volume_music = { .val = 1.0f, .name = "Music" }; -sfx_system_t audio_system_sfx = +sfx_system audio_system_sfx = { .vol = 1.f, - .spd = 1.f, .ch = 1, - .cur = 0, - .vol_src = &g_vol_sfx, - .flags = 0x00, - .fadeout = FADEOUT_LENGTH, + .vol_src = &audio_volume_sfx, .name = "sfx" }; -sfx_set_t audio_tile_mod = +sfx_set audio_tile_mod = { .sources = "\ sound/mod_01.ogg\0\ @@ -29,6 +35,60 @@ 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" +}; + +// 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" +}; + static void resource_load_main(void) { // Textures @@ -36,12 +96,19 @@ static void resource_load_main(void) // 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 ); } 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 @@ -143,6 +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;" "" @@ -159,7 +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 );" @@ -167,7 +235,61 @@ 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" }) ) void vg_register(void) @@ -175,4 +297,24 @@ void vg_register(void) SHADER_INIT( shader_tile_colour ); SHADER_INIT( shader_tile_main ); SHADER_INIT( shader_ball ); + SHADER_INIT( shader_background ); } + +/* + 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= + | | | | | | | +*/