X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=d1f2210fe8b08d0362a676427627a3372507e7af;hb=ec1dd5de4848534241c8bea3841ef36fe047915b;hp=0585b0ce2cb295499c5db40df375074e1e98e9d9;hpb=e750e1ea996212bec83072cab19cc21c358b4d89;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index 0585b0c..d1f2210 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -1,13 +1,150 @@ +// FONTS + +struct sdf_char +{ + u16 uvx, uvy, originX, originY, w, h, advance; +}; + +struct sdf_font +{ + const char *name; + int size, width, height; + struct sdf_char *characters; +}; + +static struct sdf_char characters_Ubuntu[] = { + {655, 167, 9, 9, 18, 18, 11}, + {561, 64, 6, 42, 25, 52, 13}, + {435, 167, 6, 45, 32, 30, 20}, + {797, 64, 7, 42, 46, 51, 32}, + {362, 0, 6, 46, 39, 60, 27}, + {918, 0, 7, 43, 55, 52, 41}, + {973, 0, 7, 43, 47, 52, 32}, + {467, 167, 6, 45, 23, 30, 11}, + {142, 0, 5, 46, 30, 64, 15}, + {172, 0, 9, 46, 30, 64, 15}, + {291, 167, 7, 42, 38, 37, 23}, + {171, 167, 6, 35, 40, 42, 27}, + {410, 167, 7, 14, 25, 31, 12}, + {625, 167, 8, 26, 30, 22, 14}, + {558, 167, 6, 15, 25, 24, 12}, + {0, 0, 10, 46, 39, 64, 18}, + {88, 64, 7, 43, 41, 52, 27}, + {532, 116, 5, 42, 32, 51, 27}, + {370, 64, 6, 43, 39, 52, 27}, + {409, 64, 6, 43, 39, 52, 27}, + {176, 116, 7, 42, 42, 51, 27}, + {448, 64, 6, 42, 39, 52, 27}, + {170, 64, 6, 42, 40, 52, 27}, + {343, 116, 6, 42, 40, 51, 27}, + {854, 0, 6, 43, 40, 53, 27}, + {210, 64, 7, 43, 40, 52, 27}, + {146, 167, 6, 34, 25, 43, 12}, + {564, 116, 7, 34, 26, 51, 12}, + {211, 167, 6, 34, 40, 39, 27}, + {370, 167, 6, 30, 40, 32, 27}, + {251, 167, 6, 34, 40, 39, 27}, + {525, 64, 8, 43, 36, 52, 19}, + {401, 0, 6, 43, 57, 59, 45}, + {700, 64, 9, 42, 49, 51, 32}, + {218, 116, 5, 42, 42, 51, 31}, + {769, 0, 6, 43, 44, 53, 30}, + {935, 64, 5, 42, 45, 51, 34}, + {383, 116, 5, 42, 40, 51, 27}, + {423, 116, 5, 42, 38, 51, 26}, + {724, 0, 6, 43, 45, 53, 32}, + {45, 116, 5, 42, 44, 51, 34}, + {590, 116, 5, 42, 23, 51, 13}, + {487, 64, 9, 42, 38, 52, 24}, + {89, 116, 5, 42, 44, 51, 30}, + {461, 116, 5, 42, 38, 51, 25}, + {646, 64, 6, 42, 54, 51, 42}, + {0, 116, 5, 42, 45, 51, 35}, + {674, 0, 6, 43, 50, 53, 37}, + {302, 116, 5, 42, 41, 51, 29}, + {312, 0, 6, 43, 50, 61, 37}, + {133, 116, 5, 42, 43, 51, 30}, + {813, 0, 7, 43, 41, 53, 25}, + {0, 64, 8, 42, 44, 52, 27}, + {44, 64, 5, 42, 44, 52, 33}, + {749, 64, 8, 42, 48, 51, 31}, + {586, 64, 8, 42, 60, 51, 44}, + {843, 64, 8, 42, 46, 51, 30}, + {889, 64, 9, 42, 46, 51, 28}, + {260, 116, 7, 42, 42, 51, 27}, + {202, 0, 4, 46, 29, 64, 16}, + {39, 0, 10, 46, 39, 64, 18}, + {231, 0, 9, 46, 29, 64, 16}, + {329, 167, 7, 42, 41, 36, 27}, + {583, 167, 9, 4, 42, 22, 23}, + {490, 167, 6, 46, 27, 28, 18}, + {695, 116, 7, 34, 38, 44, 25}, + {458, 0, 5, 46, 40, 56, 28}, + {733, 116, 7, 34, 37, 44, 22}, + {498, 0, 7, 46, 40, 56, 28}, + {655, 116, 7, 34, 40, 44, 27}, + {641, 0, 5, 46, 33, 55, 18}, + {250, 64, 7, 34, 40, 52, 27}, + {603, 0, 5, 46, 38, 55, 27}, + {894, 0, 6, 44, 24, 53, 12}, + {282, 0, 12, 44, 30, 62, 12}, + {564, 0, 5, 46, 39, 55, 25}, + {538, 0, 5, 46, 26, 56, 13}, + {860, 116, 5, 34, 52, 43, 41}, + {0, 167, 5, 34, 38, 43, 27}, + {613, 116, 7, 34, 42, 44, 28}, + {290, 64, 5, 34, 40, 52, 28}, + {330, 64, 7, 34, 40, 52, 28}, + {113, 167, 5, 34, 33, 43, 18}, + {770, 116, 7, 34, 36, 44, 21}, + {499, 116, 5, 42, 33, 51, 19}, + {38, 167, 5, 34, 38, 43, 27}, + {912, 116, 8, 34, 41, 43, 24}, + {806, 116, 8, 34, 54, 43, 37}, + {953, 116, 8, 34, 41, 43, 24}, + {129, 64, 9, 34, 41, 52, 24}, + {76, 167, 7, 34, 37, 43, 22}, + {78, 0, 7, 46, 32, 64, 16}, + {260, 0, 4, 46, 22, 64, 13}, + {110, 0, 9, 46, 32, 64, 16}, + {517, 167, 7, 27, 41, 26, 27}, +}; + +static struct sdf_font font_Ubuntu = {"Ubuntu", 48, 1024, 256, characters_Ubuntu}; + +vg_tex2d tex_ubuntu = { .path = "textures/ubuntu.qoi" }; + // 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_tiles_wood = { .path = "textures/tile_wood.qoi" }; +vg_tex2d tex_tiles_min = { .path = "textures/tile_minimal.qoi" }; +vg_tex2d tex_tiles_lab = { .path = "textures/tile_lab.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 tex_sprites = { .path = "textures/autocombine.qoi" }; -vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background }; +vg_tex2d *texture_list[] = { + &tex_tile_detail, + &tex_tile_data, + &tex_tiles_wood, + &tex_tiles_min, + &tex_tiles_lab, + &tex_ball_noise, + &tex_monofur, + &tex_unkown, + &tex_buttons, + &tex_ubuntu, + &tex_sprites +}; + +#include "sprites_autocombine.h" // AUDIO // =========================================================================================================== @@ -61,17 +198,40 @@ 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" +}; + +sfx_set audio_tones = +{ + .sources = "\ +sound/y0.ogg\0\ +sound/y1.ogg\0\ +sound/y2.ogg\0\ +sound/y3.ogg\0\ +sound/y4.ogg\0\ +sound/y5.ogg\0\ +sound/y6.ogg\0\ +sound/y7.ogg\0\ +sound/y8.ogg\0\ +sound/win.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 + .vol = 0.7f, .ch = 1, .vol_src = &audio_volume_sfx, + .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT }; // Various oneshots sfx_system audio_system_balls_switching = { - .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, + .vol = 0.2f, .ch = 1, .vol_src = &audio_volume_sfx, .name = "Balls Switching" }; @@ -85,20 +245,42 @@ sfx_system audio_system_balls_important = // Suplemental sounds sfx_system audio_system_balls_extra = { - .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, + .vol = 0.27f, .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 + // Textures // UI vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); + 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 ); + sfx_set_init( &audio_tones, NULL ); } static void resource_free_main(void) @@ -109,6 +291,8 @@ static void resource_free_main(void) sfx_set_free( &audio_splitter ); sfx_set_free( &audio_rolls ); sfx_set_free( &audio_random ); + sfx_set_free( &audio_clicks ); + sfx_set_free( &audio_tones ); } // SHADERS @@ -141,19 +325,19 @@ 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 @@ -161,16 +345,34 @@ 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 );" + "vec4 colour_comp = mix( vec4(0.2,0.2,0.2,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, @@ -179,6 +381,7 @@ SHADER_DEFINE( shader_tile_main, "uniform vec4 uOffset;" // Tile x/y, uv x/y "uniform mat3 uPv;" "uniform mat2 uSubTransform;" + "uniform float uVisibility;" "" "out vec4 aTexCoords;" "out vec2 aWorldCoords;" @@ -192,13 +395,16 @@ SHADER_DEFINE( shader_tile_main, "" "void main()" "{" + "vec2 hash_val = hash22(uOffset.xy);" + "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );" + // Vertex transform - "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;" + "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;" "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );" "gl_Position = vec4( uPv * worldpos, 1.0 );" // Create texture coords - "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;" + "vec2 random_offset = floor(hash_val * 4.0) * 0.25;" "vec2 edge_safe_coords = a_co * 0.98 + 0.01;" "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );" "aWorldCoords = worldpos.xy;" @@ -219,13 +425,16 @@ 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;" + "vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );" + "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );" "vec4 wood = texture( uTexWood, aTexCoords.zw );" "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );" "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );" - "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );" + //"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );" + "vec3 shadows = mix( shadowing_colour, vec3(1.0,1.0,1.0), glyph.r );" "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );" @@ -235,7 +444,7 @@ SHADER_DEFINE( shader_tile_main, "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;" "}" , - UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" }) + UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground", "uVisibility" }) ) SHADER_DEFINE( shader_background, @@ -259,6 +468,7 @@ SHADER_DEFINE( shader_background, "uniform sampler2D uTexMain;" "uniform sampler2D uSamplerNoise;" "uniform float uVariance;" + "uniform float uVisibility;" "" "in vec2 aTexCoords;" "" @@ -276,8 +486,9 @@ SHADER_DEFINE( shader_background, "vec4 data_this_tile = texture( uTexMain, aTexCoords );" "ao_accum -= data_this_tile.r;" + "ao_accum *= uVisibility;" - "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );" + "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );" "vec2 square_coords = fract( aTexCoords * 64.0 );" "vec2 grid_coords = abs( square_coords - 0.5 );" @@ -289,7 +500,171 @@ SHADER_DEFINE( shader_background, "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );" "}" , - UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" }) + UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" }) +) + +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" }) +) + +SHADER_DEFINE( shader_sdf, + + // VERTEX + "layout (location=0) in vec2 a_co;" + "layout (location=1) in vec2 a_uv;" + "uniform mat3 uPv;" + "" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + "gl_Position = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );" + "aTexCoords = a_uv;" + "}", + + // FRAGMENT + "uniform sampler2D uTexGlyphs;" + "uniform vec4 uColour;" + "out vec4 FragColor;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "vec4 glyph = texture( uTexGlyphs, aTexCoords );" + "FragColor = vec4( uColour.rgb, smoothstep( 0.46, 0.54, glyph.r ) * uColour.a );" + //"FragColor = glyph;" + "}" + , + UNIFORMS({ "uPv", "uTexGlyphs", "uColour" }) +) + +SHADER_DEFINE( shader_sprite, + + // VERTEX + "layout (location=0) in vec2 a_co;" // quad mesh + "uniform vec4 uUv;" + "uniform vec3 uPos;" + "" + "uniform mat3 uPv;" + "" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + "vec2 vertex_world = uUv.zw * (a_co-0.5) * uPos.z + uPos.xy;" + "gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );" + "aTexCoords = uUv.xy + a_co*uUv.zw;" + "}", + + // FRAGMENT + "uniform sampler2D uTexMain;" + "out vec4 FragColor;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "vec4 texture_sample = texture( uTexMain, aTexCoords );" + "FragColor = texture_sample;" + "}" + , + UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" }) ) void vg_register(void) @@ -298,6 +673,10 @@ void vg_register(void) SHADER_INIT( shader_tile_main ); SHADER_INIT( shader_ball ); SHADER_INIT( shader_background ); + SHADER_INIT( shader_wire ); + SHADER_INIT( shader_buttons ); + SHADER_INIT( shader_sdf ); + SHADER_INIT( shader_sprite ); } /* @@ -319,154 +698,371 @@ void vg_register(void) | | | | | | | */ -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" -}; +struct cmp_level +{ + const char *map_name; + const char *title; + const char *description; + const char *achievement; + + int unlocked; + int completed_score; + + int _unlock, _linked; // When completed, unlock this level + struct cmp_level *unlock, *linked; + + int serial_id; + int is_tutorial; -float const MESH_NUMBER_3[] = { - #include "fonts/numbers/n3.h" -}; + struct world_button btn; -float const MESH_NUMBER_4[] = { - #include "fonts/numbers/n4.h" + #ifdef VG_STEAM + SteamLeaderboard_t steam_leaderboard; + #endif }; -float const MESH_NUMBER_5[] = { - #include "fonts/numbers/n5.h" +static struct cmp_level cmp_levels_tutorials[] = +{ + // r1 + { + .serial_id = 0, + .title = "PRINCIPLE 1", + .map_name = "cmp_t01", + .description = + "", + + ._unlock = 1, + .is_tutorial = 1 + }, + // r1 + { + .serial_id = 1, + .title = "PRINCIPLE 2", + .map_name = "cmp_t02", + .description = + "", + + ._unlock = 2, + .is_tutorial = 1, + }, + // r1 + { + .serial_id = 2, + .title = "PRINCIPLE 3", + .map_name = "cmp_t03", + .description = + "", + + ._unlock = 12, + .is_tutorial = 1 + }, + // r1 + { + .serial_id = 12, + .title = "PRINCIPLE 4", + .map_name = "cmp_t04", + .description = + "", + + ._unlock = 6, + .is_tutorial = 1, + .achievement = "TUTORIALS" + } }; -float const MESH_NUMBER_6[] = { - #include "fonts/numbers/n6.h" -}; +static struct cmp_level cmp_levels_basic[] = +{ + // r2 GM + { + .serial_id = 6, + .title = "PATCH", + .map_name = "cmp_b04", + .description = + "", + + ._unlock = 7, + ._linked = 3 + }, + // r1 GM + { + .serial_id = 3, + .title = "SUBDIVISION 1", + .map_name = "cmp_b01", + .description = + "", + + ._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 = + "", + + ._unlock = 8 + }, + // r2 GM + { + .serial_id = 7, + .title = "PATTERNS 1", + .map_name = "cmp_b05", + .description = + "", + + ._unlock = 15, + ._linked = 8 + }, + // r2 GM + { + .serial_id = 8, + .title = "PATTERNS 2", + .map_name = "cmp_b06", + .description = + "", + + ._unlock = 15 + }, + // r2 GM + { + .serial_id = 15, + .title = "PRINCIPLE 5", + .map_name = "cmp_b10", + .description = + "", -float const MESH_NUMBER_7[] = { - #include "fonts/numbers/n7.h" -}; + ._unlock = 16, + .is_tutorial = 1 + }, + // r2 GM + { + .serial_id = 16, + .title = "ROUTING PROBLEM", + .map_name = "cmp_routing", + .description = + "", + + ._linked = 9 + }, + // r2 GM + { + .serial_id = 9, + .title = "MIGHTY CONSUMER", + .map_name = "cmp_b07", + .description = + "", + + ._linked = 10, + ._unlock = 11, + .achievement = "MIGHTY_CONSUMER" + }, + { + .serial_id = 10, + .title = "SHIFT", + .map_name = "cmp_b08", + .description = + "", -float const MESH_NUMBER_8[] = { - #include "fonts/numbers/n8.h" -}; + ._unlock = 17 + }, + // r2 GM + { + .serial_id = 11, + .title = "REVERSE", + .map_name = "cmp_b09", + .description = + "", + + ._unlock = 17 + }, + // r2 GM + { + .serial_id = 17, + .title = "PRINCIPLE 6", + .map_name = "cmp_b11", + .description = + "(Right click)", -float const MESH_NUMBER_9[] = { - #include "fonts/numbers/n9.h" -}; + ._unlock = 18, + .is_tutorial = 1 + }, + // r2 GM + { + .serial_id = 18, + .title = "NOT GATE", + .map_name = "cmp_not", + .description = "", + + ._linked = 19, + ._unlock = 20 + }, + // r2 GM + { + .serial_id = 19, + .title = "AND GATE", + .map_name = "cmp_and", + .description = "", + + ._unlock = 20 + }, + // r2 GM + { + .serial_id = 20, + .title = "QUALIFICATION PROJECT", + .map_name = "cmp_xor", + .description = "", -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" + ._unlock = 13, + .achievement = "GRADUATE" + } }; -#define MESH_NUMBER_DIVISOR 6 - -u32 const MESH_NUMBERS_OFFSETS[][2] = +static struct cmp_level cmp_levels_grad[] = { + // r2 { - 0, - vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR + .serial_id = 13, + .title = "SORT", + .map_name = "cmp_i01", + .description = "", + ._linked = 14 + }, + // r2 { - vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR + .serial_id = 14, + .title = "THIRDS", + .map_name = "cmp_i02", + .description = "", + ._linked = 21 + }, + // r2 GM { - ( - vg_list_size( MESH_NUMBER_0 ) + - vg_list_size( MESH_NUMBER_1 ) - ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR + .serial_id = 21, + .title = "SIMPLE ADDITION", + .map_name = "cmp_grad", + .description = "", + + ._linked = 22, + ._unlock = 23 }, + // r2 GM { - ( - 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 - }, + .serial_id = 22, + .title = "SECRET CODE", + .map_name = "cmp_secret", + .description = "", + + ._unlock = 23 + } +}; + +static struct cmp_level cmp_levels_computer[] = +{ { - ( - 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 + .serial_id = 23, + .title = "3 BIT BINARY", + .map_name = "cmp_binary", + .description = "", + + ._unlock = 24 }, { - ( - 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 + .serial_id = 24, + .title = "3 BIT ADDITION", + .map_name = "cmp_add3b", + .description = "", + + ._unlock = 25 }, { - ( - 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 + .serial_id = 25, + .title = "3x3 PLOT", + .map_name = "cmp_plot3x3", + .description = "" + } +}; + +#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ) + vg_list_size( cmp_levels_computer ) ) + +static struct career_level_pack +{ + struct cmp_level *pack; + int count; + + v3f primary_colour; + v2i origin; + v2i dims; +} +career_packs[] = +{ + { + .pack = cmp_levels_tutorials, + .count = vg_list_size( cmp_levels_tutorials ), + .primary_colour = { 0.204f, 0.345f, 0.553f }, + .origin = { -5, 0 }, + .dims = { 1, 4 } }, { - ( - 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 + .pack = cmp_levels_basic, + .count = vg_list_size( cmp_levels_basic ), + .primary_colour = { 0.304f, 0.245f, 0.553f }, + .origin = { -3, 0 }, + .dims = { 3, 5 } }, { - ( - 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 + .pack = cmp_levels_grad, + .count = vg_list_size( cmp_levels_grad ), + .primary_colour = { 0.553f, 0.345f, 0.204f }, + .origin = { -5, 6 }, + .dims = { 4, 1 } }, { - ( - 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 + .pack = cmp_levels_computer, + .count = vg_list_size( cmp_levels_computer ), + .primary_colour = { 0.75f, 0.23f, 0.39f }, + .origin = { -5, 8 }, + .dims = { 5, 1 } } }; + +// 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_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[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_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[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; + } + } +}