X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=da8b8ea2052b31275b22735697b7924168351468;hb=e00ea4ccba1891970699f9b5b78ba1ebaada2974;hp=511854b8c107fc8d25d44d5b615f84ef263c41a2;hpb=180732e57e4e684034a3b2df624dfb539707d892;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index 511854b..da8b8ea 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -1,13 +1,14 @@ // 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_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 *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_wood, &tex_background, &tex_ball_noise, &tex_monofur }; // AUDIO // =========================================================================================================== @@ -94,6 +95,8 @@ static void resource_load_main(void) // Textures vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); + ui_override_font( tex_monofur.name, 7 ); + // Audio sfx_set_init( &audio_tile_mod, NULL ); sfx_set_init( &audio_splitter, NULL ); @@ -144,16 +147,16 @@ SHADER_DEFINE( shader_ball, "uniform vec2 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 );" "gl_Position = vec4( uPv * worldpos, 1.0 );" + + // Create texture coords + "aTexCoords = vec4( a_co, worldpos.xy );" "}", // FRAGMENT @@ -161,16 +164,33 @@ 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, @@ -292,12 +312,65 @@ SHADER_DEFINE( shader_background, 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 ); } /* @@ -318,3 +391,376 @@ 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 + } +}; + +struct cmp_level +{ + const char *map_name; + const char *title; + const char *description; + + int serial_id; +}; + +struct cmp_level cmp_levels_tutorials[] = +{ + { + .title = "PRINCIPLE 1", + .map_name = "cmp_t01", + .description = "Utilize basic transport methods", + + .serial_id = 0 + }, + { + .title = "PRINCIPLE 2", + .map_name = "cmp_t02", + .description = "Utilize the twisty turny(TM) piece", + + .serial_id = 1 + }, + { + .title = "PRINCIPLE 3", + .map_name = "cmp_t03", + .description = "Merge transport into one", + + .serial_id = 2 + }, + { + .title = "PRINCIPLE 4", + .map_name = "cmp_t04", + .description = "Some stages require multiple runs to succeed in order to pass", + + .serial_id = 12 + } +}; + +struct cmp_level cmp_levels_basic[] = +{ + { + .title = "SUBDIVISION 1", + .map_name = "cmp_b01", + .description = "Simple maths, branching required.", + + .serial_id = 3 + }, + { + .title = "SUBDIVISION 2", + .map_name = "cmp_b02", + .description = "Simple maths. Futher.", + + .serial_id = 4 + }, + { + .title = "RESTRUCTURE", + .map_name = "cmp_b03", + .description = "Not so simple swap", + + .serial_id = 5 + }, + { + .title = "SERIALIZE", + .map_name = "cmp_b04", + .description = "Merge and sort", + + .serial_id = 6 + }, + { + .title = "PATTERNS 1", + .map_name = "cmp_b05", + .description = "Replicate", + + .serial_id = 7 + }, + { + .title = "PATTERNS 2", + .map_name = "cmp_b06", + .description = "Replicate MORE", + + .serial_id = 8 + }, + { + .title = "MIGHTY CONSUMER", + .map_name = "cmp_b07", + .description = "Build a greedy system", + + .serial_id = 9 + }, + { + .title = "ENCRYPTED 1", + .map_name = "cmp_b08", + .description = "Some configurations may not be valid", + + .serial_id = 10 + }, + { + .title = "REVERSE", + .map_name = "cmp_b09", + .description = "Reverse the incoming order. Always length 4", + + .serial_id = 11 + }, + { + .title = "PRINCIPLE 5", + .map_name = "cmp_b10", + .description = + "The competent engineers among you may have already\n" + "spotted and utilized these parts of the system\n" + "\n" + "We forgot to include the relevant principle tasks\n" + "as part of your training package, you will now be\n" + "tasked to complete them", + + .serial_id = 15 + }, + { + .title = "ROUTING PROBLEM", + .map_name = "cmp_routing", + .description = + "Things can get a little chaotic on tight boards,\n" + "Do your best to utilize principle 5 to get the job\n" + "done.", + + .serial_id = 16 + }, + { + .title = "PRINCIPLE 6", + .map_name = "cmp_b11", + .description = + "While hovering over a simple tile peice, right click\n" + "and drag to start creating a wire. These can be\n" + "connected to the left, or right recieving pins of a\n" + "Twisty Turny(TM) peice.\n" + "\n" + "Once connected, the Twisty Turny(TM) will no longer\n" + "'flip flop' as marbles run through them, but instead\n" + "be set to left or right rotating only. As indicated\n" + "by the status arrow beneath them\n" + "\n" + "When the left or right slot is triggered, the Twisty\n" + "Turny(TM) will switch modes according to that input.\n" + "\n" + "Trigger wires apply instantaneously, however if both\n" + "the left and right inputs are recieved at the same\n" + "time, this results in no operation being performed,\n" + "and no state changes take place in the Twisty Turny(TM)\n", + + .serial_id = 17 + }, + { + .title = "NOT GATE", + .map_name = "cmp_not", + .description = + "Test your knowledge of triggers, build an 'NOT GATE'\n" + "emulated by marble logic.", + + .serial_id = 18 + }, + { + .title = "AND GATE", + .map_name = "cmp_and", + .description = + "A slightly more complicated gate, but shouldn't be\n" + "too difficult for your skillset.", + + .serial_id = 19 + }, + { + .title = "QUALIFICATION PROJECT", + .map_name = "cmp_grad", + .description = + "There's no instructions here, resolve and complete this\n" + "task to qualify yourself as an official marble engineer", + .serial_id = 20 + } +}; + +struct cmp_level cmp_levels_grad[] = +{ + { + .title = "SORT", + .map_name = "cmp_i01", + .description = + "Device 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.", + + .serial_id = 13 + }, + { + .title = "THIRDS", + .map_name = "cmp_i02", + .description = + "Spit your inputs up into a third of its value\n" + "Is this possible? -HG", + + .serial_id = 14 + }, + { + .title = "XOR CHIP", + .map_name = "cmp_xor", + .description = + "Significantly more complicated than an AND or NOT gate,\n" + "but possible.", + .serial_id = 21 + }, + { + .title = "SECRET CODE", + .map_name = "cmp_secret", + .description = + "Only one input should send an unlock signal marble to\n" + "the output.\n" + "The code: 100110", + .serial_id = 22 + } +};