X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=f5b392a898648b6fd43eac60af963ce490decbd8;hb=8916069446ede6f8dc2d198d88be851b8ba1baeb;hp=147f9aa748a32feba973175d54866f104e4f85b9;hpb=b68e3832a078dc6a4a3c8c4670632148c8288bf8;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index 147f9aa..f5b392a 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -4,10 +4,13 @@ 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 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 *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, &tex_unkown, &tex_buttons }; // AUDIO // =========================================================================================================== @@ -89,11 +92,28 @@ sfx_system audio_system_balls_extra = .name = "Balls Extra" }; +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 vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); + ui_override_font( tex_monofur.name, 7 ); + + 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 ); @@ -144,16 +164,16 @@ 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 +181,33 @@ 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, @@ -219,7 +256,7 @@ 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;" "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );" "vec4 wood = texture( uTexWood, aTexCoords.zw );" "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );" @@ -277,7 +314,7 @@ SHADER_DEFINE( shader_background, "ao_accum -= data_this_tile.r;" - "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 );" "vec2 square_coords = fract( aTexCoords * 64.0 );" "vec2 grid_coords = abs( square_coords - 0.5 );" @@ -292,12 +329,103 @@ 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" }) +) + +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" }) +) + + 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 ); + SHADER_INIT( shader_buttons ); } /* @@ -470,3 +598,336 @@ u32 const MESH_NUMBERS_OFFSETS[][2] = vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR } }; + +struct cmp_level +{ + const char *map_name; + const char *title; + const char *description; + + int unlocked; + int completed_score; + + int _unlock, _linked; // When completed, unlock this level + struct cmp_level *unlock, *linked; + + int serial_id; + int is_tutorial; + + SteamLeaderboard_t steam_leaderboard; +}; + +static struct cmp_level cmp_levels_tutorials[] = +{ + // r1 + { + .serial_id = 0, + .title = "PRINCIPLE 1", + .map_name = "cmp_t01", + .description = "Utilize basic transport methods", + + ._unlock = 1, + .is_tutorial = 1 + }, + // r1 + { + .serial_id = 1, + .title = "PRINCIPLE 2", + .map_name = "cmp_t02", + .description = "Utilize the twisty turny(TM) piece to split\n" + "the marble stream into two", + + ._unlock = 2, + .is_tutorial = 1, + }, + // r1 + { + .serial_id = 2, + .title = "PRINCIPLE 3", + .map_name = "cmp_t03", + .description = "Merge transport into one", + + ._unlock = 12, + .is_tutorial = 1 + }, + // r1 + { + .serial_id = 12, + .title = "PRINCIPLE 4", + .map_name = "cmp_t04", + .description = "Some stages require multiple runs to succeed\n" + "in order to pass", + + ._unlock = 3, + .is_tutorial = 1 + } +}; + +static struct cmp_level cmp_levels_basic[] = +{ + // r1 + { + .serial_id = 3, + .title = "SUBDIVISION 1", + .map_name = "cmp_b01", + .description = "Sometimes getting the desired amount takes\n" + "dividing up the input and recombining it.", + + ._linked = 4, + ._unlock = 6 + }, + // r1 + { + .serial_id = 4, + .title = "SUBDIVISION 2", + .map_name = "cmp_b02", + .description = "", + + ._linked = 5, + ._unlock = 7 + }, + // r1 + { + .serial_id = 5, + .title = "RESTRUCTURE", + .map_name = "cmp_b03", + .description = "It is possible to swap these values using\n" + "simple division and addition.", + + ._unlock = 8 + }, + { + .serial_id = 6, + .title = "SERIALIZE", + .map_name = "cmp_b04", + .description = "Merge and sort", + + ._unlock = 7 + }, + { + .serial_id = 7, + .title = "PATTERNS 1", + .map_name = "cmp_b05", + .description = "Replicate", + + ._linked = 8 + }, + { + .serial_id = 8, + .title = "PATTERNS 2", + .map_name = "cmp_b06", + .description = "Replicate MORE", + + ._unlock = 9 + }, + { + .serial_id = 9, + .title = "MIGHTY CONSUMER", + .map_name = "cmp_b07", + .description = "Build a greedy system", + + ._linked = 10, + ._unlock = 11 + }, + { + .serial_id = 10, + .title = "ENCRYPTED 1", + .map_name = "cmp_b08", + .description = "Some configurations may not be valid", + + ._unlock = 15 + }, + { + .serial_id = 11, + .title = "REVERSE", + .map_name = "cmp_b09", + .description = "Reverse the incoming order. Always length 4", + + ._unlock = 15 + }, + // r2 + { + .serial_id = 15, + .title = "PRINCIPLE 5", + .map_name = "cmp_b10", + .description = + "The eager engineers among you may have already spotted\n" + "and utilized these parts of the system\n" + "\n" + "We forgot to include the relevant principle tasks as\n" + "of your training package, you will now be tasked to\n" + "complete them", + + ._unlock = 16, + .is_tutorial = 1 + }, + // r2 + { + .serial_id = 16, + .title = "ROUTING PROBLEM", + .map_name = "cmp_routing", + .description = + "Things can get a little chaotic on tight boards, do your\n" + "best to utilize principle 5 to get the job done\n", + + ._unlock = 17 + }, + { + .serial_id = 17, + .title = "PRINCIPLE 6", + .map_name = "cmp_b11", + .description = + "While hovering over a simple tile peice, right click and\n" + "drag to start creating a wire. These can be connected to\n" + "the left, or right recieving pins of a Twisty Turny(TM).\n" + "\n" + "Once connected, the Twisty Turny(TM) will no longer\n" + "'flip flop' as marbles run through them, but instead be\n" + "et to left or right rotating only. As indicated by the\n" + "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 the\n" + "left and right inputs are recieved at the same time,\n" + "this results in no operation being performed, and no\n" + "state changes take place in the Twisty Turny(TM)\n", + + ._unlock = 18, + .is_tutorial = 1 + }, + { + .serial_id = 18, + .title = "NOT GATE", + .map_name = "cmp_not", + .description = + "Test your knowledge of triggers, build an 'NOT GATE'\n" + "emulated by marble logic.", + + ._linked = 19, + ._unlock = 20 + }, + { + .serial_id = 19, + .title = "AND GATE", + .map_name = "cmp_and", + .description = + "A slightly more complicated gate, but shouldn't be\n" + "too difficult for your skillset.", + + ._unlock = 20 + }, + { + .serial_id = 20, + .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", + ._unlock = 13 + } +}; + +static struct cmp_level cmp_levels_grad[] = +{ + { + .serial_id = 13, + .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.", + ._linked = 14 + + }, + { + .serial_id = 14, + .title = "THIRDS", + .map_name = "cmp_i02", + .description = + "Split the inputs up into a third of their values\n" + "\n" + "Is this possible? -HG", + ._linked = 21 + + }, + { + .serial_id = 21, + .title = "XOR CHIP", + .map_name = "cmp_xor", + .description = + "Significantly more complicated than an AND or NOT gate,\n" + "but possible.", + ._linked = 22 + }, + { + .serial_id = 22, + .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" + } +}; + +#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad )) + +/* +static struct +{ +} +career_local = +{ +};*/ + +static struct serializable_set +{ + struct cmp_level *pack; + int count; +} +career_serializable[] = +{ + { + .pack = cmp_levels_tutorials, + .count = vg_list_size( cmp_levels_tutorials ) + }, + { + .pack = cmp_levels_basic, + .count = vg_list_size( cmp_levels_basic ) + }, + { + .pack = cmp_levels_grad, + .count = vg_list_size( cmp_levels_grad ) + } +}; + +// 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_serializable ); i ++ ) + { + struct serializable_set *set = &career_serializable[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_serializable ); i ++ ) + { + struct serializable_set *set = &career_serializable[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; + } + } +}