2 // ===========================================================================================================
4 vg_tex2d tex_tile_data
= { .path
= "textures/tileset.qoi" };
5 vg_tex2d tex_tile_detail
= { .path
= "textures/tile_overlays.qoi" };
6 vg_tex2d tex_wood
= { .path
= "textures/wood.qoi" };
7 vg_tex2d tex_background
= { .path
= "textures/background.qoi" };
8 vg_tex2d tex_ball_noise
= { .path
= "textures/bnoise.qoi" };
10 vg_tex2d
*texture_list
[] = { &tex_tile_detail
, &tex_tile_data
, &tex_wood
, &tex_background
, &tex_ball_noise
};
13 // ===========================================================================================================
15 sfx_vol_control audio_volume_sfx
= { .val
= 1.0f
, .name
= "Sound effects" };
16 sfx_vol_control audio_volume_music
= { .val
= 1.0f
, .name
= "Music" };
18 sfx_system audio_system_sfx
=
22 .vol_src
= &audio_volume_sfx
,
26 sfx_set audio_tile_mod
=
38 sfx_set audio_splitter
=
41 sound/splitter_01.ogg\0"
47 sound/rolling_01.ogg\0\
48 sound/rolling_02.ogg\0"
51 sfx_set audio_random
=
54 sound/random_01.ogg\0\
55 sound/random_02.ogg\0\
56 sound/random_03.ogg\0\
57 sound/random_04.ogg\0\
58 sound/random_05.ogg\0\
59 sound/random_06.ogg\0\
60 sound/random_07.ogg\0\
61 sound/random_08.ogg\0"
64 // One two or three layers of rolling noise
65 sfx_system audio_system_balls_rolling
=
67 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
68 .name
= "Balls Rolling", .flags
= SFX_FLAG_REPEAT
72 sfx_system audio_system_balls_switching
=
74 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
75 .name
= "Balls Switching"
78 // Gameplay critical sounds eg. splitter sound rocking
79 sfx_system audio_system_balls_important
=
81 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
82 .name
= "Balls Gameplay"
86 sfx_system audio_system_balls_extra
=
88 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
92 static void resource_load_main(void)
95 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
98 sfx_set_init( &audio_tile_mod
, NULL
);
99 sfx_set_init( &audio_splitter
, NULL
);
100 sfx_set_init( &audio_rolls
, NULL
);
101 sfx_set_init( &audio_random
, NULL
);
104 static void resource_free_main(void)
106 vg_tex2d_free( texture_list
, vg_list_size( texture_list
) );
108 sfx_set_free( &audio_tile_mod
);
109 sfx_set_free( &audio_splitter
);
110 sfx_set_free( &audio_rolls
);
111 sfx_set_free( &audio_random
);
115 // ===========================================================================================================
117 SHADER_DEFINE( shader_tile_colour
,
120 "layout (location=0) in vec2 a_co;"
122 "uniform vec3 uOffset;"
126 "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
130 "out vec4 FragColor;"
131 "uniform vec4 uColour;"
135 "FragColor = uColour;"
138 UNIFORMS({ "uPv", "uOffset", "uColour" })
141 SHADER_DEFINE( shader_ball
,
143 "layout (location=0) in vec2 a_co;"
144 "uniform vec2 uOffset;"
147 "out vec4 aTexCoords;"
152 "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
153 "gl_Position = vec4( uPv * worldpos, 1.0 );"
155 // Create texture coords
156 "aTexCoords = vec4( a_co, worldpos.xy );"
160 "out vec4 FragColor;"
162 "uniform sampler2D uTexMain;"
163 "uniform vec3 uColour;"
164 "uniform vec2 uTexOffset;"
166 "in vec4 aTexCoords;"
170 "vec2 center_coords = aTexCoords.xy - 0.5;"
171 "vec2 center_coords_sqr = center_coords*center_coords;"
172 "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
174 "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
175 "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
176 "vec4 noise_sample = texture( uTexMain, warped_coords );"
178 "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
180 "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
181 "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
182 "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
184 "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
185 "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
187 "FragColor = colour_comp;"
190 UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
193 SHADER_DEFINE( shader_tile_main
,
195 "layout (location=0) in vec2 a_co;"
196 "uniform vec4 uOffset;" // Tile x/y, uv x/y
198 "uniform mat2 uSubTransform;"
200 "out vec4 aTexCoords;"
201 "out vec2 aWorldCoords;"
203 "vec2 hash22(vec2 p)"
205 "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
206 "p3 += dot(p3, p3.yzx+33.33);"
207 "return fract((p3.xx+p3.yz)*p3.zy);"
213 "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
214 "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
215 "gl_Position = vec4( uPv * worldpos, 1.0 );"
217 // Create texture coords
218 "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
219 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
220 "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
221 "aWorldCoords = worldpos.xy;"
225 "out vec4 FragColor;"
227 "uniform sampler2D uTexGlyphs;"
228 "uniform sampler2D uTexWood;"
229 "uniform float uGhost;"
230 "uniform float uForeground;"
231 "uniform vec2 uMousePos;"
232 "uniform vec4 uColour;"
234 "in vec4 aTexCoords;"
235 "in vec2 aWorldCoords;"
239 "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
240 "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
241 "vec4 wood = texture( uTexWood, aTexCoords.zw );"
242 "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
243 "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
245 "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
247 "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
249 "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
250 "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
252 "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
255 UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
258 SHADER_DEFINE( shader_background
,
260 "layout (location=0) in vec2 a_co;"
262 "uniform vec3 uOffset;"
264 "out vec2 aTexCoords;"
268 "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
269 "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
274 "out vec4 FragColor;"
276 "uniform sampler2D uTexMain;"
277 "uniform sampler2D uSamplerNoise;"
278 "uniform float uVariance;"
280 "in vec2 aTexCoords;"
284 "float ao_accum = 0.0;"
285 "for( int i=0; i<10; ++i )"
287 "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
288 "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
289 "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
293 "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
295 "ao_accum -= data_this_tile.r;"
297 "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );"
299 "vec2 square_coords = fract( aTexCoords * 64.0 );"
300 "vec2 grid_coords = abs( square_coords - 0.5 );"
301 "float edge_contrast = (1.0-ao_accum*0.2);"
303 "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
304 "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
306 "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
309 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
312 SHADER_DEFINE( shader_wire
,
314 "layout (location=0) in vec2 a_co;"
315 "uniform vec3 uStart;"
318 "uniform float uCurve;"
320 "out vec2 aTexCoords;"
322 "vec3 sample_curve_time( float t )"
324 "vec3 line_coord = mix( uStart, uEnd, t );"
326 "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
327 "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
333 "vec3 p0 = sample_curve_time( a_co.x );"
334 "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
336 "vec2 line_tangent = normalize(p1.xy-p0.xy);"
337 "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
339 "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
341 "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
343 // Create texture coords (todo: include stretch adjusted coords?)
344 "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
348 "out vec4 FragColor;"
350 "uniform sampler2D uTexMain;"
351 "uniform vec4 uColour;"
353 "in vec2 aTexCoords;"
357 "FragColor = uColour;"
360 UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" })
364 void vg_register(void)
366 SHADER_INIT( shader_tile_colour
);
367 SHADER_INIT( shader_tile_main
);
368 SHADER_INIT( shader_ball
);
369 SHADER_INIT( shader_background
);
370 SHADER_INIT( shader_wire
);
374 0000 0 | 0001 1 | 0010 2 | 0011 3
378 0100 4 | 0101 5 | 0110 6 | 0111 7
382 1000 8 | 1001 9 | 1010 10 | 1011 11
386 1100 12 | 1101 13 | 1110 14 | 1111 15
392 float const MESH_NUMBER_0
[] = {
393 #include "fonts/numbers/n0.h"
396 float const MESH_NUMBER_1
[] = {
397 #include "fonts/numbers/n1.h"
400 float const MESH_NUMBER_2
[] = {
401 #include "fonts/numbers/n2.h"
404 float const MESH_NUMBER_3
[] = {
405 #include "fonts/numbers/n3.h"
408 float const MESH_NUMBER_4
[] = {
409 #include "fonts/numbers/n4.h"
412 float const MESH_NUMBER_5
[] = {
413 #include "fonts/numbers/n5.h"
416 float const MESH_NUMBER_6
[] = {
417 #include "fonts/numbers/n6.h"
420 float const MESH_NUMBER_7
[] = {
421 #include "fonts/numbers/n7.h"
424 float const MESH_NUMBER_8
[] = {
425 #include "fonts/numbers/n8.h"
428 float const MESH_NUMBER_9
[] = {
429 #include "fonts/numbers/n9.h"
432 float const MESH_NUMBERS_BUFFER
[] =
434 #include "fonts/numbers/n0.h"
435 #include "fonts/numbers/n1.h"
436 #include "fonts/numbers/n2.h"
437 #include "fonts/numbers/n3.h"
438 #include "fonts/numbers/n4.h"
439 #include "fonts/numbers/n5.h"
440 #include "fonts/numbers/n6.h"
441 #include "fonts/numbers/n7.h"
442 #include "fonts/numbers/n8.h"
443 #include "fonts/numbers/n9.h"
446 #define MESH_NUMBER_DIVISOR 6
448 u32
const MESH_NUMBERS_OFFSETS
[][2] =
452 vg_list_size( MESH_NUMBER_0
) / MESH_NUMBER_DIVISOR
455 vg_list_size( MESH_NUMBER_0
) / MESH_NUMBER_DIVISOR
,
456 vg_list_size( MESH_NUMBER_1
) / MESH_NUMBER_DIVISOR
460 vg_list_size( MESH_NUMBER_0
) +
461 vg_list_size( MESH_NUMBER_1
)
462 ) / MESH_NUMBER_DIVISOR
,
463 vg_list_size( MESH_NUMBER_2
) / MESH_NUMBER_DIVISOR
467 vg_list_size( MESH_NUMBER_0
) +
468 vg_list_size( MESH_NUMBER_1
) +
469 vg_list_size( MESH_NUMBER_2
)
470 ) / MESH_NUMBER_DIVISOR
,
471 vg_list_size( MESH_NUMBER_3
) / MESH_NUMBER_DIVISOR
475 vg_list_size( MESH_NUMBER_0
) +
476 vg_list_size( MESH_NUMBER_1
) +
477 vg_list_size( MESH_NUMBER_2
) +
478 vg_list_size( MESH_NUMBER_3
)
479 ) / MESH_NUMBER_DIVISOR
,
480 vg_list_size( MESH_NUMBER_4
) / MESH_NUMBER_DIVISOR
484 vg_list_size( MESH_NUMBER_0
) +
485 vg_list_size( MESH_NUMBER_1
) +
486 vg_list_size( MESH_NUMBER_2
) +
487 vg_list_size( MESH_NUMBER_3
) +
488 vg_list_size( MESH_NUMBER_4
)
489 ) / MESH_NUMBER_DIVISOR
,
490 vg_list_size( MESH_NUMBER_5
) / MESH_NUMBER_DIVISOR
494 vg_list_size( MESH_NUMBER_0
) +
495 vg_list_size( MESH_NUMBER_1
) +
496 vg_list_size( MESH_NUMBER_2
) +
497 vg_list_size( MESH_NUMBER_3
) +
498 vg_list_size( MESH_NUMBER_4
) +
499 vg_list_size( MESH_NUMBER_5
)
500 ) / MESH_NUMBER_DIVISOR
,
501 vg_list_size( MESH_NUMBER_6
) / MESH_NUMBER_DIVISOR
505 vg_list_size( MESH_NUMBER_0
) +
506 vg_list_size( MESH_NUMBER_1
) +
507 vg_list_size( MESH_NUMBER_2
) +
508 vg_list_size( MESH_NUMBER_3
) +
509 vg_list_size( MESH_NUMBER_4
) +
510 vg_list_size( MESH_NUMBER_5
) +
511 vg_list_size( MESH_NUMBER_6
)
512 ) / MESH_NUMBER_DIVISOR
,
513 vg_list_size( MESH_NUMBER_7
) / MESH_NUMBER_DIVISOR
517 vg_list_size( MESH_NUMBER_0
) +
518 vg_list_size( MESH_NUMBER_1
) +
519 vg_list_size( MESH_NUMBER_2
) +
520 vg_list_size( MESH_NUMBER_3
) +
521 vg_list_size( MESH_NUMBER_4
) +
522 vg_list_size( MESH_NUMBER_5
) +
523 vg_list_size( MESH_NUMBER_6
) +
524 vg_list_size( MESH_NUMBER_7
)
525 ) / MESH_NUMBER_DIVISOR
,
526 vg_list_size( MESH_NUMBER_8
) / MESH_NUMBER_DIVISOR
530 vg_list_size( MESH_NUMBER_0
) +
531 vg_list_size( MESH_NUMBER_1
) +
532 vg_list_size( MESH_NUMBER_2
) +
533 vg_list_size( MESH_NUMBER_3
) +
534 vg_list_size( MESH_NUMBER_4
) +
535 vg_list_size( MESH_NUMBER_5
) +
536 vg_list_size( MESH_NUMBER_6
) +
537 vg_list_size( MESH_NUMBER_7
) +
538 vg_list_size( MESH_NUMBER_8
)
539 ) / MESH_NUMBER_DIVISOR
,
540 vg_list_size( MESH_NUMBER_9
) / MESH_NUMBER_DIVISOR