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_ball
= { .path
= "textures/ball.qoi", .flags
= VG_TEXTURE_CLAMP
};
8 vg_tex2d tex_background
= { .path
= "textures/background.qoi" };
9 vg_tex2d tex_ball_noise
= { .path
= "textures/bnoise.qoi" };
11 vg_tex2d
*texture_list
[] = { &tex_tile_detail
, &tex_tile_data
, &tex_wood
, &tex_ball
, &tex_background
, &tex_ball_noise
};
14 // ===========================================================================================================
16 sfx_vol_control audio_volume_sfx
= { .val
= 1.0f
, .name
= "Sound effects" };
17 sfx_vol_control audio_volume_music
= { .val
= 1.0f
, .name
= "Music" };
19 sfx_system audio_system_sfx
=
23 .vol_src
= &audio_volume_sfx
,
27 sfx_set audio_tile_mod
=
39 sfx_set audio_splitter
=
42 sound/splitter_01.ogg\0"
48 sound/rolling_01.ogg\0\
49 sound/rolling_02.ogg\0"
52 sfx_set audio_random
=
55 sound/random_01.ogg\0\
56 sound/random_02.ogg\0\
57 sound/random_03.ogg\0\
58 sound/random_04.ogg\0\
59 sound/random_05.ogg\0\
60 sound/random_06.ogg\0\
61 sound/random_07.ogg\0\
62 sound/random_08.ogg\0"
65 // One two or three layers of rolling noise
66 sfx_system audio_system_balls_rolling
=
68 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
69 .name
= "Balls Rolling", .flags
= SFX_FLAG_REPEAT
73 sfx_system audio_system_balls_switching
=
75 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
76 .name
= "Balls Switching"
79 // Gameplay critical sounds eg. splitter sound rocking
80 sfx_system audio_system_balls_important
=
82 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
83 .name
= "Balls Gameplay"
87 sfx_system audio_system_balls_extra
=
89 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
93 static void resource_load_main(void)
96 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
99 sfx_set_init( &audio_tile_mod
, NULL
);
100 sfx_set_init( &audio_splitter
, NULL
);
101 sfx_set_init( &audio_rolls
, NULL
);
102 sfx_set_init( &audio_random
, NULL
);
105 static void resource_free_main(void)
107 vg_tex2d_free( texture_list
, vg_list_size( texture_list
) );
109 sfx_set_free( &audio_tile_mod
);
110 sfx_set_free( &audio_splitter
);
111 sfx_set_free( &audio_rolls
);
112 sfx_set_free( &audio_random
);
116 // ===========================================================================================================
118 SHADER_DEFINE( shader_tile_colour
,
121 "layout (location=0) in vec2 a_co;"
123 "uniform vec3 uOffset;"
127 "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
131 "out vec4 FragColor;"
132 "uniform vec4 uColour;"
136 "FragColor = uColour;"
139 UNIFORMS({ "uPv", "uOffset", "uColour" })
143 SHADER_DEFINE( shader_ball,
145 "layout (location=0) in vec2 a_co;"
146 "uniform vec2 uOffset;"
149 "out vec2 aTexCoords;"
153 // Create texture coords
157 "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
158 "gl_Position = vec4( uPv * worldpos, 1.0 );"
162 "out vec4 FragColor;"
164 "uniform sampler2D uTexMain;"
165 "uniform vec3 uColour;"
167 "in vec2 aTexCoords;"
171 "vec4 glyph = texture( uTexMain, aTexCoords );"
172 "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
175 UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
179 SHADER_DEFINE( shader_ball
,
181 "layout (location=0) in vec2 a_co;"
182 "uniform vec2 uOffset;"
185 "out vec4 aTexCoords;"
190 "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
191 "gl_Position = vec4( uPv * worldpos, 1.0 );"
193 // Create texture coords
194 "aTexCoords = vec4( a_co, worldpos.xy );"
198 "out vec4 FragColor;"
200 "uniform sampler2D uTexMain;"
201 "uniform vec3 uColour;"
202 "uniform vec2 uTexOffset;"
204 "in vec4 aTexCoords;"
208 "vec2 center_coords = aTexCoords.xy - 0.5;"
209 "vec2 center_coords_sqr = center_coords*center_coords;"
210 "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
212 "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
213 "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
214 "vec4 noise_sample = texture( uTexMain, warped_coords );"
216 "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
218 "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
219 "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
220 //"float shadow = exp(-abs(shadow_coords_sqr.x+shadow_coords_sqr.y)*20.0);"
221 "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
223 "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
224 "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
226 "FragColor = colour_comp;"
229 UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
232 SHADER_DEFINE( shader_tile_main
,
234 "layout (location=0) in vec2 a_co;"
235 "uniform vec4 uOffset;" // Tile x/y, uv x/y
237 "uniform mat2 uSubTransform;"
239 "out vec4 aTexCoords;"
240 "out vec2 aWorldCoords;"
242 "vec2 hash22(vec2 p)"
244 "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
245 "p3 += dot(p3, p3.yzx+33.33);"
246 "return fract((p3.xx+p3.yz)*p3.zy);"
252 "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
253 "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
254 "gl_Position = vec4( uPv * worldpos, 1.0 );"
256 // Create texture coords
257 "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
258 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
259 "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
260 "aWorldCoords = worldpos.xy;"
264 "out vec4 FragColor;"
266 "uniform sampler2D uTexGlyphs;"
267 "uniform sampler2D uTexWood;"
268 "uniform float uGhost;"
269 "uniform float uForeground;"
270 "uniform vec2 uMousePos;"
271 "uniform vec4 uColour;"
273 "in vec4 aTexCoords;"
274 "in vec2 aWorldCoords;"
278 "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
279 "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
280 "vec4 wood = texture( uTexWood, aTexCoords.zw );"
281 "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
282 "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
284 "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
286 "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
288 "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
289 "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
291 "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
294 UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
297 SHADER_DEFINE( shader_background
,
299 "layout (location=0) in vec2 a_co;"
301 "uniform vec3 uOffset;"
303 "out vec2 aTexCoords;"
307 "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
308 "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
313 "out vec4 FragColor;"
315 "uniform sampler2D uTexMain;"
316 "uniform sampler2D uSamplerNoise;"
317 "uniform float uVariance;"
319 "in vec2 aTexCoords;"
323 "float ao_accum = 0.0;"
324 "for( int i=0; i<10; ++i )"
326 "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
327 "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
328 "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
332 "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
334 "ao_accum -= data_this_tile.r;"
336 "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );"
338 "vec2 square_coords = fract( aTexCoords * 64.0 );"
339 "vec2 grid_coords = abs( square_coords - 0.5 );"
340 "float edge_contrast = (1.0-ao_accum*0.2);"
342 "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
343 "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
345 "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
348 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
351 SHADER_DEFINE( shader_wire
,
353 "layout (location=0) in vec2 a_co;"
354 "uniform vec3 uStart;"
357 "uniform float uCurve;"
359 "out vec2 aTexCoords;"
361 "vec3 sample_curve_time( float t )"
363 "vec3 line_coord = mix( uStart, uEnd, t );"
365 "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
366 "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
372 "vec3 p0 = sample_curve_time( a_co.x );"
373 "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
375 "vec2 line_tangent = normalize(p1.xy-p0.xy);"
376 "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
378 "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
380 "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
382 // Create texture coords (todo: include stretch adjusted coords?)
383 "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
387 "out vec4 FragColor;"
389 "uniform sampler2D uTexMain;"
390 "uniform vec4 uColour;"
392 "in vec2 aTexCoords;"
396 "FragColor = uColour;"
399 UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" })
403 void vg_register(void)
405 SHADER_INIT( shader_tile_colour
);
406 SHADER_INIT( shader_tile_main
);
407 SHADER_INIT( shader_ball
);
408 SHADER_INIT( shader_background
);
409 SHADER_INIT( shader_wire
);
413 0000 0 | 0001 1 | 0010 2 | 0011 3
417 0100 4 | 0101 5 | 0110 6 | 0111 7
421 1000 8 | 1001 9 | 1010 10 | 1011 11
425 1100 12 | 1101 13 | 1110 14 | 1111 15
431 float const MESH_NUMBER_0
[] = {
432 #include "fonts/numbers/n0.h"
435 float const MESH_NUMBER_1
[] = {
436 #include "fonts/numbers/n1.h"
439 float const MESH_NUMBER_2
[] = {
440 #include "fonts/numbers/n2.h"
443 float const MESH_NUMBER_3
[] = {
444 #include "fonts/numbers/n3.h"
447 float const MESH_NUMBER_4
[] = {
448 #include "fonts/numbers/n4.h"
451 float const MESH_NUMBER_5
[] = {
452 #include "fonts/numbers/n5.h"
455 float const MESH_NUMBER_6
[] = {
456 #include "fonts/numbers/n6.h"
459 float const MESH_NUMBER_7
[] = {
460 #include "fonts/numbers/n7.h"
463 float const MESH_NUMBER_8
[] = {
464 #include "fonts/numbers/n8.h"
467 float const MESH_NUMBER_9
[] = {
468 #include "fonts/numbers/n9.h"
471 float const MESH_NUMBERS_BUFFER
[] =
473 #include "fonts/numbers/n0.h"
474 #include "fonts/numbers/n1.h"
475 #include "fonts/numbers/n2.h"
476 #include "fonts/numbers/n3.h"
477 #include "fonts/numbers/n4.h"
478 #include "fonts/numbers/n5.h"
479 #include "fonts/numbers/n6.h"
480 #include "fonts/numbers/n7.h"
481 #include "fonts/numbers/n8.h"
482 #include "fonts/numbers/n9.h"
485 #define MESH_NUMBER_DIVISOR 6
487 u32
const MESH_NUMBERS_OFFSETS
[][2] =
491 vg_list_size( MESH_NUMBER_0
) / MESH_NUMBER_DIVISOR
494 vg_list_size( MESH_NUMBER_0
) / MESH_NUMBER_DIVISOR
,
495 vg_list_size( MESH_NUMBER_1
) / MESH_NUMBER_DIVISOR
499 vg_list_size( MESH_NUMBER_0
) +
500 vg_list_size( MESH_NUMBER_1
)
501 ) / MESH_NUMBER_DIVISOR
,
502 vg_list_size( MESH_NUMBER_2
) / MESH_NUMBER_DIVISOR
506 vg_list_size( MESH_NUMBER_0
) +
507 vg_list_size( MESH_NUMBER_1
) +
508 vg_list_size( MESH_NUMBER_2
)
509 ) / MESH_NUMBER_DIVISOR
,
510 vg_list_size( MESH_NUMBER_3
) / MESH_NUMBER_DIVISOR
514 vg_list_size( MESH_NUMBER_0
) +
515 vg_list_size( MESH_NUMBER_1
) +
516 vg_list_size( MESH_NUMBER_2
) +
517 vg_list_size( MESH_NUMBER_3
)
518 ) / MESH_NUMBER_DIVISOR
,
519 vg_list_size( MESH_NUMBER_4
) / MESH_NUMBER_DIVISOR
523 vg_list_size( MESH_NUMBER_0
) +
524 vg_list_size( MESH_NUMBER_1
) +
525 vg_list_size( MESH_NUMBER_2
) +
526 vg_list_size( MESH_NUMBER_3
) +
527 vg_list_size( MESH_NUMBER_4
)
528 ) / MESH_NUMBER_DIVISOR
,
529 vg_list_size( MESH_NUMBER_5
) / MESH_NUMBER_DIVISOR
533 vg_list_size( MESH_NUMBER_0
) +
534 vg_list_size( MESH_NUMBER_1
) +
535 vg_list_size( MESH_NUMBER_2
) +
536 vg_list_size( MESH_NUMBER_3
) +
537 vg_list_size( MESH_NUMBER_4
) +
538 vg_list_size( MESH_NUMBER_5
)
539 ) / MESH_NUMBER_DIVISOR
,
540 vg_list_size( MESH_NUMBER_6
) / MESH_NUMBER_DIVISOR
544 vg_list_size( MESH_NUMBER_0
) +
545 vg_list_size( MESH_NUMBER_1
) +
546 vg_list_size( MESH_NUMBER_2
) +
547 vg_list_size( MESH_NUMBER_3
) +
548 vg_list_size( MESH_NUMBER_4
) +
549 vg_list_size( MESH_NUMBER_5
) +
550 vg_list_size( MESH_NUMBER_6
)
551 ) / MESH_NUMBER_DIVISOR
,
552 vg_list_size( MESH_NUMBER_7
) / MESH_NUMBER_DIVISOR
556 vg_list_size( MESH_NUMBER_0
) +
557 vg_list_size( MESH_NUMBER_1
) +
558 vg_list_size( MESH_NUMBER_2
) +
559 vg_list_size( MESH_NUMBER_3
) +
560 vg_list_size( MESH_NUMBER_4
) +
561 vg_list_size( MESH_NUMBER_5
) +
562 vg_list_size( MESH_NUMBER_6
) +
563 vg_list_size( MESH_NUMBER_7
)
564 ) / MESH_NUMBER_DIVISOR
,
565 vg_list_size( MESH_NUMBER_8
) / MESH_NUMBER_DIVISOR
569 vg_list_size( MESH_NUMBER_0
) +
570 vg_list_size( MESH_NUMBER_1
) +
571 vg_list_size( MESH_NUMBER_2
) +
572 vg_list_size( MESH_NUMBER_3
) +
573 vg_list_size( MESH_NUMBER_4
) +
574 vg_list_size( MESH_NUMBER_5
) +
575 vg_list_size( MESH_NUMBER_6
) +
576 vg_list_size( MESH_NUMBER_7
) +
577 vg_list_size( MESH_NUMBER_8
)
578 ) / MESH_NUMBER_DIVISOR
,
579 vg_list_size( MESH_NUMBER_9
) / MESH_NUMBER_DIVISOR