cleaned up world edges
[fishladder.git] / fishladder_resources.h
1 // FONTS
2
3 struct sdf_char
4 {
5 u16 uvx, uvy, originX, originY, w, h, advance;
6 };
7
8 struct sdf_font
9 {
10 const char *name;
11 int size, width, height;
12 struct sdf_char *characters;
13 };
14
15 static struct sdf_char characters_Ubuntu[] = {
16 {655, 167, 9, 9, 18, 18, 11},
17 {561, 64, 6, 42, 25, 52, 13},
18 {435, 167, 6, 45, 32, 30, 20},
19 {797, 64, 7, 42, 46, 51, 32},
20 {362, 0, 6, 46, 39, 60, 27},
21 {918, 0, 7, 43, 55, 52, 41},
22 {973, 0, 7, 43, 47, 52, 32},
23 {467, 167, 6, 45, 23, 30, 11},
24 {142, 0, 5, 46, 30, 64, 15},
25 {172, 0, 9, 46, 30, 64, 15},
26 {291, 167, 7, 42, 38, 37, 23},
27 {171, 167, 6, 35, 40, 42, 27},
28 {410, 167, 7, 14, 25, 31, 12},
29 {625, 167, 8, 26, 30, 22, 14},
30 {558, 167, 6, 15, 25, 24, 12},
31 {0, 0, 10, 46, 39, 64, 18},
32 {88, 64, 7, 43, 41, 52, 27},
33 {532, 116, 5, 42, 32, 51, 27},
34 {370, 64, 6, 43, 39, 52, 27},
35 {409, 64, 6, 43, 39, 52, 27},
36 {176, 116, 7, 42, 42, 51, 27},
37 {448, 64, 6, 42, 39, 52, 27},
38 {170, 64, 6, 42, 40, 52, 27},
39 {343, 116, 6, 42, 40, 51, 27},
40 {854, 0, 6, 43, 40, 53, 27},
41 {210, 64, 7, 43, 40, 52, 27},
42 {146, 167, 6, 34, 25, 43, 12},
43 {564, 116, 7, 34, 26, 51, 12},
44 {211, 167, 6, 34, 40, 39, 27},
45 {370, 167, 6, 30, 40, 32, 27},
46 {251, 167, 6, 34, 40, 39, 27},
47 {525, 64, 8, 43, 36, 52, 19},
48 {401, 0, 6, 43, 57, 59, 45},
49 {700, 64, 9, 42, 49, 51, 32},
50 {218, 116, 5, 42, 42, 51, 31},
51 {769, 0, 6, 43, 44, 53, 30},
52 {935, 64, 5, 42, 45, 51, 34},
53 {383, 116, 5, 42, 40, 51, 27},
54 {423, 116, 5, 42, 38, 51, 26},
55 {724, 0, 6, 43, 45, 53, 32},
56 {45, 116, 5, 42, 44, 51, 34},
57 {590, 116, 5, 42, 23, 51, 13},
58 {487, 64, 9, 42, 38, 52, 24},
59 {89, 116, 5, 42, 44, 51, 30},
60 {461, 116, 5, 42, 38, 51, 25},
61 {646, 64, 6, 42, 54, 51, 42},
62 {0, 116, 5, 42, 45, 51, 35},
63 {674, 0, 6, 43, 50, 53, 37},
64 {302, 116, 5, 42, 41, 51, 29},
65 {312, 0, 6, 43, 50, 61, 37},
66 {133, 116, 5, 42, 43, 51, 30},
67 {813, 0, 7, 43, 41, 53, 25},
68 {0, 64, 8, 42, 44, 52, 27},
69 {44, 64, 5, 42, 44, 52, 33},
70 {749, 64, 8, 42, 48, 51, 31},
71 {586, 64, 8, 42, 60, 51, 44},
72 {843, 64, 8, 42, 46, 51, 30},
73 {889, 64, 9, 42, 46, 51, 28},
74 {260, 116, 7, 42, 42, 51, 27},
75 {202, 0, 4, 46, 29, 64, 16},
76 {39, 0, 10, 46, 39, 64, 18},
77 {231, 0, 9, 46, 29, 64, 16},
78 {329, 167, 7, 42, 41, 36, 27},
79 {583, 167, 9, 4, 42, 22, 23},
80 {490, 167, 6, 46, 27, 28, 18},
81 {695, 116, 7, 34, 38, 44, 25},
82 {458, 0, 5, 46, 40, 56, 28},
83 {733, 116, 7, 34, 37, 44, 22},
84 {498, 0, 7, 46, 40, 56, 28},
85 {655, 116, 7, 34, 40, 44, 27},
86 {641, 0, 5, 46, 33, 55, 18},
87 {250, 64, 7, 34, 40, 52, 27},
88 {603, 0, 5, 46, 38, 55, 27},
89 {894, 0, 6, 44, 24, 53, 12},
90 {282, 0, 12, 44, 30, 62, 12},
91 {564, 0, 5, 46, 39, 55, 25},
92 {538, 0, 5, 46, 26, 56, 13},
93 {860, 116, 5, 34, 52, 43, 41},
94 {0, 167, 5, 34, 38, 43, 27},
95 {613, 116, 7, 34, 42, 44, 28},
96 {290, 64, 5, 34, 40, 52, 28},
97 {330, 64, 7, 34, 40, 52, 28},
98 {113, 167, 5, 34, 33, 43, 18},
99 {770, 116, 7, 34, 36, 44, 21},
100 {499, 116, 5, 42, 33, 51, 19},
101 {38, 167, 5, 34, 38, 43, 27},
102 {912, 116, 8, 34, 41, 43, 24},
103 {806, 116, 8, 34, 54, 43, 37},
104 {953, 116, 8, 34, 41, 43, 24},
105 {129, 64, 9, 34, 41, 52, 24},
106 {76, 167, 7, 34, 37, 43, 22},
107 {78, 0, 7, 46, 32, 64, 16},
108 {260, 0, 4, 46, 22, 64, 13},
109 {110, 0, 9, 46, 32, 64, 16},
110 {517, 167, 7, 27, 41, 26, 27},
111 };
112
113 static struct sdf_font font_Ubuntu = {"Ubuntu", 48, 1024, 256, characters_Ubuntu};
114
115 vg_tex2d tex_ubuntu = { .path = "textures/ubuntu.qoi" };
116
117 // TEXTURES
118 // ===========================================================================================================
119
120 vg_tex2d tex_tile_data = { .path = "textures/tileset.qoi" };
121 vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" };
122 vg_tex2d tex_wood = { .path = "textures/wood.qoi" };
123 vg_tex2d tex_ball_noise = { .path = "textures/bnoise.qoi" };
124 vg_tex2d tex_monofur = { .path = "textures/ascii.qoi", .flags = VG_TEXTURE_NO_MIP };
125 vg_tex2d tex_unkown = { .path = "textures/unkown.qoi" };
126 vg_tex2d tex_buttons = { .path = "textures/buttons.qoi" };
127
128 vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons, &tex_ubuntu };
129
130 // AUDIO
131 // ===========================================================================================================
132
133 sfx_vol_control audio_volume_sfx = { .val = 1.0f, .name = "Sound effects" };
134 sfx_vol_control audio_volume_music = { .val = 1.0f, .name = "Music" };
135
136 sfx_system audio_system_sfx =
137 {
138 .vol = 1.f,
139 .ch = 1,
140 .vol_src = &audio_volume_sfx,
141 .name = "sfx"
142 };
143
144 sfx_set audio_tile_mod =
145 {
146 .sources = "\
147 sound/mod_01.ogg\0\
148 sound/mod_02.ogg\0\
149 sound/mod_03.ogg\0\
150 sound/mod_04.ogg\0\
151 sound/mod_05.ogg\0\
152 sound/mod_06.ogg\0",
153 .flags = 0
154 };
155
156 sfx_set audio_splitter =
157 {
158 .sources = "\
159 sound/splitter_01.ogg\0"
160 };
161
162 sfx_set audio_rolls =
163 {
164 .sources = "\
165 sound/rolling_01.ogg\0\
166 sound/rolling_02.ogg\0"
167 };
168
169 sfx_set audio_random =
170 {
171 .sources = "\
172 sound/random_01.ogg\0\
173 sound/random_02.ogg\0\
174 sound/random_03.ogg\0\
175 sound/random_04.ogg\0\
176 sound/random_05.ogg\0\
177 sound/random_06.ogg\0\
178 sound/random_07.ogg\0\
179 sound/random_08.ogg\0"
180 };
181
182 sfx_set audio_clicks =
183 {
184 .sources = "\
185 sound/click_a.ogg\0\
186 sound/click_b.ogg\0\
187 sound/click_c.ogg\0"
188 };
189
190 sfx_set audio_tones =
191 {
192 .sources = "\
193 sound/y0.ogg\0\
194 sound/y1.ogg\0\
195 sound/y2.ogg\0\
196 sound/y3.ogg\0\
197 sound/y4.ogg\0\
198 sound/y5.ogg\0\
199 sound/y6.ogg\0\
200 sound/y7.ogg\0\
201 sound/y8.ogg\0\
202 sound/win.ogg\0"
203 };
204
205 // One two or three layers of rolling noise
206 sfx_system audio_system_balls_rolling =
207 {
208 .vol = 0.7f, .ch = 1, .vol_src = &audio_volume_sfx,
209 .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
210 };
211
212 // Various oneshots
213 sfx_system audio_system_balls_switching =
214 {
215 .vol = 0.2f, .ch = 1, .vol_src = &audio_volume_sfx,
216 .name = "Balls Switching"
217 };
218
219 // Gameplay critical sounds eg. splitter sound rocking
220 sfx_system audio_system_balls_important =
221 {
222 .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
223 .name = "Balls Gameplay"
224 };
225
226 // Suplemental sounds
227 sfx_system audio_system_balls_extra =
228 {
229 .vol = 0.27f, .ch = 1, .vol_src = &audio_volume_sfx,
230 .name = "Balls Extra"
231 };
232
233 sfx_system audio_system_ui =
234 {
235 .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
236 .name = "UI"
237 };
238
239 ui_colourset ui_fl_colours = {
240 .main = 0xff807373,
241 .hover = 0xff918484,
242 .active = 0xffad9f9e
243 };
244
245 ui_colourset ui_fl_colours_inactive = {
246 .main = 0xff655958,
247 .hover = 0xff655958,
248 .active = 0xff655958
249 };
250
251 static void resource_load_main(void)
252 {
253 // Textures // UI
254 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
255 ui_global_ctx.colours_main = &ui_fl_colours;
256 gui_reset_colours();
257
258 // Audio
259 sfx_set_init( &audio_tile_mod, NULL );
260 sfx_set_init( &audio_splitter, NULL );
261 sfx_set_init( &audio_rolls, NULL );
262 sfx_set_init( &audio_random, NULL );
263 sfx_set_init( &audio_clicks, NULL );
264 sfx_set_init( &audio_tones, NULL );
265 }
266
267 static void resource_free_main(void)
268 {
269 vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
270
271 sfx_set_free( &audio_tile_mod );
272 sfx_set_free( &audio_splitter );
273 sfx_set_free( &audio_rolls );
274 sfx_set_free( &audio_random );
275 sfx_set_free( &audio_clicks );
276 sfx_set_free( &audio_tones );
277 }
278
279 // SHADERS
280 // ===========================================================================================================
281
282 SHADER_DEFINE( shader_tile_colour,
283
284 // VERTEX
285 "layout (location=0) in vec2 a_co;"
286 "uniform mat3 uPv;"
287 "uniform vec3 uOffset;"
288 ""
289 "void main()"
290 "{"
291 "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
292 "}",
293
294 // FRAGMENT
295 "out vec4 FragColor;"
296 "uniform vec4 uColour;"
297 ""
298 "void main()"
299 "{"
300 "FragColor = uColour;"
301 "}"
302 ,
303 UNIFORMS({ "uPv", "uOffset", "uColour" })
304 )
305
306 SHADER_DEFINE( shader_ball,
307 // VERTEX
308 "layout (location=0) in vec2 a_co;"
309 "uniform vec3 uOffset;"
310 "uniform mat3 uPv;"
311 ""
312 "out vec4 aTexCoords;"
313 ""
314 "void main()"
315 "{"
316 // Vertex transform
317 "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
318 "gl_Position = vec4( uPv * worldpos, 1.0 );"
319
320 // Create texture coords
321 "aTexCoords = vec4( a_co, worldpos.xy );"
322 "}",
323
324 // FRAGMENT
325 "out vec4 FragColor;"
326 ""
327 "uniform sampler2D uTexMain;"
328 "uniform vec3 uColour;"
329 "uniform vec2 uTexOffset;"
330 ""
331 "in vec4 aTexCoords;"
332 ""
333 "void main()"
334 "{"
335 "vec2 center_coords = aTexCoords.xy - 0.5;"
336 "vec2 center_coords_sqr = center_coords*center_coords;"
337 "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
338
339 "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
340 "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
341 "vec4 noise_sample = texture( uTexMain, warped_coords );"
342
343 "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
344
345 "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
346 "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
347 "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
348
349 "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
350 "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
351
352 "FragColor = colour_comp;"
353 "}"
354 ,
355 UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
356 )
357
358 SHADER_DEFINE( shader_tile_main,
359 // VERTEX
360 "layout (location=0) in vec2 a_co;"
361 "uniform vec4 uOffset;" // Tile x/y, uv x/y
362 "uniform mat3 uPv;"
363 "uniform mat2 uSubTransform;"
364 "uniform float uVisibility;"
365 ""
366 "out vec4 aTexCoords;"
367 "out vec2 aWorldCoords;"
368 ""
369 "vec2 hash22(vec2 p)"
370 "{"
371 "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
372 "p3 += dot(p3, p3.yzx+33.33);"
373 "return fract((p3.xx+p3.yz)*p3.zy);"
374 "}"
375 ""
376 "void main()"
377 "{"
378 "vec2 hash_val = hash22(uOffset.xy);"
379 "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );"
380
381 // Vertex transform
382 "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;"
383 "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
384 "gl_Position = vec4( uPv * worldpos, 1.0 );"
385
386 // Create texture coords
387 "vec2 random_offset = floor(hash_val * 4.0) * 0.25;"
388 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
389 "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
390 "aWorldCoords = worldpos.xy;"
391 "}",
392
393 // FRAGMENT
394 "out vec4 FragColor;"
395 ""
396 "uniform sampler2D uTexGlyphs;"
397 "uniform sampler2D uTexWood;"
398 "uniform float uGhost;"
399 "uniform float uForeground;"
400 "uniform vec2 uMousePos;"
401 "uniform vec4 uColour;"
402 ""
403 "in vec4 aTexCoords;"
404 "in vec2 aWorldCoords;"
405 ""
406 "void main()"
407 "{"
408 "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
409 "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
410 "vec4 wood = texture( uTexWood, aTexCoords.zw );"
411 "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
412 "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
413
414 "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
415
416 "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
417
418 "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
419 "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
420
421 "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
422 "}"
423 ,
424 UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground", "uVisibility" })
425 )
426
427 SHADER_DEFINE( shader_background,
428 // VERTEX
429 "layout (location=0) in vec2 a_co;"
430 "uniform mat3 uPv;"
431 "uniform vec3 uOffset;"
432 ""
433 "out vec2 aTexCoords;"
434 ""
435 "void main()"
436 "{"
437 "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
438 "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
439 "aTexCoords = a_co;"
440 "}",
441
442 // FRAGMENT
443 "out vec4 FragColor;"
444 ""
445 "uniform sampler2D uTexMain;"
446 "uniform sampler2D uSamplerNoise;"
447 "uniform float uVariance;"
448 "uniform float uVisibility;"
449 ""
450 "in vec2 aTexCoords;"
451 ""
452 "void main()"
453 "{"
454 "float ao_accum = 0.0;"
455 "for( int i=0; i<10; ++i )"
456 "{"
457 "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
458 "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
459 "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
460 "}"
461 "ao_accum *= 0.15;"
462
463 "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
464
465 "ao_accum -= data_this_tile.r;"
466
467 "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
468
469 "vec2 square_coords = fract( aTexCoords * 64.0 );"
470 "vec2 grid_coords = abs( square_coords - 0.5 );"
471 "float edge_contrast = (1.0-ao_accum*0.2);"
472
473 "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
474 "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
475
476 "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
477 "}"
478 ,
479 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
480 )
481
482 SHADER_DEFINE( shader_wire,
483 // VERTEX
484 "layout (location=0) in vec2 a_co;"
485 "uniform vec3 uStart;"
486 "uniform vec3 uEnd;"
487 "uniform mat3 uPv;"
488 "uniform float uCurve;"
489 ""
490 "out vec2 aTexCoords;"
491 ""
492 "vec3 sample_curve_time( float t )"
493 "{"
494 "vec3 line_coord = mix( uStart, uEnd, t );"
495
496 "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
497 "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
498 "}"
499 ""
500 "void main()"
501 "{"
502 // Vertex transform
503 "vec3 p0 = sample_curve_time( a_co.x );"
504 "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
505
506 "vec2 line_tangent = normalize(p1.xy-p0.xy);"
507 "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
508
509 "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
510
511 "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
512
513 // Create texture coords (todo: include stretch adjusted coords?)
514 "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
515 "}",
516
517 // FRAGMENT
518 "out vec4 FragColor;"
519 ""
520 "uniform sampler2D uTexMain;"
521 "uniform vec4 uColour;"
522 "uniform float uTime;"
523 "uniform float uGlow;"
524 ""
525 "in vec2 aTexCoords;"
526 ""
527 "void main()"
528 "{"
529 // Compute shadowing
530 "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;"
531 "float masking = smoothstep( 0.5, 0.8, shadow );"
532
533 "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );"
534
535 "float flow_thing = fract( aTexCoords.x + uTime );"
536 "vec3 final_comp = colour_comp + flow_thing * uGlow;"
537
538 "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
539 "}"
540 ,
541 UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
542 )
543
544 SHADER_DEFINE( shader_buttons,
545 // VERTEX
546 "layout (location=0) in vec2 a_co;"
547 "uniform vec4 uOffset;" // Tile x/y, uv x/y
548 "uniform mat3 uPv;"
549 ""
550 "out vec2 aTexCoords;"
551 ""
552 "void main()"
553 "{"
554 // Vertex transform
555 "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
556 "gl_Position = vec4( uPv * worldpos, 1.0 );"
557
558 // Create texture coords
559 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
560 "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"
561 "}",
562
563 // FRAGMENT
564 "out vec4 FragColor;"
565 ""
566 "uniform sampler2D uTexMain;"
567 "uniform vec4 uColour;" // rgb, light amount
568 ""
569 "in vec2 aTexCoords;"
570 ""
571 "void main()"
572 "{"
573 "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
574
575 "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
576 "}"
577 ,
578 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
579 )
580
581 SHADER_DEFINE( shader_sdf,
582
583 // VERTEX
584 "layout (location=0) in vec2 a_co;"
585 "layout (location=1) in vec2 a_uv;"
586 "uniform mat3 uPv;"
587 ""
588 "out vec2 aTexCoords;"
589 ""
590 "void main()"
591 "{"
592 "gl_Position = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
593 "aTexCoords = a_uv;"
594 "}",
595
596 // FRAGMENT
597 "uniform sampler2D uTexGlyphs;"
598 "uniform vec4 uColour;"
599 "out vec4 FragColor;"
600 ""
601 "in vec2 aTexCoords;"
602 "in vec4 aColour;"
603 ""
604 "void main()"
605 "{"
606 "vec4 glyph = texture( uTexGlyphs, aTexCoords );"
607 "FragColor = vec4( uColour.rgb, smoothstep( 0.46, 0.54, glyph.r ) * uColour.a );"
608 //"FragColor = glyph;"
609 "}"
610 ,
611 UNIFORMS({ "uPv", "uTexGlyphs", "uColour" })
612 )
613
614 void vg_register(void)
615 {
616 SHADER_INIT( shader_tile_colour );
617 SHADER_INIT( shader_tile_main );
618 SHADER_INIT( shader_ball );
619 SHADER_INIT( shader_background );
620 SHADER_INIT( shader_wire );
621 SHADER_INIT( shader_buttons );
622 SHADER_INIT( shader_sdf );
623 }
624
625 /*
626 0000 0 | 0001 1 | 0010 2 | 0011 3
627 | | | | |
628 X | X= | X | X=
629 | | |
630 0100 4 | 0101 5 | 0110 6 | 0111 7
631 | | | | |
632 =X | =X= | =X | =X=
633 | | |
634 1000 8 | 1001 9 | 1010 10 | 1011 11
635 | | | | |
636 X | X= | X | X=
637 | | | | | | |
638 1100 12 | 1101 13 | 1110 14 | 1111 15
639 | | | | |
640 =X | =X= | =X | =X=
641 | | | | | | |
642 */
643
644 struct cmp_level
645 {
646 const char *map_name;
647 const char *title;
648 const char *description;
649 const char *achievement;
650
651 int unlocked;
652 int completed_score;
653
654 int _unlock, _linked; // When completed, unlock this level
655 struct cmp_level *unlock, *linked;
656
657 int serial_id;
658 int is_tutorial;
659
660 struct world_button btn;
661
662 #ifdef VG_STEAM
663 SteamLeaderboard_t steam_leaderboard;
664 #endif
665 };
666
667 static struct cmp_level cmp_levels_tutorials[] =
668 {
669 // r1
670 {
671 .serial_id = 0,
672 .title = "PRINCIPLE 1",
673 .map_name = "cmp_t01",
674 .description =
675 "",
676
677 ._unlock = 1,
678 .is_tutorial = 1
679 },
680 // r1
681 {
682 .serial_id = 1,
683 .title = "PRINCIPLE 2",
684 .map_name = "cmp_t02",
685 .description =
686 "",
687
688 ._unlock = 2,
689 .is_tutorial = 1,
690 },
691 // r1
692 {
693 .serial_id = 2,
694 .title = "PRINCIPLE 3",
695 .map_name = "cmp_t03",
696 .description =
697 "",
698
699 ._unlock = 12,
700 .is_tutorial = 1
701 },
702 // r1
703 {
704 .serial_id = 12,
705 .title = "PRINCIPLE 4",
706 .map_name = "cmp_t04",
707 .description =
708 "",
709
710 ._unlock = 6,
711 .is_tutorial = 1,
712 .achievement = "TUTORIALS"
713 }
714 };
715
716 static struct cmp_level cmp_levels_basic[] =
717 {
718 // r2 GM
719 {
720 .serial_id = 6,
721 .title = "PATCH",
722 .map_name = "cmp_b04",
723 .description =
724 "",
725
726 ._unlock = 7,
727 ._linked = 3
728 },
729 // r1 GM
730 {
731 .serial_id = 3,
732 .title = "SUBDIVISION 1",
733 .map_name = "cmp_b01",
734 .description =
735 "",
736
737 ._linked = 4,
738 ._unlock = 5
739 },
740 // r1 GM
741 {
742 .serial_id = 4,
743 .title = "SUBDIVISION 2",
744 .map_name = "cmp_b02",
745 .description =
746 "",
747
748 ._unlock = 7
749 },
750 // r1 GM
751 {
752 .serial_id = 5,
753 .title = "RESTRUCTURE",
754 .map_name = "cmp_b03",
755 .description =
756 "",
757
758 ._unlock = 8
759 },
760 // r2 GM
761 {
762 .serial_id = 7,
763 .title = "PATTERNS 1",
764 .map_name = "cmp_b05",
765 .description =
766 "",
767
768 ._unlock = 15,
769 ._linked = 8
770 },
771 // r2 GM
772 {
773 .serial_id = 8,
774 .title = "PATTERNS 2",
775 .map_name = "cmp_b06",
776 .description =
777 "",
778
779 ._unlock = 15
780 },
781 // r2 GM
782 {
783 .serial_id = 15,
784 .title = "PRINCIPLE 5",
785 .map_name = "cmp_b10",
786 .description =
787 "",
788
789 ._unlock = 16,
790 .is_tutorial = 1
791 },
792 // r2 GM
793 {
794 .serial_id = 16,
795 .title = "ROUTING PROBLEM",
796 .map_name = "cmp_routing",
797 .description =
798 "",
799
800 ._linked = 9
801 },
802 // r2 GM
803 {
804 .serial_id = 9,
805 .title = "MIGHTY CONSUMER",
806 .map_name = "cmp_b07",
807 .description =
808 "",
809
810 ._linked = 10,
811 ._unlock = 11,
812 .achievement = "MIGHTY_CONSUMER"
813 },
814 {
815 .serial_id = 10,
816 .title = "SHIFT",
817 .map_name = "cmp_b08",
818 .description =
819 "",
820
821 ._unlock = 17
822 },
823 // r2 GM
824 {
825 .serial_id = 11,
826 .title = "REVERSE",
827 .map_name = "cmp_b09",
828 .description =
829 "",
830
831 ._unlock = 17
832 },
833 // r2 GM
834 {
835 .serial_id = 17,
836 .title = "PRINCIPLE 6",
837 .map_name = "cmp_b11",
838 .description =
839 "(Right click)",
840
841 ._unlock = 18,
842 .is_tutorial = 1
843 },
844 // r2 GM
845 {
846 .serial_id = 18,
847 .title = "NOT GATE",
848 .map_name = "cmp_not",
849 .description = "",
850
851 ._linked = 19,
852 ._unlock = 20
853 },
854 // r2 GM
855 {
856 .serial_id = 19,
857 .title = "AND GATE",
858 .map_name = "cmp_and",
859 .description = "",
860
861 ._unlock = 20
862 },
863 // r2 GM
864 {
865 .serial_id = 20,
866 .title = "QUALIFICATION PROJECT",
867 .map_name = "cmp_xor",
868 .description = "",
869
870 ._unlock = 13,
871 .achievement = "GRADUATE"
872 }
873 };
874
875 static struct cmp_level cmp_levels_grad[] =
876 {
877 // r2
878 {
879 .serial_id = 13,
880 .title = "SORT",
881 .map_name = "cmp_i01",
882 .description = "",
883 ._linked = 14
884
885 },
886 // r2
887 {
888 .serial_id = 14,
889 .title = "THIRDS",
890 .map_name = "cmp_i02",
891 .description = "",
892 ._linked = 21
893
894 },
895 // r2 GM
896 {
897 .serial_id = 21,
898 .title = "SIMPLE ADDITION",
899 .map_name = "cmp_grad",
900 .description = "",
901
902 ._linked = 22,
903 ._unlock = 23
904 },
905 // r2 GM
906 {
907 .serial_id = 22,
908 .title = "SECRET CODE",
909 .map_name = "cmp_secret",
910 .description = "",
911
912 ._unlock = 23
913 }
914 };
915
916 static struct cmp_level cmp_levels_computer[] =
917 {
918 {
919 .serial_id = 23,
920 .title = "3 BIT BINARY",
921 .map_name = "cmp_binary",
922 .description = "",
923
924 ._unlock = 24
925 },
926 {
927 .serial_id = 24,
928 .title = "3 BIT ADDITION",
929 .map_name = "cmp_add3b",
930 .description = ""
931 }
932 };
933
934 #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 ) )
935
936 static struct career_level_pack
937 {
938 struct cmp_level *pack;
939 int count;
940
941 v3f primary_colour;
942 v2i origin;
943 v2i dims;
944 }
945 career_packs[] =
946 {
947 {
948 .pack = cmp_levels_tutorials,
949 .count = vg_list_size( cmp_levels_tutorials ),
950 .primary_colour = { 0.204f, 0.345f, 0.553f },
951 .origin = { -5, 0 },
952 .dims = { 1, 4 }
953 },
954 {
955 .pack = cmp_levels_basic,
956 .count = vg_list_size( cmp_levels_basic ),
957 .primary_colour = { 0.304f, 0.245f, 0.553f },
958 .origin = { -3, 0 },
959 .dims = { 3, 5 }
960 },
961 {
962 .pack = cmp_levels_grad,
963 .count = vg_list_size( cmp_levels_grad ),
964 .primary_colour = { 0.553f, 0.345f, 0.204f },
965 .origin = { -5, 6 },
966 .dims = { 4, 1 }
967 },
968 {
969 .pack = cmp_levels_computer,
970 .count = vg_list_size( cmp_levels_computer ),
971 .primary_colour = { 0.75f, 0.23f, 0.39f },
972 .origin = { -5, 8 },
973 .dims = { 5, 1 }
974 }
975 };
976
977 // Setup pointers and that
978 static void career_local_data_init(void)
979 {
980 struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
981
982 // COllect pointers
983 for( int i = 0; i < vg_list_size( career_packs ); i ++ )
984 {
985 struct career_level_pack *set = &career_packs[i];
986
987 for( int j = 0; j < set->count; j ++ )
988 level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
989 }
990
991 // Apply
992 for( int i = 0; i < vg_list_size( career_packs ); i ++ )
993 {
994 struct career_level_pack *set = &career_packs[i];
995
996 for( int j = 0; j < set->count; j ++ )
997 {
998 struct cmp_level *lvl = &set->pack[j];
999 lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
1000 lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
1001 }
1002 }
1003 }