new font/ui fixes
[fishladder.git] / fishladder_resources.h
1 // TEXTURES
2 // ===========================================================================================================
3
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" };
9 vg_tex2d tex_monofur = { .path = "textures/ascii.qoi" };
10
11 vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur };
12
13 // AUDIO
14 // ===========================================================================================================
15
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" };
18
19 sfx_system audio_system_sfx =
20 {
21 .vol = 1.f,
22 .ch = 1,
23 .vol_src = &audio_volume_sfx,
24 .name = "sfx"
25 };
26
27 sfx_set audio_tile_mod =
28 {
29 .sources = "\
30 sound/mod_01.ogg\0\
31 sound/mod_02.ogg\0\
32 sound/mod_03.ogg\0\
33 sound/mod_04.ogg\0\
34 sound/mod_05.ogg\0\
35 sound/mod_06.ogg\0",
36 .flags = 0
37 };
38
39 sfx_set audio_splitter =
40 {
41 .sources = "\
42 sound/splitter_01.ogg\0"
43 };
44
45 sfx_set audio_rolls =
46 {
47 .sources = "\
48 sound/rolling_01.ogg\0\
49 sound/rolling_02.ogg\0"
50 };
51
52 sfx_set audio_random =
53 {
54 .sources = "\
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"
63 };
64
65 // One two or three layers of rolling noise
66 sfx_system audio_system_balls_rolling =
67 {
68 .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
69 .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT
70 };
71
72 // Various oneshots
73 sfx_system audio_system_balls_switching =
74 {
75 .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
76 .name = "Balls Switching"
77 };
78
79 // Gameplay critical sounds eg. splitter sound rocking
80 sfx_system audio_system_balls_important =
81 {
82 .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
83 .name = "Balls Gameplay"
84 };
85
86 // Suplemental sounds
87 sfx_system audio_system_balls_extra =
88 {
89 .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
90 .name = "Balls Extra"
91 };
92
93 static void resource_load_main(void)
94 {
95 // Textures
96 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
97
98 ui_override_font( tex_monofur.name, 3 );
99
100 // Audio
101 sfx_set_init( &audio_tile_mod, NULL );
102 sfx_set_init( &audio_splitter, NULL );
103 sfx_set_init( &audio_rolls, NULL );
104 sfx_set_init( &audio_random, NULL );
105 }
106
107 static void resource_free_main(void)
108 {
109 vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
110
111 sfx_set_free( &audio_tile_mod );
112 sfx_set_free( &audio_splitter );
113 sfx_set_free( &audio_rolls );
114 sfx_set_free( &audio_random );
115 }
116
117 // SHADERS
118 // ===========================================================================================================
119
120 SHADER_DEFINE( shader_tile_colour,
121
122 // VERTEX
123 "layout (location=0) in vec2 a_co;"
124 "uniform mat3 uPv;"
125 "uniform vec3 uOffset;"
126 ""
127 "void main()"
128 "{"
129 "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
130 "}",
131
132 // FRAGMENT
133 "out vec4 FragColor;"
134 "uniform vec4 uColour;"
135 ""
136 "void main()"
137 "{"
138 "FragColor = uColour;"
139 "}"
140 ,
141 UNIFORMS({ "uPv", "uOffset", "uColour" })
142 )
143
144 SHADER_DEFINE( shader_ball,
145 // VERTEX
146 "layout (location=0) in vec2 a_co;"
147 "uniform vec2 uOffset;"
148 "uniform mat3 uPv;"
149 ""
150 "out vec4 aTexCoords;"
151 ""
152 "void main()"
153 "{"
154 // Vertex transform
155 "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
156 "gl_Position = vec4( uPv * worldpos, 1.0 );"
157
158 // Create texture coords
159 "aTexCoords = vec4( a_co, worldpos.xy );"
160 "}",
161
162 // FRAGMENT
163 "out vec4 FragColor;"
164 ""
165 "uniform sampler2D uTexMain;"
166 "uniform vec3 uColour;"
167 "uniform vec2 uTexOffset;"
168 ""
169 "in vec4 aTexCoords;"
170 ""
171 "void main()"
172 "{"
173 "vec2 center_coords = aTexCoords.xy - 0.5;"
174 "vec2 center_coords_sqr = center_coords*center_coords;"
175 "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
176
177 "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
178 "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
179 "vec4 noise_sample = texture( uTexMain, warped_coords );"
180
181 "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
182
183 "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
184 "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
185 "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
186
187 "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
188 "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
189
190 "FragColor = colour_comp;"
191 "}"
192 ,
193 UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
194 )
195
196 SHADER_DEFINE( shader_tile_main,
197 // VERTEX
198 "layout (location=0) in vec2 a_co;"
199 "uniform vec4 uOffset;" // Tile x/y, uv x/y
200 "uniform mat3 uPv;"
201 "uniform mat2 uSubTransform;"
202 ""
203 "out vec4 aTexCoords;"
204 "out vec2 aWorldCoords;"
205 ""
206 "vec2 hash22(vec2 p)"
207 "{"
208 "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
209 "p3 += dot(p3, p3.yzx+33.33);"
210 "return fract((p3.xx+p3.yz)*p3.zy);"
211 "}"
212 ""
213 "void main()"
214 "{"
215 // Vertex transform
216 "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
217 "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
218 "gl_Position = vec4( uPv * worldpos, 1.0 );"
219
220 // Create texture coords
221 "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
222 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
223 "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
224 "aWorldCoords = worldpos.xy;"
225 "}",
226
227 // FRAGMENT
228 "out vec4 FragColor;"
229 ""
230 "uniform sampler2D uTexGlyphs;"
231 "uniform sampler2D uTexWood;"
232 "uniform float uGhost;"
233 "uniform float uForeground;"
234 "uniform vec2 uMousePos;"
235 "uniform vec4 uColour;"
236 ""
237 "in vec4 aTexCoords;"
238 "in vec2 aWorldCoords;"
239 ""
240 "void main()"
241 "{"
242 "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
243 "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
244 "vec4 wood = texture( uTexWood, aTexCoords.zw );"
245 "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
246 "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
247
248 "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
249
250 "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
251
252 "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
253 "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
254
255 "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
256 "}"
257 ,
258 UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
259 )
260
261 SHADER_DEFINE( shader_background,
262 // VERTEX
263 "layout (location=0) in vec2 a_co;"
264 "uniform mat3 uPv;"
265 "uniform vec3 uOffset;"
266 ""
267 "out vec2 aTexCoords;"
268 ""
269 "void main()"
270 "{"
271 "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
272 "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
273 "aTexCoords = a_co;"
274 "}",
275
276 // FRAGMENT
277 "out vec4 FragColor;"
278 ""
279 "uniform sampler2D uTexMain;"
280 "uniform sampler2D uSamplerNoise;"
281 "uniform float uVariance;"
282 ""
283 "in vec2 aTexCoords;"
284 ""
285 "void main()"
286 "{"
287 "float ao_accum = 0.0;"
288 "for( int i=0; i<10; ++i )"
289 "{"
290 "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
291 "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
292 "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
293 "}"
294 "ao_accum *= 0.15;"
295
296 "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
297
298 "ao_accum -= data_this_tile.r;"
299
300 "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );"
301
302 "vec2 square_coords = fract( aTexCoords * 64.0 );"
303 "vec2 grid_coords = abs( square_coords - 0.5 );"
304 "float edge_contrast = (1.0-ao_accum*0.2);"
305
306 "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
307 "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
308
309 "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
310 "}"
311 ,
312 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
313 )
314
315 SHADER_DEFINE( shader_wire,
316 // VERTEX
317 "layout (location=0) in vec2 a_co;"
318 "uniform vec3 uStart;"
319 "uniform vec3 uEnd;"
320 "uniform mat3 uPv;"
321 "uniform float uCurve;"
322 ""
323 "out vec2 aTexCoords;"
324 ""
325 "vec3 sample_curve_time( float t )"
326 "{"
327 "vec3 line_coord = mix( uStart, uEnd, t );"
328
329 "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
330 "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
331 "}"
332 ""
333 "void main()"
334 "{"
335 // Vertex transform
336 "vec3 p0 = sample_curve_time( a_co.x );"
337 "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
338
339 "vec2 line_tangent = normalize(p1.xy-p0.xy);"
340 "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
341
342 "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
343
344 "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
345
346 // Create texture coords (todo: include stretch adjusted coords?)
347 "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
348 "}",
349
350 // FRAGMENT
351 "out vec4 FragColor;"
352 ""
353 "uniform sampler2D uTexMain;"
354 "uniform vec4 uColour;"
355 ""
356 "in vec2 aTexCoords;"
357 ""
358 "void main()"
359 "{"
360 "FragColor = uColour;"
361 "}"
362 ,
363 UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" })
364 )
365
366
367 void vg_register(void)
368 {
369 SHADER_INIT( shader_tile_colour );
370 SHADER_INIT( shader_tile_main );
371 SHADER_INIT( shader_ball );
372 SHADER_INIT( shader_background );
373 SHADER_INIT( shader_wire );
374 }
375
376 /*
377 0000 0 | 0001 1 | 0010 2 | 0011 3
378 | | | | |
379 X | X= | X | X=
380 | | |
381 0100 4 | 0101 5 | 0110 6 | 0111 7
382 | | | | |
383 =X | =X= | =X | =X=
384 | | |
385 1000 8 | 1001 9 | 1010 10 | 1011 11
386 | | | | |
387 X | X= | X | X=
388 | | | | | | |
389 1100 12 | 1101 13 | 1110 14 | 1111 15
390 | | | | |
391 =X | =X= | =X | =X=
392 | | | | | | |
393 */
394
395 float const MESH_NUMBER_0[] = {
396 #include "fonts/numbers/n0.h"
397 };
398
399 float const MESH_NUMBER_1[] = {
400 #include "fonts/numbers/n1.h"
401 };
402
403 float const MESH_NUMBER_2[] = {
404 #include "fonts/numbers/n2.h"
405 };
406
407 float const MESH_NUMBER_3[] = {
408 #include "fonts/numbers/n3.h"
409 };
410
411 float const MESH_NUMBER_4[] = {
412 #include "fonts/numbers/n4.h"
413 };
414
415 float const MESH_NUMBER_5[] = {
416 #include "fonts/numbers/n5.h"
417 };
418
419 float const MESH_NUMBER_6[] = {
420 #include "fonts/numbers/n6.h"
421 };
422
423 float const MESH_NUMBER_7[] = {
424 #include "fonts/numbers/n7.h"
425 };
426
427 float const MESH_NUMBER_8[] = {
428 #include "fonts/numbers/n8.h"
429 };
430
431 float const MESH_NUMBER_9[] = {
432 #include "fonts/numbers/n9.h"
433 };
434
435 float const MESH_NUMBERS_BUFFER[] =
436 {
437 #include "fonts/numbers/n0.h"
438 #include "fonts/numbers/n1.h"
439 #include "fonts/numbers/n2.h"
440 #include "fonts/numbers/n3.h"
441 #include "fonts/numbers/n4.h"
442 #include "fonts/numbers/n5.h"
443 #include "fonts/numbers/n6.h"
444 #include "fonts/numbers/n7.h"
445 #include "fonts/numbers/n8.h"
446 #include "fonts/numbers/n9.h"
447 };
448
449 #define MESH_NUMBER_DIVISOR 6
450
451 u32 const MESH_NUMBERS_OFFSETS[][2] =
452 {
453 {
454 0,
455 vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR
456 },
457 {
458 vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR,
459 vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR
460 },
461 {
462 (
463 vg_list_size( MESH_NUMBER_0 ) +
464 vg_list_size( MESH_NUMBER_1 )
465 ) / MESH_NUMBER_DIVISOR,
466 vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR
467 },
468 {
469 (
470 vg_list_size( MESH_NUMBER_0 ) +
471 vg_list_size( MESH_NUMBER_1 ) +
472 vg_list_size( MESH_NUMBER_2 )
473 ) / MESH_NUMBER_DIVISOR,
474 vg_list_size( MESH_NUMBER_3 ) / MESH_NUMBER_DIVISOR
475 },
476 {
477 (
478 vg_list_size( MESH_NUMBER_0 ) +
479 vg_list_size( MESH_NUMBER_1 ) +
480 vg_list_size( MESH_NUMBER_2 ) +
481 vg_list_size( MESH_NUMBER_3 )
482 ) / MESH_NUMBER_DIVISOR,
483 vg_list_size( MESH_NUMBER_4 ) / MESH_NUMBER_DIVISOR
484 },
485 {
486 (
487 vg_list_size( MESH_NUMBER_0 ) +
488 vg_list_size( MESH_NUMBER_1 ) +
489 vg_list_size( MESH_NUMBER_2 ) +
490 vg_list_size( MESH_NUMBER_3 ) +
491 vg_list_size( MESH_NUMBER_4 )
492 ) / MESH_NUMBER_DIVISOR,
493 vg_list_size( MESH_NUMBER_5 ) / MESH_NUMBER_DIVISOR
494 },
495 {
496 (
497 vg_list_size( MESH_NUMBER_0 ) +
498 vg_list_size( MESH_NUMBER_1 ) +
499 vg_list_size( MESH_NUMBER_2 ) +
500 vg_list_size( MESH_NUMBER_3 ) +
501 vg_list_size( MESH_NUMBER_4 ) +
502 vg_list_size( MESH_NUMBER_5 )
503 ) / MESH_NUMBER_DIVISOR,
504 vg_list_size( MESH_NUMBER_6 ) / MESH_NUMBER_DIVISOR
505 },
506 {
507 (
508 vg_list_size( MESH_NUMBER_0 ) +
509 vg_list_size( MESH_NUMBER_1 ) +
510 vg_list_size( MESH_NUMBER_2 ) +
511 vg_list_size( MESH_NUMBER_3 ) +
512 vg_list_size( MESH_NUMBER_4 ) +
513 vg_list_size( MESH_NUMBER_5 ) +
514 vg_list_size( MESH_NUMBER_6 )
515 ) / MESH_NUMBER_DIVISOR,
516 vg_list_size( MESH_NUMBER_7 ) / MESH_NUMBER_DIVISOR
517 },
518 {
519 (
520 vg_list_size( MESH_NUMBER_0 ) +
521 vg_list_size( MESH_NUMBER_1 ) +
522 vg_list_size( MESH_NUMBER_2 ) +
523 vg_list_size( MESH_NUMBER_3 ) +
524 vg_list_size( MESH_NUMBER_4 ) +
525 vg_list_size( MESH_NUMBER_5 ) +
526 vg_list_size( MESH_NUMBER_6 ) +
527 vg_list_size( MESH_NUMBER_7 )
528 ) / MESH_NUMBER_DIVISOR,
529 vg_list_size( MESH_NUMBER_8 ) / MESH_NUMBER_DIVISOR
530 },
531 {
532 (
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 vg_list_size( MESH_NUMBER_6 ) +
540 vg_list_size( MESH_NUMBER_7 ) +
541 vg_list_size( MESH_NUMBER_8 )
542 ) / MESH_NUMBER_DIVISOR,
543 vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR
544 }
545 };