publish build
[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 ""
365 "out vec4 aTexCoords;"
366 "out vec2 aWorldCoords;"
367 ""
368 "vec2 hash22(vec2 p)"
369 "{"
370 "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
371 "p3 += dot(p3, p3.yzx+33.33);"
372 "return fract((p3.xx+p3.yz)*p3.zy);"
373 "}"
374 ""
375 "void main()"
376 "{"
377 // Vertex transform
378 "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
379 "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
380 "gl_Position = vec4( uPv * worldpos, 1.0 );"
381
382 // Create texture coords
383 "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
384 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
385 "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
386 "aWorldCoords = worldpos.xy;"
387 "}",
388
389 // FRAGMENT
390 "out vec4 FragColor;"
391 ""
392 "uniform sampler2D uTexGlyphs;"
393 "uniform sampler2D uTexWood;"
394 "uniform float uGhost;"
395 "uniform float uForeground;"
396 "uniform vec2 uMousePos;"
397 "uniform vec4 uColour;"
398 ""
399 "in vec4 aTexCoords;"
400 "in vec2 aWorldCoords;"
401 ""
402 "void main()"
403 "{"
404 "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
405 "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
406 "vec4 wood = texture( uTexWood, aTexCoords.zw );"
407 "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
408 "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
409
410 "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
411
412 "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
413
414 "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
415 "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
416
417 "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
418 "}"
419 ,
420 UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
421 )
422
423 SHADER_DEFINE( shader_background,
424 // VERTEX
425 "layout (location=0) in vec2 a_co;"
426 "uniform mat3 uPv;"
427 "uniform vec3 uOffset;"
428 ""
429 "out vec2 aTexCoords;"
430 ""
431 "void main()"
432 "{"
433 "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
434 "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
435 "aTexCoords = a_co;"
436 "}",
437
438 // FRAGMENT
439 "out vec4 FragColor;"
440 ""
441 "uniform sampler2D uTexMain;"
442 "uniform sampler2D uSamplerNoise;"
443 "uniform float uVariance;"
444 ""
445 "in vec2 aTexCoords;"
446 ""
447 "void main()"
448 "{"
449 "float ao_accum = 0.0;"
450 "for( int i=0; i<10; ++i )"
451 "{"
452 "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
453 "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
454 "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
455 "}"
456 "ao_accum *= 0.15;"
457
458 "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
459
460 "ao_accum -= data_this_tile.r;"
461
462 "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ),vec3( 0.275, 0.388, 0.553 ), data_this_tile.g );"
463
464 "vec2 square_coords = fract( aTexCoords * 64.0 );"
465 "vec2 grid_coords = abs( square_coords - 0.5 );"
466 "float edge_contrast = (1.0-ao_accum*0.2);"
467
468 "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
469 "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
470
471 "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
472 "}"
473 ,
474 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
475 )
476
477 SHADER_DEFINE( shader_wire,
478 // VERTEX
479 "layout (location=0) in vec2 a_co;"
480 "uniform vec3 uStart;"
481 "uniform vec3 uEnd;"
482 "uniform mat3 uPv;"
483 "uniform float uCurve;"
484 ""
485 "out vec2 aTexCoords;"
486 ""
487 "vec3 sample_curve_time( float t )"
488 "{"
489 "vec3 line_coord = mix( uStart, uEnd, t );"
490
491 "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
492 "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
493 "}"
494 ""
495 "void main()"
496 "{"
497 // Vertex transform
498 "vec3 p0 = sample_curve_time( a_co.x );"
499 "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
500
501 "vec2 line_tangent = normalize(p1.xy-p0.xy);"
502 "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
503
504 "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
505
506 "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
507
508 // Create texture coords (todo: include stretch adjusted coords?)
509 "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
510 "}",
511
512 // FRAGMENT
513 "out vec4 FragColor;"
514 ""
515 "uniform sampler2D uTexMain;"
516 "uniform vec4 uColour;"
517 "uniform float uTime;"
518 "uniform float uGlow;"
519 ""
520 "in vec2 aTexCoords;"
521 ""
522 "void main()"
523 "{"
524 // Compute shadowing
525 "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;"
526 "float masking = smoothstep( 0.5, 0.8, shadow );"
527
528 "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );"
529
530 "float flow_thing = fract( aTexCoords.x + uTime );"
531 "vec3 final_comp = colour_comp + flow_thing * uGlow;"
532
533 "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
534 "}"
535 ,
536 UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
537 )
538
539 SHADER_DEFINE( shader_buttons,
540 // VERTEX
541 "layout (location=0) in vec2 a_co;"
542 "uniform vec4 uOffset;" // Tile x/y, uv x/y
543 "uniform mat3 uPv;"
544 ""
545 "out vec2 aTexCoords;"
546 ""
547 "void main()"
548 "{"
549 // Vertex transform
550 "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
551 "gl_Position = vec4( uPv * worldpos, 1.0 );"
552
553 // Create texture coords
554 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
555 "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"
556 "}",
557
558 // FRAGMENT
559 "out vec4 FragColor;"
560 ""
561 "uniform sampler2D uTexMain;"
562 "uniform vec4 uColour;" // rgb, light amount
563 ""
564 "in vec2 aTexCoords;"
565 ""
566 "void main()"
567 "{"
568 "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
569
570 "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
571 "}"
572 ,
573 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
574 )
575
576 SHADER_DEFINE( shader_sdf,
577
578 // VERTEX
579 "layout (location=0) in vec2 a_co;"
580 "layout (location=1) in vec2 a_uv;"
581 "uniform mat3 uPv;"
582 ""
583 "out vec2 aTexCoords;"
584 ""
585 "void main()"
586 "{"
587 "gl_Position = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
588 "aTexCoords = a_uv;"
589 "}",
590
591 // FRAGMENT
592 "uniform sampler2D uTexGlyphs;"
593 "uniform vec4 uColour;"
594 "out vec4 FragColor;"
595 ""
596 "in vec2 aTexCoords;"
597 "in vec4 aColour;"
598 ""
599 "void main()"
600 "{"
601 "vec4 glyph = texture( uTexGlyphs, aTexCoords );"
602 "FragColor = vec4( uColour.rgb, smoothstep( 0.46, 0.54, glyph.r ) * uColour.a );"
603 //"FragColor = glyph;"
604 "}"
605 ,
606 UNIFORMS({ "uPv", "uTexGlyphs", "uColour" })
607 )
608
609 void vg_register(void)
610 {
611 SHADER_INIT( shader_tile_colour );
612 SHADER_INIT( shader_tile_main );
613 SHADER_INIT( shader_ball );
614 SHADER_INIT( shader_background );
615 SHADER_INIT( shader_wire );
616 SHADER_INIT( shader_buttons );
617 SHADER_INIT( shader_sdf );
618 }
619
620 /*
621 0000 0 | 0001 1 | 0010 2 | 0011 3
622 | | | | |
623 X | X= | X | X=
624 | | |
625 0100 4 | 0101 5 | 0110 6 | 0111 7
626 | | | | |
627 =X | =X= | =X | =X=
628 | | |
629 1000 8 | 1001 9 | 1010 10 | 1011 11
630 | | | | |
631 X | X= | X | X=
632 | | | | | | |
633 1100 12 | 1101 13 | 1110 14 | 1111 15
634 | | | | |
635 =X | =X= | =X | =X=
636 | | | | | | |
637 */
638
639 struct cmp_level
640 {
641 const char *map_name;
642 const char *title;
643 const char *description;
644 const char *achievement;
645
646 int unlocked;
647 int completed_score;
648
649 int _unlock, _linked; // When completed, unlock this level
650 struct cmp_level *unlock, *linked;
651
652 int serial_id;
653 int is_tutorial;
654
655 SteamLeaderboard_t steam_leaderboard;
656 };
657
658 static struct cmp_level cmp_levels_tutorials[] =
659 {
660 // r1
661 {
662 .serial_id = 0,
663 .title = "PRINCIPLE 1",
664 .map_name = "cmp_t01",
665 .description =
666 "",
667
668 ._unlock = 1,
669 .is_tutorial = 1
670 },
671 // r1
672 {
673 .serial_id = 1,
674 .title = "PRINCIPLE 2",
675 .map_name = "cmp_t02",
676 .description =
677 "",
678
679 ._unlock = 2,
680 .is_tutorial = 1,
681 },
682 // r1
683 {
684 .serial_id = 2,
685 .title = "PRINCIPLE 3",
686 .map_name = "cmp_t03",
687 .description =
688 "",
689
690 ._unlock = 12,
691 .is_tutorial = 1
692 },
693 // r1
694 {
695 .serial_id = 12,
696 .title = "PRINCIPLE 4",
697 .map_name = "cmp_t04",
698 .description =
699 "",
700
701 ._unlock = 6,
702 .is_tutorial = 1,
703 .achievement = "TUTORIALS"
704 }
705 };
706
707 static struct cmp_level cmp_levels_basic[] =
708 {
709 // r2 GM
710 {
711 .serial_id = 6,
712 .title = "PATCH",
713 .map_name = "cmp_b04",
714 .description =
715 "",
716
717 ._unlock = 7,
718 ._linked = 3
719 },
720 // r1 GM
721 {
722 .serial_id = 3,
723 .title = "SUBDIVISION 1",
724 .map_name = "cmp_b01",
725 .description =
726 "",
727
728 ._linked = 4,
729 ._unlock = 5
730 },
731 // r1 GM
732 {
733 .serial_id = 4,
734 .title = "SUBDIVISION 2",
735 .map_name = "cmp_b02",
736 .description =
737 "",
738
739 ._unlock = 7
740 },
741 // r1 GM
742 {
743 .serial_id = 5,
744 .title = "RESTRUCTURE",
745 .map_name = "cmp_b03",
746 .description =
747 "",
748
749 ._unlock = 8
750 },
751 // r2 GM
752 {
753 .serial_id = 7,
754 .title = "PATTERNS 1",
755 .map_name = "cmp_b05",
756 .description =
757 "",
758
759 ._unlock = 15,
760 ._linked = 8
761 },
762 // r2 GM
763 {
764 .serial_id = 8,
765 .title = "PATTERNS 2",
766 .map_name = "cmp_b06",
767 .description =
768 "",
769
770 ._unlock = 15
771 },
772 // r2 GM
773 {
774 .serial_id = 15,
775 .title = "PRINCIPLE 5",
776 .map_name = "cmp_b10",
777 .description =
778 "",
779
780 ._unlock = 16,
781 .is_tutorial = 1
782 },
783 // r2 GM
784 {
785 .serial_id = 16,
786 .title = "ROUTING PROBLEM",
787 .map_name = "cmp_routing",
788 .description =
789 "",
790
791 ._linked = 9
792 },
793 // r2 GM
794 {
795 .serial_id = 9,
796 .title = "MIGHTY CONSUMER",
797 .map_name = "cmp_b07",
798 .description =
799 "",
800
801 ._linked = 10,
802 ._unlock = 11,
803 .achievement = "MIGHTY_CONSUMER"
804 },
805 {
806 .serial_id = 10,
807 .title = "SHIFT",
808 .map_name = "cmp_b08",
809 .description =
810 "",
811
812 ._unlock = 17
813 },
814 // r2 GM
815 {
816 .serial_id = 11,
817 .title = "REVERSE",
818 .map_name = "cmp_b09",
819 .description =
820 "",
821
822 ._unlock = 17
823 },
824 // r2 GM
825 {
826 .serial_id = 17,
827 .title = "PRINCIPLE 6",
828 .map_name = "cmp_b11",
829 .description =
830 "(Right click)",
831
832 ._unlock = 18,
833 .is_tutorial = 1
834 },
835 // r2 GM
836 {
837 .serial_id = 18,
838 .title = "NOT GATE",
839 .map_name = "cmp_not",
840 .description = "",
841
842 ._linked = 19,
843 ._unlock = 20
844 },
845 // r2 GM
846 {
847 .serial_id = 19,
848 .title = "AND GATE",
849 .map_name = "cmp_and",
850 .description = "",
851
852 ._unlock = 20
853 },
854 // r2 GM
855 {
856 .serial_id = 20,
857 .title = "QUALIFICATION PROJECT",
858 .map_name = "cmp_xor",
859 .description = "",
860
861 ._unlock = 13,
862 .achievement = "GRADUATE"
863 }
864 };
865
866 static struct cmp_level cmp_levels_grad[] =
867 {
868 // r2
869 {
870 .serial_id = 13,
871 .title = "SORT",
872 .map_name = "cmp_i01",
873 .description = "",
874 ._linked = 14
875
876 },
877 // r2
878 {
879 .serial_id = 14,
880 .title = "THIRDS",
881 .map_name = "cmp_i02",
882 .description = "",
883 ._linked = 21
884
885 },
886 // r2 GM
887 {
888 .serial_id = 21,
889 .title = "SIMPLE ADDITION",
890 .map_name = "cmp_grad",
891 .description = "",
892
893 ._linked = 22
894 },
895 // r2 GM
896 {
897 .serial_id = 22,
898 .title = "SECRET CODE",
899 .map_name = "cmp_secret",
900 .description = ""
901 }
902 };
903
904 #define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
905
906 static struct serializable_set
907 {
908 struct cmp_level *pack;
909 int count;
910 }
911 career_serializable[] =
912 {
913 {
914 .pack = cmp_levels_tutorials,
915 .count = vg_list_size( cmp_levels_tutorials )
916 },
917 {
918 .pack = cmp_levels_basic,
919 .count = vg_list_size( cmp_levels_basic )
920 },
921 {
922 .pack = cmp_levels_grad,
923 .count = vg_list_size( cmp_levels_grad )
924 }
925 };
926
927 // Setup pointers and that
928 static void career_local_data_init(void)
929 {
930 struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
931
932 // COllect pointers
933 for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
934 {
935 struct serializable_set *set = &career_serializable[i];
936
937 for( int j = 0; j < set->count; j ++ )
938 level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
939 }
940
941 // Apply
942 for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
943 {
944 struct serializable_set *set = &career_serializable[i];
945
946 for( int j = 0; j < set->count; j ++ )
947 {
948 struct cmp_level *lvl = &set->pack[j];
949 lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
950 lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
951 }
952 }
953 }
954
955 static struct button_grid
956 {
957 v3f primary_colour;
958 v2i origin;
959 v2i dims;
960 struct cmp_level *levels;
961 int count;
962 }
963 button_grids[] =
964 {
965 {
966 .primary_colour = { 0.204f, 0.345f, 0.553f },
967 .origin = { -5, 0 },
968 .dims = { 1, 4 },
969 .levels = cmp_levels_tutorials,
970 .count = vg_list_size( cmp_levels_tutorials )
971 },
972 {
973 .primary_colour = { 0.304f, 0.245f, 0.553f },
974 .origin = { -3, 0 },
975 .dims = { 3, 6 },
976 .levels = cmp_levels_basic,
977 .count = vg_list_size( cmp_levels_basic )
978 },
979 {
980 .primary_colour = { 0.553f, 0.345f, 0.204f },
981 .origin = { -5, 7 },
982 .dims = { 4, 1 },
983 .levels = cmp_levels_grad,
984 .count = vg_list_size( cmp_levels_grad )
985 }
986 };