2 // ===========================================================================================================
4 vg_tex2d tex_tile_data
= { .path
= "textures/tileset.qoi" };
5 vg_tex2d tex_tile_detail
= { .path
= "textures/tile_overlays.qoi" };
7 vg_tex2d tex_tiles_wood
= { .path
= "textures/tile_wood.qoi" };
8 vg_tex2d tex_tiles_min
= { .path
= "textures/tile_minimal.qoi" };
9 vg_tex2d tex_tiles_lab
= { .path
= "textures/tile_lab.qoi" };
11 vg_tex2d tex_ball_noise
= { .path
= "textures/bnoise.qoi" };
12 vg_tex2d tex_unkown
= { .path
= "textures/unkown.qoi" };
13 vg_tex2d tex_buttons
= { .path
= "textures/buttons.qoi" };
14 vg_tex2d tex_sprites
= { .path
= "textures/autocombine.qoi" };
16 vg_tex2d
*texture_list
[] = {
28 #include "sprites_autocombine.h"
31 // ===========================================================================================================
33 sfx_vol_control audio_volume_sfx
= { .val
= 1.0f
, .name
= "Sound effects" };
34 sfx_vol_control audio_volume_music
= { .val
= 1.0f
, .name
= "Music" };
36 sfx_system audio_system_sfx
=
40 .vol_src
= &audio_volume_sfx
,
44 sfx_set audio_tile_mod
=
56 sfx_set audio_splitter
=
59 sound/splitter_01.ogg\0"
65 sound/rolling_01.ogg\0\
66 sound/rolling_02.ogg\0"
69 sfx_set audio_random
=
72 sound/random_01.ogg\0\
73 sound/random_02.ogg\0\
74 sound/random_03.ogg\0\
75 sound/random_04.ogg\0\
76 sound/random_05.ogg\0\
77 sound/random_06.ogg\0\
78 sound/random_07.ogg\0\
79 sound/random_08.ogg\0"
82 sfx_set audio_clicks
=
105 // One two or three layers of rolling noise
106 sfx_system audio_system_balls_rolling
=
108 .vol
= 0.7f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
109 .name
= "Balls Rolling", .flags
= SFX_FLAG_REPEAT
| SFX_FLAG_PERSISTENT
113 sfx_system audio_system_balls_switching
=
115 .vol
= 0.2f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
116 .name
= "Balls Switching"
119 // Gameplay critical sounds eg. splitter sound rocking
120 sfx_system audio_system_balls_important
=
122 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
123 .name
= "Balls Gameplay"
126 // Suplemental sounds
127 sfx_system audio_system_balls_extra
=
129 .vol
= 0.27f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
130 .name
= "Balls Extra"
133 sfx_system audio_system_ui
=
135 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
139 static void resource_load_main(void)
142 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
145 sfx_set_init( &audio_tile_mod
, NULL
);
146 sfx_set_init( &audio_splitter
, NULL
);
147 sfx_set_init( &audio_rolls
, NULL
);
148 sfx_set_init( &audio_random
, NULL
);
149 sfx_set_init( &audio_clicks
, NULL
);
150 sfx_set_init( &audio_tones
, NULL
);
153 static void resource_free_main(void)
155 vg_tex2d_free( texture_list
, vg_list_size( texture_list
) );
157 sfx_set_free( &audio_tile_mod
);
158 sfx_set_free( &audio_splitter
);
159 sfx_set_free( &audio_rolls
);
160 sfx_set_free( &audio_random
);
161 sfx_set_free( &audio_clicks
);
162 sfx_set_free( &audio_tones
);
166 // ===========================================================================================================
168 SHADER_DEFINE( shader_tile_colour
,
171 "layout (location=0) in vec2 a_co;"
173 "uniform vec3 uOffset;"
177 "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
181 "out vec4 FragColor;"
182 "uniform vec4 uColour;"
186 "FragColor = uColour;"
189 UNIFORMS({ "uPv", "uOffset", "uColour" })
192 SHADER_DEFINE( shader_ball
,
194 "layout (location=0) in vec2 a_co;"
195 "uniform vec3 uOffset;"
198 "out vec4 aTexCoords;"
203 "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
204 "gl_Position = vec4( uPv * worldpos, 1.0 );"
206 // Create texture coords
207 "aTexCoords = vec4( a_co, worldpos.xy );"
211 "out vec4 FragColor;"
213 "uniform sampler2D uTexMain;"
214 "uniform vec3 uColour;"
215 "uniform vec2 uTexOffset;"
217 "in vec4 aTexCoords;"
221 "vec2 center_coords = aTexCoords.xy - 0.5;"
222 "vec2 center_coords_sqr = center_coords*center_coords;"
223 "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
225 "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
226 "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
227 "vec4 noise_sample = texture( uTexMain, warped_coords );"
229 "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
231 "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
232 "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
233 "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
235 "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
236 //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
237 "vec4 colour_comp = mix( vec4(0.2,0.2,0.2,shadow), vec4(marble_comp,1.0), circle_factor );"
239 "FragColor = colour_comp;"
242 UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
245 SHADER_DEFINE( shader_tile_main
,
247 "layout (location=0) in vec2 a_co;"
248 "uniform vec4 uOffset;" // Tile x/y, uv x/y
250 "uniform mat2 uSubTransform;"
251 "uniform float uVisibility;"
253 "out vec4 aTexCoords;"
254 "out vec2 aWorldCoords;"
256 "vec2 hash22(vec2 p)"
258 "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
259 "p3 += dot(p3, p3.yzx+33.33);"
260 "return fract((p3.xx+p3.yz)*p3.zy);"
265 "vec2 hash_val = hash22(uOffset.xy);"
266 "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );"
269 "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;"
270 "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
271 "gl_Position = vec4( uPv * worldpos, 1.0 );"
273 // Create texture coords
274 "vec2 random_offset = floor(hash_val * 4.0) * 0.25;"
275 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
276 "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
277 "aWorldCoords = worldpos.xy;"
281 "out vec4 FragColor;"
283 "uniform sampler2D uTexGlyphs;"
284 "uniform sampler2D uTexWood;"
285 "uniform float uGhost;"
286 "uniform float uForeground;"
287 "uniform vec2 uMousePos;"
288 "uniform vec4 uColour;"
289 "uniform vec3 uShadowing;"
291 "in vec4 aTexCoords;"
292 "in vec2 aWorldCoords;"
296 //"vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
297 //"vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );"
299 "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
300 "vec4 wood = texture( uTexWood, aTexCoords.zw );"
301 "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
302 "vec3 wood_comp = mix( wood_secondary.rgb * uShadowing, wood.rgb, clamp( glyph.b*2.0-1.0, 0.0, 1.0 ) );"
304 //"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
305 "vec3 shadows = mix( uShadowing, vec3(1.0,1.0,1.0), glyph.r );"
307 "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
309 "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
310 "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
312 "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
315 UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos",
316 "uColour", "uForeground", "uVisibility", "uShadowing" })
319 SHADER_DEFINE( shader_background
,
321 "layout (location=0) in vec2 a_co;"
323 "uniform vec3 uOffset;"
325 "out vec2 aTexCoords;"
329 "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
330 "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
335 "out vec4 FragColor;"
337 "uniform sampler2D uTexMain;"
338 "uniform sampler2D uSamplerNoise;"
339 "uniform float uVariance;"
340 "uniform float uVisibility;"
342 "in vec2 aTexCoords;"
346 "float ao_accum = 0.0;"
347 "for( int i=0; i<10; ++i )"
349 "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
350 "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
351 "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
355 "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
357 "ao_accum -= data_this_tile.r;"
358 "ao_accum *= uVisibility;"
360 "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
362 "vec2 square_coords = fract( aTexCoords * 64.0 );"
363 "vec2 grid_coords = abs( square_coords - 0.5 );"
364 "float edge_contrast = (1.0-ao_accum*0.2);"
366 "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
367 "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
369 "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
372 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
375 SHADER_DEFINE( shader_wire
,
377 "layout (location=0) in vec2 a_co;"
378 "uniform vec3 uStart;"
381 "uniform float uCurve;"
383 "out vec2 aTexCoords;"
385 "vec3 sample_curve_time( float t )"
387 "vec3 line_coord = mix( uStart, uEnd, t );"
389 "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
390 "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
396 "vec3 p0 = sample_curve_time( a_co.x );"
397 "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
399 "vec2 line_tangent = normalize(p1.xy-p0.xy);"
400 "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
402 "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
404 "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
406 // Create texture coords (todo: include stretch adjusted coords?)
407 "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
411 "out vec4 FragColor;"
413 "uniform sampler2D uTexMain;"
414 "uniform vec4 uColour;"
415 "uniform float uTime;"
416 "uniform float uGlow;"
418 "in vec2 aTexCoords;"
423 "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;"
424 "float masking = smoothstep( 0.5, 0.8, shadow );"
426 "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );"
428 "float flow_thing = fract( aTexCoords.x + uTime );"
429 "vec3 final_comp = colour_comp + flow_thing * uGlow;"
431 "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
434 UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
437 SHADER_DEFINE( shader_buttons
,
439 "layout (location=0) in vec2 a_co;"
440 "uniform vec4 uOffset;" // Tile x/y, uv x/y
443 "out vec2 aTexCoords;"
448 "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
449 "gl_Position = vec4( uPv * worldpos, 1.0 );"
451 // Create texture coords
452 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
453 "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"
457 "out vec4 FragColor;"
459 "uniform sampler2D uTexMain;"
460 "uniform vec4 uColour;" // rgb, light amount
462 "in vec2 aTexCoords;"
466 "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
468 "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
471 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
474 SHADER_DEFINE( shader_sprite
,
477 "layout (location=0) in vec2 a_co;" // quad mesh
483 "out vec2 aTexCoords;"
487 "vec2 vertex_world = uUv.zw * (a_co-0.5) * uPos.z + uPos.xy;"
488 "gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );"
489 "aTexCoords = uUv.xy + a_co*uUv.zw;"
493 "uniform sampler2D uTexMain;"
494 "out vec4 FragColor;"
496 "in vec2 aTexCoords;"
500 "vec4 texture_sample = texture( uTexMain, aTexCoords );"
501 "FragColor = texture_sample;"
504 UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" })
507 void vg_register(void)
509 SHADER_INIT( shader_tile_colour
);
510 SHADER_INIT( shader_tile_main
);
511 SHADER_INIT( shader_ball
);
512 SHADER_INIT( shader_background
);
513 SHADER_INIT( shader_wire
);
514 SHADER_INIT( shader_buttons
);
515 SHADER_INIT( shader_sprite
);
519 0000 0 | 0001 1 | 0010 2 | 0011 3
523 0100 4 | 0101 5 | 0110 6 | 0111 7
527 1000 8 | 1001 9 | 1010 10 | 1011 11
531 1100 12 | 1101 13 | 1110 14 | 1111 15
542 const char *map_name
;
544 const char *description
;
546 const char *achievement
;
548 int _unlock
, _linked
; // When completed, unlock this level
570 struct world_button btn
;
571 struct cmp_level
*unlock
, *linked
;
574 SteamLeaderboard_t steam_leaderboard
;
578 static struct cmp_level cmp_levels_tutorials
[] =
581 0, "cmp_t01", "PRINCIPLE 1", "",
586 1, "cmp_t02", "PRINCIPLE 2", "",
591 2, "cmp_t03", "PRINCIPLE 3", "",
596 12, "cmp_t04", "PRINCIPLE 4", "",
599 .achievement
= "TUTORIALS"
602 15, "cmp_b10", "PRINCIPLE 5", "",
607 17, "cmp_b11", "PRINCIPLE 6", "(Right click)",
612 26, "cmp_p7", "PRINCIPLE 7", "Emitters",
619 static struct cmp_level cmp_levels_basic
[] =
622 6, "cmp_b04", "PATCH", "",
627 3, "cmp_b01", "SUBDIVISION 1", "",
632 4, "cmp_b02", "SUBDIVISION 2", "",
636 5, "cmp_b03", "RESTRUCTURE", "",
641 31, "cmp_121", "1-2-1", "",
645 7, "cmp_b05", "PATTERNS 1", "",
650 8, "cmp_b06", "PATTERNS 2", "",
654 16, "cmp_routing", "ROUTING PROBLEM", "",
658 9, "cmp_b07", "MIGHTY CONSUMER", "",
661 .achievement
= "MIGHTY_CONSUMER"
664 10, "cmp_b08", "SHIFT", "",
668 11, "cmp_b09", "REVERSE", "",
672 18, "cmp_not", "NOT GATE", "",
677 19, "cmp_and", "AND GATE", "",
681 20, "cmp_xor", "QUALIFICATION PROJECT", "",
683 .achievement
= "GRADUATE"
686 27, "cmp_expander", "EXPAND", "",
690 28, "cmp_pattern3", "PATTERNS 3", "",
694 29, "cmp_routing2", "ROUTING PROBLEM 2", "Spaghetti!",
699 30, "cmp_exact5", "EXACTLY 5", "",
703 32, "cmp_3and2", "THREE AND FOUR", ""
707 static struct cmp_level cmp_levels_grad
[] =
710 13, "cmp_i01", "SORT", "",
714 14, "cmp_i02", "THIRDS", "",
718 21, "cmp_grad", "SIMPLE ADDITION", "",
723 22, "cmp_secret", "SECRET CODE", "",
728 static struct cmp_level cmp_levels_computer
[] =
731 23, "cmp_binary", "3 BIT BINARY", "Convert amount to binary",
736 .placement
= k_placement_bottom
,
738 "\t\t\t\t\t\t\t\t\t\t\x83 \x84\n"
739 "\t\t\t\t\t\t\t\t\t\t\x83 \x84 Binary\n"
740 "\t\t\t\t\t\t\t\t\t\t\x83 4 2 1 \x84"
743 .placement
= k_placement_top
,
746 "\t\t\t\t\t\t\t\t\t\t\t Count"
751 24, "cmp_add3b", "3 BIT ADDER", "Binary addition",
756 .placement
= k_placement_top
,
757 //.str ="\t\t\t\t\t\t\t\t\t| NUMBER A | | NUMBER B |\n"
759 "\t\t\t\t\t\t\t\t\t\x8A 4 2 1 \x8B \x8A 4 2 1 \x8B\n"
760 "\t\t\t\t\t\t\t\t\t\x83 \x84 add \x83 \x84\n"
761 "\t\t\t\t\t\t\t\t\t\x83 \x84 \x83 \x84"
764 .placement
= k_placement_bottom
,
767 "\t\t\t\x83 \x84 result a+b\n"
768 "\t\t\t\x83 8 4 2 1 \x84"
773 25, "cmp_plot3x3", "3x3 PLOT", "2 bit x/y",
777 .placement
= k_placement_top
,
779 "\t\t\t\t\t\t\t\t\x8A 2 1 \x8B \x8A 2 1 \x8B\n"
780 "\t\t\t\t\t\t\t\t\x83 \x84 X Y \x83 \x84\n"
781 "\t\t\t\t\t\t\t\t\x83 \x84 \x83 \x84"
787 #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 ) )
789 static struct career_level_pack
791 struct cmp_level
*pack
;
802 .pack
= cmp_levels_tutorials
,
804 .count
= vg_list_size( cmp_levels_tutorials
),
805 .primary_colour
= { 0.204f
, 0.345f
, 0.553f
},
806 .origin
= { -5, -2 },
810 .pack
= cmp_levels_basic
,
811 .title
= "\x8C\x8D"" Core",
812 .count
= vg_list_size( cmp_levels_basic
),
813 .primary_colour
= { 0.304f
, 0.245f
, 0.553f
},
814 .origin
= { -3, -2 },
818 .pack
= cmp_levels_grad
,
819 .title
= "\x8C\x8E"" Challenge",
820 .count
= vg_list_size( cmp_levels_grad
),
821 .primary_colour
= { 0.553f
, 0.345f
, 0.204f
},
826 .pack
= cmp_levels_computer
,
827 .title
= "\x8C\x8F"" 3 Bit computer\n\n (preview)",
828 .count
= vg_list_size( cmp_levels_computer
),
829 .primary_colour
= { 0.75f
, 0.23f
, 0.39f
},
835 // Setup pointers and that
836 static void career_local_data_init(void)
838 struct cmp_level
*level_ptrs
[ NUM_CAMPAIGN_LEVELS
];
839 for( int i
= 0; i
< NUM_CAMPAIGN_LEVELS
; i
++ )
840 level_ptrs
[i
] = NULL
;
843 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
845 struct career_level_pack
*set
= &career_packs
[i
];
847 for( int j
= 0; j
< set
->count
; j
++ )
849 int id
= set
->pack
[j
].serial_id
;
851 if( level_ptrs
[ id
] )
852 vg_error( "Serial id %u already used!\n", id
);
854 level_ptrs
[ set
->pack
[j
].serial_id
] = &set
->pack
[j
];
859 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
861 struct career_level_pack
*set
= &career_packs
[i
];
863 for( int j
= 0; j
< set
->count
; j
++ )
865 struct cmp_level
*lvl
= &set
->pack
[j
];
867 if( lvl
->_unlock
>= NUM_CAMPAIGN_LEVELS
||
868 lvl
->_linked
>= NUM_CAMPAIGN_LEVELS
)
870 vg_error( "_unlock / _linked out of range (%d, %d)\n",
871 lvl
->_unlock
, lvl
->_linked
);
875 lvl
->unlock
= lvl
->_unlock
? level_ptrs
[ lvl
->_unlock
]: NULL
;
876 lvl
->linked
= lvl
->_linked
? level_ptrs
[ lvl
->_linked
]: NULL
;