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[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
123 vg_tex2d tex_tiles_wood = { .path = "textures/tile_wood.qoi" };
124 vg_tex2d tex_tiles_min = { .path = "textures/tile_minimal.qoi" };
125 vg_tex2d tex_tiles_lab = { .path = "textures/tile_lab.qoi" };
126
127 vg_tex2d tex_ball_noise = { .path = "textures/bnoise.qoi" };
128 vg_tex2d tex_monofur = { .path = "textures/ascii.qoi", .flags = VG_TEXTURE_NO_MIP };
129 vg_tex2d tex_unkown = { .path = "textures/unkown.qoi" };
130 vg_tex2d tex_buttons = { .path = "textures/buttons.qoi" };
131 vg_tex2d tex_sprites = { .path = "textures/autocombine.qoi" };
132
133 vg_tex2d *texture_list[] = {
134 &tex_tile_detail,
135 &tex_tile_data,
136 &tex_tiles_wood,
137 &tex_tiles_min,
138 &tex_tiles_lab,
139 &tex_ball_noise,
140 &tex_monofur,
141 &tex_unkown,
142 &tex_buttons,
143 &tex_ubuntu,
144 &tex_sprites
145 };
146
147 #include "sprites_autocombine.h"
148
149 // AUDIO
150 // ===========================================================================================================
151
152 sfx_vol_control audio_volume_sfx = { .val = 1.0f, .name = "Sound effects" };
153 sfx_vol_control audio_volume_music = { .val = 1.0f, .name = "Music" };
154
155 sfx_system audio_system_sfx =
156 {
157 .vol = 1.f,
158 .ch = 1,
159 .vol_src = &audio_volume_sfx,
160 .name = "sfx"
161 };
162
163 sfx_set audio_tile_mod =
164 {
165 .sources = "\
166 sound/mod_01.ogg\0\
167 sound/mod_02.ogg\0\
168 sound/mod_03.ogg\0\
169 sound/mod_04.ogg\0\
170 sound/mod_05.ogg\0\
171 sound/mod_06.ogg\0",
172 .flags = 0
173 };
174
175 sfx_set audio_splitter =
176 {
177 .sources = "\
178 sound/splitter_01.ogg\0"
179 };
180
181 sfx_set audio_rolls =
182 {
183 .sources = "\
184 sound/rolling_01.ogg\0\
185 sound/rolling_02.ogg\0"
186 };
187
188 sfx_set audio_random =
189 {
190 .sources = "\
191 sound/random_01.ogg\0\
192 sound/random_02.ogg\0\
193 sound/random_03.ogg\0\
194 sound/random_04.ogg\0\
195 sound/random_05.ogg\0\
196 sound/random_06.ogg\0\
197 sound/random_07.ogg\0\
198 sound/random_08.ogg\0"
199 };
200
201 sfx_set audio_clicks =
202 {
203 .sources = "\
204 sound/click_a.ogg\0\
205 sound/click_b.ogg\0\
206 sound/click_c.ogg\0"
207 };
208
209 sfx_set audio_tones =
210 {
211 .sources = "\
212 sound/y0.ogg\0\
213 sound/y1.ogg\0\
214 sound/y2.ogg\0\
215 sound/y3.ogg\0\
216 sound/y4.ogg\0\
217 sound/y5.ogg\0\
218 sound/y6.ogg\0\
219 sound/y7.ogg\0\
220 sound/y8.ogg\0\
221 sound/win.ogg\0"
222 };
223
224 // One two or three layers of rolling noise
225 sfx_system audio_system_balls_rolling =
226 {
227 .vol = 0.7f, .ch = 1, .vol_src = &audio_volume_sfx,
228 .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
229 };
230
231 // Various oneshots
232 sfx_system audio_system_balls_switching =
233 {
234 .vol = 0.2f, .ch = 1, .vol_src = &audio_volume_sfx,
235 .name = "Balls Switching"
236 };
237
238 // Gameplay critical sounds eg. splitter sound rocking
239 sfx_system audio_system_balls_important =
240 {
241 .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
242 .name = "Balls Gameplay"
243 };
244
245 // Suplemental sounds
246 sfx_system audio_system_balls_extra =
247 {
248 .vol = 0.27f, .ch = 1, .vol_src = &audio_volume_sfx,
249 .name = "Balls Extra"
250 };
251
252 sfx_system audio_system_ui =
253 {
254 .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
255 .name = "UI"
256 };
257
258 ui_colourset ui_fl_colours = {
259 .main = 0xff807373,
260 .hover = 0xff918484,
261 .active = 0xffad9f9e
262 };
263
264 ui_colourset ui_fl_colours_inactive = {
265 .main = 0xff655958,
266 .hover = 0xff655958,
267 .active = 0xff655958
268 };
269
270 static void resource_load_main(void)
271 {
272 // Textures // UI
273 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
274 ui_global_ctx.colours_main = &ui_fl_colours;
275 gui_reset_colours();
276
277 // Audio
278 sfx_set_init( &audio_tile_mod, NULL );
279 sfx_set_init( &audio_splitter, NULL );
280 sfx_set_init( &audio_rolls, NULL );
281 sfx_set_init( &audio_random, NULL );
282 sfx_set_init( &audio_clicks, NULL );
283 sfx_set_init( &audio_tones, NULL );
284 }
285
286 static void resource_free_main(void)
287 {
288 vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
289
290 sfx_set_free( &audio_tile_mod );
291 sfx_set_free( &audio_splitter );
292 sfx_set_free( &audio_rolls );
293 sfx_set_free( &audio_random );
294 sfx_set_free( &audio_clicks );
295 sfx_set_free( &audio_tones );
296 }
297
298 // SHADERS
299 // ===========================================================================================================
300
301 SHADER_DEFINE( shader_tile_colour,
302
303 // VERTEX
304 "layout (location=0) in vec2 a_co;"
305 "uniform mat3 uPv;"
306 "uniform vec3 uOffset;"
307 ""
308 "void main()"
309 "{"
310 "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
311 "}",
312
313 // FRAGMENT
314 "out vec4 FragColor;"
315 "uniform vec4 uColour;"
316 ""
317 "void main()"
318 "{"
319 "FragColor = uColour;"
320 "}"
321 ,
322 UNIFORMS({ "uPv", "uOffset", "uColour" })
323 )
324
325 SHADER_DEFINE( shader_ball,
326 // VERTEX
327 "layout (location=0) in vec2 a_co;"
328 "uniform vec3 uOffset;"
329 "uniform mat3 uPv;"
330 ""
331 "out vec4 aTexCoords;"
332 ""
333 "void main()"
334 "{"
335 // Vertex transform
336 "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
337 "gl_Position = vec4( uPv * worldpos, 1.0 );"
338
339 // Create texture coords
340 "aTexCoords = vec4( a_co, worldpos.xy );"
341 "}",
342
343 // FRAGMENT
344 "out vec4 FragColor;"
345 ""
346 "uniform sampler2D uTexMain;"
347 "uniform vec3 uColour;"
348 "uniform vec2 uTexOffset;"
349 ""
350 "in vec4 aTexCoords;"
351 ""
352 "void main()"
353 "{"
354 "vec2 center_coords = aTexCoords.xy - 0.5;"
355 "vec2 center_coords_sqr = center_coords*center_coords;"
356 "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
357
358 "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
359 "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
360 "vec4 noise_sample = texture( uTexMain, warped_coords );"
361
362 "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
363
364 "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
365 "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
366 "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
367
368 "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
369 //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
370 "vec4 colour_comp = mix( vec4(0.2,0.2,0.2,shadow), vec4(marble_comp,1.0), circle_factor );"
371
372 "FragColor = colour_comp;"
373 "}"
374 ,
375 UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
376 )
377
378 SHADER_DEFINE( shader_tile_main,
379 // VERTEX
380 "layout (location=0) in vec2 a_co;"
381 "uniform vec4 uOffset;" // Tile x/y, uv x/y
382 "uniform mat3 uPv;"
383 "uniform mat2 uSubTransform;"
384 "uniform float uVisibility;"
385 ""
386 "out vec4 aTexCoords;"
387 "out vec2 aWorldCoords;"
388 ""
389 "vec2 hash22(vec2 p)"
390 "{"
391 "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
392 "p3 += dot(p3, p3.yzx+33.33);"
393 "return fract((p3.xx+p3.yz)*p3.zy);"
394 "}"
395 ""
396 "void main()"
397 "{"
398 "vec2 hash_val = hash22(uOffset.xy);"
399 "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );"
400
401 // Vertex transform
402 "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;"
403 "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
404 "gl_Position = vec4( uPv * worldpos, 1.0 );"
405
406 // Create texture coords
407 "vec2 random_offset = floor(hash_val * 4.0) * 0.25;"
408 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
409 "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
410 "aWorldCoords = worldpos.xy;"
411 "}",
412
413 // FRAGMENT
414 "out vec4 FragColor;"
415 ""
416 "uniform sampler2D uTexGlyphs;"
417 "uniform sampler2D uTexWood;"
418 "uniform float uGhost;"
419 "uniform float uForeground;"
420 "uniform vec2 uMousePos;"
421 "uniform vec4 uColour;"
422 ""
423 "in vec4 aTexCoords;"
424 "in vec2 aWorldCoords;"
425 ""
426 "void main()"
427 "{"
428 //"vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
429 "vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );"
430
431 "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
432 "vec4 wood = texture( uTexWood, aTexCoords.zw );"
433 "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
434 "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
435
436 //"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
437 "vec3 shadows = mix( shadowing_colour, vec3(1.0,1.0,1.0), glyph.r );"
438
439 "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
440
441 "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
442 "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
443
444 "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
445 "}"
446 ,
447 UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground", "uVisibility" })
448 )
449
450 SHADER_DEFINE( shader_background,
451 // VERTEX
452 "layout (location=0) in vec2 a_co;"
453 "uniform mat3 uPv;"
454 "uniform vec3 uOffset;"
455 ""
456 "out vec2 aTexCoords;"
457 ""
458 "void main()"
459 "{"
460 "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
461 "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
462 "aTexCoords = a_co;"
463 "}",
464
465 // FRAGMENT
466 "out vec4 FragColor;"
467 ""
468 "uniform sampler2D uTexMain;"
469 "uniform sampler2D uSamplerNoise;"
470 "uniform float uVariance;"
471 "uniform float uVisibility;"
472 ""
473 "in vec2 aTexCoords;"
474 ""
475 "void main()"
476 "{"
477 "float ao_accum = 0.0;"
478 "for( int i=0; i<10; ++i )"
479 "{"
480 "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
481 "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
482 "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
483 "}"
484 "ao_accum *= 0.15;"
485
486 "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
487
488 "ao_accum -= data_this_tile.r;"
489 "ao_accum *= uVisibility;"
490
491 "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
492
493 "vec2 square_coords = fract( aTexCoords * 64.0 );"
494 "vec2 grid_coords = abs( square_coords - 0.5 );"
495 "float edge_contrast = (1.0-ao_accum*0.2);"
496
497 "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
498 "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
499
500 "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
501 "}"
502 ,
503 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
504 )
505
506 SHADER_DEFINE( shader_wire,
507 // VERTEX
508 "layout (location=0) in vec2 a_co;"
509 "uniform vec3 uStart;"
510 "uniform vec3 uEnd;"
511 "uniform mat3 uPv;"
512 "uniform float uCurve;"
513 ""
514 "out vec2 aTexCoords;"
515 ""
516 "vec3 sample_curve_time( float t )"
517 "{"
518 "vec3 line_coord = mix( uStart, uEnd, t );"
519
520 "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
521 "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
522 "}"
523 ""
524 "void main()"
525 "{"
526 // Vertex transform
527 "vec3 p0 = sample_curve_time( a_co.x );"
528 "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
529
530 "vec2 line_tangent = normalize(p1.xy-p0.xy);"
531 "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
532
533 "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
534
535 "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
536
537 // Create texture coords (todo: include stretch adjusted coords?)
538 "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
539 "}",
540
541 // FRAGMENT
542 "out vec4 FragColor;"
543 ""
544 "uniform sampler2D uTexMain;"
545 "uniform vec4 uColour;"
546 "uniform float uTime;"
547 "uniform float uGlow;"
548 ""
549 "in vec2 aTexCoords;"
550 ""
551 "void main()"
552 "{"
553 // Compute shadowing
554 "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;"
555 "float masking = smoothstep( 0.5, 0.8, shadow );"
556
557 "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );"
558
559 "float flow_thing = fract( aTexCoords.x + uTime );"
560 "vec3 final_comp = colour_comp + flow_thing * uGlow;"
561
562 "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
563 "}"
564 ,
565 UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
566 )
567
568 SHADER_DEFINE( shader_buttons,
569 // VERTEX
570 "layout (location=0) in vec2 a_co;"
571 "uniform vec4 uOffset;" // Tile x/y, uv x/y
572 "uniform mat3 uPv;"
573 ""
574 "out vec2 aTexCoords;"
575 ""
576 "void main()"
577 "{"
578 // Vertex transform
579 "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
580 "gl_Position = vec4( uPv * worldpos, 1.0 );"
581
582 // Create texture coords
583 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
584 "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"
585 "}",
586
587 // FRAGMENT
588 "out vec4 FragColor;"
589 ""
590 "uniform sampler2D uTexMain;"
591 "uniform vec4 uColour;" // rgb, light amount
592 ""
593 "in vec2 aTexCoords;"
594 ""
595 "void main()"
596 "{"
597 "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
598
599 "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
600 "}"
601 ,
602 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
603 )
604
605 SHADER_DEFINE( shader_sdf,
606
607 // VERTEX
608 "layout (location=0) in vec2 a_co;"
609 "layout (location=1) in vec2 a_uv;"
610 "uniform mat3 uPv;"
611 ""
612 "out vec2 aTexCoords;"
613 ""
614 "void main()"
615 "{"
616 "gl_Position = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
617 "aTexCoords = a_uv;"
618 "}",
619
620 // FRAGMENT
621 "uniform sampler2D uTexGlyphs;"
622 "uniform vec4 uColour;"
623 "out vec4 FragColor;"
624 ""
625 "in vec2 aTexCoords;"
626 ""
627 "void main()"
628 "{"
629 "vec4 glyph = texture( uTexGlyphs, aTexCoords );"
630 "FragColor = vec4( uColour.rgb, smoothstep( 0.46, 0.54, glyph.r ) * uColour.a );"
631 //"FragColor = glyph;"
632 "}"
633 ,
634 UNIFORMS({ "uPv", "uTexGlyphs", "uColour" })
635 )
636
637 SHADER_DEFINE( shader_sprite,
638
639 // VERTEX
640 "layout (location=0) in vec2 a_co;" // quad mesh
641 "uniform vec4 uUv;"
642 "uniform vec3 uPos;"
643 ""
644 "uniform mat3 uPv;"
645 ""
646 "out vec2 aTexCoords;"
647 ""
648 "void main()"
649 "{"
650 "vec2 vertex_world = uUv.zw * (a_co-0.5) * uPos.z + uPos.xy;"
651 "gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );"
652 "aTexCoords = uUv.xy + a_co*uUv.zw;"
653 "}",
654
655 // FRAGMENT
656 "uniform sampler2D uTexMain;"
657 "out vec4 FragColor;"
658 ""
659 "in vec2 aTexCoords;"
660 ""
661 "void main()"
662 "{"
663 "vec4 texture_sample = texture( uTexMain, aTexCoords );"
664 "FragColor = texture_sample;"
665 "}"
666 ,
667 UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" })
668 )
669
670 void vg_register(void)
671 {
672 SHADER_INIT( shader_tile_colour );
673 SHADER_INIT( shader_tile_main );
674 SHADER_INIT( shader_ball );
675 SHADER_INIT( shader_background );
676 SHADER_INIT( shader_wire );
677 SHADER_INIT( shader_buttons );
678 SHADER_INIT( shader_sdf );
679 SHADER_INIT( shader_sprite );
680 }
681
682 /*
683 0000 0 | 0001 1 | 0010 2 | 0011 3
684 | | | | |
685 X | X= | X | X=
686 | | |
687 0100 4 | 0101 5 | 0110 6 | 0111 7
688 | | | | |
689 =X | =X= | =X | =X=
690 | | |
691 1000 8 | 1001 9 | 1010 10 | 1011 11
692 | | | | |
693 X | X= | X | X=
694 | | | | | | |
695 1100 12 | 1101 13 | 1110 14 | 1111 15
696 | | | | |
697 =X | =X= | =X | =X=
698 | | | | | | |
699 */
700
701 struct cmp_level
702 {
703 const char *map_name;
704 const char *title;
705 const char *description;
706 const char *achievement;
707
708 int unlocked;
709 int completed_score;
710
711 int _unlock, _linked; // When completed, unlock this level
712 struct cmp_level *unlock, *linked;
713
714 int serial_id;
715 int is_tutorial;
716
717 struct world_button btn;
718
719 #ifdef VG_STEAM
720 SteamLeaderboard_t steam_leaderboard;
721 #endif
722 };
723
724 static struct cmp_level cmp_levels_tutorials[] =
725 {
726 // r1
727 {
728 .serial_id = 0,
729 .title = "PRINCIPLE 1",
730 .map_name = "cmp_t01",
731 .description =
732 "",
733
734 ._unlock = 1,
735 .is_tutorial = 1
736 },
737 // r1
738 {
739 .serial_id = 1,
740 .title = "PRINCIPLE 2",
741 .map_name = "cmp_t02",
742 .description =
743 "",
744
745 ._unlock = 2,
746 .is_tutorial = 1,
747 },
748 // r1
749 {
750 .serial_id = 2,
751 .title = "PRINCIPLE 3",
752 .map_name = "cmp_t03",
753 .description =
754 "",
755
756 ._unlock = 12,
757 .is_tutorial = 1
758 },
759 // r1
760 {
761 .serial_id = 12,
762 .title = "PRINCIPLE 4",
763 .map_name = "cmp_t04",
764 .description =
765 "",
766
767 ._unlock = 6,
768 .is_tutorial = 1,
769 .achievement = "TUTORIALS"
770 }
771 };
772
773 static struct cmp_level cmp_levels_basic[] =
774 {
775 // r2 GM
776 {
777 .serial_id = 6,
778 .title = "PATCH",
779 .map_name = "cmp_b04",
780 .description =
781 "",
782
783 ._unlock = 7,
784 ._linked = 3
785 },
786 // r1 GM
787 {
788 .serial_id = 3,
789 .title = "SUBDIVISION 1",
790 .map_name = "cmp_b01",
791 .description =
792 "",
793
794 ._linked = 4,
795 ._unlock = 5
796 },
797 // r1 GM
798 {
799 .serial_id = 4,
800 .title = "SUBDIVISION 2",
801 .map_name = "cmp_b02",
802 .description =
803 "",
804
805 ._unlock = 7
806 },
807 // r1 GM
808 {
809 .serial_id = 5,
810 .title = "RESTRUCTURE",
811 .map_name = "cmp_b03",
812 .description =
813 "",
814
815 ._unlock = 8
816 },
817 // r2 GM
818 {
819 .serial_id = 7,
820 .title = "PATTERNS 1",
821 .map_name = "cmp_b05",
822 .description =
823 "",
824
825 ._unlock = 15,
826 ._linked = 8
827 },
828 // r2 GM
829 {
830 .serial_id = 8,
831 .title = "PATTERNS 2",
832 .map_name = "cmp_b06",
833 .description =
834 "",
835
836 ._unlock = 15
837 },
838 // r2 GM
839 {
840 .serial_id = 15,
841 .title = "PRINCIPLE 5",
842 .map_name = "cmp_b10",
843 .description =
844 "",
845
846 ._unlock = 16,
847 .is_tutorial = 1
848 },
849 // r2 GM
850 {
851 .serial_id = 16,
852 .title = "ROUTING PROBLEM",
853 .map_name = "cmp_routing",
854 .description =
855 "",
856
857 ._linked = 9
858 },
859 // r2 GM
860 {
861 .serial_id = 9,
862 .title = "MIGHTY CONSUMER",
863 .map_name = "cmp_b07",
864 .description =
865 "",
866
867 ._linked = 10,
868 ._unlock = 11,
869 .achievement = "MIGHTY_CONSUMER"
870 },
871 {
872 .serial_id = 10,
873 .title = "SHIFT",
874 .map_name = "cmp_b08",
875 .description =
876 "",
877
878 ._unlock = 17
879 },
880 // r2 GM
881 {
882 .serial_id = 11,
883 .title = "REVERSE",
884 .map_name = "cmp_b09",
885 .description =
886 "",
887
888 ._unlock = 17
889 },
890 // r2 GM
891 {
892 .serial_id = 17,
893 .title = "PRINCIPLE 6",
894 .map_name = "cmp_b11",
895 .description =
896 "(Right click)",
897
898 ._unlock = 18,
899 .is_tutorial = 1
900 },
901 // r2 GM
902 {
903 .serial_id = 18,
904 .title = "NOT GATE",
905 .map_name = "cmp_not",
906 .description = "",
907
908 ._linked = 19,
909 ._unlock = 20
910 },
911 // r2 GM
912 {
913 .serial_id = 19,
914 .title = "AND GATE",
915 .map_name = "cmp_and",
916 .description = "",
917
918 ._unlock = 20
919 },
920 // r2 GM
921 {
922 .serial_id = 20,
923 .title = "QUALIFICATION PROJECT",
924 .map_name = "cmp_xor",
925 .description = "",
926
927 ._unlock = 13,
928 .achievement = "GRADUATE"
929 }
930 };
931
932 static struct cmp_level cmp_levels_grad[] =
933 {
934 // r2
935 {
936 .serial_id = 13,
937 .title = "SORT",
938 .map_name = "cmp_i01",
939 .description = "",
940 ._linked = 14
941
942 },
943 // r2
944 {
945 .serial_id = 14,
946 .title = "THIRDS",
947 .map_name = "cmp_i02",
948 .description = "",
949 ._linked = 21
950
951 },
952 // r2 GM
953 {
954 .serial_id = 21,
955 .title = "SIMPLE ADDITION",
956 .map_name = "cmp_grad",
957 .description = "",
958
959 ._linked = 22,
960 ._unlock = 23
961 },
962 // r2 GM
963 {
964 .serial_id = 22,
965 .title = "SECRET CODE",
966 .map_name = "cmp_secret",
967 .description = "",
968
969 ._unlock = 23
970 }
971 };
972
973 static struct cmp_level cmp_levels_computer[] =
974 {
975 {
976 .serial_id = 23,
977 .title = "3 BIT BINARY",
978 .map_name = "cmp_binary",
979 .description = "",
980
981 ._unlock = 24
982 },
983 {
984 .serial_id = 24,
985 .title = "3 BIT ADDITION",
986 .map_name = "cmp_add3b",
987 .description = "",
988
989 ._unlock = 25
990 },
991 {
992 .serial_id = 25,
993 .title = "3x3 PLOT",
994 .map_name = "cmp_plot3x3",
995 .description = ""
996 }
997 };
998
999 #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 ) )
1000
1001 static struct career_level_pack
1002 {
1003 struct cmp_level *pack;
1004 int count;
1005
1006 v3f primary_colour;
1007 v2i origin;
1008 v2i dims;
1009 }
1010 career_packs[] =
1011 {
1012 {
1013 .pack = cmp_levels_tutorials,
1014 .count = vg_list_size( cmp_levels_tutorials ),
1015 .primary_colour = { 0.204f, 0.345f, 0.553f },
1016 .origin = { -5, 0 },
1017 .dims = { 1, 4 }
1018 },
1019 {
1020 .pack = cmp_levels_basic,
1021 .count = vg_list_size( cmp_levels_basic ),
1022 .primary_colour = { 0.304f, 0.245f, 0.553f },
1023 .origin = { -3, 0 },
1024 .dims = { 3, 5 }
1025 },
1026 {
1027 .pack = cmp_levels_grad,
1028 .count = vg_list_size( cmp_levels_grad ),
1029 .primary_colour = { 0.553f, 0.345f, 0.204f },
1030 .origin = { -5, 6 },
1031 .dims = { 4, 1 }
1032 },
1033 {
1034 .pack = cmp_levels_computer,
1035 .count = vg_list_size( cmp_levels_computer ),
1036 .primary_colour = { 0.75f, 0.23f, 0.39f },
1037 .origin = { -5, 8 },
1038 .dims = { 5, 1 }
1039 }
1040 };
1041
1042 // Setup pointers and that
1043 static void career_local_data_init(void)
1044 {
1045 struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
1046
1047 // COllect pointers
1048 for( int i = 0; i < vg_list_size( career_packs ); i ++ )
1049 {
1050 struct career_level_pack *set = &career_packs[i];
1051
1052 for( int j = 0; j < set->count; j ++ )
1053 level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
1054 }
1055
1056 // Apply
1057 for( int i = 0; i < vg_list_size( career_packs ); i ++ )
1058 {
1059 struct career_level_pack *set = &career_packs[i];
1060
1061 for( int j = 0; j < set->count; j ++ )
1062 {
1063 struct cmp_level *lvl = &set->pack[j];
1064 lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
1065 lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
1066 }
1067 }
1068 }