mc1.9
[fishladder.git] / fishladder_resources.h
index ad4c6f3995615b644915ebe23002ef0f1c9db42e..d617c9b7dee52608b1a751970a2c414a6ad68bad 100644 (file)
@@ -2,6 +2,7 @@
 // ===========================================================================================================
 
 vg_tex2d tex_tile_data =       { .path = "textures/tileset.qoi" };
+vg_tex2d tex_tile_glow =   { .path = "textures/lineset.qoi" };
 vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" };
 
 vg_tex2d tex_tiles_wood =      { .path = "textures/tile_wood.qoi" };
@@ -16,6 +17,7 @@ vg_tex2d tex_sprites          =  { .path = "textures/autocombine.qoi" };
 vg_tex2d *texture_list[] = { 
    &tex_tile_detail, 
    &tex_tile_data, 
+   &tex_tile_glow,
    &tex_tiles_wood, 
    &tex_tiles_min, 
    &tex_tiles_lab, 
@@ -102,6 +104,11 @@ sound/y8.ogg\0\
 sound/win.ogg\0"
 };
 
+sfx_set audio_music =
+{
+   .sources = "sound/mccompt2.ogg\0"
+};
+
 // One two or three layers of rolling noise
 sfx_system audio_system_balls_rolling =
 {
@@ -136,6 +143,22 @@ sfx_system audio_system_ui =
        .name = "UI"
 };
 
+sfx_system audio_system_music =
+{
+ .vol = 1.0f,
+ .ch = 2,
+ .vol_src = &audio_volume_music,
+ .name = "music",
+ .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT | SFX_FLAG_STEREO
+};
+
+static void *load_and_play_bgm( void *_inf )
+{
+   sfx_set_init( &audio_music, NULL );
+   sfx_set_play( &audio_music, &audio_system_music, 0 );
+   return NULL;
+}
+
 static void resource_load_main(void)
 {
        // Textures // UI
@@ -148,6 +171,8 @@ static void resource_load_main(void)
        sfx_set_init( &audio_random, NULL );
        sfx_set_init( &audio_clicks, NULL );
        sfx_set_init( &audio_tones, NULL );
+
+   vg_thread_run( load_and_play_bgm, NULL );
 }
 
 static void resource_free_main(void)
@@ -232,9 +257,9 @@ SHADER_DEFINE( shader_ball,
                "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
                "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
                
-               "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
+               "vec3 marble_comp = uColour*0.6 + (noise_sample.x*2.7+pow(rim_light,3.0)*2.0) * 0.1;"
                //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
-               "vec4 colour_comp = mix( vec4(0.2,0.2,0.2,shadow), vec4(marble_comp,1.0), circle_factor );"
+               "vec4 colour_comp = mix( vec4(0.0,0.0,0.0,shadow), vec4(marble_comp,1.0), circle_factor );"
                
                "FragColor = colour_comp;"
        "}"
@@ -281,12 +306,15 @@ SHADER_DEFINE( shader_tile_main,
        "out vec4 FragColor;"
        ""
        "uniform sampler2D uTexGlyphs;"
+   "uniform sampler2D uTexGlow;"
        "uniform sampler2D uTexWood;"
        "uniform float uGhost;"
        "uniform float uForeground;"
        "uniform vec2 uMousePos;"
        "uniform vec4 uColour;"
    "uniform vec3 uShadowing;"
+   "uniform vec3 uGlowA;"
+   "uniform vec3 uGlowB;"
        ""
        "in vec4 aTexCoords;"
        "in vec2 aWorldCoords;"
@@ -297,6 +325,7 @@ SHADER_DEFINE( shader_tile_main,
                //"vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );"
 
                "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
+      "vec4 glyph_glow = texture( uTexGlow, aTexCoords.xy );"
                "vec4 wood = texture( uTexWood, aTexCoords.zw );"
                "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
                "vec3 wood_comp = mix( wood_secondary.rgb * uShadowing, wood.rgb, clamp( glyph.b*2.0-1.0, 0.0, 1.0 ) );"
@@ -307,13 +336,15 @@ SHADER_DEFINE( shader_tile_main,
                "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
                
                "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
-               "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
+               "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g*ghost_dist );"
+      "vec4 glow_comp = vec4(glyph_glow.b*uGlowA+glyph_glow.g*uGlowB,0.0);"
                
-               "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
+               "FragColor = mix( output_regular, output_ghost, uGhost )*uColour + glow_comp;"
        "}"
        ,
        UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", 
-         "uColour", "uForeground", "uVisibility", "uShadowing" })
+         "uColour", "uForeground", "uVisibility", "uShadowing", "uTexGlow",
+         "uGlowA", "uGlowB" })
 )
 
 SHADER_DEFINE( shader_background,
@@ -343,30 +374,32 @@ SHADER_DEFINE( shader_background,
        ""
        "void main()"
        "{"
+               "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
+
                "float ao_accum = 0.0;"
+
+      "vec2 random_noise;"
+
                "for( int i=0; i<10; ++i )"
                "{"
-                       "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
+                       "random_noise = (texture( uSamplerNoise, aTexCoords * 10.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
                        "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
-                       "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
+         "float height_diff = min(data_this_tile.r - background.r,0.0);"
+
+                       "ao_accum += height_diff * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
                "}"
                "ao_accum *= 0.15;"
                
-               "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
-               
-               "ao_accum -= data_this_tile.r;"
-               "ao_accum *= uVisibility;"
-               
+#if 0
                "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
-               
+#endif
+
                "vec2 square_coords = fract( aTexCoords * 64.0 );"
                "vec2 grid_coords = abs( square_coords - 0.5 );"
-               "float edge_contrast = (1.0-ao_accum*0.2);"
-               
-               "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
-               "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
-               
-               "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
+      "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
+
+               "vec3 colour_main = mix( vec3( 0.14 ) + random_noise.x*0.5, vec3( 0.1 ) + gridline*0.02, data_this_tile.g * uVisibility );"
+               "FragColor = vec4( colour_main + ao_accum*0.05, 1.0 );"
        "}"
        ,
        UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
@@ -504,6 +537,98 @@ SHADER_DEFINE( shader_sprite,
        UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" })
 )
 
+SHADER_DEFINE( shader_post_darken,
+   "layout (location=0) in vec2 a_co;"
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+               "aTexCoords = a_co;"
+       "}",
+
+       "uniform sampler2D uTexMain;"
+       "out vec4 FragColor;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+               "FragColor = vec4(pow(texture_sample.rgb,vec3(2.2)), 1.0);"
+       "}"
+   ,
+   UNIFORMS({"uTexMain"})
+)
+
+SHADER_DEFINE( shader_post_blur,
+   "layout (location=0) in vec2 a_co;"
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+               "aTexCoords = a_co;"
+       "}",
+
+       "uniform sampler2D uTexMain;"
+   "uniform vec2 uDir;"
+       "out vec4 FragColor;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+      "vec4 colour = vec4(0.0);"
+
+      "vec2 off1 = vec2(1.411764705882353)  * uDir;"
+      "vec2 off2 = vec2(3.2941176470588234) * uDir;"
+      "vec2 off3 = vec2(5.176470588235294)  * uDir;"
+      "colour += texture2D( uTexMain, aTexCoords ) * 0.1964825501511404;"
+      "colour += texture2D( uTexMain, aTexCoords + off1 ) * 0.2969069646728344;"
+      "colour += texture2D( uTexMain, aTexCoords - off1 ) * 0.2969069646728344;"
+      "colour += texture2D( uTexMain, aTexCoords + off2 ) * 0.09447039785044732;"
+      "colour += texture2D( uTexMain, aTexCoords - off2 ) * 0.09447039785044732;"
+      "colour += texture2D( uTexMain, aTexCoords + off3 ) * 0.010381362401148057;"
+      "colour += texture2D( uTexMain, aTexCoords - off3 ) * 0.010381362401148057;"
+               "FragColor = colour;"
+       "}"
+   ,
+   UNIFORMS({"uTexMain","uDir"})
+)
+
+SHADER_DEFINE( shader_post_comp,
+   "layout (location=0) in vec2 a_co;"
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+               "aTexCoords = a_co;"
+       "}",
+
+       "uniform sampler2D uTexMain;"
+   "uniform sampler2D uTexBloom;"
+   "uniform vec2 uComp;" /* x: bloom, y: vignette */
+       "out vec4 FragColor;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+      "vec4 bloom_sample = texture( uTexBloom, aTexCoords );"
+      
+      "vec2 vigCoord = aTexCoords - 0.5;"
+      "float vig = pow(1.0 - dot( vigCoord, vigCoord ), 2.0);"
+      
+               "FragColor = (texture_sample + bloom_sample*0.3*uComp.x)"
+                  " * max(uComp.y, vig);"
+       "}"
+   ,
+   UNIFORMS({"uTexMain", "uTexBloom", "uComp"})
+)
+
 void vg_register(void)
 {
        SHADER_INIT( shader_tile_colour );
@@ -513,6 +638,9 @@ void vg_register(void)
        SHADER_INIT( shader_wire );
        SHADER_INIT( shader_buttons );
        SHADER_INIT( shader_sprite );
+   SHADER_INIT( shader_post_darken );
+   SHADER_INIT( shader_post_comp );
+   SHADER_INIT( shader_post_blur );
 }
 
 /*
@@ -700,7 +828,15 @@ static struct cmp_level cmp_levels_basic[] =
       ._unlock = 32
    },
    {
-      32, "cmp_3and2", "THREE AND FOUR", ""
+      32, "cmp_3and2", "THREE AND FOUR", "",
+      ._linked = 34
+   },
+   {
+      34, "doublex2", "DOUBLE DOUBLE", "Delay & repeat",
+      ._linked = 35
+   },
+   {
+      35, "oddoreven", "ODD OR EVEN", ""
    }
 };
 
@@ -771,6 +907,7 @@ static struct cmp_level cmp_levels_computer[] =
        },
        {
       25, "cmp_plot3x3", "3x3 PLOT", "2 bit x/y",
+      ._unlock = 33,
       .strings =
       {
          {
@@ -780,6 +917,26 @@ static struct cmp_level cmp_levels_computer[] =
 "\t\t\t\t\t\t\t\t\x83           \x84 X       Y \x83           \x84\n"
 "\t\t\t\t\t\t\t\t\x83           \x84           \x83           \x84"
          }
+      }
+       },
+       {
+      33, "compactxor", "Compact XOR", "",
+      .strings =
+      {
+         {
+            .placement = k_placement_top,
+            .str=
+"\t\t\t\t\x8A                   \x8B   \x8A                   \x8B\n"
+"\t\t\t\t\x83                   \x84""A B\x83                   \x84\n"
+"\t\t\t\t\x83                   \x84   \x83                   \x84"
+         },
+         {
+            .placement = k_placement_bottom,
+            .str =
+"\t\t\t\x83                   \x84\n"
+"\t\t\t\x83                   \x84 result a xor b\n"
+"\t\t\t\x83                   \x84"
+         }
       }
        }
 };
@@ -803,7 +960,7 @@ career_packs[] =
       .title = "",
                .count = vg_list_size( cmp_levels_tutorials ),
                .primary_colour = { 0.204f, 0.345f, 0.553f },
-               .origin = { -5, -2 },
+               .origin = { -4, -2 },
                .dims = { 1, 7 }
        },
        {
@@ -818,17 +975,17 @@ career_packs[] =
                .pack = cmp_levels_grad,
       .title = "\x8C\x8E"" Challenge",
                .count = vg_list_size( cmp_levels_grad ),
-               .primary_colour = { 0.553f, 0.345f, 0.204f },
-               .origin = { -5, 6 },
-               .dims = { 5, 1 }
+               .primary_colour = { 0.75f, 0.23f, 0.39f },
+               .origin = { -4, 5 },
+               .dims = { 4, 1 }
        },
        {
                .pack = cmp_levels_computer,
       .title = "\x8C\x8F"" 3 Bit computer\n\n (preview)",
                .count = vg_list_size( cmp_levels_computer ),
-               .primary_colour = { 0.75f, 0.23f, 0.39f },
-               .origin = { -5, 8 },
-               .dims = { 5, 2 }
+               .primary_colour = { 0.75f, 0.14f, 0.1f },
+               .origin = { -4, 6 },
+               .dims = { 4, 1 }
        }
 };