new maps (dev)
[fishladder.git] / fishladder_resources.h
index 24ba9933069c814e8761115cca6ad23f475ee619..929d4a4565b5b79e81b52dbd7d375665958f38ef 100644 (file)
-// FONTS
-/*
-vg_tex2d tex_ubuntu            =  { .path = "textures/ubuntu.qoi" };
-
-static struct ui_sdf_char characters_Ubuntu[] = {
-  {62911, 23039, 64063, 27647, 9, 9, 18, 18, 7},
-  {3519, 23039, 4991, 33279, 7, 31, 23, 40, 9},
-  {50815, 23039, 52543, 29695, 7, 33, 27, 26, 13},
-  {22783, 12543, 25087, 22783, 7, 31, 36, 40, 21},
-  {19647, 0, 21695, 11775, 7, 34, 32, 46, 18},
-  {36095, 0, 38783, 10495, 7, 31, 42, 41, 27},
-  {41343, 0, 43775, 10495, 8, 31, 38, 41, 21},
-  {52543, 23039, 53887, 29695, 7, 33, 21, 26, 7},
-  {7551, 0, 9215, 12543, 6, 34, 26, 49, 10},
-  {9215, 0, 10879, 12543, 9, 34, 26, 49, 10},
-  {43135, 23039, 45119, 30975, 8, 31, 31, 31, 15},
-  {32703, 23039, 34815, 31743, 7, 26, 33, 34, 18},
-  {49343, 23039, 50815, 29951, 8, 12, 23, 27, 8},
-  {61247, 23039, 62911, 28415, 8, 20, 26, 21, 9},
-  {57599, 23039, 59071, 28671, 7, 13, 23, 22, 8},
-  {0, 0, 2047, 12543, 10, 34, 32, 49, 12},
-  {50623, 0, 52735, 10495, 7, 32, 33, 41, 18},
-  {1791, 23039, 3519, 33279, 6, 31, 27, 40, 18},
-  {61183, 0, 63231, 10495, 7, 32, 32, 41, 18},
-  {63231, 0, 65279, 10495, 7, 32, 32, 41, 18},
-  {38655, 12543, 40831, 22783, 8, 31, 34, 40, 18},
-  {0, 12543, 2047, 23039, 7, 31, 32, 41, 18},
-  {55807, 12543, 57855, 22783, 7, 31, 32, 40, 18},
-  {47359, 12543, 49471, 22783, 7, 31, 33, 40, 18},
-  {52735, 0, 54847, 10495, 7, 31, 33, 41, 18},
-  {49471, 12543, 51583, 22783, 7, 31, 33, 40, 18},
-  {28543, 23039, 30015, 31999, 7, 25, 23, 35, 8},
-  {4991, 23039, 6463, 33279, 8, 26, 23, 40, 8},
-  {38911, 23039, 41023, 31487, 7, 26, 33, 33, 18},
-  {47231, 23039, 49343, 29951, 7, 23, 33, 27, 18},
-  {41023, 23039, 43135, 31487, 7, 26, 33, 33, 18},
-  {4095, 12543, 6015, 23039, 8, 31, 30, 41, 13},
-  {21695, 0, 24511, 11519, 7, 31, 44, 45, 30},
-  {13055, 12543, 15551, 22783, 9, 31, 39, 40, 21},
-  {40831, 12543, 43007, 22783, 6, 31, 34, 40, 20},
-  {43775, 0, 46079, 10495, 7, 31, 36, 41, 20},
-  {25087, 12543, 27391, 22783, 6, 31, 36, 40, 23},
-  {51583, 12543, 53695, 22783, 6, 31, 33, 40, 18},
-  {57855, 12543, 59903, 22783, 6, 31, 32, 40, 17},
-  {46079, 0, 48383, 10495, 7, 31, 36, 41, 21},
-  {29695, 12543, 31935, 22783, 6, 31, 35, 40, 22},
-  {6463, 23039, 7807, 33279, 6, 31, 21, 40, 8},
-  {61951, 12543, 63935, 22783, 9, 31, 31, 40, 16},
-  {31935, 12543, 34175, 22783, 6, 31, 35, 40, 20},
-  {59903, 12543, 61951, 22783, 6, 31, 32, 40, 16},
-  {10367, 12543, 13055, 22783, 7, 31, 42, 40, 28},
-  {27391, 12543, 29695, 22783, 6, 31, 36, 40, 23},
-  {38783, 0, 41343, 10495, 7, 31, 40, 41, 25},
-  {43007, 12543, 45183, 22783, 6, 31, 34, 40, 19},
-  {17087, 0, 19647, 11775, 7, 31, 40, 46, 25},
-  {48383, 0, 50623, 10495, 6, 31, 35, 41, 20},
-  {54847, 0, 56959, 10495, 8, 32, 33, 41, 17},
-  {34175, 12543, 36415, 22783, 8, 31, 35, 40, 18},
-  {36415, 12543, 38655, 22783, 6, 31, 35, 40, 22},
-  {15551, 12543, 18047, 22783, 9, 31, 39, 40, 21},
-  {7423, 12543, 10367, 22783, 8, 31, 46, 40, 29},
-  {18047, 12543, 20415, 22783, 8, 31, 37, 40, 20},
-  {20415, 12543, 22783, 22783, 9, 31, 37, 40, 19},
-  {45183, 12543, 47359, 22783, 8, 31, 34, 40, 18},
-  {10879, 0, 12479, 12543, 6, 34, 25, 49, 10},
-  {2047, 0, 4095, 12543, 10, 34, 32, 49, 12},
-  {12479, 0, 14079, 12543, 9, 34, 25, 49, 10},
-  {45119, 23039, 47231, 30719, 7, 31, 33, 30, 18},
-  {59071, 23039, 61247, 28415, 9, 6, 34, 21, 15},
-  {53887, 23039, 55423, 29183, 7, 34, 24, 24, 12},
-  {18879, 23039, 20863, 31999, 8, 26, 31, 35, 16},
-  {24511, 0, 26623, 11007, 6, 34, 33, 43, 19},
-  {20863, 23039, 22847, 31999, 7, 26, 31, 35, 15},
-  {26623, 0, 28735, 11007, 7, 34, 33, 43, 19},
-  {12607, 23039, 14719, 31999, 7, 26, 33, 35, 18},
-  {32767, 0, 34559, 11007, 6, 34, 28, 43, 12},
-  {2047, 12543, 4095, 23039, 7, 26, 32, 41, 18},
-  {30783, 0, 32767, 11007, 6, 34, 31, 43, 18},
-  {6015, 12543, 7423, 23039, 7, 32, 22, 41, 8},
-  {15423, 0, 17087, 12031, 11, 32, 26, 47, 8},
-  {28735, 0, 30783, 11007, 6, 34, 32, 43, 16},
-  {34559, 0, 36095, 11007, 7, 34, 24, 43, 8},
-  {7807, 23039, 10431, 31999, 6, 26, 41, 35, 27},
-  {22847, 23039, 24831, 31999, 6, 26, 31, 35, 18},
-  {10431, 23039, 12607, 31999, 7, 26, 34, 35, 19},
-  {56959, 0, 59071, 10495, 6, 26, 33, 41, 19},
-  {59071, 0, 61183, 10495, 7, 26, 33, 41, 19},
-  {26751, 23039, 28543, 31999, 6, 26, 28, 35, 12},
-  {24831, 23039, 26751, 31999, 8, 26, 30, 35, 14},
-  {0, 23039, 1791, 33279, 7, 31, 28, 40, 13},
-  {16831, 23039, 18879, 31999, 7, 25, 32, 35, 18},
-  {34815, 23039, 36927, 31743, 8, 25, 33, 34, 16},
-  {30015, 23039, 32703, 31743, 8, 25, 42, 34, 25},
-  {14719, 23039, 16831, 31999, 8, 26, 33, 35, 16},
-  {53695, 12543, 55807, 22783, 9, 25, 33, 40, 16},
-  {36927, 23039, 38911, 31743, 8, 25, 31, 34, 15},
-  {4095, 0, 5823, 12543, 8, 34, 27, 49, 10},
-  {14079, 0, 15423, 12543, 6, 34, 21, 49, 9},
-  {5823, 0, 7551, 12543, 9, 34, 27, 49, 10},
-  {55423, 23039, 57599, 28927, 8, 21, 34, 23, 18},
-};
-
-static struct ui_sdf_font font_Ubuntu = { "Ubuntu", 32, 1024, 256, characters_Ubuntu, &tex_ubuntu };
-*/
-
 // TEXTURES
 // ===========================================================================================================
 
 vg_tex2d tex_tile_data =       { .path = "textures/tileset.qoi" };
 vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" };
-vg_tex2d tex_wood =                    { .path = "textures/wood.qoi" };
+
+vg_tex2d tex_tiles_wood =      { .path = "textures/tile_wood.qoi" };
+vg_tex2d tex_tiles_min  =  { .path = "textures/tile_minimal.qoi" };
+vg_tex2d tex_tiles_lab  =  { .path = "textures/tile_lab.qoi" };
+
 vg_tex2d tex_ball_noise =  { .path = "textures/bnoise.qoi" };
 vg_tex2d tex_monofur   =  { .path = "textures/ascii.qoi", .flags = VG_TEXTURE_NO_MIP };
 vg_tex2d tex_unkown            =  { .path = "textures/unkown.qoi" };
 vg_tex2d tex_buttons           =  { .path = "textures/buttons.qoi" };
+vg_tex2d tex_sprites           =  { .path = "textures/autocombine.qoi" };
+
+vg_tex2d *texture_list[] = { 
+   &tex_tile_detail, 
+   &tex_tile_data, 
+   &tex_tiles_wood, 
+   &tex_tiles_min, 
+   &tex_tiles_lab, 
+   &tex_ball_noise, 
+   &tex_monofur, 
+   &tex_unkown, 
+   &tex_buttons, 
+   &tex_sprites 
+};
 
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons };
+#include "sprites_autocombine.h"
 
 // AUDIO
 // ===========================================================================================================
@@ -187,7 +100,8 @@ sound/y4.ogg\0\
 sound/y5.ogg\0\
 sound/y6.ogg\0\
 sound/y7.ogg\0\
-sound/y8.ogg\0"
+sound/y8.ogg\0\
+sound/win.ogg\0"
 };
 
 // One two or three layers of rolling noise
@@ -224,24 +138,10 @@ sfx_system audio_system_ui =
        .name = "UI"
 };
 
-ui_colourset ui_fl_colours = {
-       .main = 0xff807373,
-       .hover = 0xff918484,
-       .active = 0xffad9f9e
-};
-
-ui_colourset ui_fl_colours_inactive = {
-       .main = 0xff655958,
-       .hover = 0xff655958,
-       .active = 0xff655958
-};
-
 static void resource_load_main(void)
 {
        // Textures // UI
        vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-       ui_global_ctx.colours_main = &ui_fl_colours;
-       gui_reset_colours();
        
        // Audio
        sfx_set_init( &audio_tile_mod, NULL );
@@ -335,7 +235,8 @@ SHADER_DEFINE( shader_ball,
                "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;"
-               "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
+               //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,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 );"
                
                "FragColor = colour_comp;"
        "}"
@@ -349,6 +250,7 @@ SHADER_DEFINE( shader_tile_main,
        "uniform vec4 uOffset;" // Tile x/y, uv x/y
        "uniform mat3 uPv;"
        "uniform mat2 uSubTransform;"
+       "uniform float uVisibility;"
        ""
        "out vec4 aTexCoords;"
        "out vec2 aWorldCoords;"
@@ -362,13 +264,16 @@ SHADER_DEFINE( shader_tile_main,
        ""
        "void main()"
        "{"
+               "vec2 hash_val = hash22(uOffset.xy);"
+               "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );"
+
                // Vertex transform
-               "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;"
+               "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;"
                "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
                "gl_Position = vec4( uPv * worldpos, 1.0 );"
 
                // Create texture coords
-               "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;"
+               "vec2 random_offset = floor(hash_val * 4.0) * 0.25;"
                "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
                "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
                "aWorldCoords = worldpos.xy;"           
@@ -383,19 +288,23 @@ SHADER_DEFINE( shader_tile_main,
        "uniform float uForeground;"
        "uniform vec2 uMousePos;"
        "uniform vec4 uColour;"
+   "uniform vec3 uShadowing;"
        ""
        "in vec4 aTexCoords;"
        "in vec2 aWorldCoords;"
        ""
        "void main()"
        "{"
-               "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
+               //"vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
+               //"vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );"
+
                "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
                "vec4 wood = texture( uTexWood, aTexCoords.zw );"
                "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
-               "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
+               "vec3 wood_comp = mix( wood_secondary.rgb * uShadowing, wood.rgb, clamp( glyph.b*2.0-1.0, 0.0, 1.0 ) );"
                
-               "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+               //"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
+               "vec3 shadows = mix( uShadowing, vec3(1.0,1.0,1.0), glyph.r );"
                
                "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
                
@@ -405,7 +314,8 @@ SHADER_DEFINE( shader_tile_main,
                "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
        "}"
        ,
-       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
+       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", 
+         "uColour", "uForeground", "uVisibility", "uShadowing" })
 )
 
 SHADER_DEFINE( shader_background,
@@ -429,6 +339,7 @@ SHADER_DEFINE( shader_background,
        "uniform sampler2D uTexMain;"
        "uniform sampler2D uSamplerNoise;"
        "uniform float uVariance;"
+       "uniform float uVisibility;"
        ""
        "in vec2 aTexCoords;"
        ""
@@ -446,8 +357,9 @@ SHADER_DEFINE( shader_background,
                "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
                
                "ao_accum -= data_this_tile.r;"
+               "ao_accum *= uVisibility;"
                
-               "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ),vec3( 0.275, 0.388, 0.553 ), data_this_tile.g );"
+               "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
                
                "vec2 square_coords = fract( aTexCoords * 64.0 );"
                "vec2 grid_coords = abs( square_coords - 0.5 );"
@@ -459,7 +371,7 @@ SHADER_DEFINE( shader_background,
                "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
        "}"
        ,
-       UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
+       UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
 )
 
 SHADER_DEFINE( shader_wire,
@@ -561,6 +473,38 @@ SHADER_DEFINE( shader_buttons,
        UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
 )
 
+SHADER_DEFINE( shader_sprite,
+
+       // VERTEX
+       "layout (location=0) in vec2 a_co;" // quad mesh
+       "uniform vec4 uUv;"
+       "uniform vec3 uPos;"
+       ""
+       "uniform mat3 uPv;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec2 vertex_world = uUv.zw * (a_co-0.5) * uPos.z + uPos.xy;"
+               "gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );"
+               "aTexCoords = uUv.xy + a_co*uUv.zw;"
+       "}",
+       
+       // FRAGMENT
+       "uniform sampler2D uTexMain;"
+       "out vec4 FragColor;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+               "FragColor = texture_sample;"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" })
+)
 
 void vg_register(void)
 {
@@ -570,6 +514,7 @@ void vg_register(void)
        SHADER_INIT( shader_background );
        SHADER_INIT( shader_wire );
        SHADER_INIT( shader_buttons );
+       SHADER_INIT( shader_sprite );
 }
 
 /*
@@ -591,254 +536,137 @@ void vg_register(void)
                |          |    |     |    |     |    |
 */
 
-float const MESH_NUMBER_0[] = {
-       #include "fonts/numbers/n0.h"
-};
-
-float const MESH_NUMBER_1[] = {
-       #include "fonts/numbers/n1.h"
-};
-
-float const MESH_NUMBER_2[] = {
-       #include "fonts/numbers/n2.h"
-};
-
-float const MESH_NUMBER_3[] = {
-       #include "fonts/numbers/n3.h"
-};
-
-float const MESH_NUMBER_4[] = {
-       #include "fonts/numbers/n4.h"
-};
-
-float const MESH_NUMBER_5[] = {
-       #include "fonts/numbers/n5.h"
-};
-
-float const MESH_NUMBER_6[] = {
-       #include "fonts/numbers/n6.h"
-};
-
-float const MESH_NUMBER_7[] = {
-       #include "fonts/numbers/n7.h"
-};
-
-float const MESH_NUMBER_8[] = {
-       #include "fonts/numbers/n8.h"
-};
-
-float const MESH_NUMBER_9[] = {
-       #include "fonts/numbers/n9.h"
-};
-
-float const MESH_NUMBERS_BUFFER[] =
-{
-       #include "fonts/numbers/n0.h"
-       #include "fonts/numbers/n1.h"
-       #include "fonts/numbers/n2.h"
-       #include "fonts/numbers/n3.h"
-       #include "fonts/numbers/n4.h"
-       #include "fonts/numbers/n5.h"
-       #include "fonts/numbers/n6.h"
-       #include "fonts/numbers/n7.h"
-       #include "fonts/numbers/n8.h"
-       #include "fonts/numbers/n9.h"
-};
-
-#define MESH_NUMBER_DIVISOR 6
-
-u32 const MESH_NUMBERS_OFFSETS[][2] =
-{
-       {
-               0,
-               vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR
-       },
-       {
-               vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR
-       },
-       {
-               (
-                       vg_list_size( MESH_NUMBER_0 ) +
-                       vg_list_size( MESH_NUMBER_1 )
-               ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR
-       },
-       {
-               (
-                       vg_list_size( MESH_NUMBER_0 ) +
-                       vg_list_size( MESH_NUMBER_1 ) +
-                       vg_list_size( MESH_NUMBER_2 )
-               ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_3 ) / MESH_NUMBER_DIVISOR
-       },
-       {
-               (
-                       vg_list_size( MESH_NUMBER_0 ) +
-                       vg_list_size( MESH_NUMBER_1 ) +
-                       vg_list_size( MESH_NUMBER_2 ) +
-                       vg_list_size( MESH_NUMBER_3 )
-               ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_4 ) / MESH_NUMBER_DIVISOR
-       },
-       {
-               (
-                       vg_list_size( MESH_NUMBER_0 ) +
-                       vg_list_size( MESH_NUMBER_1 ) +
-                       vg_list_size( MESH_NUMBER_2 ) +
-                       vg_list_size( MESH_NUMBER_3 ) +
-                       vg_list_size( MESH_NUMBER_4 )
-               ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_5 ) / MESH_NUMBER_DIVISOR
-       },
-       {
-               (
-                       vg_list_size( MESH_NUMBER_0 ) +
-                       vg_list_size( MESH_NUMBER_1 ) +
-                       vg_list_size( MESH_NUMBER_2 ) +
-                       vg_list_size( MESH_NUMBER_3 ) +
-                       vg_list_size( MESH_NUMBER_4 ) +
-                       vg_list_size( MESH_NUMBER_5 )
-               ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_6 ) / MESH_NUMBER_DIVISOR
-       },
-       {
-               (
-                       vg_list_size( MESH_NUMBER_0 ) +
-                       vg_list_size( MESH_NUMBER_1 ) +
-                       vg_list_size( MESH_NUMBER_2 ) +
-                       vg_list_size( MESH_NUMBER_3 ) +
-                       vg_list_size( MESH_NUMBER_4 ) +
-                       vg_list_size( MESH_NUMBER_5 ) +
-                       vg_list_size( MESH_NUMBER_6 )
-               ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_7 ) / MESH_NUMBER_DIVISOR
-       },
-       {
-               (
-                       vg_list_size( MESH_NUMBER_0 ) +
-                       vg_list_size( MESH_NUMBER_1 ) +
-                       vg_list_size( MESH_NUMBER_2 ) +
-                       vg_list_size( MESH_NUMBER_3 ) +
-                       vg_list_size( MESH_NUMBER_4 ) +
-                       vg_list_size( MESH_NUMBER_5 ) +
-                       vg_list_size( MESH_NUMBER_6 ) +
-                       vg_list_size( MESH_NUMBER_7 )
-               ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_8 ) / MESH_NUMBER_DIVISOR
-       },
-       {
-               (
-                       vg_list_size( MESH_NUMBER_0 ) +
-                       vg_list_size( MESH_NUMBER_1 ) +
-                       vg_list_size( MESH_NUMBER_2 ) +
-                       vg_list_size( MESH_NUMBER_3 ) +
-                       vg_list_size( MESH_NUMBER_4 ) +
-                       vg_list_size( MESH_NUMBER_5 ) +
-                       vg_list_size( MESH_NUMBER_6 ) +
-                       vg_list_size( MESH_NUMBER_7 ) +
-                       vg_list_size( MESH_NUMBER_8 )
-               ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR
-       }
-};
-
 struct cmp_level
 {
        const char *map_name;
        const char *title;
        const char *description;
+       const char *achievement;
        
        int unlocked;
        int completed_score;
        
        int _unlock, _linked;   // When completed, unlock this level
        struct cmp_level *unlock, *linked;
+
+   struct world_string
+   {
+      enum placement
+      {
+         k_placement_top,
+         k_placement_bottom
+      }
+      placement;
+
+      const char *str;
+   }
+   strings[2];
        
        int serial_id;
        int is_tutorial;
-       
+
+       struct world_button btn;
+
+       #ifdef VG_STEAM
        SteamLeaderboard_t steam_leaderboard;
+       #endif
 };
 
 static struct cmp_level cmp_levels_tutorials[] = 
 {
-       // r1
        {
                .serial_id = 0,
                .title = "PRINCIPLE 1",
                .map_name = "cmp_t01",
                .description = 
-                       "Utilize basic transport methods",
+                       "",
                
                ._unlock = 1,
                .is_tutorial = 1
        },
-       // r1
        {
                .serial_id = 1,
                .title = "PRINCIPLE 2",
                .map_name = "cmp_t02",
                .description = 
-                       "Utilize the twisty turny(TM) piece to split the marble\n"
-                       "stream into two",
+                       "",
                
                ._unlock = 2,
                .is_tutorial = 1,
        },
-       // r1
        {
                .serial_id = 2,
                .title = "PRINCIPLE 3",
                .map_name = "cmp_t03",
                .description = 
-                       "Merge transport into one path",
+                       "",
                
                ._unlock = 12,
                .is_tutorial = 1
        },
-       // r1
        {
                .serial_id = 12,
                .title = "PRINCIPLE 4",
                .map_name = "cmp_t04",
                .description = 
-                       "Some stages require multiple runs to succeed in order to\n" 
-                       "pass",
+                       "",
                
                ._unlock = 6,
+               .is_tutorial = 1,
+               .achievement = "TUTORIALS"
+       },
+       {
+               .serial_id = 15,
+               .title = "PRINCIPLE 5",
+               .map_name = "cmp_b10",
+               .description = 
+                       "",
+
+               ._unlock = 16,
                .is_tutorial = 1
-       }
+       },
+       {
+               .serial_id = 17,
+               .title = "PRINCIPLE 6",
+               .map_name = "cmp_b11",
+               .description =
+                       "(Right click)",
+
+               ._unlock = 18,
+               .is_tutorial = 1
+       },
+   {
+      .serial_id = 26,
+      .title = "PRINCIPLE 7",
+      .map_name = "cmp_p7",
+      .description = "Emitters",
+      ._unlock = 27,
+      .is_tutorial = 1
+   }
 };
 
 static struct cmp_level cmp_levels_basic[] =
 {
-       // r2 GM
        {
                .serial_id = 6,
                .title = "PATCH",
                .map_name = "cmp_b04",
                .description = 
-                       "For some reason, the division module our intern built\n"
-                       "for us is sending twice as many yellows as needed. Send\n"
-                       "the excess to be recycled!",
+                       "",
                
                ._unlock = 7,
                ._linked = 3
        },
-       // r1 GM
        {
                .serial_id = 3,
                .title = "SUBDIVISION 1",
                .map_name = "cmp_b01",
                .description = 
-                       "Sometimes getting the desired amount takes dividing up\n"
-                       "the input and recombining it.",
+                       "",
                
                ._linked = 4,
                ._unlock = 5
        },
-       // r1 GM
        {
                .serial_id = 4,
                .title = "SUBDIVISION 2",
@@ -848,74 +676,53 @@ static struct cmp_level cmp_levels_basic[] =
                
                ._unlock = 7
        },
-       // r1 GM
        {
                .serial_id = 5,
                .title = "RESTRUCTURE",
                .map_name = "cmp_b03",
                .description = 
-                       "It is possible to swap these values using simple\n"
-                       "division and addition.",
+                       "",
                
                ._unlock = 8
        },
-       // r2 GM
        {
                .serial_id = 7,
                .title = "PATTERNS 1",
                .map_name = "cmp_b05",
                .description = 
-                       "Replicate the pattern",
+                       "",
                
+               ._unlock = 15,
                ._linked = 8
        },
-       // r2 GM
        {
                .serial_id = 8,
                .title = "PATTERNS 2",
                .map_name = "cmp_b06",
                .description = 
-                       "Replicate MORE",
+                       "",
                
                ._unlock = 15
        },
-       // r2 GM
-       {
-               .serial_id = 15,
-               .title = "PRINCIPLE 5",
-               .map_name = "cmp_b10",
-               .description = 
-                       "The sharp engineers among you may have already spotted\n" 
-                       "and utilized this part of the system\n"
-                       "\n"
-                       "We forgot to include the relevant principle tasks as\n"
-                       "of your training package, you will now be tasked to\n"
-                       "complete them",
-
-               ._unlock = 16,
-               .is_tutorial = 1
-       },
-       // r2 GM
        {
                .serial_id = 16,
                .title = "ROUTING PROBLEM",
                .map_name = "cmp_routing",
                .description = 
-                       "Things can get a little chaotic on tight boards, do your\n"
-                       "best to utilize principle 5 to get the job done\n",
+                       "",
                
                ._linked = 9
        },
-       // r2 GM
        {
                .serial_id = 9,
                .title = "MIGHTY CONSUMER",
                .map_name = "cmp_b07",
                .description = 
-                       "Build a greedy system",
+                       "",
                
                ._linked = 10,
-               ._unlock = 11
+               ._unlock = 11,
+               .achievement = "MIGHTY_CONSUMER"
        },
        {
                .serial_id = 10,
@@ -926,68 +733,69 @@ static struct cmp_level cmp_levels_basic[] =
 
                ._unlock = 17
        },
-       // r2 GM
        {
                .serial_id = 11,
                .title = "REVERSE",
                .map_name = "cmp_b09",
                .description = 
-                       "Reverse the incoming order. Always length 4",
+                       "",
                
                ._unlock = 17
        },
-       // r2 GM
-       {
-               .serial_id = 17,
-               .title = "PRINCIPLE 6",
-               .map_name = "cmp_b11",
-               .description =
-                       "Usually the splitter piece will flip flop between left\n"
-                       "and right, however it can be forced to only rotate in\n"
-                       "one direction if trigger wires are attached.\n"
-                       "\n"
-                       "Right click and drag from a regular block, and attach it\n"
-                       "to a splitter. This creates a trigger.\n"
-                       "The default state is left, and once a marble hits the\n"
-                       "trigger it will switch to rotating that direction.",
-
-               ._unlock = 18,
-               .is_tutorial = 1
-       },
-       // r2 GM
        {
                .serial_id = 18,
                .title = "NOT GATE",
                .map_name = "cmp_not",
-               .description = 
-                       "Test your knowledge of triggers, build an 'NOT GATE'\n"
-                       "emulated by marble logic.",
+               .description = "",
                
                ._linked = 19,
                ._unlock = 20
        },
-       // r2 GM
        {
                .serial_id = 19,
                .title = "AND GATE",
                .map_name = "cmp_and",
-               .description = 
-                       "A slightly more complicated gate, but shouldn't be\n"
-                       "too difficult for your skillset.",
+               .description = "",
                
                ._unlock = 20
        },
-       // r2 GM
        {
                .serial_id = 20,
                .title = "QUALIFICATION PROJECT",
                .map_name = "cmp_xor",
-               .description =  
-                       "Significantly more complicated than an AND or NOT gate,\n"
-                       "but possible.",
+               .description =  "",
 
-               ._unlock = 13
-       }
+               ._unlock = 25,
+               .achievement = "GRADUATE"
+       },
+   {
+      .serial_id = 27,
+      .title = "EXPAND",
+      .map_name = "cmp_expander",
+      .description = "",
+
+      ._unlock = 28
+   },
+   {
+      .serial_id = 28,
+      .title = "PATTERNS 3",
+      .map_name = "cmp_pattern3",
+      .description = "",
+      ._linked = 29
+   },
+   {
+      .serial_id = 29,
+      .title = "ROUTING PROBLEM 2",
+      .map_name = "cmp_routing2",
+      .description = "Spaghetti!",
+      ._linked = 30
+   },
+   {
+      .serial_id = 30,
+      .title = "EXACTLY 5",
+      .map_name = "cmp_exact5",
+      .description = ""
+   }
 };
 
 static struct cmp_level cmp_levels_grad[] =
@@ -997,10 +805,7 @@ static struct cmp_level cmp_levels_grad[] =
                .serial_id = 13,
                .title = "SORT",
                .map_name = "cmp_i01",
-               .description = 
-                       "Devise a scheme to filter and sort the inputs. If you\n"
-                       "believe you lack the tools required to solve this one,\n"
-                       "take a harder look at the inputs.",
+               .description = "",
                ._linked = 14
                
        },
@@ -1009,54 +814,140 @@ static struct cmp_level cmp_levels_grad[] =
                .serial_id = 14,
                .title = "THIRDS",
                .map_name = "cmp_i02",
-               .description = 
-                       "Split the inputs up into a third of their values\n"
-                       "\n"
-                       "Is this possible? -HG",
+               .description = "",
                ._linked = 21
                
        },
-       // r2 GM
        {
                .serial_id = 21,
                .title = "SIMPLE ADDITION",
                .map_name = "cmp_grad",
-               .description = 
-                       "Take the amount of yellows coming in, and add them\n"
-                       "together. Send your result using the stream of blues.",
+               .description = "",
 
-               ._linked = 22
+               ._linked = 22,
+               ._unlock = 23
        },
-       // r2 GM
        {
                .serial_id = 22,
                .title = "SECRET CODE",
                .map_name = "cmp_secret",
-               .description = 
-                       ""
+               .description = "",
+
+               ._unlock = 23
+       }
+};
+
+static struct cmp_level cmp_levels_computer[] = 
+{
+       {
+               .serial_id = 23,
+               .title = "3 BIT BINARY",
+               .map_name = "cmp_binary",
+               .description = "convert amount to binary",
+      .strings =
+      {
+         {
+            .placement = k_placement_bottom,
+            .str = 
+"\t\t\t\t\t\t\t\t\t\t\x83                   \x84\n"
+"\t\t\t\t\t\t\t\t\t\t\x83                   \x84 Binary\n"
+"\t\t\t\t\t\t\t\t\t\t\x83 4       2       1 \x84"
+         },
+         {
+            .placement = k_placement_top,
+            .str =
+"\n"
+"\t\t\t\t\t\t\t\t\t\t\t Count"
+         }
+      },
+               
+               ._unlock = 24
+       },
+       {
+               .serial_id = 24,
+               .title = "3 BIT ADDER",
+               .map_name = "cmp_add3b",
+               .description = "binary addition",
+      .strings = 
+      {
+         {
+            .placement = k_placement_top,
+            //.str ="\t\t\t\t\t\t\t\t\t|      NUMBER A     |       |      NUMBER B     |\n"
+            .str =""
+"\t\t\t\t\t\t\t\t\t\x8A 4       2       1 \x8B       \x8A 4       2       1 \x8B\n"
+"\t\t\t\t\t\t\t\t\t\x83                   \x84  add  \x83                   \x84\n"
+"\t\t\t\t\t\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+b\n"
+"\t\t\t\x83 8       4       2       1 \x84"
+         }
+      },
+
+               ._unlock = 25
+       },
+       {
+               .serial_id = 25,
+               .title = "3x3 PLOT",
+               .map_name = "cmp_plot3x3",
+               .description = "2 bit x/y",
+
+      .strings =
+      {
+         {
+            .placement = k_placement_top,
+            .str=
+"\t\t\t\t\t\t\t\t\x8A 2       1 \x8B           \x8A 2       1 \x8B\n"
+"\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"
+         }
+      }
        }
 };
 
-#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
+#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 ) )
 
-static struct serializable_set 
+static struct career_level_pack 
 {
        struct cmp_level *pack;
        int count;
+
+       v3f primary_colour;
+       v2i origin;
+       v2i dims;
 } 
-career_serializable[] =
+career_packs[] =
 {
        {
                .pack = cmp_levels_tutorials,
-               .count = vg_list_size( cmp_levels_tutorials )
+               .count = vg_list_size( cmp_levels_tutorials ),
+               .primary_colour = { 0.204f, 0.345f, 0.553f },
+               .origin = { -5, -2 },
+               .dims = { 1, 7 }
        },
        {
                .pack = cmp_levels_basic,
-               .count = vg_list_size( cmp_levels_basic )
+               .count = vg_list_size( cmp_levels_basic ),
+               .primary_colour = { 0.304f, 0.245f, 0.553f },
+               .origin = { -3, -2 },
+               .dims = { 3, 7 }
        },
        {
                .pack = cmp_levels_grad,
-               .count = vg_list_size( cmp_levels_grad )
+               .count = vg_list_size( cmp_levels_grad ),
+               .primary_colour = { 0.553f, 0.345f, 0.204f },
+               .origin = { -5, 6 },
+               .dims = { 5, 1 }
+       },
+       {
+               .pack = cmp_levels_computer,
+               .count = vg_list_size( cmp_levels_computer ),
+               .primary_colour = { 0.75f, 0.23f, 0.39f },
+               .origin = { -5, 8 },
+               .dims = { 5, 2 }
        }
 };
 
@@ -1064,26 +955,45 @@ career_serializable[] =
 static void career_local_data_init(void)
 {
        struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
-       
+       for( int i = 0; i < NUM_CAMPAIGN_LEVELS; i ++ )
+      level_ptrs[i] = NULL;
+
        // COllect pointers
-       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
        {
-               struct serializable_set *set = &career_serializable[i];
+               struct career_level_pack *set = &career_packs[i];
                
                for( int j = 0; j < set->count; j ++ )
-                       level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
+      {
+         int id = set->pack[j].serial_id;
+
+         if( level_ptrs[ id ] )
+            vg_error( "Serial id %u already used!\n", id );
+         else
+                          level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
+      }
        }
        
        // Apply
-       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
        {
-               struct serializable_set *set = &career_serializable[i];
+               struct career_level_pack *set = &career_packs[i];
                
                for( int j = 0; j < set->count; j ++ )
                {
                        struct cmp_level *lvl = &set->pack[j];
-                       lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
-                       lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
+
+         if( lvl->_unlock >= NUM_CAMPAIGN_LEVELS ||
+             lvl->_linked >= NUM_CAMPAIGN_LEVELS )
+         {
+            vg_error( "_unlock / _linked out of range (%d, %d)\n",
+               lvl->_unlock, lvl->_linked );
+         }
+         else
+         {
+                          lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
+                          lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
+         }
                }
        }
 }