new maps (dev)
[fishladder.git] / fishladder_resources.h
index a029421bebe4625a12979c768313da9b83f9dfdd..929d4a4565b5b79e81b52dbd7d375665958f38ef 100644 (file)
@@ -1,23 +1,49 @@
-vg_tex2d tex_tile_data =       { .path = "textures/tileset.png" };
-vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.png" };
-vg_tex2d tex_wood =                    { .path = "textures/wood.png" };
-vg_tex2d tex_ball =                    { .path = "textures/ball.png", .flags = VG_TEXTURE_CLAMP };
+// TEXTURES
+// ===========================================================================================================
+
+vg_tex2d tex_tile_data =       { .path = "textures/tileset.qoi" };
+vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.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 
+};
+
+#include "sprites_autocombine.h"
+
+// AUDIO
+// ===========================================================================================================
 
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball };
+sfx_vol_control audio_volume_sfx =             { .val = 1.0f, .name = "Sound effects" };
+sfx_vol_control audio_volume_music =   { .val = 1.0f, .name = "Music" };
 
-sfx_system_t audio_system_sfx = 
+sfx_system audio_system_sfx = 
 {
  .vol = 1.f,
- .spd = 1.f,
  .ch = 1,
- .cur = 0,
- .vol_src = &g_vol_sfx,
- .flags = 0x00,
- .fadeout = FADEOUT_LENGTH,
+ .vol_src = &audio_volume_sfx,
  .name = "sfx"
 };
 
-sfx_set_t audio_tile_mod = 
+sfx_set audio_tile_mod = 
 {
  .sources = "\
 sound/mod_01.ogg\0\
@@ -29,19 +55,113 @@ sound/mod_06.ogg\0",
  .flags = 0
 };
 
+sfx_set audio_splitter =
+{
+ .sources = "\
+sound/splitter_01.ogg\0"
+};
+
+sfx_set audio_rolls = 
+{
+ .sources = "\
+sound/rolling_01.ogg\0\
+sound/rolling_02.ogg\0"
+};
+
+sfx_set audio_random =
+{
+ .sources = "\
+sound/random_01.ogg\0\
+sound/random_02.ogg\0\
+sound/random_03.ogg\0\
+sound/random_04.ogg\0\
+sound/random_05.ogg\0\
+sound/random_06.ogg\0\
+sound/random_07.ogg\0\
+sound/random_08.ogg\0"
+};
+
+sfx_set audio_clicks =
+{
+ .sources = "\
+sound/click_a.ogg\0\
+sound/click_b.ogg\0\
+sound/click_c.ogg\0"
+};
+
+sfx_set audio_tones = 
+{
+       .sources = "\
+sound/y0.ogg\0\
+sound/y1.ogg\0\
+sound/y2.ogg\0\
+sound/y3.ogg\0\
+sound/y4.ogg\0\
+sound/y5.ogg\0\
+sound/y6.ogg\0\
+sound/y7.ogg\0\
+sound/y8.ogg\0\
+sound/win.ogg\0"
+};
+
+// One two or three layers of rolling noise
+sfx_system audio_system_balls_rolling =
+{
+       .vol = 0.7f, .ch = 1, .vol_src = &audio_volume_sfx, 
+       .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT
+};
+
+// Various oneshots
+sfx_system audio_system_balls_switching =
+{
+       .vol = 0.2f, .ch = 1, .vol_src = &audio_volume_sfx, 
+       .name = "Balls Switching"
+};
+
+// Gameplay critical sounds eg. splitter sound rocking
+sfx_system audio_system_balls_important =
+{
+       .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, 
+       .name = "Balls Gameplay"
+};
+
+// Suplemental sounds
+sfx_system audio_system_balls_extra = 
+{
+       .vol = 0.27f, .ch = 1, .vol_src = &audio_volume_sfx, 
+       .name = "Balls Extra"
+};
+
+sfx_system audio_system_ui = 
+{
+       .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+       .name = "UI"
+};
+
 static void resource_load_main(void)
 {
-       // Textures
+       // Textures // UI
        vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
        
        // Audio
        sfx_set_init( &audio_tile_mod, NULL );
+       sfx_set_init( &audio_splitter, NULL );
+       sfx_set_init( &audio_rolls, NULL );
+       sfx_set_init( &audio_random, NULL );
+       sfx_set_init( &audio_clicks, NULL );
+       sfx_set_init( &audio_tones, NULL );
 }
 
 static void resource_free_main(void)
 {
-       vg_tex2d_free( texture_list, vg_list_size( texture_list ) );    
+       vg_tex2d_free( texture_list, vg_list_size( texture_list ) );
+       
        sfx_set_free( &audio_tile_mod );
+       sfx_set_free( &audio_splitter );
+       sfx_set_free( &audio_rolls );
+       sfx_set_free( &audio_random );
+       sfx_set_free( &audio_clicks );
+       sfx_set_free( &audio_tones );
 }
 
 // SHADERS
@@ -74,19 +194,19 @@ SHADER_DEFINE( shader_tile_colour,
 SHADER_DEFINE( shader_ball,
        // VERTEX
        "layout (location=0) in vec2 a_co;"
-       "uniform vec2 uOffset;"
+       "uniform vec3 uOffset;"
        "uniform mat3 uPv;"
        ""
-       "out vec2 aTexCoords;"
+       "out vec4 aTexCoords;"
        ""
        "void main()"
        "{"
-               // Create texture coords
-               "aTexCoords = a_co;"
-               
                // Vertex transform
-               "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
+               "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
                "gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+               // Create texture coords
+               "aTexCoords = vec4( a_co, worldpos.xy );"
        "}",
        
        // FRAGMENT
@@ -94,16 +214,34 @@ SHADER_DEFINE( shader_ball,
        ""
        "uniform sampler2D uTexMain;"
        "uniform vec3 uColour;"
+       "uniform vec2 uTexOffset;"
        ""
-       "in vec2 aTexCoords;"
+       "in vec4 aTexCoords;"
        ""
        "void main()"
        "{"
-               "vec4 glyph = texture( uTexMain, aTexCoords );"
-               "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
+               "vec2 center_coords = aTexCoords.xy - 0.5;"
+               "vec2 center_coords_sqr = center_coords*center_coords;"
+               "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
+               
+               "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
+               "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
+               "vec4 noise_sample = texture( uTexMain, warped_coords );"
+               
+               "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
+               
+               "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
+               "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;"
+               //"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;"
        "}"
        ,
-       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
+       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
 )
 
 SHADER_DEFINE( shader_tile_main,
@@ -112,6 +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;"
@@ -125,13 +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;"           
@@ -143,23 +285,28 @@ SHADER_DEFINE( shader_tile_main,
        "uniform sampler2D uTexGlyphs;"
        "uniform sampler2D uTexWood;"
        "uniform float uGhost;"
+       "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 );"
+               //"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, glyph.b );"
+               "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 );"
@@ -167,7 +314,196 @@ SHADER_DEFINE( shader_tile_main,
                "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
        "}"
        ,
-       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour" })
+       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", 
+         "uColour", "uForeground", "uVisibility", "uShadowing" })
+)
+
+SHADER_DEFINE( shader_background,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform mat3 uPv;"
+       "uniform vec3 uOffset;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
+               "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
+               "aTexCoords = a_co;"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform sampler2D uSamplerNoise;"
+       "uniform float uVariance;"
+       "uniform float uVisibility;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "float ao_accum = 0.0;"
+               "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;"
+                       "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
+                       "ao_accum += background.r * 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;"
+               
+               "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 );"
+               "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 );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
+)
+
+SHADER_DEFINE( shader_wire,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec3 uStart;"
+       "uniform vec3 uEnd;"
+       "uniform mat3 uPv;"
+       "uniform float uCurve;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "vec3 sample_curve_time( float t )"
+       "{"
+               "vec3 line_coord = mix( uStart, uEnd, t );"
+
+               "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
+               "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
+       "}"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "vec3 p0 = sample_curve_time( a_co.x );"
+               "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
+               
+               "vec2 line_tangent = normalize(p1.xy-p0.xy);"
+               "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
+               
+               "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
+               
+               "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
+
+               // Create texture coords (todo: include stretch adjusted coords?)
+               "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec4 uColour;"
+       "uniform float uTime;"
+       "uniform float uGlow;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Compute shadowing
+               "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;"
+               "float masking = smoothstep( 0.5, 0.8, shadow );"
+               
+               "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );"
+               
+               "float flow_thing = fract( aTexCoords.x + uTime );"
+               "vec3 final_comp = colour_comp + flow_thing * uGlow;"
+               
+               "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
+)
+
+SHADER_DEFINE( shader_buttons,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec4 uOffset;" // Tile x/y, uv x/y
+       "uniform mat3 uPv;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
+               "gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+               // Create texture coords
+               "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
+               "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"  
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec4 uColour;" // rgb, light amount
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
+               
+               "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
+       "}"
+       ,
+       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)
@@ -175,4 +511,489 @@ void vg_register(void)
        SHADER_INIT( shader_tile_colour );
        SHADER_INIT( shader_tile_main );
        SHADER_INIT( shader_ball );
+       SHADER_INIT( shader_background );
+       SHADER_INIT( shader_wire );
+       SHADER_INIT( shader_buttons );
+       SHADER_INIT( shader_sprite );
+}
+
+/*
+       0000 0   | 0001 1   | 0010 2   | 0011 3
+                          |          |    |     |    |
+               X     |           X=    |    X     |    X=
+                          |          |          |     
+       0100 4   | 0101 5   | 0110 6   | 0111 7
+                          |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+                          |          |          |    
+       1000 8   | 1001 9   | 1010 10  | 1011 11
+                     |          |    |     |    |
+               X     |    X=    |    X     |    X=
+               |               |    |     |    |     |    |
+       1100 12  | 1101 13  | 1110 14  | 1111 15
+                     |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+               |          |    |     |    |     |    |
+*/
+
+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[] = 
+{
+       {
+               .serial_id = 0,
+               .title = "PRINCIPLE 1",
+               .map_name = "cmp_t01",
+               .description = 
+                       "",
+               
+               ._unlock = 1,
+               .is_tutorial = 1
+       },
+       {
+               .serial_id = 1,
+               .title = "PRINCIPLE 2",
+               .map_name = "cmp_t02",
+               .description = 
+                       "",
+               
+               ._unlock = 2,
+               .is_tutorial = 1,
+       },
+       {
+               .serial_id = 2,
+               .title = "PRINCIPLE 3",
+               .map_name = "cmp_t03",
+               .description = 
+                       "",
+               
+               ._unlock = 12,
+               .is_tutorial = 1
+       },
+       {
+               .serial_id = 12,
+               .title = "PRINCIPLE 4",
+               .map_name = "cmp_t04",
+               .description = 
+                       "",
+               
+               ._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[] =
+{
+       {
+               .serial_id = 6,
+               .title = "PATCH",
+               .map_name = "cmp_b04",
+               .description = 
+                       "",
+               
+               ._unlock = 7,
+               ._linked = 3
+       },
+       {
+               .serial_id = 3,
+               .title = "SUBDIVISION 1",
+               .map_name = "cmp_b01",
+               .description = 
+                       "",
+               
+               ._linked = 4,
+               ._unlock = 5
+       },
+       {
+               .serial_id = 4,
+               .title = "SUBDIVISION 2",
+               .map_name = "cmp_b02",
+               .description = 
+                       "",
+               
+               ._unlock = 7
+       },
+       {
+               .serial_id = 5,
+               .title = "RESTRUCTURE",
+               .map_name = "cmp_b03",
+               .description = 
+                       "",
+               
+               ._unlock = 8
+       },
+       {
+               .serial_id = 7,
+               .title = "PATTERNS 1",
+               .map_name = "cmp_b05",
+               .description = 
+                       "",
+               
+               ._unlock = 15,
+               ._linked = 8
+       },
+       {
+               .serial_id = 8,
+               .title = "PATTERNS 2",
+               .map_name = "cmp_b06",
+               .description = 
+                       "",
+               
+               ._unlock = 15
+       },
+       {
+               .serial_id = 16,
+               .title = "ROUTING PROBLEM",
+               .map_name = "cmp_routing",
+               .description = 
+                       "",
+               
+               ._linked = 9
+       },
+       {
+               .serial_id = 9,
+               .title = "MIGHTY CONSUMER",
+               .map_name = "cmp_b07",
+               .description = 
+                       "",
+               
+               ._linked = 10,
+               ._unlock = 11,
+               .achievement = "MIGHTY_CONSUMER"
+       },
+       {
+               .serial_id = 10,
+               .title = "SHIFT",
+               .map_name = "cmp_b08",
+               .description = 
+                       "",
+
+               ._unlock = 17
+       },
+       {
+               .serial_id = 11,
+               .title = "REVERSE",
+               .map_name = "cmp_b09",
+               .description = 
+                       "",
+               
+               ._unlock = 17
+       },
+       {
+               .serial_id = 18,
+               .title = "NOT GATE",
+               .map_name = "cmp_not",
+               .description = "",
+               
+               ._linked = 19,
+               ._unlock = 20
+       },
+       {
+               .serial_id = 19,
+               .title = "AND GATE",
+               .map_name = "cmp_and",
+               .description = "",
+               
+               ._unlock = 20
+       },
+       {
+               .serial_id = 20,
+               .title = "QUALIFICATION PROJECT",
+               .map_name = "cmp_xor",
+               .description =  "",
+
+               ._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[] =
+{
+       // r2
+       {
+               .serial_id = 13,
+               .title = "SORT",
+               .map_name = "cmp_i01",
+               .description = "",
+               ._linked = 14
+               
+       },
+       // r2
+       {
+               .serial_id = 14,
+               .title = "THIRDS",
+               .map_name = "cmp_i02",
+               .description = "",
+               ._linked = 21
+               
+       },
+       {
+               .serial_id = 21,
+               .title = "SIMPLE ADDITION",
+               .map_name = "cmp_grad",
+               .description = "",
+
+               ._linked = 22,
+               ._unlock = 23
+       },
+       {
+               .serial_id = 22,
+               .title = "SECRET CODE",
+               .map_name = "cmp_secret",
+               .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 ) + vg_list_size( cmp_levels_computer ) )
+
+static struct career_level_pack 
+{
+       struct cmp_level *pack;
+       int count;
+
+       v3f primary_colour;
+       v2i origin;
+       v2i dims;
+} 
+career_packs[] =
+{
+       {
+               .pack = 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 ),
+               .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 ),
+               .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 }
+       }
+};
+
+// Setup pointers and that
+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_packs ); i ++ )
+       {
+               struct career_level_pack *set = &career_packs[i];
+               
+               for( int j = 0; j < set->count; 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_packs ); i ++ )
+       {
+               struct career_level_pack *set = &career_packs[i];
+               
+               for( int j = 0; j < set->count; j ++ )
+               {
+                       struct cmp_level *lvl = &set->pack[j];
+
+         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;
+         }
+               }
+       }
 }