theme selection
[fishladder.git] / fishladder_resources.h
index 77601be0ac5678e2e3d47df489ce350a786f257a..d1f2210fe8b08d0362a676427627a3372507e7af 100644 (file)
+// FONTS
+
+struct sdf_char
+{
+  u16 uvx, uvy, originX, originY, w, h, advance;
+};
+
+struct sdf_font
+{
+  const char *name;
+  int size, width, height;
+  struct sdf_char *characters;
+};
+
+static struct sdf_char characters_Ubuntu[] = {
+  {655, 167, 9, 9, 18, 18, 11},
+  {561, 64, 6, 42, 25, 52, 13},
+  {435, 167, 6, 45, 32, 30, 20},
+  {797, 64, 7, 42, 46, 51, 32},
+  {362, 0, 6, 46, 39, 60, 27},
+  {918, 0, 7, 43, 55, 52, 41},
+  {973, 0, 7, 43, 47, 52, 32},
+  {467, 167, 6, 45, 23, 30, 11},
+  {142, 0, 5, 46, 30, 64, 15},
+  {172, 0, 9, 46, 30, 64, 15},
+  {291, 167, 7, 42, 38, 37, 23},
+  {171, 167, 6, 35, 40, 42, 27},
+  {410, 167, 7, 14, 25, 31, 12},
+  {625, 167, 8, 26, 30, 22, 14},
+  {558, 167, 6, 15, 25, 24, 12},
+  {0, 0, 10, 46, 39, 64, 18},
+  {88, 64, 7, 43, 41, 52, 27},
+  {532, 116, 5, 42, 32, 51, 27},
+  {370, 64, 6, 43, 39, 52, 27},
+  {409, 64, 6, 43, 39, 52, 27},
+  {176, 116, 7, 42, 42, 51, 27},
+  {448, 64, 6, 42, 39, 52, 27},
+  {170, 64, 6, 42, 40, 52, 27},
+  {343, 116, 6, 42, 40, 51, 27},
+  {854, 0, 6, 43, 40, 53, 27},
+  {210, 64, 7, 43, 40, 52, 27},
+  {146, 167, 6, 34, 25, 43, 12},
+  {564, 116, 7, 34, 26, 51, 12},
+  {211, 167, 6, 34, 40, 39, 27},
+  {370, 167, 6, 30, 40, 32, 27},
+  {251, 167, 6, 34, 40, 39, 27},
+  {525, 64, 8, 43, 36, 52, 19},
+  {401, 0, 6, 43, 57, 59, 45},
+  {700, 64, 9, 42, 49, 51, 32},
+  {218, 116, 5, 42, 42, 51, 31},
+  {769, 0, 6, 43, 44, 53, 30},
+  {935, 64, 5, 42, 45, 51, 34},
+  {383, 116, 5, 42, 40, 51, 27},
+  {423, 116, 5, 42, 38, 51, 26},
+  {724, 0, 6, 43, 45, 53, 32},
+  {45, 116, 5, 42, 44, 51, 34},
+  {590, 116, 5, 42, 23, 51, 13},
+  {487, 64, 9, 42, 38, 52, 24},
+  {89, 116, 5, 42, 44, 51, 30},
+  {461, 116, 5, 42, 38, 51, 25},
+  {646, 64, 6, 42, 54, 51, 42},
+  {0, 116, 5, 42, 45, 51, 35},
+  {674, 0, 6, 43, 50, 53, 37},
+  {302, 116, 5, 42, 41, 51, 29},
+  {312, 0, 6, 43, 50, 61, 37},
+  {133, 116, 5, 42, 43, 51, 30},
+  {813, 0, 7, 43, 41, 53, 25},
+  {0, 64, 8, 42, 44, 52, 27},
+  {44, 64, 5, 42, 44, 52, 33},
+  {749, 64, 8, 42, 48, 51, 31},
+  {586, 64, 8, 42, 60, 51, 44},
+  {843, 64, 8, 42, 46, 51, 30},
+  {889, 64, 9, 42, 46, 51, 28},
+  {260, 116, 7, 42, 42, 51, 27},
+  {202, 0, 4, 46, 29, 64, 16},
+  {39, 0, 10, 46, 39, 64, 18},
+  {231, 0, 9, 46, 29, 64, 16},
+  {329, 167, 7, 42, 41, 36, 27},
+  {583, 167, 9, 4, 42, 22, 23},
+  {490, 167, 6, 46, 27, 28, 18},
+  {695, 116, 7, 34, 38, 44, 25},
+  {458, 0, 5, 46, 40, 56, 28},
+  {733, 116, 7, 34, 37, 44, 22},
+  {498, 0, 7, 46, 40, 56, 28},
+  {655, 116, 7, 34, 40, 44, 27},
+  {641, 0, 5, 46, 33, 55, 18},
+  {250, 64, 7, 34, 40, 52, 27},
+  {603, 0, 5, 46, 38, 55, 27},
+  {894, 0, 6, 44, 24, 53, 12},
+  {282, 0, 12, 44, 30, 62, 12},
+  {564, 0, 5, 46, 39, 55, 25},
+  {538, 0, 5, 46, 26, 56, 13},
+  {860, 116, 5, 34, 52, 43, 41},
+  {0, 167, 5, 34, 38, 43, 27},
+  {613, 116, 7, 34, 42, 44, 28},
+  {290, 64, 5, 34, 40, 52, 28},
+  {330, 64, 7, 34, 40, 52, 28},
+  {113, 167, 5, 34, 33, 43, 18},
+  {770, 116, 7, 34, 36, 44, 21},
+  {499, 116, 5, 42, 33, 51, 19},
+  {38, 167, 5, 34, 38, 43, 27},
+  {912, 116, 8, 34, 41, 43, 24},
+  {806, 116, 8, 34, 54, 43, 37},
+  {953, 116, 8, 34, 41, 43, 24},
+  {129, 64, 9, 34, 41, 52, 24},
+  {76, 167, 7, 34, 37, 43, 22},
+  {78, 0, 7, 46, 32, 64, 16},
+  {260, 0, 4, 46, 22, 64, 13},
+  {110, 0, 9, 46, 32, 64, 16},
+  {517, 167, 7, 27, 41, 26, 27},
+};
+
+static struct sdf_font font_Ubuntu = {"Ubuntu", 48, 1024, 256, characters_Ubuntu};
+
+vg_tex2d tex_ubuntu = { .path = "textures/ubuntu.qoi" };
+
 // 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_background =      { .path = "textures/background.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_ubuntu, 
+   &tex_sprites 
+};
 
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons };
+#include "sprites_autocombine.h"
 
 // AUDIO
 // ===========================================================================================================
@@ -72,17 +206,32 @@ 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 = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, 
-       .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT
+       .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 = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, 
+       .vol = 0.2f, .ch = 1, .vol_src = &audio_volume_sfx, 
        .name = "Balls Switching"
 };
 
@@ -96,7 +245,7 @@ sfx_system audio_system_balls_important =
 // Suplemental sounds
 sfx_system audio_system_balls_extra = 
 {
-       .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, 
+       .vol = 0.27f, .ch = 1, .vol_src = &audio_volume_sfx, 
        .name = "Balls Extra"
 };
 
@@ -120,11 +269,8 @@ ui_colourset ui_fl_colours_inactive = {
 
 static void resource_load_main(void)
 {
-       // Textures
+       // Textures // UI
        vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-       
-       ui_override_font( tex_monofur.name, 7 );
-
        ui_global_ctx.colours_main = &ui_fl_colours;
        gui_reset_colours();
        
@@ -134,6 +280,7 @@ static void resource_load_main(void)
        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)
@@ -145,6 +292,7 @@ static void resource_free_main(void)
        sfx_set_free( &audio_rolls );
        sfx_set_free( &audio_random );
        sfx_set_free( &audio_clicks );
+       sfx_set_free( &audio_tones );
 }
 
 // SHADERS
@@ -218,7 +366,8 @@ 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;"
        "}"
@@ -232,6 +381,7 @@ 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;"
@@ -245,13 +395,16 @@ 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;"           
@@ -272,13 +425,16 @@ SHADER_DEFINE( shader_tile_main,
        ""
        "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 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( shadowing_colour, vec3(1.0,1.0,1.0), glyph.r );"
                
                "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
                
@@ -288,7 +444,7 @@ 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" })
 )
 
 SHADER_DEFINE( shader_background,
@@ -312,6 +468,7 @@ SHADER_DEFINE( shader_background,
        "uniform sampler2D uTexMain;"
        "uniform sampler2D uSamplerNoise;"
        "uniform float uVariance;"
+       "uniform float uVisibility;"
        ""
        "in vec2 aTexCoords;"
        ""
@@ -329,8 +486,9 @@ 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 );"
@@ -342,7 +500,7 @@ 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,
@@ -385,15 +543,26 @@ SHADER_DEFINE( shader_wire,
        ""
        "uniform sampler2D uTexMain;"
        "uniform vec4 uColour;"
+       "uniform float uTime;"
+       "uniform float uGlow;"
        ""
        "in vec2 aTexCoords;"
        ""
        "void main()"
        "{"
-               "FragColor = uColour;"
+               // 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" })
+       UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
 )
 
 SHADER_DEFINE( shader_buttons,
@@ -433,6 +602,70 @@ SHADER_DEFINE( shader_buttons,
        UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
 )
 
+SHADER_DEFINE( shader_sdf,
+
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "layout (location=1) in vec2 a_uv;"
+       "uniform mat3 uPv;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "gl_Position = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
+               "aTexCoords = a_uv;"
+       "}",
+       
+       // FRAGMENT
+       "uniform sampler2D uTexGlyphs;"
+       "uniform vec4 uColour;"
+       "out vec4 FragColor;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 glyph = texture( uTexGlyphs, aTexCoords );"
+               "FragColor = vec4( uColour.rgb, smoothstep( 0.46, 0.54, glyph.r ) * uColour.a );"
+               //"FragColor = glyph;"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uTexGlyphs", "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)
 {
@@ -442,6 +675,8 @@ void vg_register(void)
        SHADER_INIT( shader_background );
        SHADER_INIT( shader_wire );
        SHADER_INIT( shader_buttons );
+       SHADER_INIT( shader_sdf );
+       SHADER_INIT( shader_sprite );
 }
 
 /*
@@ -463,163 +698,12 @@ 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;
@@ -629,8 +713,12 @@ struct cmp_level
        
        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[] = 
@@ -640,7 +728,8 @@ static struct cmp_level cmp_levels_tutorials[] =
                .serial_id = 0,
                .title = "PRINCIPLE 1",
                .map_name = "cmp_t01",
-               .description = "Utilize basic transport methods",
+               .description = 
+                       "",
                
                ._unlock = 1,
                .is_tutorial = 1
@@ -650,8 +739,8 @@ static struct cmp_level cmp_levels_tutorials[] =
                .serial_id = 1,
                .title = "PRINCIPLE 2",
                .map_name = "cmp_t02",
-               .description = "Utilize the twisty turny(TM) piece to split\n"
-                                                       "the marble stream into two",
+               .description = 
+                       "",
                
                ._unlock = 2,
                .is_tutorial = 1,
@@ -661,7 +750,8 @@ static struct cmp_level cmp_levels_tutorials[] =
                .serial_id = 2,
                .title = "PRINCIPLE 3",
                .map_name = "cmp_t03",
-               .description = "Merge transport into one",
+               .description = 
+                       "",
                
                ._unlock = 12,
                .is_tutorial = 1
@@ -671,11 +761,12 @@ static struct cmp_level cmp_levels_tutorials[] =
                .serial_id = 12,
                .title = "PRINCIPLE 4",
                .map_name = "cmp_t04",
-               .description = "Some stages require multiple runs to succeed\n" 
-                                                       "in order to pass",
+               .description = 
+                       "",
                
-               ._unlock = 3,
-               .is_tutorial = 1
+               ._unlock = 6,
+               .is_tutorial = 1,
+               .achievement = "TUTORIALS"
        }
 };
 
@@ -686,10 +777,8 @@ static struct cmp_level cmp_levels_basic[] =
                .serial_id = 6,
                .title = "PATCH",
                .map_name = "cmp_b04",
-               .description = "For some reason, the division module our\n"
-                                                       "intern built for us is sending twice as many\n"
-                                                       "yellows as needed. We need to send the\n"
-                                                       "excess to be recycled!",
+               .description = 
+                       "",
                
                ._unlock = 7,
                ._linked = 3
@@ -699,8 +788,8 @@ static struct cmp_level cmp_levels_basic[] =
                .serial_id = 3,
                .title = "SUBDIVISION 1",
                .map_name = "cmp_b01",
-               .description = "Sometimes getting the desired amount takes\n"
-                                                       "dividing up the input and recombining it.",
+               .description = 
+                       "",
                
                ._linked = 4,
                ._unlock = 5
@@ -710,7 +799,8 @@ static struct cmp_level cmp_levels_basic[] =
                .serial_id = 4,
                .title = "SUBDIVISION 2",
                .map_name = "cmp_b02",
-               .description = "",
+               .description = 
+                       "",
                
                ._unlock = 7
        },
@@ -719,8 +809,8 @@ static struct cmp_level cmp_levels_basic[] =
                .serial_id = 5,
                .title = "RESTRUCTURE",
                .map_name = "cmp_b03",
-               .description = "It is possible to swap these values using\n"
-                                                       "simple division and addition.",
+               .description = 
+                       "",
                
                ._unlock = 8
        },
@@ -729,8 +819,10 @@ static struct cmp_level cmp_levels_basic[] =
                .serial_id = 7,
                .title = "PATTERNS 1",
                .map_name = "cmp_b05",
-               .description = "Replicate",
+               .description = 
+                       "",
                
+               ._unlock = 15,
                ._linked = 8
        },
        // r2 GM
@@ -738,7 +830,8 @@ static struct cmp_level cmp_levels_basic[] =
                .serial_id = 8,
                .title = "PATTERNS 2",
                .map_name = "cmp_b06",
-               .description = "Replicate MORE",
+               .description = 
+                       "",
                
                ._unlock = 15
        },
@@ -748,12 +841,7 @@ static struct cmp_level cmp_levels_basic[] =
                .title = "PRINCIPLE 5",
                .map_name = "cmp_b10",
                .description = 
-                       "The eager engineers among you may have already spotted\n" 
-                       "and utilized these parts 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
@@ -764,8 +852,7 @@ static struct cmp_level cmp_levels_basic[] =
                .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
        },
@@ -774,16 +861,19 @@ static struct cmp_level cmp_levels_basic[] =
                .serial_id = 9,
                .title = "MIGHTY CONSUMER",
                .map_name = "cmp_b07",
-               .description = "Build a greedy system",
+               .description = 
+                       "",
                
                ._linked = 10,
-               ._unlock = 11
+               ._unlock = 11,
+               .achievement = "MIGHTY_CONSUMER"
        },
        {
                .serial_id = 10,
                .title = "SHIFT",
                .map_name = "cmp_b08",
-               .description = "",
+               .description = 
+                       "",
 
                ._unlock = 17
        },
@@ -792,7 +882,8 @@ static struct cmp_level cmp_levels_basic[] =
                .serial_id = 11,
                .title = "REVERSE",
                .map_name = "cmp_b09",
-               .description = "Reverse the incoming order. Always length 4",
+               .description = 
+                       "",
                
                ._unlock = 17
        },
@@ -802,14 +893,7 @@ static struct cmp_level cmp_levels_basic[] =
                .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.",
+                       "(Right click)",
 
                ._unlock = 18,
                .is_tutorial = 1
@@ -819,9 +903,7 @@ static struct cmp_level cmp_levels_basic[] =
                .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
@@ -831,95 +913,129 @@ static struct cmp_level cmp_levels_basic[] =
                .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_grad",
-               .description =
-                       "There's no instructions here, resolve and complete this\n"
-                       "task to qualify yourself as an official marble engineer",
-               ._unlock = 13
+               .map_name = "cmp_xor",
+               .description =  "",
+
+               ._unlock = 13,
+               .achievement = "GRADUATE"
        }
 };
 
 static struct cmp_level cmp_levels_grad[] =
 {
+       // r2
        {
                .serial_id = 13,
                .title = "SORT",
                .map_name = "cmp_i01",
-               .description = 
-                       "Device 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
                
        },
+       // r2
        {
                .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 = "XOR CHIP",
-               .map_name = "cmp_xor",
-               .description = 
-                       "Significantly more complicated than an AND or NOT gate,\n"
-                       "but possible.",
-               ._linked = 22
+               .title = "SIMPLE ADDITION",
+               .map_name = "cmp_grad",
+               .description = "",
+
+               ._linked = 22,
+               ._unlock = 23
        },
+       // r2 GM
        {
                .serial_id = 22,
                .title = "SECRET CODE",
                .map_name = "cmp_secret",
-               .description = 
-                       "Only one input should send an unlock signal marble to\n"
-                       "the output.\n"
-                       "The code: 100110"
+               .description = "",
+
+               ._unlock = 23
        }
 };
 
-#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
-
-/*
-static struct
+static struct cmp_level cmp_levels_computer[] = 
 {
-}
-career_local = 
-{
-};*/
+       {
+               .serial_id = 23,
+               .title = "3 BIT BINARY",
+               .map_name = "cmp_binary",
+               .description = "",
+               
+               ._unlock = 24
+       },
+       {
+               .serial_id = 24,
+               .title = "3 BIT ADDITION",
+               .map_name = "cmp_add3b",
+               .description = "",
 
-static struct serializable_set 
+               ._unlock = 25
+       },
+       {
+               .serial_id = 25,
+               .title = "3x3 PLOT",
+               .map_name = "cmp_plot3x3",
+               .description = ""
+       }
+};
+
+#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_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, 0 },
+               .dims = { 1, 4 }
        },
        {
                .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, 0 },
+               .dims = { 3, 5 }
        },
        {
                .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 = { 4, 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, 1 }
        }
 };
 
@@ -929,18 +1045,18 @@ static void career_local_data_init(void)
        struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
        
        // 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];
        }
        
        // 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 ++ )
                {