theme selection
[fishladder.git] / fishladder_resources.h
index d5a9a6eaa566b86008a0ab82f171e39564988315..d1f2210fe8b08d0362a676427627a3372507e7af 100644 (file)
@@ -119,13 +119,32 @@ vg_tex2d tex_ubuntu = { .path = "textures/ubuntu.qoi" };
 
 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_ubuntu, 
+   &tex_sprites 
+};
 
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons, &tex_ubuntu };
+#include "sprites_autocombine.h"
 
 // AUDIO
 // ===========================================================================================================
@@ -347,7 +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;"
        "}"
@@ -361,7 +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;"
+       "uniform float uVisibility;"
        ""
        "out vec4 aTexCoords;"
        "out vec2 aWorldCoords;"
@@ -376,10 +396,10 @@ 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 );"
+               "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 );"
 
@@ -405,13 +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 ) );"
                
@@ -445,6 +468,7 @@ SHADER_DEFINE( shader_background,
        "uniform sampler2D uTexMain;"
        "uniform sampler2D uSamplerNoise;"
        "uniform float uVariance;"
+       "uniform float uVisibility;"
        ""
        "in vec2 aTexCoords;"
        ""
@@ -462,8 +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 );"
@@ -475,7 +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,
@@ -598,7 +623,6 @@ SHADER_DEFINE( shader_sdf,
        "out vec4 FragColor;"
        ""
        "in vec2 aTexCoords;"
-       "in vec4 aColour;"
        ""
        "void main()"
        "{"
@@ -610,6 +634,39 @@ SHADER_DEFINE( shader_sdf,
        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)
 {
        SHADER_INIT( shader_tile_colour );
@@ -619,6 +676,7 @@ void vg_register(void)
        SHADER_INIT( shader_wire );
        SHADER_INIT( shader_buttons );
        SHADER_INIT( shader_sdf );
+       SHADER_INIT( shader_sprite );
 }
 
 /*
@@ -656,7 +714,7 @@ struct cmp_level
        int serial_id;
        int is_tutorial;
 
-       v2i world_pos;
+       struct world_button btn;
 
        #ifdef VG_STEAM
        SteamLeaderboard_t steam_leaderboard;
@@ -898,18 +956,47 @@ static struct cmp_level cmp_levels_grad[] =
                .map_name = "cmp_grad",
                .description = "",
 
-               ._linked = 22
+               ._linked = 22,
+               ._unlock = 23
        },
        // r2 GM
        {
                .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 = "",
+               
+               ._unlock = 24
+       },
+       {
+               .serial_id = 24,
+               .title = "3 BIT ADDITION",
+               .map_name = "cmp_add3b",
+               .description = "",
+
+               ._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 ))
+#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 
 {
@@ -934,14 +1021,21 @@ career_packs[] =
                .count = vg_list_size( cmp_levels_basic ),
                .primary_colour = { 0.304f, 0.245f, 0.553f },
                .origin = { -3, 0 },
-               .dims = { 3, 6 }
+               .dims = { 3, 5 }
        },
        {
                .pack = cmp_levels_grad,
                .count = vg_list_size( cmp_levels_grad ),
                .primary_colour = { 0.553f, 0.345f, 0.204f },
-               .origin = { -5, 7 },
+               .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 }
        }
 };