-// 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_glow = { .path = "textures/lineset.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_tile_glow,
+ &tex_tiles_wood,
+ &tex_tiles_min,
+ &tex_tiles_lab,
+ &tex_ball_noise,
+ &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
// ===========================================================================================================
sound/y5.ogg\0\
sound/y6.ogg\0\
sound/y7.ogg\0\
-sound/y8.ogg\0"
+sound/y8.ogg\0\
+sound/win.ogg\0"
+};
+
+sfx_set audio_music =
+{
+ .sources = "sound/mccompt2.ogg\0"
};
// One two or three layers of rolling noise
.name = "UI"
};
-ui_colourset ui_fl_colours = {
- .main = 0xff807373,
- .hover = 0xff918484,
- .active = 0xffad9f9e
+sfx_system audio_system_music =
+{
+ .vol = 1.0f,
+ .ch = 2,
+ .vol_src = &audio_volume_music,
+ .name = "music",
+ .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT | SFX_FLAG_STEREO
};
-ui_colourset ui_fl_colours_inactive = {
- .main = 0xff655958,
- .hover = 0xff655958,
- .active = 0xff655958
-};
+static void *load_and_play_bgm( void *_inf )
+{
+ sfx_set_init( &audio_music, NULL );
+ sfx_set_play( &audio_music, &audio_system_music, 0 );
+ return NULL;
+}
static void resource_load_main(void)
{
// Textures // UI
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 );
sfx_set_init( &audio_random, NULL );
sfx_set_init( &audio_clicks, NULL );
sfx_set_init( &audio_tones, NULL );
+
+ vg_thread_run( load_and_play_bgm, NULL );
}
static void resource_free_main(void)
"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 );"
+ "vec3 marble_comp = uColour*0.6 + (noise_sample.x*2.7+pow(rim_light,3.0)*2.0) * 0.1;"
+ //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
+ "vec4 colour_comp = mix( vec4(0.0,0.0,0.0,shadow), vec4(marble_comp,1.0), circle_factor );"
"FragColor = colour_comp;"
"}"
"uniform vec4 uOffset;" // Tile x/y, uv x/y
"uniform mat3 uPv;"
"uniform mat2 uSubTransform;"
+ "uniform float uVisibility;"
""
"out vec4 aTexCoords;"
"out vec2 aWorldCoords;"
""
"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;"
"out vec4 FragColor;"
""
"uniform sampler2D uTexGlyphs;"
+ "uniform sampler2D uTexGlow;"
"uniform sampler2D uTexWood;"
"uniform float uGhost;"
"uniform float uForeground;"
"uniform vec2 uMousePos;"
"uniform vec4 uColour;"
+ "uniform vec3 uShadowing;"
+ "uniform vec3 uGlowA;"
+ "uniform vec3 uGlowB;"
""
"in vec4 aTexCoords;"
"in vec2 aWorldCoords;"
""
"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 glyph_glow = texture( uTexGlow, aTexCoords.xy );"
"vec4 wood = texture( uTexWood, aTexCoords.zw );"
"vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
- "vec3 wood_comp = mix( wood_secondary.rgb * 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 ) );"
"float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
- "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
+ "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g*ghost_dist );"
+ "vec4 glow_comp = vec4(glyph_glow.b*uGlowA+glyph_glow.g*uGlowB,0.0);"
- "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
+ "FragColor = mix( output_regular, output_ghost, uGhost )*uColour + glow_comp;"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" })
+ UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos",
+ "uColour", "uForeground", "uVisibility", "uShadowing", "uTexGlow",
+ "uGlowA", "uGlowB" })
)
SHADER_DEFINE( shader_background,
"uniform sampler2D uTexMain;"
"uniform sampler2D uSamplerNoise;"
"uniform float uVariance;"
+ "uniform float uVisibility;"
""
"in vec2 aTexCoords;"
""
"void main()"
"{"
+ "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
+
"float ao_accum = 0.0;"
+
+ "vec2 random_noise;"
+
"for( int i=0; i<10; ++i )"
"{"
- "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
+ "random_noise = (texture( uSamplerNoise, aTexCoords * 10.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
"vec4 background = texture( uTexMain, aTexCoords + random_noise );"
- "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
+ "float height_diff = min(data_this_tile.r - background.r,0.0);"
+
+ "ao_accum += height_diff * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
"}"
"ao_accum *= 0.15;"
- "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
-
- "ao_accum -= data_this_tile.r;"
-
- "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ),vec3( 0.275, 0.388, 0.553 ), data_this_tile.g );"
-
+#if 0
+ "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
+#endif
+
"vec2 square_coords = fract( aTexCoords * 64.0 );"
"vec2 grid_coords = abs( square_coords - 0.5 );"
- "float edge_contrast = (1.0-ao_accum*0.2);"
-
- "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
- "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
-
- "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
+ "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
+
+ "vec3 colour_main = mix( vec3( 0.14 ) + random_noise.x*0.5, vec3( 0.1 ) + gridline*0.02, data_this_tile.g * uVisibility );"
+ "FragColor = vec4( colour_main + ao_accum*0.05, 1.0 );"
"}"
,
- UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
+ UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
)
SHADER_DEFINE( shader_wire,
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" })
+)
+
+SHADER_DEFINE( shader_post_darken,
+ "layout (location=0) in vec2 a_co;"
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+ "aTexCoords = a_co;"
+ "}",
+
+ "uniform sampler2D uTexMain;"
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+ "FragColor = vec4(pow(texture_sample.rgb,vec3(2.2)), 1.0);"
+ "}"
+ ,
+ UNIFORMS({"uTexMain"})
+)
+
+SHADER_DEFINE( shader_post_blur,
+ "layout (location=0) in vec2 a_co;"
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+ "aTexCoords = a_co;"
+ "}",
+
+ "uniform sampler2D uTexMain;"
+ "uniform vec2 uDir;"
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 colour = vec4(0.0);"
+
+ "vec2 off1 = vec2(1.411764705882353) * uDir;"
+ "vec2 off2 = vec2(3.2941176470588234) * uDir;"
+ "vec2 off3 = vec2(5.176470588235294) * uDir;"
+ "colour += texture2D( uTexMain, aTexCoords ) * 0.1964825501511404;"
+ "colour += texture2D( uTexMain, aTexCoords + off1 ) * 0.2969069646728344;"
+ "colour += texture2D( uTexMain, aTexCoords - off1 ) * 0.2969069646728344;"
+ "colour += texture2D( uTexMain, aTexCoords + off2 ) * 0.09447039785044732;"
+ "colour += texture2D( uTexMain, aTexCoords - off2 ) * 0.09447039785044732;"
+ "colour += texture2D( uTexMain, aTexCoords + off3 ) * 0.010381362401148057;"
+ "colour += texture2D( uTexMain, aTexCoords - off3 ) * 0.010381362401148057;"
+ "FragColor = colour;"
+ "}"
+ ,
+ UNIFORMS({"uTexMain","uDir"})
+)
+
+SHADER_DEFINE( shader_post_comp,
+ "layout (location=0) in vec2 a_co;"
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = vec4( a_co * 2.0 - 1.0, 0.0, 1.0 );"
+ "aTexCoords = a_co;"
+ "}",
+
+ "uniform sampler2D uTexMain;"
+ "uniform sampler2D uTexBloom;"
+ "uniform vec2 uComp;" /* x: bloom, y: vignette */
+ "out vec4 FragColor;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 texture_sample = texture( uTexMain, aTexCoords );"
+ "vec4 bloom_sample = texture( uTexBloom, aTexCoords );"
+
+ "vec2 vigCoord = aTexCoords - 0.5;"
+ "float vig = pow(1.0 - dot( vigCoord, vigCoord ), 2.0);"
+
+ "FragColor = (texture_sample + bloom_sample*0.3*uComp.x)"
+ " * max(uComp.y, vig);"
+ "}"
+ ,
+ UNIFORMS({"uTexMain", "uTexBloom", "uComp"})
+)
void vg_register(void)
{
SHADER_INIT( shader_background );
SHADER_INIT( shader_wire );
SHADER_INIT( shader_buttons );
+ SHADER_INIT( shader_sprite );
+ SHADER_INIT( shader_post_darken );
+ SHADER_INIT( shader_post_comp );
+ SHADER_INIT( shader_post_blur );
}
/*
| | | | | | |
*/
-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
{
+ // Basic info
+ int serial_id;
+
const char *map_name;
const char *title;
const char *description;
- int unlocked;
- int completed_score;
+ const char *achievement;
int _unlock, _linked; // When completed, unlock this level
- struct cmp_level *unlock, *linked;
-
- int serial_id;
int is_tutorial;
-
+
+ // Aesthetic
+ struct world_string
+ {
+ enum placement
+ {
+ k_placement_top,
+ k_placement_bottom
+ }
+ placement;
+
+ const char *str;
+ }
+ strings[2];
+
+ // Persistent stats
+ int unlocked;
+ int completed_score;
+
+ // Runtime
+ struct world_button btn;
+ struct cmp_level *unlock, *linked;
+
+ #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",
-
+ {
+ 0, "cmp_t01", "PRINCIPLE 1", "",
._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",
-
+ {
+ 1, "cmp_t02", "PRINCIPLE 2", "",
._unlock = 2,
.is_tutorial = 1,
},
- // r1
{
- .serial_id = 2,
- .title = "PRINCIPLE 3",
- .map_name = "cmp_t03",
- .description =
- "Merge transport into one path",
-
+ 2, "cmp_t03", "PRINCIPLE 3", "",
._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",
-
+ 12, "cmp_t04", "PRINCIPLE 4", "",
._unlock = 6,
+ .is_tutorial = 1,
+ .achievement = "TUTORIALS"
+ },
+ {
+ 15, "cmp_b10", "PRINCIPLE 5", "",
+ ._unlock = 16,
.is_tutorial = 1
- }
+ },
+ {
+ 17, "cmp_b11", "PRINCIPLE 6", "(Right click)",
+ ._unlock = 18,
+ .is_tutorial = 1
+ },
+ {
+ 26, "cmp_p7", "PRINCIPLE 7", "Emitters",
+ ._unlock = 27,
+ ._linked = 13,
+ .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!",
-
+ 6, "cmp_b04", "PATCH", "",
._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.",
-
+ 3, "cmp_b01", "SUBDIVISION 1", "",
._linked = 4,
._unlock = 5
},
- // r1 GM
{
- .serial_id = 4,
- .title = "SUBDIVISION 2",
- .map_name = "cmp_b02",
- .description =
- "",
-
+ 4, "cmp_b02", "SUBDIVISION 2", "",
._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
+ 5, "cmp_b03", "RESTRUCTURE", "",
+ ._unlock = 8,
+ ._linked = 31
},
- // r2 GM
+ {
+ 31, "cmp_121", "1-2-1", "",
+ ._unlock = 8
+ },
{
- .serial_id = 7,
- .title = "PATTERNS 1",
- .map_name = "cmp_b05",
- .description =
- "Replicate the pattern",
-
+ 7, "cmp_b05", "PATTERNS 1", "",
+ ._unlock = 15,
._linked = 8
},
- // r2 GM
{
- .serial_id = 8,
- .title = "PATTERNS 2",
- .map_name = "cmp_b06",
- .description =
- "Replicate MORE",
-
+ 8, "cmp_b06", "PATTERNS 2", "",
._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",
-
+ 16, "cmp_routing", "ROUTING PROBLEM", "",
._linked = 9
},
- // r2 GM
{
- .serial_id = 9,
- .title = "MIGHTY CONSUMER",
- .map_name = "cmp_b07",
- .description =
- "Build a greedy system",
-
+ 9, "cmp_b07", "MIGHTY CONSUMER", "",
._linked = 10,
- ._unlock = 11
+ ._unlock = 11,
+ .achievement = "MIGHTY_CONSUMER"
},
{
- .serial_id = 10,
- .title = "SHIFT",
- .map_name = "cmp_b08",
- .description =
- "",
-
+ 10, "cmp_b08", "SHIFT", "",
._unlock = 17
},
- // r2 GM
{
- .serial_id = 11,
- .title = "REVERSE",
- .map_name = "cmp_b09",
- .description =
- "Reverse the incoming order. Always length 4",
-
+ 11, "cmp_b09", "REVERSE", "",
._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.",
-
+ 18, "cmp_not", "NOT GATE", "",
._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.",
-
+ 19, "cmp_and", "AND GATE", "",
._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.",
-
- ._unlock = 13
- }
+ 20, "cmp_xor", "QUALIFICATION PROJECT", "",
+ ._unlock = 26,
+ .achievement = "GRADUATE"
+ },
+ {
+ 27, "cmp_expander", "EXPAND", "",
+ ._unlock = 28
+ },
+ {
+ 28, "cmp_pattern3", "PATTERNS 3", "",
+ ._linked = 29
+ },
+ {
+ 29, "cmp_routing2", "ROUTING PROBLEM 2", "Spaghetti!",
+ ._linked = 30,
+ ._unlock = 32
+ },
+ {
+ 30, "cmp_exact5", "EXACTLY 5", "",
+ ._unlock = 32
+ },
+ {
+ 32, "cmp_3and2", "THREE AND FOUR", "",
+ ._linked = 34
+ },
+ {
+ 34, "doublex2", "DOUBLE DOUBLE", "Delay & repeat",
+ ._linked = 35
+ },
+ {
+ 35, "oddoreven", "ODD OR EVEN", ""
+ }
};
static struct cmp_level cmp_levels_grad[] =
{
- // r2
{
- .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.",
+ 13, "cmp_i01", "SORT", "",
._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",
+ 14, "cmp_i02", "THIRDS", "",
._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.",
-
- ._linked = 22
+ 21, "cmp_grad", "SIMPLE ADDITION", "",
+ ._linked = 22,
+ ._unlock = 23
},
- // r2 GM
{
- .serial_id = 22,
- .title = "SECRET CODE",
- .map_name = "cmp_secret",
- .description =
- ""
+ 22, "cmp_secret", "SECRET CODE", "",
+ ._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 cmp_level cmp_levels_computer[] =
+{
+ {
+ 23, "cmp_binary", "3 BIT BINARY", "Convert amount to binary",
+ ._unlock = 24,
+ .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"
+ }
+ }
+ },
+ {
+ 24, "cmp_add3b", "3 BIT ADDER", "Binary addition",
+ ._unlock = 25,
+ .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"
+ }
+ }
+ },
+ {
+ 25, "cmp_plot3x3", "3x3 PLOT", "2 bit x/y",
+ ._unlock = 33,
+ .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"
+ }
+ }
+ },
+ {
+ 33, "compactxor", "Compact XOR", "",
+ .strings =
+ {
+ {
+ .placement = k_placement_top,
+ .str=
+"\t\t\t\t\x8A \x8B \x8A \x8B\n"
+"\t\t\t\t\x83 \x84""A B\x83 \x84\n"
+"\t\t\t\t\x83 \x84 \x83 \x84"
+ },
+ {
+ .placement = k_placement_bottom,
+ .str =
+"\t\t\t\x83 \x84\n"
+"\t\t\t\x83 \x84 result a xor b\n"
+"\t\t\t\x83 \x84"
+ }
+ }
+ }
+};
+
+#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;
+ const char *title;
int count;
+
+ v3f primary_colour;
+ v2i origin;
+ v2i dims;
}
-career_serializable[] =
+career_packs[] =
{
{
.pack = cmp_levels_tutorials,
- .count = vg_list_size( cmp_levels_tutorials )
+ .title = "",
+ .count = vg_list_size( cmp_levels_tutorials ),
+ .primary_colour = { 0.204f, 0.345f, 0.553f },
+ .origin = { -4, -2 },
+ .dims = { 1, 7 }
},
{
.pack = cmp_levels_basic,
- .count = vg_list_size( cmp_levels_basic )
+ .title = "\x8C\x8D"" Core",
+ .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 )
+ .title = "\x8C\x8E"" Challenge",
+ .count = vg_list_size( cmp_levels_grad ),
+ .primary_colour = { 0.75f, 0.23f, 0.39f },
+ .origin = { -4, 5 },
+ .dims = { 4, 1 }
+ },
+ {
+ .pack = cmp_levels_computer,
+ .title = "\x8C\x8F"" 3 Bit computer\n\n (preview)",
+ .count = vg_list_size( cmp_levels_computer ),
+ .primary_colour = { 0.75f, 0.14f, 0.1f },
+ .origin = { -4, 6 },
+ .dims = { 4, 1 }
}
};
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;
+ }
}
}
}