// ===========================================================================================================
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_tiles_wood = { .path = "textures/tile_wood.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_monofur,
&tex_unkown,
&tex_buttons,
&tex_sprites
sound/win.ogg\0"
};
+sfx_set audio_music =
+{
+ .sources = "sound/mccompt2.ogg\0"
+};
+
// One two or three layers of rolling noise
sfx_system audio_system_balls_rolling =
{
.name = "UI"
};
+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
+};
+
+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
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;"
+ "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(0.2,0.2,0.2,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;"
"}"
"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;"
//"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 * uShadowing, wood.rgb, clamp( glyph.b*2.0-1.0, 0.0, 1.0 ) );"
"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", "uVisibility", "uShadowing" })
+ "uColour", "uForeground", "uVisibility", "uShadowing", "uTexGlow",
+ "uGlowA", "uGlowB" })
)
SHADER_DEFINE( shader_background,
""
"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;"
- "ao_accum *= uVisibility;"
-
+#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", "uVisibility" })
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_tile_colour );
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 );
}
/*
struct cmp_level
{
+ // Basic info
+ int serial_id;
+
const char *map_name;
const char *title;
const char *description;
- const char *achievement;
- int unlocked;
- int completed_score;
+ const char *achievement;
int _unlock, _linked; // When completed, unlock this level
- struct cmp_level *unlock, *linked;
+ int is_tutorial;
+ // Aesthetic
struct world_string
{
enum placement
const char *str;
}
strings[2];
-
- int serial_id;
- int is_tutorial;
+ // Persistent stats
+ int unlocked;
+ int completed_score;
+
+ // Runtime
struct world_button btn;
+ struct cmp_level *unlock, *linked;
#ifdef VG_STEAM
SteamLeaderboard_t steam_leaderboard;
static struct cmp_level cmp_levels_tutorials[] =
{
- {
- .serial_id = 0,
- .title = "PRINCIPLE 1",
- .map_name = "cmp_t01",
- .description =
- "",
-
+ {
+ 0, "cmp_t01", "PRINCIPLE 1", "",
._unlock = 1,
.is_tutorial = 1
},
- {
- .serial_id = 1,
- .title = "PRINCIPLE 2",
- .map_name = "cmp_t02",
- .description =
- "",
-
+ {
+ 1, "cmp_t02", "PRINCIPLE 2", "",
._unlock = 2,
.is_tutorial = 1,
},
{
- .serial_id = 2,
- .title = "PRINCIPLE 3",
- .map_name = "cmp_t03",
- .description =
- "",
-
+ 2, "cmp_t03", "PRINCIPLE 3", "",
._unlock = 12,
.is_tutorial = 1
},
{
- .serial_id = 12,
- .title = "PRINCIPLE 4",
- .map_name = "cmp_t04",
- .description =
- "",
-
+ 12, "cmp_t04", "PRINCIPLE 4", "",
._unlock = 6,
.is_tutorial = 1,
.achievement = "TUTORIALS"
},
{
- .serial_id = 15,
- .title = "PRINCIPLE 5",
- .map_name = "cmp_b10",
- .description =
- "",
-
+ 15, "cmp_b10", "PRINCIPLE 5", "",
._unlock = 16,
.is_tutorial = 1
},
{
- .serial_id = 17,
- .title = "PRINCIPLE 6",
- .map_name = "cmp_b11",
- .description =
- "(Right click)",
-
+ 17, "cmp_b11", "PRINCIPLE 6", "(Right click)",
._unlock = 18,
.is_tutorial = 1
},
{
- .serial_id = 26,
- .title = "PRINCIPLE 7",
- .map_name = "cmp_p7",
- .description = "Emitters",
+ 26, "cmp_p7", "PRINCIPLE 7", "Emitters",
._unlock = 27,
+ ._linked = 13,
.is_tutorial = 1
}
};
static struct cmp_level cmp_levels_basic[] =
{
{
- .serial_id = 6,
- .title = "PATCH",
- .map_name = "cmp_b04",
- .description =
- "",
-
+ 6, "cmp_b04", "PATCH", "",
._unlock = 7,
._linked = 3
},
{
- .serial_id = 3,
- .title = "SUBDIVISION 1",
- .map_name = "cmp_b01",
- .description =
- "",
-
+ 3, "cmp_b01", "SUBDIVISION 1", "",
._linked = 4,
._unlock = 5
},
{
- .serial_id = 4,
- .title = "SUBDIVISION 2",
- .map_name = "cmp_b02",
- .description =
- "",
-
+ 4, "cmp_b02", "SUBDIVISION 2", "",
._unlock = 7
},
{
- .serial_id = 5,
- .title = "RESTRUCTURE",
- .map_name = "cmp_b03",
- .description =
- "",
-
- ._unlock = 8
+ 5, "cmp_b03", "RESTRUCTURE", "",
+ ._unlock = 8,
+ ._linked = 31
},
+ {
+ 31, "cmp_121", "1-2-1", "",
+ ._unlock = 8
+ },
{
- .serial_id = 7,
- .title = "PATTERNS 1",
- .map_name = "cmp_b05",
- .description =
- "",
-
+ 7, "cmp_b05", "PATTERNS 1", "",
._unlock = 15,
._linked = 8
},
{
- .serial_id = 8,
- .title = "PATTERNS 2",
- .map_name = "cmp_b06",
- .description =
- "",
-
+ 8, "cmp_b06", "PATTERNS 2", "",
._unlock = 15
},
{
- .serial_id = 16,
- .title = "ROUTING PROBLEM",
- .map_name = "cmp_routing",
- .description =
- "",
-
+ 16, "cmp_routing", "ROUTING PROBLEM", "",
._linked = 9
},
{
- .serial_id = 9,
- .title = "MIGHTY CONSUMER",
- .map_name = "cmp_b07",
- .description =
- "",
-
+ 9, "cmp_b07", "MIGHTY CONSUMER", "",
._linked = 10,
._unlock = 11,
.achievement = "MIGHTY_CONSUMER"
},
{
- .serial_id = 10,
- .title = "SHIFT",
- .map_name = "cmp_b08",
- .description =
- "",
-
+ 10, "cmp_b08", "SHIFT", "",
._unlock = 17
},
{
- .serial_id = 11,
- .title = "REVERSE",
- .map_name = "cmp_b09",
- .description =
- "",
-
+ 11, "cmp_b09", "REVERSE", "",
._unlock = 17
},
{
- .serial_id = 18,
- .title = "NOT GATE",
- .map_name = "cmp_not",
- .description = "",
-
+ 18, "cmp_not", "NOT GATE", "",
._linked = 19,
._unlock = 20
},
{
- .serial_id = 19,
- .title = "AND GATE",
- .map_name = "cmp_and",
- .description = "",
-
+ 19, "cmp_and", "AND GATE", "",
._unlock = 20
},
{
- .serial_id = 20,
- .title = "QUALIFICATION PROJECT",
- .map_name = "cmp_xor",
- .description = "",
-
- ._unlock = 25,
+ 20, "cmp_xor", "QUALIFICATION PROJECT", "",
+ ._unlock = 26,
.achievement = "GRADUATE"
},
{
- .serial_id = 27,
- .title = "EXPAND",
- .map_name = "cmp_expander",
- .description = "",
-
+ 27, "cmp_expander", "EXPAND", "",
._unlock = 28
},
{
- .serial_id = 28,
- .title = "PATTERNS 3",
- .map_name = "cmp_pattern3",
- .description = "",
+ 28, "cmp_pattern3", "PATTERNS 3", "",
._linked = 29
},
{
- .serial_id = 29,
- .title = "ROUTING PROBLEM 2",
- .map_name = "cmp_routing2",
- .description = "Spaghetti!",
- ._linked = 30
+ 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
},
{
- .serial_id = 30,
- .title = "EXACTLY 5",
- .map_name = "cmp_exact5",
- .description = ""
+ 35, "oddoreven", "ODD OR EVEN", ""
}
};
static struct cmp_level cmp_levels_grad[] =
{
- // r2
{
- .serial_id = 13,
- .title = "SORT",
- .map_name = "cmp_i01",
- .description = "",
+ 13, "cmp_i01", "SORT", "",
._linked = 14
-
},
- // r2
{
- .serial_id = 14,
- .title = "THIRDS",
- .map_name = "cmp_i02",
- .description = "",
+ 14, "cmp_i02", "THIRDS", "",
._linked = 21
-
},
{
- .serial_id = 21,
- .title = "SIMPLE ADDITION",
- .map_name = "cmp_grad",
- .description = "",
-
+ 21, "cmp_grad", "SIMPLE ADDITION", "",
._linked = 22,
._unlock = 23
},
{
- .serial_id = 22,
- .title = "SECRET CODE",
- .map_name = "cmp_secret",
- .description = "",
-
+ 22, "cmp_secret", "SECRET CODE", "",
._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",
+ 23, "cmp_binary", "3 BIT BINARY", "Convert amount to binary",
+ ._unlock = 24,
.strings =
{
{
"\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",
+ 24, "cmp_add3b", "3 BIT ADDER", "Binary addition",
+ ._unlock = 25,
.strings =
{
{
"\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",
-
+ 25, "cmp_plot3x3", "3x3 PLOT", "2 bit x/y",
+ ._unlock = 33,
.strings =
{
{
"\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"
+ }
}
}
};
static struct career_level_pack
{
struct cmp_level *pack;
+ const char *title;
int count;
v3f primary_colour;
{
{
.pack = cmp_levels_tutorials,
+ .title = "",
.count = vg_list_size( cmp_levels_tutorials ),
.primary_colour = { 0.204f, 0.345f, 0.553f },
- .origin = { -5, -2 },
+ .origin = { -4, -2 },
.dims = { 1, 7 }
},
{
.pack = 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 },
},
{
.pack = cmp_levels_grad,
+ .title = "\x8C\x8E"" Challenge",
.count = vg_list_size( cmp_levels_grad ),
- .primary_colour = { 0.553f, 0.345f, 0.204f },
- .origin = { -5, 6 },
- .dims = { 5, 1 }
+ .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, 0.23f, 0.39f },
- .origin = { -5, 8 },
- .dims = { 5, 2 }
+ .primary_colour = { 0.75f, 0.14f, 0.1f },
+ .origin = { -4, 6 },
+ .dims = { 4, 1 }
}
};