vg2 port: build script and resource loading
[fishladder.git] / fishladder_resources.h
index fca9152da0e1fc9b032a856b8bfbaecaecd634c3..d617c9b7dee52608b1a751970a2c414a6ad68bad 100644 (file)
@@ -2,14 +2,32 @@
 // ===========================================================================================================
 
 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_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_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_background, &tex_ball_noise, &tex_monofur, &tex_unkown };
+#include "sprites_autocombine.h"
 
 // AUDIO
 // ===========================================================================================================
@@ -63,17 +81,45 @@ sound/random_07.ogg\0\
 sound/random_08.ogg\0"
 };
 
+sfx_set audio_clicks =
+{
+ .sources = "\
+sound/click_a.ogg\0\
+sound/click_b.ogg\0\
+sound/click_c.ogg\0"
+};
+
+sfx_set audio_tones = 
+{
+       .sources = "\
+sound/y0.ogg\0\
+sound/y1.ogg\0\
+sound/y2.ogg\0\
+sound/y3.ogg\0\
+sound/y4.ogg\0\
+sound/y5.ogg\0\
+sound/y6.ogg\0\
+sound/y7.ogg\0\
+sound/y8.ogg\0\
+sound/win.ogg\0"
+};
+
+sfx_set audio_music =
+{
+   .sources = "sound/mccompt2.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"
 };
 
@@ -87,37 +133,46 @@ 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"
 };
 
-ui_colourset ui_fl_colours = {
-       .main = 0xff807373,
-       .hover = 0xff918484,
-       .active = 0xffad9f9e
+sfx_system audio_system_ui = 
+{
+       .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+       .name = "UI"
 };
 
-ui_colourset ui_fl_colours_inactive = {
-       .main = 0xff655958,
-       .hover = 0xff655958,
-       .active = 0xff655958
+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
+       // 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();
-       
        // Audio
        sfx_set_init( &audio_tile_mod, NULL );
        sfx_set_init( &audio_splitter, NULL );
        sfx_set_init( &audio_rolls, NULL );
        sfx_set_init( &audio_random, NULL );
+       sfx_set_init( &audio_clicks, NULL );
+       sfx_set_init( &audio_tones, NULL );
+
+   vg_thread_run( load_and_play_bgm, NULL );
 }
 
 static void resource_free_main(void)
@@ -128,6 +183,8 @@ static void resource_free_main(void)
        sfx_set_free( &audio_splitter );
        sfx_set_free( &audio_rolls );
        sfx_set_free( &audio_random );
+       sfx_set_free( &audio_clicks );
+       sfx_set_free( &audio_tones );
 }
 
 // SHADERS
@@ -160,7 +217,7 @@ SHADER_DEFINE( shader_tile_colour,
 SHADER_DEFINE( shader_ball,
        // VERTEX
        "layout (location=0) in vec2 a_co;"
-       "uniform vec2 uOffset;"
+       "uniform vec3 uOffset;"
        "uniform mat3 uPv;"
        ""
        "out vec4 aTexCoords;"
@@ -168,7 +225,7 @@ SHADER_DEFINE( shader_ball,
        "void main()"
        "{"
                // Vertex transform
-               "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
+               "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
                "gl_Position = vec4( uPv * worldpos, 1.0 );"
 
                // Create texture coords
@@ -200,8 +257,9 @@ SHADER_DEFINE( shader_ball,
                "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;"
        "}"
@@ -215,6 +273,7 @@ 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;"
@@ -228,13 +287,16 @@ 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;"           
@@ -244,34 +306,45 @@ SHADER_DEFINE( shader_tile_main,
        "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 );"
+               //"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,
@@ -295,37 +368,41 @@ 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 = vec3( 0.369768, 0.3654, 0.42 );"
-               
+#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,
@@ -368,17 +445,189 @@ 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", "uTime", "uGlow" })
+)
+
+SHADER_DEFINE( shader_buttons,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec4 uOffset;" // Tile x/y, uv x/y
+       "uniform mat3 uPv;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
+               "gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+               // Create texture coords
+               "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
+               "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"  
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec4 uColour;" // rgb, light amount
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
+               
+               "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
        "}"
        ,
-       UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" })
+       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)
 {
@@ -387,6 +636,11 @@ void vg_register(void)
        SHADER_INIT( shader_ball );
        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 );
 }
 
 /*
@@ -408,409 +662,376 @@ 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"
-};
+struct cmp_level
+{
+   // Basic info
+   int serial_id;
 
-float const MESH_NUMBER_5[] = {
-       #include "fonts/numbers/n5.h"
-};
+       const char *map_name;
+       const char *title;
+       const char *description;
+       
+   const char *achievement;
+       
+       int _unlock, _linked;   // When completed, unlock this level
+       int is_tutorial;
 
-float const MESH_NUMBER_6[] = {
-       #include "fonts/numbers/n6.h"
-};
+   // Aesthetic
+   struct world_string
+   {
+      enum placement
+      {
+         k_placement_top,
+         k_placement_bottom
+      }
+      placement;
 
-float const MESH_NUMBER_7[] = {
-       #include "fonts/numbers/n7.h"
-};
+      const char *str;
+   }
+   strings[2];
 
-float const MESH_NUMBER_8[] = {
-       #include "fonts/numbers/n8.h"
-};
+   // Persistent stats
+       int unlocked;
+       int completed_score;
 
-float const MESH_NUMBER_9[] = {
-       #include "fonts/numbers/n9.h"
-};
+   // Runtime
+       struct world_button btn;
+       struct cmp_level *unlock, *linked;
 
-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"
+       #ifdef VG_STEAM
+       SteamLeaderboard_t steam_leaderboard;
+       #endif
 };
 
-#define MESH_NUMBER_DIVISOR 6
-
-u32 const MESH_NUMBERS_OFFSETS[][2] =
+static struct cmp_level cmp_levels_tutorials[] = 
 {
-       {
-               0,
-               vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR
+       { 
+      0, "cmp_t01", "PRINCIPLE 1", "",
+               ._unlock = 1,
+               .is_tutorial = 1
        },
-       {
-               vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR
+       { 
+      1, "cmp_t02", "PRINCIPLE 2", "",
+               ._unlock = 2,
+               .is_tutorial = 1,
        },
        {
-               (
-                       vg_list_size( MESH_NUMBER_0 ) +
-                       vg_list_size( MESH_NUMBER_1 )
-               ) / MESH_NUMBER_DIVISOR,
-               vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR
+      2, "cmp_t03", "PRINCIPLE 3", "",
+               ._unlock = 12,
+               .is_tutorial = 1
        },
        {
-               (
-                       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
+      12, "cmp_t04", "PRINCIPLE 4", "",
+               ._unlock = 6,
+               .is_tutorial = 1,
+               .achievement = "TUTORIALS"
        },
        {
-               (
-                       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
+      15, "cmp_b10", "PRINCIPLE 5", "",
+               ._unlock = 16,
+               .is_tutorial = 1
        },
        {
-               (
-                       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
+      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[] =
+{
        {
-               (
-                       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
+      6, "cmp_b04", "PATCH", "",
+               ._unlock = 7,
+               ._linked = 3
        },
        {
-               (
-                       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
+      3, "cmp_b01", "SUBDIVISION 1", "",
+               ._linked = 4,
+               ._unlock = 5
        },
        {
-               (
-                       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
+      4, "cmp_b02", "SUBDIVISION 2", "",
+               ._unlock = 7
        },
        {
-               (
-                       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;
-       
-       int completed_score;
-       
-       int unlocks;                    // When completed, unlock this many levels
-       int linked_unlocks;     // When unlocked, unlock this many levels additionally
-       
-       int serial_id;
-       
-       SteamLeaderboard_t steam_leaderboard;
-};
-
-struct cmp_level cmp_levels_tutorials[] = 
-{
-       {
-               .title = "PRINCIPLE 1",
-               .map_name = "cmp_t01",
-               .description = "Utilize basic transport methods",
-               
-               .serial_id = 0,
-               .unlocks = 1
+      5, "cmp_b03", "RESTRUCTURE", "",
+               ._unlock = 8,
+      ._linked = 31
        },
+   {
+      31, "cmp_121", "1-2-1", "",
+      ._unlock = 8
+   },
        {
-               .title = "PRINCIPLE 2",
-               .map_name = "cmp_t02",
-               .description = "Utilize the twisty turny(TM) piece",
-               
-               .serial_id = 1,
-               .unlocks = 1
+      7, "cmp_b05", "PATTERNS 1", "",
+               ._unlock = 15,
+               ._linked = 8
        },
        {
-               .title = "PRINCIPLE 3",
-               .map_name = "cmp_t03",
-               .description = "Merge transport into one",
-               
-               .serial_id = 2,
-               .unlocks = 1,
+      8, "cmp_b06", "PATTERNS 2", "",
+               ._unlock = 15
        },
        {
-               .title = "PRINCIPLE 4",
-               .map_name = "cmp_t04",
-               .description = "Some stages require multiple runs to succeed in order to pass",
-               
-               .serial_id = 12,
-               .unlocks = 3
-       }
-};
-
-struct cmp_level cmp_levels_basic[] =
-{
-       {
-               .title = "SUBDIVISION 1",
-               .map_name = "cmp_b01",
-               .description = "Simple maths, branching required.",
-               
-               .serial_id = 3,
-               .unlocks = 1
+      16, "cmp_routing", "ROUTING PROBLEM", "",
+               ._linked = 9
        },
        {
-               .title = "SUBDIVISION 2",
-               .map_name = "cmp_b02",
-               .description = "Simple maths. Futher.",
-
-               .serial_id = 4,
-               .unlocks = 1
+      9, "cmp_b07", "MIGHTY CONSUMER", "",
+               ._linked = 10,
+               ._unlock = 11,
+               .achievement = "MIGHTY_CONSUMER"
        },
        {
-               .title = "RESTRUCTURE",
-               .map_name = "cmp_b03",
-               .description = "Not so simple swap",
-               
-               .serial_id = 5,
-               .unlocks = 1
+      10, "cmp_b08", "SHIFT", "",
+               ._unlock = 17
        },
        {
-               .title = "SERIALIZE",
-               .map_name = "cmp_b04",
-               .description = "Merge and sort",
-               
-               .serial_id = 6,
-               .unlocks = 1
+      11, "cmp_b09", "REVERSE", "",
+               ._unlock = 17
        },
        {
-               .title = "PATTERNS 1",
-               .map_name = "cmp_b05",
-               .description = "Replicate",
-               
-               .serial_id = 7,
-               .unlocks = 1
+      18, "cmp_not", "NOT GATE", "",
+               ._linked = 19,
+               ._unlock = 20
        },
        {
-               .title = "PATTERNS 2",
-               .map_name = "cmp_b06",
-               .description = "Replicate MORE",
-               
-               .serial_id = 8,
-               .unlocks = 1
+      19, "cmp_and", "AND GATE", "",
+               ._unlock = 20
        },
        {
-               .title = "MIGHTY CONSUMER",
-               .map_name = "cmp_b07",
-               .description = "Build a greedy system",
-               
-               .serial_id = 9,
-               .unlocks = 1
+      20, "cmp_xor", "QUALIFICATION PROJECT", "",
+               ._unlock = 26,
+               .achievement = "GRADUATE"
        },
-       {
-               .title = "ENCRYPTED 1",
-               .map_name = "cmp_b08",
-               .description = "Some configurations may not be valid",
+   {
+      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", ""
+   }
+};
 
-               .serial_id = 10,
-               .unlocks = 1
-       },
+static struct cmp_level cmp_levels_grad[] =
+{
        {
-               .title = "REVERSE",
-               .map_name = "cmp_b09",
-               .description = "Reverse the incoming order. Always length 4",
-               
-               .serial_id = 11,
-               .unlocks = 1
+      13, "cmp_i01", "SORT", "",
+               ._linked = 14
        },
        {
-               .title = "PRINCIPLE 5",
-               .map_name = "cmp_b10",
-               .description = 
-                       "The competent engineers among you may have already\n" 
-                       "spotted 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",
-
-               .serial_id = 15,
-               .linked_unlocks = 1
+      14, "cmp_i02", "THIRDS", "",
+               ._linked = 21
        },
        {
-               .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",
-               
-               .serial_id = 16,
-               .unlocks = 1
+      21, "cmp_grad", "SIMPLE ADDITION", "",
+               ._linked = 22,
+               ._unlock = 23
        },
        {
-               .title = "PRINCIPLE 6",
-               .map_name = "cmp_b11",
-               .description =
-                       "While hovering over a simple tile peice, right click and\n"
-                       "drag to start creating a wire. These can be connected to\n"
-                       "the left, or right recieving pins of a Twisty Turny(TM).\n"
-                       "\n"
-                       "Once connected, the Twisty Turny(TM) will no longer\n"
-                       "'flip flop' as marbles run through them, but instead be\n"
-                       "et to left or right rotating only. As indicated by the\n"
-                       "status arrow beneath them\n"
-                       "\n"
-                       "When the left or right slot is triggered, the Twisty\n"
-                       "Turny(TM) will switch modes according to that input.\n"
-                       "\n"
-                       "Trigger wires apply instantaneously, however if both the\n"
-                       "left and right inputs are recieved at the same time,\n"
-                       "this results in no operation being performed, and no\n"
-                       "state changes take place in the Twisty Turny(TM)\n",
-
-                       .serial_id = 17,
-                       .linked_unlocks = 1
+      22, "cmp_secret", "SECRET CODE", "",
+               ._unlock = 23
+       }
+};
+
+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"
+         }
+      }
        },
        {
-               .title = "NOT GATE",
-               .map_name = "cmp_not",
-               .description = 
-                       "Test your knowledge of triggers, build an 'NOT GATE'\n"
-                       "emulated by marble logic.",
-               
-               .serial_id = 18,
-               .unlocks = 1
+      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"
+         }
+      }
        },
        {
-               .title = "AND GATE",
-               .map_name = "cmp_and",
-               .description = 
-                       "A slightly more complicated gate, but shouldn't be\n"
-                       "too difficult for your skillset.",
-               
-               .serial_id = 19,
-               .unlocks = 1
+      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"
+         }
+      }
        },
        {
-               .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",
-               .serial_id = 20,
-               .unlocks = 3
+      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"
+         }
+      }
        }
 };
 
-struct cmp_level 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 
+{
+       struct cmp_level *pack;
+   const char *title;
+       int count;
+
+       v3f primary_colour;
+       v2i origin;
+       v2i dims;
+} 
+career_packs[] =
 {
        {
-               .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.",
-               
-               .serial_id = 13
+               .pack = 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 }
        },
        {
-               .title = "THIRDS",
-               .map_name = "cmp_i02",
-               .description = 
-                       "Split the inputs up into a third of their values\n"
-                       "\n"
-                       "Is this possible? -HG",
-               
-               .serial_id = 14
+               .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 },
+               .dims = { 3, 7 }
        },
        {
-               .title = "XOR CHIP",
-               .map_name = "cmp_xor",
-               .description = 
-                       "Significantly more complicated than an AND or NOT gate,\n"
-                       "but possible.",
-               .serial_id = 21
+               .pack = 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 }
        },
        {
-               .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",
-               .serial_id = 22
+               .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 }
        }
 };
 
-struct
+// Setup pointers and that
+static void career_local_data_init(void)
 {
-       int total_unlocked;
+       struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
+       for( int i = 0; i < NUM_CAMPAIGN_LEVELS; i ++ )
+      level_ptrs[i] = NULL;
+
+       // COllect pointers
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+       {
+               struct career_level_pack *set = &career_packs[i];
+               
+               for( int j = 0; j < set->count; j ++ )
+      {
+         int id = set->pack[j].serial_id;
+
+         if( level_ptrs[ id ] )
+            vg_error( "Serial id %u already used!\n", id );
+         else
+                          level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
+      }
+       }
+       
+       // Apply
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
+       {
+               struct career_level_pack *set = &career_packs[i];
+               
+               for( int j = 0; j < set->count; j ++ )
+               {
+                       struct cmp_level *lvl = &set->pack[j];
+
+         if( lvl->_unlock >= NUM_CAMPAIGN_LEVELS ||
+             lvl->_linked >= NUM_CAMPAIGN_LEVELS )
+         {
+            vg_error( "_unlock / _linked out of range (%d, %d)\n",
+               lvl->_unlock, lvl->_linked );
+         }
+         else
+         {
+                          lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
+                          lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
+         }
+               }
+       }
 }
-career_local = 
-{
-       .total_unlocked = 1
-};