vg2 port: build script and resource loading
[fishladder.git] / fishladder_resources_vg1.h
diff --git a/fishladder_resources_vg1.h b/fishladder_resources_vg1.h
new file mode 100644 (file)
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+// TEXTURES
+// ===========================================================================================================
+
+typedef struct vg1_tex2d vg1_tex2d;
+struct vg1_tex2d {
+   const char *path;
+   GLuint name;
+};
+
+vg1_tex2d tex_tile_data    =   { "textures/tileset.qoi" };
+vg1_tex2d tex_tile_glow    =  { "textures/lineset.qoi" };
+vg1_tex2d tex_tile_detail  =  { "textures/tile_overlays.qoi" };
+vg1_tex2d tex_tiles_wood   =   { "textures/tile_wood.qoi" };
+vg1_tex2d tex_tiles_min    =  { "textures/tile_minimal.qoi" };
+vg1_tex2d tex_tiles_lab    =  { "textures/tile_lab.qoi" };
+vg1_tex2d tex_ball_noise   =  { "textures/bnoise.qoi" };
+vg1_tex2d tex_unkown              =  { "textures/unkown.qoi" };
+vg1_tex2d tex_buttons          =  { "textures/buttons.qoi" };
+vg1_tex2d tex_sprites          =  { "textures/autocombine.qoi" };
+
+vg1_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 
+};
+
+#include "sprites_autocombine.h"
+
+// AUDIO
+// ===========================================================================================================
+
+#if 0
+sfx_vol_control audio_volume_sfx =             { .val = 1.0f, .name = "Sound effects" };
+sfx_vol_control audio_volume_music =   { .val = 1.0f, .name = "Music" };
+
+sfx_system audio_system_sfx = 
+{
+ .vol = 1.f,
+ .ch = 1,
+ .vol_src = &audio_volume_sfx,
+ .name = "sfx"
+};
+#endif
+
+audio_clip audio_tile_mod[] = {
+   { .path="sound/mod_01.ogg" },
+   { .path="sound/mod_02.ogg" },
+   { .path="sound/mod_03.ogg" },
+   { .path="sound/mod_04.ogg" },
+   { .path="sound/mod_05.ogg" },
+   { .path="sound/mod_06.ogg" },
+};
+
+audio_clip audio_splitter[] = {
+   { .path="sound/splitter_01.ogg" },
+};
+
+audio_clip audio_rolls[] = {
+   { .path="sound/rolling_01.ogg" },
+   { .path="sound/rolling_02.ogg" }
+};
+
+audio_clip audio_random[] ={
+   { .path="sound/random_01.ogg" },
+   { .path="sound/random_02.ogg" },
+   { .path="sound/random_03.ogg" },
+   { .path="sound/random_04.ogg" },
+   { .path="sound/random_05.ogg" },
+   { .path="sound/random_06.ogg" },
+   { .path="sound/random_07.ogg" },
+   { .path="sound/random_08.ogg" },
+};
+
+audio_clip audio_clicks[] = {
+   { .path="sound/click_a.ogg" },
+   { .path="sound/click_b.ogg" },
+   { .path="sound/click_c.ogg" },
+};
+
+audio_clip audio_tones[] = {
+   { .path="sound/y0.ogg" },
+   { .path="sound/y1.ogg" },
+   { .path="sound/y2.ogg" },
+   { .path="sound/y3.ogg" },
+   { .path="sound/y4.ogg" },
+   { .path="sound/y5.ogg" },
+   { .path="sound/y6.ogg" },
+   { .path="sound/y7.ogg" },
+   { .path="sound/y8.ogg" },
+   { .path="sound/win.ogg" },
+};
+
+audio_clip audio_music[] = {
+   { .path="sound/mccompt2.ogg" },
+};
+
+#if 0
+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;
+}
+#endif
+
+#define INIT_AUDIO( X ) audio_clip_loadn( X, vg_list_size(X), NULL );
+
+static void resource_load_main(void){
+       // Textures // UI
+   for( u32 i=0; i<vg_list_size(texture_list); i ++ ){
+      struct vg1_tex2d *tex = texture_list[i];
+      vg_tex2d_load_qoi_async_file( tex->path, 0, &tex->name );
+   }
+       
+       // Audio
+   INIT_AUDIO( audio_tile_mod );
+       INIT_AUDIO( audio_tile_mod );
+       INIT_AUDIO( audio_splitter );
+       INIT_AUDIO( audio_rolls );
+       INIT_AUDIO( audio_random );
+       INIT_AUDIO( audio_clicks );
+       INIT_AUDIO( audio_tones );
+
+#if 0
+   vg_thread_run( load_and_play_bgm, NULL );
+#endif
+}
+
+// SHADERS
+// ===========================================================================================================
+
+SHADER_DEFINE( shader_tile_colour,
+
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform mat3 uPv;"
+       "uniform vec3 uOffset;"
+       ""
+       "void main()"
+       "{"
+               "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       "uniform vec4 uColour;"
+       ""
+       "void main()"
+       "{"
+               "FragColor = uColour;"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uColour" })
+)
+
+SHADER_DEFINE( shader_ball,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec3 uOffset;"
+       "uniform mat3 uPv;"
+       ""
+       "out vec4 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "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
+               "aTexCoords = vec4( a_co, worldpos.xy );"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec3 uColour;"
+       "uniform vec2 uTexOffset;"
+       ""
+       "in vec4 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec2 center_coords = aTexCoords.xy - 0.5;"
+               "vec2 center_coords_sqr = center_coords*center_coords;"
+               "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
+               
+               "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
+               "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
+               "vec4 noise_sample = texture( uTexMain, warped_coords );"
+               
+               "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
+               
+               "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
+               "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*0.6 + (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;"
+       "}"
+       ,
+       UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
+)
+
+SHADER_DEFINE( shader_tile_main,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec4 uOffset;" // Tile x/y, uv x/y
+       "uniform mat3 uPv;"
+       "uniform mat2 uSubTransform;"
+       "uniform float uVisibility;"
+       ""
+       "out vec4 aTexCoords;"
+       "out vec2 aWorldCoords;"
+       ""
+       "vec2 hash22(vec2 p)"
+       "{"
+               "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
+               "p3 += dot(p3, p3.yzx+33.33);"
+               "return fract((p3.xx+p3.yz)*p3.zy);"
+       "}"
+       ""
+       "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) * 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(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;"           
+       "}",
+       
+       // FRAGMENT
+       "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( 0.8, 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 ) );"
+               
+               //"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 glow_comp = vec4(glyph_glow.b*uGlowA+glyph_glow.g*uGlowB,0.0);"
+               
+               "FragColor = mix( output_regular, output_ghost, uGhost )*uColour + glow_comp;"
+       "}"
+       ,
+       UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", 
+         "uColour", "uForeground", "uVisibility", "uShadowing", "uTexGlow",
+         "uGlowA", "uGlowB" })
+)
+
+SHADER_DEFINE( shader_background,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform mat3 uPv;"
+       "uniform vec3 uOffset;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
+               "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
+               "aTexCoords = a_co;"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "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 )"
+               "{"
+                       "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 );"
+         "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;"
+               
+#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 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" })
+)
+
+SHADER_DEFINE( shader_wire,
+       // VERTEX
+       "layout (location=0) in vec2 a_co;"
+       "uniform vec3 uStart;"
+       "uniform vec3 uEnd;"
+       "uniform mat3 uPv;"
+       "uniform float uCurve;"
+       ""
+       "out vec2 aTexCoords;"
+       ""
+       "vec3 sample_curve_time( float t )"
+       "{"
+               "vec3 line_coord = mix( uStart, uEnd, t );"
+
+               "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
+               "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
+       "}"
+       ""
+       "void main()"
+       "{"
+               // Vertex transform
+               "vec3 p0 = sample_curve_time( a_co.x );"
+               "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
+               
+               "vec2 line_tangent = normalize(p1.xy-p0.xy);"
+               "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
+               
+               "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
+               
+               "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
+
+               // Create texture coords (todo: include stretch adjusted coords?)
+               "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
+       "}",
+       
+       // FRAGMENT
+       "out vec4 FragColor;"
+       ""
+       "uniform sampler2D uTexMain;"
+       "uniform vec4 uColour;"
+       "uniform float uTime;"
+       "uniform float uGlow;"
+       ""
+       "in vec2 aTexCoords;"
+       ""
+       "void main()"
+       "{"
+               // 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", "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_tile_colour );
+       SHADER_INIT( shader_tile_main );
+       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 );
+}
+
+/*
+       0000 0   | 0001 1   | 0010 2   | 0011 3
+                          |          |    |     |    |
+               X     |           X=    |    X     |    X=
+                          |          |          |     
+       0100 4   | 0101 5   | 0110 6   | 0111 7
+                          |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+                          |          |          |    
+       1000 8   | 1001 9   | 1010 10  | 1011 11
+                     |          |    |     |    |
+               X     |    X=    |    X     |    X=
+               |               |    |     |    |     |    |
+       1100 12  | 1101 13  | 1110 14  | 1111 15
+                     |          |    |     |    |
+         =X     |   =X=    |   =X     |   =X=
+               |          |    |     |    |     |    |
+*/
+
+struct cmp_level
+{
+   // Basic info
+   int serial_id;
+
+       const char *map_name;
+       const char *title;
+       const char *description;
+       
+   const char *achievement;
+       
+       int _unlock, _linked;   // When completed, unlock this level
+       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[] = 
+{
+       { 
+      0, "cmp_t01", "PRINCIPLE 1", "",
+               ._unlock = 1,
+               .is_tutorial = 1
+       },
+       { 
+      1, "cmp_t02", "PRINCIPLE 2", "",
+               ._unlock = 2,
+               .is_tutorial = 1,
+       },
+       {
+      2, "cmp_t03", "PRINCIPLE 3", "",
+               ._unlock = 12,
+               .is_tutorial = 1
+       },
+       {
+      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[] =
+{
+       {
+      6, "cmp_b04", "PATCH", "",
+               ._unlock = 7,
+               ._linked = 3
+       },
+       {
+      3, "cmp_b01", "SUBDIVISION 1", "",
+               ._linked = 4,
+               ._unlock = 5
+       },
+       {
+      4, "cmp_b02", "SUBDIVISION 2", "",
+               ._unlock = 7
+       },
+       {
+      5, "cmp_b03", "RESTRUCTURE", "",
+               ._unlock = 8,
+      ._linked = 31
+       },
+   {
+      31, "cmp_121", "1-2-1", "",
+      ._unlock = 8
+   },
+       {
+      7, "cmp_b05", "PATTERNS 1", "",
+               ._unlock = 15,
+               ._linked = 8
+       },
+       {
+      8, "cmp_b06", "PATTERNS 2", "",
+               ._unlock = 15
+       },
+       {
+      16, "cmp_routing", "ROUTING PROBLEM", "",
+               ._linked = 9
+       },
+       {
+      9, "cmp_b07", "MIGHTY CONSUMER", "",
+               ._linked = 10,
+               ._unlock = 11,
+               .achievement = "MIGHTY_CONSUMER"
+       },
+       {
+      10, "cmp_b08", "SHIFT", "",
+               ._unlock = 17
+       },
+       {
+      11, "cmp_b09", "REVERSE", "",
+               ._unlock = 17
+       },
+       {
+      18, "cmp_not", "NOT GATE", "",
+               ._linked = 19,
+               ._unlock = 20
+       },
+       {
+      19, "cmp_and", "AND GATE", "",
+               ._unlock = 20
+       },
+       {
+      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[] =
+{
+       {
+      13, "cmp_i01", "SORT", "",
+               ._linked = 14
+       },
+       {
+      14, "cmp_i02", "THIRDS", "",
+               ._linked = 21
+       },
+       {
+      21, "cmp_grad", "SIMPLE ADDITION", "",
+               ._linked = 22,
+               ._unlock = 23
+       },
+       {
+      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"
+         }
+      }
+       },
+       {
+      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 career_level_pack 
+{
+       struct cmp_level *pack;
+   const char *title;
+       int count;
+
+       v3f primary_colour;
+       v2i origin;
+       v2i dims;
+} 
+career_packs[] =
+{
+       {
+               .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 }
+       },
+       {
+               .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 }
+       },
+       {
+               .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 }
+       },
+       {
+               .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 }
+       }
+};
+
+// Setup pointers and that
+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_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;
+         }
+               }
+       }
+}