+// 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;
+ }
+ }
+ }
+}