X-Git-Url: https://harrygodden.com/git/?p=fishladder.git;a=blobdiff_plain;f=fishladder_resources.h;fp=fishladder_resources.h;h=d617c9b7dee52608b1a751970a2c414a6ad68bad;hp=ad4c6f3995615b644915ebe23002ef0f1c9db42e;hb=0376d40412c8a4ca4762edad190b07c745ee897e;hpb=30490c4c08d5c0f811017a901aa9e25a95be7c40 diff --git a/fishladder_resources.h b/fishladder_resources.h index ad4c6f3..d617c9b 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -2,6 +2,7 @@ // =========================================================================================================== vg_tex2d tex_tile_data = { .path = "textures/tileset.qoi" }; +vg_tex2d tex_tile_glow = { .path = "textures/lineset.qoi" }; vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" }; vg_tex2d tex_tiles_wood = { .path = "textures/tile_wood.qoi" }; @@ -16,6 +17,7 @@ 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, @@ -102,6 +104,11 @@ 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 = { @@ -136,6 +143,22 @@ sfx_system audio_system_ui = .name = "UI" }; +sfx_system audio_system_music = +{ + .vol = 1.0f, + .ch = 2, + .vol_src = &audio_volume_music, + .name = "music", + .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT | SFX_FLAG_STEREO +}; + +static void *load_and_play_bgm( void *_inf ) +{ + sfx_set_init( &audio_music, NULL ); + sfx_set_play( &audio_music, &audio_system_music, 0 ); + return NULL; +} + static void resource_load_main(void) { // Textures // UI @@ -148,6 +171,8 @@ static void resource_load_main(void) 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) @@ -232,9 +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;" + "vec3 marble_comp = uColour*0.6 + (noise_sample.x*2.7+pow(rim_light,3.0)*2.0) * 0.1;" //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );" - "vec4 colour_comp = mix( vec4(0.2,0.2,0.2,shadow), vec4(marble_comp,1.0), circle_factor );" + "vec4 colour_comp = mix( vec4(0.0,0.0,0.0,shadow), vec4(marble_comp,1.0), circle_factor );" "FragColor = colour_comp;" "}" @@ -281,12 +306,15 @@ 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;" @@ -297,6 +325,7 @@ SHADER_DEFINE( shader_tile_main, //"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 ) );" @@ -307,13 +336,15 @@ SHADER_DEFINE( shader_tile_main, "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );" "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );" - "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );" + "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g*ghost_dist );" + "vec4 glow_comp = vec4(glyph_glow.b*uGlowA+glyph_glow.g*uGlowB,0.0);" - "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;" + "FragColor = mix( output_regular, output_ghost, uGhost )*uColour + glow_comp;" "}" , UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", - "uColour", "uForeground", "uVisibility", "uShadowing" }) + "uColour", "uForeground", "uVisibility", "uShadowing", "uTexGlow", + "uGlowA", "uGlowB" }) ) SHADER_DEFINE( shader_background, @@ -343,30 +374,32 @@ SHADER_DEFINE( shader_background, "" "void main()" "{" + "vec4 data_this_tile = texture( uTexMain, aTexCoords );" + "float ao_accum = 0.0;" + + "vec2 random_noise;" + "for( int i=0; i<10; ++i )" "{" - "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;" + "random_noise = (texture( uSamplerNoise, aTexCoords * 10.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;" "vec4 background = texture( uTexMain, aTexCoords + random_noise );" - "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);" + "float height_diff = min(data_this_tile.r - background.r,0.0);" + + "ao_accum += height_diff * clamp((1.0 - length( random_noise )), 0.0, 1.0);" "}" "ao_accum *= 0.15;" - "vec4 data_this_tile = texture( uTexMain, aTexCoords );" - - "ao_accum -= data_this_tile.r;" - "ao_accum *= uVisibility;" - +#if 0 "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );" - +#endif + "vec2 square_coords = fract( aTexCoords * 64.0 );" "vec2 grid_coords = abs( square_coords - 0.5 );" - "float edge_contrast = (1.0-ao_accum*0.2);" - - "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );" - "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);" - - "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );" + "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );" + + "vec3 colour_main = mix( vec3( 0.14 ) + random_noise.x*0.5, vec3( 0.1 ) + gridline*0.02, data_this_tile.g * uVisibility );" + "FragColor = vec4( colour_main + ao_accum*0.05, 1.0 );" "}" , UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" }) @@ -504,6 +537,98 @@ SHADER_DEFINE( shader_sprite, 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 ); @@ -513,6 +638,9 @@ void vg_register(void) 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 ); } /* @@ -700,7 +828,15 @@ static struct cmp_level cmp_levels_basic[] = ._unlock = 32 }, { - 32, "cmp_3and2", "THREE AND FOUR", "" + 32, "cmp_3and2", "THREE AND FOUR", "", + ._linked = 34 + }, + { + 34, "doublex2", "DOUBLE DOUBLE", "Delay & repeat", + ._linked = 35 + }, + { + 35, "oddoreven", "ODD OR EVEN", "" } }; @@ -771,6 +907,7 @@ static struct cmp_level cmp_levels_computer[] = }, { 25, "cmp_plot3x3", "3x3 PLOT", "2 bit x/y", + ._unlock = 33, .strings = { { @@ -780,6 +917,26 @@ static struct cmp_level cmp_levels_computer[] = "\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" + } } } }; @@ -803,7 +960,7 @@ career_packs[] = .title = "", .count = vg_list_size( cmp_levels_tutorials ), .primary_colour = { 0.204f, 0.345f, 0.553f }, - .origin = { -5, -2 }, + .origin = { -4, -2 }, .dims = { 1, 7 } }, { @@ -818,17 +975,17 @@ career_packs[] = .pack = cmp_levels_grad, .title = "\x8C\x8E"" Challenge", .count = vg_list_size( cmp_levels_grad ), - .primary_colour = { 0.553f, 0.345f, 0.204f }, - .origin = { -5, 6 }, - .dims = { 5, 1 } + .primary_colour = { 0.75f, 0.23f, 0.39f }, + .origin = { -4, 5 }, + .dims = { 4, 1 } }, { .pack = cmp_levels_computer, .title = "\x8C\x8F"" 3 Bit computer\n\n (preview)", .count = vg_list_size( cmp_levels_computer ), - .primary_colour = { 0.75f, 0.23f, 0.39f }, - .origin = { -5, 8 }, - .dims = { 5, 2 } + .primary_colour = { 0.75f, 0.14f, 0.1f }, + .origin = { -4, 6 }, + .dims = { 4, 1 } } };