X-Git-Url: https://harrygodden.com/git/?p=fishladder.git;a=blobdiff_plain;f=fishladder_resources.h;h=d617c9b7dee52608b1a751970a2c414a6ad68bad;hp=e3abf07bd3da513c1a24328f5244fc3829468b97;hb=HEAD;hpb=313de221328d756742ddc6f52386d9ddae067e7c diff --git a/fishladder_resources.h b/fishladder_resources.h index e3abf07..d617c9b 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -2,13 +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_ball = { .path = "textures/ball.qoi", .flags = VG_TEXTURE_CLAMP }; -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_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_wood, &tex_ball, &tex_background, &tex_ball_noise }; +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 +}; + +#include "sprites_autocombine.h" // AUDIO // =========================================================================================================== @@ -62,17 +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" }; @@ -86,13 +133,35 @@ 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" }; +sfx_system audio_system_ui = +{ + .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, + .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 + // Textures // UI vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); // Audio @@ -100,6 +169,10 @@ static void resource_load_main(void) 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) @@ -110,6 +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 @@ -139,47 +214,10 @@ SHADER_DEFINE( shader_tile_colour, UNIFORMS({ "uPv", "uOffset", "uColour" }) ) -/* SHADER_DEFINE( shader_ball, // VERTEX "layout (location=0) in vec2 a_co;" - "uniform vec2 uOffset;" - "uniform mat3 uPv;" - "" - "out vec2 aTexCoords;" - "" - "void main()" - "{" - // Create texture coords - "aTexCoords = a_co;" - - // Vertex transform - "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );" - "gl_Position = vec4( uPv * worldpos, 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "" - "uniform sampler2D uTexMain;" - "uniform vec3 uColour;" - "" - "in vec2 aTexCoords;" - "" - "void main()" - "{" - "vec4 glyph = texture( uTexMain, aTexCoords );" - "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );" - "}" - , - UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" }) -) -*/ - -SHADER_DEFINE( shader_ball, - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform vec2 uOffset;" + "uniform vec3 uOffset;" "uniform mat3 uPv;" "" "out vec4 aTexCoords;" @@ -187,7 +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 @@ -217,11 +255,11 @@ SHADER_DEFINE( shader_ball, "vec2 shadow_coords = center_coords + vec2(0.02,0.07);" "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;" - //"float shadow = exp(-abs(shadow_coords_sqr.x+shadow_coords_sqr.y)*20.0);" "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;" "}" @@ -235,6 +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;" @@ -248,13 +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;" @@ -264,34 +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, @@ -315,37 +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, @@ -388,17 +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", "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", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" }) + 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) { @@ -407,6 +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 ); } /* @@ -428,154 +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" -}; +struct cmp_level +{ + // Basic info + int serial_id; -float const MESH_NUMBER_3[] = { - #include "fonts/numbers/n3.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_4[] = { - #include "fonts/numbers/n4.h" -}; + // Aesthetic + struct world_string + { + enum placement + { + k_placement_top, + k_placement_bottom + } + placement; -float const MESH_NUMBER_5[] = { - #include "fonts/numbers/n5.h" -}; + const char *str; + } + strings[2]; -float const MESH_NUMBER_6[] = { - #include "fonts/numbers/n6.h" -}; + // Persistent stats + int unlocked; + int completed_score; -float const MESH_NUMBER_7[] = { - #include "fonts/numbers/n7.h" -}; + // Runtime + struct world_button btn; + struct cmp_level *unlock, *linked; -float const MESH_NUMBER_8[] = { - #include "fonts/numbers/n8.h" + #ifdef VG_STEAM + SteamLeaderboard_t steam_leaderboard; + #endif }; -float const MESH_NUMBER_9[] = { - #include "fonts/numbers/n9.h" +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 + } }; -float const MESH_NUMBERS_BUFFER[] = +static struct cmp_level cmp_levels_basic[] = { - #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" + { + 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", "" + } }; -#define MESH_NUMBER_DIVISOR 6 - -u32 const MESH_NUMBERS_OFFSETS[][2] = +static struct cmp_level cmp_levels_grad[] = { { - 0, - vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR + 13, "cmp_i01", "SORT", "", + ._linked = 14 }, { - vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR + 14, "cmp_i02", "THIRDS", "", + ._linked = 21 }, { - ( - vg_list_size( MESH_NUMBER_0 ) + - vg_list_size( MESH_NUMBER_1 ) - ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR + 21, "cmp_grad", "SIMPLE ADDITION", "", + ._linked = 22, + ._unlock = 23 }, { - ( - 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 + 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" + } + } }, { - ( - 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 + 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" + } + } }, { - ( - 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 + 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" + } + } }, { - ( - 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 + 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 } }, { - ( - 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 + .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 } }, { - ( - 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 + .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 } }, { - ( - 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 + .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; + } + } + } +}