X-Git-Url: https://harrygodden.com/git/?p=fishladder.git;a=blobdiff_plain;f=fishladder_resources_vg1.h;fp=fishladder_resources_vg1.h;h=196f0e5d5ccbeb6d4185bc870e2496154a8d5f09;hp=0000000000000000000000000000000000000000;hb=4caef139af0996dfb541b7c0b1b1ab31864840ee;hpb=0376d40412c8a4ca4762edad190b07c745ee897e diff --git a/fishladder_resources_vg1.h b/fishladder_resources_vg1.h new file mode 100644 index 0000000..196f0e5 --- /dev/null +++ b/fishladder_resources_vg1.h @@ -0,0 +1,983 @@ +// 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; ipath, 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; + } + } + } +}