9310aee6a52e21f54040b1f46a8f559e81010570
5 #include "shaders/scene_scoretext.h"
6 #include "shaders/scene_vertex_blend.h"
10 static f32
sfd_encode_glyph( char c
){
12 if( c
>= 'a' && c
<= 'z' )
14 else if( c
>= '0' && c
<= '9' )
16 else if( c
>= 'A' && c
<= 'Z' )
18 else if( c
>= '\x01' && c
<= '\x01'+10 )
24 case '!': value
=base
+0; break;
25 case '?': value
=base
+1; break;
26 case ',': value
=base
+2; break;
27 case '.': value
=base
+3; break;
28 case '#': value
=base
+4; break;
29 case '$': value
=base
+5; break;
30 case '%': value
=base
+6; break;
31 case '*': value
=base
+7; break;
32 case '+': value
=base
+8; break;
33 case '-': value
=base
+9; break;
34 case '/': value
=base
+10; break;
35 case ':': value
=base
+11; break;
36 default: value
=0; break;
43 static void sfd_encode( u32 row
, const char *str
){
45 u32 row_h
= world_sfd
.h
-1 -row
;
47 for( int i
=0; i
<world_sfd
.w
; i
++ ){
48 u32 idx
= (world_sfd
.w
*row_h
+ i
) * 2;
51 world_sfd
.buffer
[idx
] = 0.0f
;
57 world_sfd
.buffer
[idx
] = sfd_encode_glyph( str
[i
] );
62 static void world_sfd_update( world_instance
*world
, v3f pos
){
63 if( mdl_arrcount( &world
->ent_route
) ){
65 float min_dist
= INFINITY
;
67 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_route
); i
++ ){
68 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
69 float dist
= v3_dist2( route
->board_transform
[3], pos
);
71 if( dist
< min_dist
){
77 if( (world_sfd
.active_route_board
!= closest
) || network_scores_updated
){
78 network_scores_updated
= 0;
79 world_sfd
.active_route_board
= closest
;
80 ent_route
*route
= mdl_arritm( &world
->ent_route
, closest
);
82 addon_reg
*world_reg
=
83 world_static
.instance_addons
[ world_static
.active_instance
];
85 char mod_uid
[ ADDON_UID_MAX
];
86 addon_alias_uid( &world_reg
->alias
, mod_uid
);
88 network_request_scoreboard(
90 mdl_pstr( &world
->meta
, route
->pstr_name
),
95 for( int i
=0; i
<world_sfd
.w
*world_sfd
.h
; i
++ ){
96 float *target
= &world_sfd
.buffer
[i
*2+0],
97 *cur
= &world_sfd
.buffer
[i
*2+1];
99 float const rate
= vg
.time_delta
* 15.2313131414f
;
100 float d1
= *target
-*cur
;
102 if( fabsf(d1
) > rate
){
112 static void bind_terrain_noise(void);
113 static void sfd_render( world_instance
*world
, camera
*cam
, m4x3f transform
){
114 mesh_bind( &world_sfd
.mesh_display
);
115 shader_scene_scoretext_use();
116 shader_scene_scoretext_uTexMain(1);
117 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_scoretext
);
119 bind_terrain_noise();
121 glActiveTexture( GL_TEXTURE1
);
122 glBindTexture( GL_TEXTURE_2D
, world_sfd
.tex_scoretex
);
125 m4x3_expand( transform
, pvm_prev
);
126 m4x4_mul( cam
->mtx_prev
.pv
, pvm_prev
, pvm_prev
);
128 shader_scene_scoretext_uPv( cam
->mtx
.pv
);
129 shader_scene_scoretext_uPvmPrev( pvm_prev
);
130 shader_scene_scoretext_uMdl( transform
);
131 shader_scene_scoretext_uCamera( cam
->transform
[3] );
133 for( int y
=0;y
<world_sfd
.h
; y
++ ){
134 for( int x
=0; x
<world_sfd
.w
; x
++ ){
135 float value
= world_sfd
.buffer
[(y
*world_sfd
.w
+x
)*2+1];
136 shader_scene_scoretext_uInfo( (v3f
){ x
,y
, value
} );
137 mesh_draw( &world_sfd
.mesh_display
);
141 shader_scene_vertex_blend_use();
142 shader_scene_vertex_blend_uTexGarbage(0);
143 shader_scene_vertex_blend_uTexGradients(1);
144 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_vertex_blend
);
146 bind_terrain_noise();
147 glActiveTexture( GL_TEXTURE1
);
148 glBindTexture( GL_TEXTURE_2D
, world_sfd
.tex_scoretex
);
150 shader_scene_vertex_blend_uPv( cam
->mtx
.pv
);
151 shader_scene_vertex_blend_uPvmPrev( pvm_prev
);
152 shader_scene_vertex_blend_uMdl( transform
);
153 shader_scene_vertex_blend_uCamera( cam
->transform
[3] );
155 mesh_bind( &world_sfd
.mesh_base
);
156 mdl_draw_submesh( &world_sfd
.sm_base
);
159 static int world_sfd_test( int argc
, const char *argv
[] ){
161 int row
= vg_min( vg_max(atoi(argv
[0]),0), world_sfd
.h
);
162 sfd_encode( row
, argv
[1] );
168 static void world_sfd_init(void){
169 vg_info( "world_sfd_init\n" );
170 shader_scene_scoretext_register();
171 vg_console_reg_cmd( "sfd", world_sfd_test
, NULL
);
173 vg_linear_clear( vg_mem
.scratch
);
175 mdl_context mscoreboard
;
176 mdl_open( &mscoreboard
, "models/rs_scoretext.mdl", vg_mem
.scratch
);
177 mdl_load_metadata_block( &mscoreboard
, vg_mem
.scratch
);
178 mdl_async_load_glmesh( &mscoreboard
, &world_sfd
.mesh_base
);
180 mdl_load_mesh_block( &mscoreboard
, vg_mem
.scratch
);
182 scene_context
*scene
= &world_sfd
.scene
;
183 vg_async_item
*call
= scene_alloc_async( scene
, &world_sfd
.mesh_display
,
187 mdl_mesh
*m_backer
= mdl_find_mesh( &mscoreboard
, "backer" ),
188 *m_card
= mdl_find_mesh( &mscoreboard
, "score_card" );
191 *sm_backer
= mdl_arritm( &mscoreboard
.submeshs
, m_backer
->submesh_start
),
192 *sm_card
= mdl_arritm( &mscoreboard
.submeshs
, m_card
->submesh_start
);
193 world_sfd
.sm_base
= *sm_backer
;
196 m4x3_identity( identity
);
198 for( int i
=0;i
<4;i
++ ){
199 u32 vert_start
= scene
->vertex_count
;
200 scene_add_mdl_submesh( scene
, &mscoreboard
, sm_card
, identity
);
202 for( int j
=0; j
<sm_card
->vertex_count
; j
++ ){
203 scene_vert
*vert
= &scene
->arrvertices
[ vert_start
+j
];
205 float const k_glyph_uvw
= 1.0f
/64.0f
;
206 vert
->uv
[0] -= k_glyph_uvw
* (float)(i
-1);
207 vert
->norm
[3] = i
*42;
211 vg_async_dispatch( call
, async_scene_upload
);
212 vg_tex2d_load_qoi_async_file( "textures/scoretext.qoi",
213 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
,
214 &world_sfd
.tex_scoretex
);
216 mdl_close( &mscoreboard
);
223 world_sfd
.buffer
= vg_linear_alloc( vg_mem
.rtmemory
, 2*w
*h
*sizeof(float) );
225 for( int i
=0; i
<w
*h
*2; i
++ )
226 world_sfd
.buffer
[i
] = 0.0f
;
229 #endif /* WORLD_SFD_C */