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
)
46 u32 row_h
= world_sfd
.h
-1 -row
;
48 for( int i
=0; i
<world_sfd
.w
; i
++ ){
49 u32 idx
= (world_sfd
.w
*row_h
+ i
) * 2;
52 world_sfd
.buffer
[idx
] = 0.0f
;
58 world_sfd
.buffer
[idx
] = sfd_encode_glyph( str
[i
] );
63 static void world_sfd_update( world_instance
*world
, v3f pos
){
64 if( mdl_arrcount( &world
->ent_route
) ){
66 float min_dist
= INFINITY
;
68 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_route
); i
++ ){
69 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
70 float dist
= v3_dist2( route
->board_transform
[3], pos
);
72 if( dist
< min_dist
){
78 if( (world_sfd
.active_route_board
!= closest
) || network_scores_updated
){
79 network_scores_updated
= 0;
80 world_sfd
.active_route_board
= closest
;
82 ent_route
*route
= mdl_arritm( &world
->ent_route
, closest
);
83 u32 id
= route
->anon
.official_track_id
;
85 if( id
!= 0xffffffff ){
86 struct netmsg_board
*local_board
=
87 &scoreboard_client_data
.boards
[id
];
89 for( int i
=0; i
<13; i
++ ){
90 sfd_encode( i
, &local_board
->data
[27*i
] );
93 sfd_encode( 0, mdl_pstr( &world
->meta
, route
->pstr_name
) );
94 sfd_encode( 1, "No data" );
99 for( int i
=0; i
<world_sfd
.w
*world_sfd
.h
; i
++ ){
100 float *target
= &world_sfd
.buffer
[i
*2+0],
101 *cur
= &world_sfd
.buffer
[i
*2+1];
103 float const rate
= vg
.time_delta
* 15.2313131414f
;
104 float d1
= *target
-*cur
;
106 if( fabsf(d1
) > rate
){
116 static void bind_terrain_noise(void);
117 static void sfd_render( world_instance
*world
, camera
*cam
, m4x3f transform
){
118 mesh_bind( &world_sfd
.mesh_display
);
119 shader_scene_scoretext_use();
120 shader_scene_scoretext_uTexMain(1);
121 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_scoretext
);
123 bind_terrain_noise();
125 glActiveTexture( GL_TEXTURE1
);
126 glBindTexture( GL_TEXTURE_2D
, world_sfd
.tex_scoretex
);
129 m4x3_expand( transform
, pvm_prev
);
130 m4x4_mul( cam
->mtx_prev
.pv
, pvm_prev
, pvm_prev
);
132 shader_scene_scoretext_uPv( cam
->mtx
.pv
);
133 shader_scene_scoretext_uPvmPrev( pvm_prev
);
134 shader_scene_scoretext_uMdl( transform
);
135 shader_scene_scoretext_uCamera( cam
->transform
[3] );
137 for( int y
=0;y
<world_sfd
.h
; y
++ ){
138 for( int x
=0; x
<world_sfd
.w
; x
++ ){
139 float value
= world_sfd
.buffer
[(y
*world_sfd
.w
+x
)*2+1];
140 shader_scene_scoretext_uInfo( (v3f
){ x
,y
, value
} );
141 mesh_draw( &world_sfd
.mesh_display
);
145 shader_scene_vertex_blend_use();
146 shader_scene_vertex_blend_uTexGarbage(0);
147 shader_scene_vertex_blend_uTexGradients(1);
148 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_vertex_blend
);
150 bind_terrain_noise();
151 glActiveTexture( GL_TEXTURE1
);
152 glBindTexture( GL_TEXTURE_2D
, world_sfd
.tex_scoretex
);
154 shader_scene_vertex_blend_uPv( cam
->mtx
.pv
);
155 shader_scene_vertex_blend_uPvmPrev( pvm_prev
);
156 shader_scene_vertex_blend_uMdl( transform
);
157 shader_scene_vertex_blend_uCamera( cam
->transform
[3] );
159 mesh_bind( &world_sfd
.mesh_base
);
160 mdl_draw_submesh( &world_sfd
.sm_base
);
163 static int world_sfd_test( int argc
, const char *argv
[] ){
165 int row
= vg_min( vg_max(atoi(argv
[0]),0), world_sfd
.h
);
166 sfd_encode( row
, argv
[1] );
172 static void world_sfd_init(void){
173 vg_info( "world_sfd_init\n" );
174 shader_scene_scoretext_register();
175 vg_console_reg_cmd( "sfd", world_sfd_test
, NULL
);
177 vg_linear_clear( vg_mem
.scratch
);
179 mdl_context mscoreboard
;
180 mdl_open( &mscoreboard
, "models/rs_scoretext.mdl", vg_mem
.scratch
);
181 mdl_load_metadata_block( &mscoreboard
, vg_mem
.scratch
);
182 mdl_async_load_glmesh( &mscoreboard
, &world_sfd
.mesh_base
);
184 mdl_load_mesh_block( &mscoreboard
, vg_mem
.scratch
);
186 scene_context
*scene
= &world_sfd
.scene
;
187 vg_async_item
*call
= scene_alloc_async( scene
, &world_sfd
.mesh_display
,
191 mdl_mesh
*m_backer
= mdl_find_mesh( &mscoreboard
, "backer" ),
192 *m_card
= mdl_find_mesh( &mscoreboard
, "score_card" );
195 *sm_backer
= mdl_arritm( &mscoreboard
.submeshs
, m_backer
->submesh_start
),
196 *sm_card
= mdl_arritm( &mscoreboard
.submeshs
, m_card
->submesh_start
);
197 world_sfd
.sm_base
= *sm_backer
;
200 m4x3_identity( identity
);
202 for( int i
=0;i
<4;i
++ ){
203 u32 vert_start
= scene
->vertex_count
;
204 scene_add_mdl_submesh( scene
, &mscoreboard
, sm_card
, identity
);
206 for( int j
=0; j
<sm_card
->vertex_count
; j
++ ){
207 scene_vert
*vert
= &scene
->arrvertices
[ vert_start
+j
];
209 float const k_glyph_uvw
= 1.0f
/64.0f
;
210 vert
->uv
[0] -= k_glyph_uvw
* (float)(i
-1);
211 vert
->norm
[3] = i
*42;
215 vg_async_dispatch( call
, async_scene_upload
);
216 vg_tex2d_load_qoi_async_file( "textures/scoretext.qoi",
217 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
,
218 &world_sfd
.tex_scoretex
);
220 mdl_close( &mscoreboard
);
227 world_sfd
.buffer
= vg_linear_alloc( vg_mem
.rtmemory
, 2*w
*h
*sizeof(float) );
229 for( int i
=0; i
<w
*h
*2; i
++ )
230 world_sfd
.buffer
[i
] = 0.0f
;
233 #endif /* WORLD_SFD_C */