2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
11 #include "shaders/scoretext.h"
12 #include "shaders/vblend.h"
15 vg_tex2d tex_scoretext
= { .path
= "textures/scoretext.qoi",
16 .flags
= VG_TEXTURE_CLAMP
|VG_TEXTURE_NEAREST
};
19 * TODO: utf-8 -> ascii
22 float sfd_encode_glyph( char c
)
25 if( c
>= 'a' && c
<= 'z' )
27 else if( c
>= '0' && c
<= '9' )
29 else if( c
>= 'A' && c
<= 'Z' )
31 else if( c
>= '\x01' && c
<= '\x01'+10 )
39 case '!': value
=base
+0; break;
40 case '?': value
=base
+1; break;
41 case ',': value
=base
+2; break;
42 case '.': value
=base
+3; break;
43 case '#': value
=base
+4; break;
44 case '$': value
=base
+5; break;
45 case '%': value
=base
+6; break;
46 case '*': value
=base
+7; break;
47 case '+': value
=base
+8; break;
48 case '-': value
=base
+9; break;
49 case '/': value
=base
+10; break;
50 case ':': value
=base
+11; break;
51 default: value
=0; break;
58 VG_STATIC
void sfd_encode( u32 row
, const char *str
)
61 u32 row_h
= world_global
.sfd
.h
-1 -row
;
63 for( int i
=0; i
<world_global
.sfd
.w
; i
++ )
65 u32 idx
= (world_global
.sfd
.w
*row_h
+ i
) * 2;
69 world_global
.sfd
.buffer
[idx
] = 0.0f
;
76 world_global
.sfd
.buffer
[idx
] = sfd_encode_glyph( str
[i
] );
81 VG_STATIC
void sfd_init( u32 w
, u32 h
)
85 VG_STATIC
void sfd_update(void)
87 for( int i
=0; i
<world_global
.sfd
.w
*world_global
.sfd
.h
; i
++ )
89 float *target
= &world_global
.sfd
.buffer
[i
*2+0],
90 *cur
= &world_global
.sfd
.buffer
[i
*2+1];
92 float const rate
= vg
.time_delta
* 15.2313131414f
;
93 float d1
= *target
-*cur
;
95 if( fabsf(d1
) > rate
)
106 VG_STATIC
void bind_terrain_noise(void);
107 VG_STATIC
void sfd_render( camera
*cam
, m4x3f transform
)
110 mesh_bind( &world
.sfd
.mesh_display
);
111 shader_scoretext_use();
112 shader_scoretext_uTexGarbage(0);
113 shader_scoretext_uTexGradients(1);
114 shader_link_standard_ub( _shader_scoretext
.id
, 2 );
115 bind_terrain_noise();
116 vg_tex2d_bind( &tex_scoretext
, 1 );
119 m4x3_expand( transform
, pvm_prev
);
120 m4x4_mul( cam
->mtx_prev
.pv
, pvm_prev
, pvm_prev
);
122 shader_scoretext_uPv( cam
->mtx
.pv
);
123 shader_scoretext_uPvmPrev( pvm_prev
);
124 shader_scoretext_uMdl( transform
);
125 shader_scoretext_uCamera( cam
->transform
[3] );
127 for( int y
=0;y
<world
.sfd
.h
; y
++ )
129 for( int x
=0; x
<world
.sfd
.w
; x
++ )
131 float value
= world
.sfd
.buffer
[(y
*world
.sfd
.w
+x
)*2+1];
132 shader_scoretext_uInfo( (v3f
){ x
,y
, value
} );
133 mesh_draw( &world
.sfd
.mesh_display
);
138 shader_vblend_uTexGarbage(0);
139 shader_vblend_uTexGradients(1);
140 shader_link_standard_ub( _shader_vblend
.id
, 2 );
141 bind_terrain_noise();
142 vg_tex2d_bind( &tex_scoretext
, 1 );
144 shader_vblend_uPv( cam
->mtx
.pv
);
145 shader_vblend_uPvmPrev( pvm_prev
);
147 shader_vblend_uMdl( transform
);
148 shader_vblend_uCamera( cam
->transform
[3] );
150 mesh_bind( &world
.sfd
.mesh_base
);
151 mesh_draw( &world
.sfd
.mesh_base
);
155 VG_STATIC
int world_sfd_test( int argc
, const char *argv
[] )
159 int row
= vg_min( vg_max(atoi(argv
[0]),0), world_global
.sfd
.h
);
160 sfd_encode( row
, argv
[1] );
166 VG_STATIC
void world_sfd_init(void)
168 vg_info( "world_sfd_init\n" );
171 shader_scoretext_register();
174 vg_function_push( (struct vg_cmd
){
176 .function
= world_sfd_test
179 vg_linear_clear( vg_mem
.scratch
);
180 mdl_context
*mboard
=
181 mdl_load_full( vg_mem
.scratch
, "models/rs_scoretext.mdl" );
183 scene
*sc
= scene_init( vg_mem
.scratch
, 3000, 8000 );
185 mdl_node
*pn_backer
= mdl_node_from_name( mboard
, "backer" );
186 mdl_submesh
*backer
= &mboard
->submesh_buffer
[ pn_backer
->submesh_start
];
187 mdl_node
*pn_card
= mdl_node_from_name( mboard
, "score_card" );
188 mdl_submesh
*card
= &mboard
->submesh_buffer
[ pn_card
->submesh_start
];
191 m4x3_identity( identity
);
193 /* FIXME: dont use scene header for this you fucking idiots */
194 for( int i
=4;i
<6;i
++ )
196 u32 vert_start
= sc
->vertex_count
;
197 scene_add_mdl_submesh( sc
, mboard
, card
, identity
);
200 for( int j
=0; j
<card
->vertex_count
; j
++ )
202 mdl_vert
*vert
= &sc
->arrvertices
[ vert_start
+j
];
204 float const k_glyph_uvw
= 1.0f
/64.0f
;
205 vert
->uv
[0] -= k_glyph_uvw
* (float)(i
-4);
206 vert
->colour
[0] = 0.0f
;
207 vert
->colour
[1] = i
*36;
212 vg_acquire_thread_sync();
214 scene_upload( sc
, &world_global
.sfd
.mesh_display
);
215 mdl_unpack_submesh( mboard
, &world_global
.sfd
.mesh_base
, backer
);
217 vg_tex2d_init( (vg_tex2d
*[]){ &tex_scoretext
}, 1 );
219 vg_release_thread_sync();
224 world_global
.sfd
.w
= w
;
225 world_global
.sfd
.h
= h
;
226 world_global
.sfd
.buffer
=
227 vg_linear_alloc( vg_mem
.rtmemory
, 2*w
*h
*sizeof(float) );
229 for( int i
=0; i
<w
*h
*2; i
++ )
230 world_global
.sfd
.buffer
[i
] = 0.0f
;