2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 #include "shaders/scoretext.h"
11 #include "shaders/vblend.h"
13 vg_tex2d tex_scoretext
= { .path
= "textures/scoretext.qoi",
14 .flags
= VG_TEXTURE_CLAMP
|VG_TEXTURE_NEAREST
};
17 * TODO: utf-8 -> ascii
20 float sfd_encode_glyph( char c
)
23 if( c
>= 'a' && c
<= 'z' )
25 else if( c
>= '0' && c
<= '9' )
27 else if( c
>= 'A' && c
<= 'Z' )
29 else if( c
>= '\x01' && c
<= '\x01'+10 )
37 case '!': value
=base
+0; break;
38 case '?': value
=base
+1; break;
39 case ',': value
=base
+2; break;
40 case '.': value
=base
+3; break;
41 case '#': value
=base
+4; break;
42 case '$': value
=base
+5; break;
43 case '%': value
=base
+6; break;
44 case '*': value
=base
+7; break;
45 case '+': value
=base
+8; break;
46 case '-': value
=base
+9; break;
47 case '/': value
=base
+10; break;
48 case ':': value
=base
+11; break;
49 default: value
=0; break;
56 static void sfd_encode( struct sfd_instance
*display
, u32 row
, const char *str
)
59 for( int i
=0; i
<display
->w
; i
++ )
63 display
->buffer
[display
->w
*row
+ i
] = 0.0f
;
70 display
->buffer
[display
->w
*row
+ i
] = sfd_encode_glyph( str
[i
] );
75 static void sfd_new( struct sfd_instance
*display
, u32 w
, u32 h
)
79 display
->buffer
= vg_alloc( w
*h
*sizeof(float)*2 );
81 for( int i
=0; i
<w
*h
*2; i
++ )
82 display
->buffer
[i
] = 0.0f
;
85 static void sfd_update( struct sfd_instance
*display
)
87 for( int i
=0; i
<display
->w
*display
->h
; i
++ )
89 float *target
= &display
->buffer
[i
],
90 *cur
= target
+display
->w
*display
->h
;
92 float const rate
= vg
.time_delta
* 15.2313131414f
;
93 float d1
= *target
-*cur
;
95 if( fabsf(d1
) > rate
)
106 static void sfd_render( struct sfd_instance
*display
,
107 m4x4f projection
, v3f camera
, m4x3f transform
)
109 struct subworld_sfd
*sfd
= &world
.sfd
;
110 scene_bind( &sfd
->mesh
);
112 shader_scoretext_use();
113 shader_scoretext_uTexGarbage(0);
114 shader_scoretext_uTexGradients(1);
115 shader_link_standard_ub( _shader_scoretext
.id
, 2 );
116 bind_terrain_textures();
117 vg_tex2d_bind( &tex_scoretext
, 1 );
119 shader_scoretext_uPv( projection
);
120 shader_scoretext_uMdl( transform
);
121 shader_scoretext_uCamera( camera
);
123 for( int y
=0;y
<display
->h
; y
++ )
125 for( int x
=0; x
<display
->w
; x
++ )
127 float value
= display
->buffer
[display
->h
*display
->w
+y
*display
->w
+x
];
128 shader_scoretext_uInfo( (v3f
){ x
,y
, value
} );
129 scene_draw( &sfd
->mesh
);
134 shader_vblend_uTexGarbage(0);
135 shader_vblend_uTexGradients(1);
136 shader_link_standard_ub( _shader_vblend
.id
, 2 );
137 bind_terrain_textures();
139 shader_vblend_uPv( projection
);
140 shader_vblend_uMdl( transform
);
141 shader_vblend_uCamera( camera
);
143 mesh_bind( &sfd
->temp
);
144 mesh_draw( &sfd
->temp
);
147 static int world_sfd_test( int argc
, const char *argv
[] )
149 struct subworld_sfd
*sfd
= &world
.sfd
;
153 int row
= vg_min(vg_max(atoi(argv
[0]),0),sfd
->tester
.h
);
154 sfd_encode( &sfd
->tester
, row
, argv
[1] );
160 static void world_sfd_init(void)
162 vg_info( "world_sfd_init\n" );
163 shader_scoretext_register();
165 struct subworld_sfd
*sfd
= &world
.sfd
;
167 vg_function_push( (struct vg_cmd
){
169 .function
= world_sfd_test
172 mdl_header
*mboard
= mdl_load( "models/rs_scoretext.mdl" );
173 scene_init( &sfd
->mesh
);
175 mdl_node
*pn_backer
= mdl_node_from_name( mboard
, "backer" );
176 mdl_submesh
*backer
= mdl_submesh_from_id( mboard
, pn_backer
->submesh_start
);
177 mdl_node
*pn_card
= mdl_node_from_name( mboard
, "score_card" );
178 mdl_submesh
*card
= mdl_submesh_from_id( mboard
, pn_card
->submesh_start
);
181 m4x3_identity( identity
);
183 for( int i
=0;i
<8;i
++ )
185 u32 vert_start
= sfd
->mesh
.vertex_count
;
186 scene_add_submesh( &sfd
->mesh
, mboard
, card
, identity
);
188 for( int j
=0; j
<card
->vertex_count
; j
++ )
190 mdl_vert
*vert
= &sfd
->mesh
.verts
[ vert_start
+j
];
192 float const k_glyph_uvw
= 1.0f
/64.0f
;
193 vert
->uv
[0] -= k_glyph_uvw
* (float)(i
-4);
194 vert
->colour
[0] = 0.0f
;
195 vert
->colour
[1] = i
*36;
199 vg_acquire_thread_sync();
201 vg_tex2d_init( (vg_tex2d
*[]){ &tex_scoretext
}, 1 );
203 scene_upload( &sfd
->mesh
);
204 mdl_unpack_submesh( mboard
, &sfd
->temp
, backer
);
206 vg_release_thread_sync();
208 scene_free_offline_buffers( &sfd
->mesh
);
209 sfd_new( &sfd
->tester
, 27, 13 );
214 static void world_sfd_free(void *_
)
216 mesh_free( &world
.sfd
.mesh
.mesh
);
217 vg_tex2d_free( (vg_tex2d
*[]){ &tex_scoretext
}, 1 );