i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / world_sfd.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef SFD_H
6 #define SFD_H
7
8 #include "world.h"
9
10 #if 0
11 #if 0
12 #include "shaders/scoretext.h"
13 #include "shaders/vblend.h"
14 #endif
15
16 vg_tex2d tex_scoretext = { .path = "textures/scoretext.qoi",
17 .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
18
19 /*
20 * TODO: utf-8 -> ascii
21 */
22
23 float sfd_encode_glyph( char c )
24 {
25 int value = 0;
26 if( c >= 'a' && c <= 'z' )
27 value = c-'a'+11;
28 else if( c >= '0' && c <= '9' )
29 value = c-'0'+1;
30 else if( c >= 'A' && c <= 'Z' )
31 value = c-'A'+11;
32 else if( c >= '\x01' && c <= '\x01'+10 )
33 value = 63-c;
34 else
35 {
36 int base = 11+26;
37
38 switch( c )
39 {
40 case '!': value=base+0; break;
41 case '?': value=base+1; break;
42 case ',': value=base+2; break;
43 case '.': value=base+3; break;
44 case '#': value=base+4; break;
45 case '$': value=base+5; break;
46 case '%': value=base+6; break;
47 case '*': value=base+7; break;
48 case '+': value=base+8; break;
49 case '-': value=base+9; break;
50 case '/': value=base+10; break;
51 case ':': value=base+11; break;
52 default: value=0; break;
53 }
54 }
55
56 return (float)value;
57 }
58
59 VG_STATIC void sfd_encode( u32 row, const char *str )
60 {
61 int end=0;
62 u32 row_h = world_global.sfd.h -1 -row;
63
64 for( int i=0; i<world_global.sfd.w; i++ )
65 {
66 u32 idx = (world_global.sfd.w*row_h + i) * 2;
67
68 if( end )
69 {
70 world_global.sfd.buffer[idx] = 0.0f;
71 }
72 else
73 {
74 if( !str[i] )
75 end = 1;
76
77 world_global.sfd.buffer[idx] = sfd_encode_glyph( str[i] );
78 }
79 }
80 }
81
82 VG_STATIC void sfd_init( u32 w, u32 h )
83 {
84 }
85
86 VG_STATIC void sfd_update(void)
87 {
88 for( int i=0; i<world_global.sfd.w*world_global.sfd.h; i++ )
89 {
90 float *target = &world_global.sfd.buffer[i*2+0],
91 *cur = &world_global.sfd.buffer[i*2+1];
92
93 float const rate = vg.time_delta * 15.2313131414f;
94 float d1 = *target-*cur;
95
96 if( fabsf(d1) > rate )
97 {
98 *cur += rate;
99 if( *cur > 60.0f )
100 *cur -= 60.0f;
101 }
102 else
103 *cur = *target;
104 }
105 }
106
107 VG_STATIC void bind_terrain_noise(void);
108 VG_STATIC void sfd_render( camera *cam, m4x3f transform )
109 {
110 #if 0
111 mesh_bind( &world.sfd.mesh_display );
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_noise();
117 vg_tex2d_bind( &tex_scoretext, 1 );
118
119 m4x4f pvm_prev;
120 m4x3_expand( transform, pvm_prev );
121 m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
122
123 shader_scoretext_uPv( cam->mtx.pv );
124 shader_scoretext_uPvmPrev( pvm_prev );
125 shader_scoretext_uMdl( transform );
126 shader_scoretext_uCamera( cam->transform[3] );
127
128 for( int y=0;y<world.sfd.h; y++ )
129 {
130 for( int x=0; x<world.sfd.w; x++ )
131 {
132 float value = world.sfd.buffer[(y*world.sfd.w+x)*2+1];
133 shader_scoretext_uInfo( (v3f){ x,y, value } );
134 mesh_draw( &world.sfd.mesh_display );
135 }
136 }
137
138 shader_vblend_use();
139 shader_vblend_uTexGarbage(0);
140 shader_vblend_uTexGradients(1);
141 shader_link_standard_ub( _shader_vblend.id, 2 );
142 bind_terrain_noise();
143 vg_tex2d_bind( &tex_scoretext, 1 );
144
145 shader_vblend_uPv( cam->mtx.pv );
146 shader_vblend_uPvmPrev( pvm_prev );
147
148 shader_vblend_uMdl( transform );
149 shader_vblend_uCamera( cam->transform[3] );
150
151 mesh_bind( &world.sfd.mesh_base );
152 mesh_draw( &world.sfd.mesh_base );
153 #endif
154 }
155
156 VG_STATIC int world_sfd_test( int argc, const char *argv[] )
157 {
158 if( argc == 2 )
159 {
160 int row = vg_min( vg_max(atoi(argv[0]),0), world_global.sfd.h);
161 sfd_encode( row, argv[1] );
162 }
163
164 return 0;
165 }
166
167 VG_STATIC void world_sfd_init(void)
168 {
169 vg_info( "world_sfd_init\n" );
170
171 #if 0
172 shader_scoretext_register();
173 #endif
174
175 vg_function_push( (struct vg_cmd){
176 .name = "sfd",
177 .function = world_sfd_test
178 });
179
180 vg_linear_clear( vg_mem.scratch );
181 mdl_context *mboard =
182 mdl_load_full( vg_mem.scratch, "models/rs_scoretext.mdl" );
183
184 scene *sc = scene_init( vg_mem.scratch, 3000, 8000 );
185
186 mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" );
187 mdl_submesh *backer = &mboard->submesh_buffer[ pn_backer->submesh_start ];
188 mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
189 mdl_submesh *card = &mboard->submesh_buffer[ pn_card->submesh_start ];
190
191 m4x3f identity;
192 m4x3_identity( identity );
193
194 /* FIXME: dont use scene header for this you fucking idiots */
195 for( int i=4;i<6;i++ )
196 {
197 u32 vert_start = sc->vertex_count;
198 scene_add_mdl_submesh( sc, mboard, card, identity );
199
200 #if 0
201 for( int j=0; j<card->vertex_count; j++ )
202 {
203 mdl_vert *vert = &sc->arrvertices[ vert_start+j ];
204
205 float const k_glyph_uvw = 1.0f/64.0f;
206 vert->uv[0] -= k_glyph_uvw * (float)(i-4);
207 vert->colour[0] = 0.0f;
208 vert->colour[1] = i*36;
209 }
210 #endif
211 }
212
213 vg_acquire_thread_sync();
214 {
215 scene_upload( sc, &world_global.sfd.mesh_display );
216 mdl_unpack_submesh( mboard, &world_global.sfd.mesh_base, backer );
217
218 vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
219 }
220 vg_release_thread_sync();
221
222 int w = 27,
223 h = 13;
224
225 world_global.sfd.w = w;
226 world_global.sfd.h = h;
227 world_global.sfd.buffer =
228 vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) );
229
230 for( int i=0; i<w*h*2; i++ )
231 world_global.sfd.buffer[i] = 0.0f;
232 }
233 #endif
234
235 #endif /* SFD_H */