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 VG_STATIC
void sfd_encode( u32 row
, const char *str
)
59 u32 row_h
= world
.sfd
.h
-1 -row
;
61 for( int i
=0; i
<world
.sfd
.w
; i
++ )
63 u32 idx
= (world
.sfd
.w
*row_h
+ i
) * 2;
67 world
.sfd
.buffer
[idx
] = 0.0f
;
74 world
.sfd
.buffer
[idx
] = sfd_encode_glyph( str
[i
] );
79 VG_STATIC
void sfd_init( u32 w
, u32 h
)
83 VG_STATIC
void sfd_update(void)
85 for( int i
=0; i
<world
.sfd
.w
*world
.sfd
.h
; i
++ )
87 float *target
= &world
.sfd
.buffer
[i
*2+0],
88 *cur
= &world
.sfd
.buffer
[i
*2+1];
90 float const rate
= vg
.time_delta
* 15.2313131414f
;
91 float d1
= *target
-*cur
;
93 if( fabsf(d1
) > rate
)
104 VG_STATIC
void bind_terrain_noise(void);
105 VG_STATIC
void sfd_render( camera
*cam
, m4x3f transform
)
107 mesh_bind( &world
.sfd
.mesh_display
);
109 shader_scoretext_use();
110 shader_scoretext_uTexGarbage(0);
111 shader_scoretext_uTexGradients(1);
112 shader_link_standard_ub( _shader_scoretext
.id
, 2 );
113 bind_terrain_noise();
114 vg_tex2d_bind( &tex_scoretext
, 1 );
117 m4x3_expand( transform
, pvm_prev
);
118 m4x4_mul( cam
->mtx_prev
.pv
, pvm_prev
, pvm_prev
);
120 shader_scoretext_uPv( cam
->mtx
.pv
);
121 shader_scoretext_uPvmPrev( pvm_prev
);
122 shader_scoretext_uMdl( transform
);
123 shader_scoretext_uCamera( cam
->transform
[3] );
125 for( int y
=0;y
<world
.sfd
.h
; y
++ )
127 for( int x
=0; x
<world
.sfd
.w
; x
++ )
129 float value
= world
.sfd
.buffer
[(y
*world
.sfd
.w
+x
)*2+1];
130 shader_scoretext_uInfo( (v3f
){ x
,y
, value
} );
131 mesh_draw( &world
.sfd
.mesh_display
);
136 shader_vblend_uTexGarbage(0);
137 shader_vblend_uTexGradients(1);
138 shader_link_standard_ub( _shader_vblend
.id
, 2 );
139 bind_terrain_noise();
140 vg_tex2d_bind( &tex_scoretext
, 1 );
142 shader_vblend_uPv( cam
->mtx
.pv
);
143 shader_vblend_uPvmPrev( pvm_prev
);
145 shader_vblend_uMdl( transform
);
146 shader_vblend_uCamera( cam
->transform
[3] );
148 mesh_bind( &world
.sfd
.mesh_base
);
149 mesh_draw( &world
.sfd
.mesh_base
);
152 VG_STATIC
int world_sfd_test( int argc
, const char *argv
[] )
156 int row
= vg_min( vg_max(atoi(argv
[0]),0), world
.sfd
.h
);
157 sfd_encode( row
, argv
[1] );
163 VG_STATIC
void world_sfd_init(void)
165 vg_info( "world_sfd_init\n" );
166 shader_scoretext_register();
168 vg_function_push( (struct vg_cmd
){
170 .function
= world_sfd_test
173 vg_linear_clear( vg_mem
.scratch
);
174 mdl_context
*mboard
=
175 mdl_load_full( vg_mem
.scratch
, "models/rs_scoretext.mdl" );
177 scene
*sc
= scene_init( vg_mem
.scratch
, 3000, 8000 );
179 mdl_node
*pn_backer
= mdl_node_from_name( mboard
, "backer" );
180 mdl_submesh
*backer
= &mboard
->submesh_buffer
[ pn_backer
->submesh_start
];
181 mdl_node
*pn_card
= mdl_node_from_name( mboard
, "score_card" );
182 mdl_submesh
*card
= &mboard
->submesh_buffer
[ pn_card
->submesh_start
];
185 m4x3_identity( identity
);
187 for( int i
=4;i
<6;i
++ )
189 u32 vert_start
= sc
->vertex_count
;
190 scene_add_submesh( sc
, mboard
, card
, identity
);
192 for( int j
=0; j
<card
->vertex_count
; j
++ )
194 mdl_vert
*vert
= &sc
->arrvertices
[ vert_start
+j
];
196 float const k_glyph_uvw
= 1.0f
/64.0f
;
197 vert
->uv
[0] -= k_glyph_uvw
* (float)(i
-4);
198 vert
->colour
[0] = 0.0f
;
199 vert
->colour
[1] = i
*36;
203 vg_acquire_thread_sync();
205 scene_upload( sc
, &world
.sfd
.mesh_display
);
206 mdl_unpack_submesh( mboard
, &world
.sfd
.mesh_base
, backer
);
208 vg_tex2d_init( (vg_tex2d
*[]){ &tex_scoretext
}, 1 );
210 vg_release_thread_sync();
217 world
.sfd
.buffer
= vg_linear_alloc( vg_mem
.rtmemory
, 2*w
*h
*sizeof(float) );
219 for( int i
=0; i
<w
*h
*2; i
++ )
220 world
.sfd
.buffer
[i
] = 0.0f
;