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
++ )
65 world
.sfd
.buffer
[world
.sfd
.w
*row_h
+ i
] = 0.0f
;
72 world
.sfd
.buffer
[world
.sfd
.w
*row_h
+ i
] = sfd_encode_glyph( str
[i
] );
77 VG_STATIC
void sfd_init( u32 w
, u32 h
)
81 VG_STATIC
void sfd_update(void)
83 for( int i
=0; i
<world
.sfd
.w
*world
.sfd
.h
; i
++ )
85 float *target
= &world
.sfd
.buffer
[i
*2+0],
86 *cur
= &world
.sfd
.buffer
[i
*2+1];
88 float const rate
= vg
.time_delta
* 15.2313131414f
;
89 float d1
= *target
-*cur
;
91 if( fabsf(d1
) > rate
)
102 VG_STATIC
void sfd_render( m4x4f projection
, v3f camera
, m4x3f transform
)
104 mesh_bind( &world
.sfd
.mesh_display
);
106 shader_scoretext_use();
107 shader_scoretext_uTexGarbage(0);
108 shader_scoretext_uTexGradients(1);
109 shader_link_standard_ub( _shader_scoretext
.id
, 2 );
110 bind_terrain_textures();
111 vg_tex2d_bind( &tex_scoretext
, 1 );
113 shader_scoretext_uPv( projection
);
114 shader_scoretext_uMdl( transform
);
115 shader_scoretext_uCamera( camera
);
117 for( int y
=0;y
<world
.sfd
.h
; y
++ )
119 for( int x
=0; x
<world
.sfd
.w
; x
++ )
121 float value
= world
.sfd
.buffer
[(y
*world
.sfd
.w
+x
)*2+1];
122 shader_scoretext_uInfo( (v3f
){ x
,y
, value
} );
123 mesh_draw( &world
.sfd
.mesh_display
);
128 shader_vblend_uTexGarbage(0);
129 shader_vblend_uTexGradients(1);
130 shader_link_standard_ub( _shader_vblend
.id
, 2 );
131 bind_terrain_textures();
133 shader_vblend_uPv( projection
);
134 shader_vblend_uMdl( transform
);
135 shader_vblend_uCamera( camera
);
137 mesh_bind( &world
.sfd
.mesh_base
);
138 mesh_draw( &world
.sfd
.mesh_base
);
141 VG_STATIC
int world_sfd_test( int argc
, const char *argv
[] )
145 int row
= vg_min( vg_max(atoi(argv
[0]),0), world
.sfd
.h
);
146 sfd_encode( row
, argv
[1] );
152 VG_STATIC
void world_sfd_init(void)
154 vg_info( "world_sfd_init\n" );
155 shader_scoretext_register();
157 vg_function_push( (struct vg_cmd
){
159 .function
= world_sfd_test
162 vg_linear_clear( vg_mem
.scratch
);
163 mdl_context
*mboard
=
164 mdl_load_full( vg_mem
.scratch
, "models/rs_scoretext.mdl" );
166 scene
*sc
= scene_init( vg_mem
.scratch
, 3000, 8000 );
168 mdl_node
*pn_backer
= mdl_node_from_name( mboard
, "backer" );
169 mdl_submesh
*backer
= &mboard
->submesh_buffer
[ pn_backer
->submesh_start
];
170 mdl_node
*pn_card
= mdl_node_from_name( mboard
, "score_card" );
171 mdl_submesh
*card
= &mboard
->submesh_buffer
[ pn_card
->submesh_start
];
174 m4x3_identity( identity
);
176 for( int i
=4;i
<6;i
++ )
178 u32 vert_start
= sc
->vertex_count
;
179 scene_add_submesh( sc
, mboard
, card
, identity
);
181 for( int j
=0; j
<card
->vertex_count
; j
++ )
183 mdl_vert
*vert
= &sc
->arrvertices
[ vert_start
+j
];
185 float const k_glyph_uvw
= 1.0f
/64.0f
;
186 vert
->uv
[0] -= k_glyph_uvw
* (float)(i
-4);
187 vert
->colour
[0] = 0.0f
;
188 vert
->colour
[1] = i
*36;
192 vg_acquire_thread_sync();
194 scene_upload( sc
, &world
.sfd
.mesh_display
);
195 mdl_unpack_submesh( mboard
, &world
.sfd
.mesh_base
, backer
);
197 vg_tex2d_init( (vg_tex2d
*[]){ &tex_scoretext
}, 1 );
199 vg_release_thread_sync();
206 world
.sfd
.buffer
= vg_linear_alloc( vg_mem
.rtmemory
, 2*w
*h
*sizeof(float) );
208 for( int i
=0; i
<w
*h
*2; i
++ )
209 world
.sfd
.buffer
[i
] = 0.0f
;