6 #include "shaders/scoretext.h"
7 #include "shaders/vblend.h"
9 vg_tex2d tex_scoretext
= { .path
= "textures/scoretext.qoi",
10 .flags
= VG_TEXTURE_CLAMP
|VG_TEXTURE_NEAREST
};
13 * TODO: utf-8 -> ascii
16 float sfd_encode_glyph( char c
)
19 if( c
>= 'a' && c
<= 'z' )
21 else if( c
>= '0' && c
<= '9' )
23 else if( c
>= 'A' && c
<= 'Z' )
25 else if( c
>= '\x01' && c
<= '\x01'+10 )
33 case '!': value
=base
+0; break;
34 case '?': value
=base
+1; break;
35 case ',': value
=base
+2; break;
36 case '.': value
=base
+3; break;
37 case '#': value
=base
+4; break;
38 case '$': value
=base
+5; break;
39 case '%': value
=base
+6; break;
40 case '*': value
=base
+7; break;
41 case '+': value
=base
+8; break;
42 case '-': value
=base
+9; break;
43 case '/': value
=base
+10; break;
44 case ':': value
=base
+11; break;
45 default: value
=0; break;
52 static void sfd_encode( struct sfd_instance
*display
, u32 row
, const char *str
)
55 for( int i
=0; i
<display
->w
; i
++ )
59 display
->buffer
[display
->w
*row
+ i
] = 0.0f
;
66 display
->buffer
[display
->w
*row
+ i
] = sfd_encode_glyph( str
[i
] );
71 static void sfd_new( struct sfd_instance
*display
, u32 w
, u32 h
)
75 display
->buffer
= malloc( w
*h
*sizeof(float)*2 );
77 for( int i
=0; i
<w
*h
*2; i
++ )
78 display
->buffer
[i
] = 0.0f
;
81 static void sfd_update( struct sfd_instance
*display
)
83 for( int i
=0; i
<display
->w
*display
->h
; i
++ )
85 float *target
= &display
->buffer
[i
],
86 *cur
= target
+display
->w
*display
->h
;
88 float const rate
= ktimestep
*15.2313131414f
;
89 float d1
= *target
-*cur
;
91 if( fabsf(d1
) > rate
)
102 static void sfd_render( struct sfd_instance
*display
,
103 m4x4f projection
, v3f camera
, m4x3f transform
)
105 struct subworld_sfd
*sfd
= &world
.sfd
;
106 scene_bind( &sfd
->mesh
);
108 shader_scoretext_use();
109 shader_scoretext_uTexGarbage(0);
110 shader_scoretext_uTexGradients(1);
111 shader_link_standard_ub( _shader_scoretext
.id
, 2 );
112 bind_terrain_textures();
113 vg_tex2d_bind( &tex_scoretext
, 1 );
115 shader_scoretext_uPv( projection
);
116 shader_scoretext_uMdl( transform
);
117 shader_scoretext_uCamera( camera
);
119 for( int y
=0;y
<display
->h
; y
++ )
121 for( int x
=0; x
<display
->w
; x
++ )
123 float value
= display
->buffer
[display
->h
*display
->w
+y
*display
->w
+x
];
124 shader_scoretext_uInfo( (v3f
){ x
,y
, value
} );
125 scene_draw( &sfd
->mesh
);
130 shader_vblend_uTexGarbage(0);
131 shader_vblend_uTexGradients(1);
132 shader_link_standard_ub( _shader_vblend
.id
, 2 );
133 bind_terrain_textures();
135 shader_vblend_uPv( projection
);
136 shader_vblend_uMdl( transform
);
137 shader_vblend_uCamera( camera
);
139 mesh_bind( &sfd
->temp
);
140 mesh_draw( &sfd
->temp
);
143 static int world_sfd_test( int argc
, const char *argv
[] )
145 struct subworld_sfd
*sfd
= &world
.sfd
;
149 int row
= vg_min(vg_max(atoi(argv
[0]),0),sfd
->tester
.h
);
150 sfd_encode( &sfd
->tester
, row
, argv
[1] );
156 static void world_sfd_init(void)
158 struct subworld_sfd
*sfd
= &world
.sfd
;
160 vg_function_push( (struct vg_cmd
){
162 .function
= world_sfd_test
165 mdl_header
*mboard
= mdl_load( "models/rs_scoretext.mdl" );
167 scene_init( &sfd
->mesh
);
169 mdl_node
*pn_card
= mdl_node_from_name( mboard
, "score_card" );
170 mdl_submesh
*card
= mdl_submesh_from_id( mboard
, pn_card
->submesh_start
);
172 mdl_node
*pn_backer
= mdl_node_from_name( mboard
, "backer" );
173 mdl_submesh
*backer
= mdl_submesh_from_id( mboard
, pn_backer
->submesh_start
);
174 mdl_unpack_submesh( mboard
, &sfd
->temp
, backer
);
177 m4x3_identity( identity
);
179 for( int i
=0;i
<8;i
++ )
181 u32 vert_start
= sfd
->mesh
.vertex_count
;
182 scene_add_submesh( &sfd
->mesh
, mboard
, card
, identity
);
184 for( int j
=0; j
<card
->vertex_count
; j
++ )
186 mdl_vert
*vert
= &sfd
->mesh
.verts
[ vert_start
+j
];
188 float const k_glyph_uvw
= 1.0f
/64.0f
;
189 vert
->uv
[0] -= k_glyph_uvw
* (float)(i
-4);
190 vert
->colour
[0] = 0.0f
;
191 vert
->colour
[1] = i
*36;
195 scene_upload( &sfd
->mesh
);
196 scene_free_offline_buffers( &sfd
->mesh
);
199 vg_tex2d_init( (vg_tex2d
*[]){ &tex_scoretext
}, 1 );
201 sfd_new( &sfd
->tester
, 27, 13 );
204 static void world_sfd_register(void)
206 shader_scoretext_register();
209 static void world_sfd_free(void)
211 vg_tex2d_free( (vg_tex2d
*[]){ &tex_scoretext
}, 1 );