scoreboards
[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 #include "shaders/scoretext.h"
11 #include "shaders/vblend.h"
12
13 vg_tex2d tex_scoretext = { .path = "textures/scoretext.qoi",
14 .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
15
16 /*
17 * TODO: utf-8 -> ascii
18 */
19
20 float sfd_encode_glyph( char c )
21 {
22 int value = 0;
23 if( c >= 'a' && c <= 'z' )
24 value = c-'a'+11;
25 else if( c >= '0' && c <= '9' )
26 value = c-'0'+1;
27 else if( c >= 'A' && c <= 'Z' )
28 value = c-'A'+11;
29 else if( c >= '\x01' && c <= '\x01'+10 )
30 value = 63-c;
31 else
32 {
33 int base = 11+26;
34
35 switch( c )
36 {
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;
50 }
51 }
52
53 return (float)value;
54 }
55
56 static void sfd_encode( struct sfd_instance *display, u32 row, const char *str )
57 {
58 int end=0;
59 for( int i=0; i<display->w; i++ )
60 {
61 if( end )
62 {
63 display->buffer[display->w*row + i] = 0.0f;
64 }
65 else
66 {
67 if( !str[i] )
68 end = 1;
69
70 display->buffer[display->w*row + i] = sfd_encode_glyph( str[i] );
71 }
72 }
73 }
74
75 static void sfd_new( struct sfd_instance *display, u32 w, u32 h )
76 {
77 display->w = w;
78 display->h = h;
79 display->buffer = vg_alloc( w*h*sizeof(float)*2 );
80
81 for( int i=0; i<w*h*2; i++ )
82 display->buffer[i] = 0.0f;
83 }
84
85 static void sfd_update( struct sfd_instance *display )
86 {
87 for( int i=0; i<display->w*display->h; i++ )
88 {
89 float *target = &display->buffer[i],
90 *cur = target+display->w*display->h;
91
92 float const rate = vg.time_delta * 15.2313131414f;
93 float d1 = *target-*cur;
94
95 if( fabsf(d1) > rate )
96 {
97 *cur += rate;
98 if( *cur > 60.0f )
99 *cur -= 60.0f;
100 }
101 else
102 *cur = *target;
103 }
104 }
105
106 static void sfd_render( struct sfd_instance *display,
107 m4x4f projection, v3f camera, m4x3f transform )
108 {
109 struct subworld_sfd *sfd = &world.sfd;
110 scene_bind( &sfd->mesh );
111
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 );
118
119 shader_scoretext_uPv( projection );
120 shader_scoretext_uMdl( transform );
121 shader_scoretext_uCamera( camera );
122
123 for( int y=0;y<display->h; y++ )
124 {
125 for( int x=0; x<display->w; x++ )
126 {
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 );
130 }
131 }
132
133 shader_vblend_use();
134 shader_vblend_uTexGarbage(0);
135 shader_vblend_uTexGradients(1);
136 shader_link_standard_ub( _shader_vblend.id, 2 );
137 bind_terrain_textures();
138
139 shader_vblend_uPv( projection );
140 shader_vblend_uMdl( transform );
141 shader_vblend_uCamera( camera );
142
143 mesh_bind( &sfd->temp );
144 mesh_draw( &sfd->temp );
145 }
146
147 static int world_sfd_test( int argc, const char *argv[] )
148 {
149 struct subworld_sfd *sfd = &world.sfd;
150
151 if( argc == 2 )
152 {
153 int row = vg_min(vg_max(atoi(argv[0]),0),sfd->tester.h);
154 sfd_encode( &sfd->tester, row, argv[1] );
155 }
156
157 return 0;
158 }
159
160 static void world_sfd_init(void)
161 {
162 vg_info( "world_sfd_init\n" );
163 shader_scoretext_register();
164
165 struct subworld_sfd *sfd = &world.sfd;
166
167 vg_function_push( (struct vg_cmd){
168 .name = "sfd",
169 .function = world_sfd_test
170 });
171
172 mdl_header *mboard = mdl_load( "models/rs_scoretext.mdl" );
173 scene_init( &sfd->mesh );
174
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 );
179
180 m4x3f identity;
181 m4x3_identity( identity );
182
183 for( int i=4;i<6;i++ )
184 {
185 u32 vert_start = sfd->mesh.vertex_count;
186 scene_add_submesh( &sfd->mesh, mboard, card, identity );
187
188 for( int j=0; j<card->vertex_count; j++ )
189 {
190 mdl_vert *vert = &sfd->mesh.verts[ vert_start+j ];
191
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;
196 }
197 }
198
199 vg_acquire_thread_sync();
200 {
201 vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
202
203 scene_upload( &sfd->mesh );
204 mdl_unpack_submesh( mboard, &sfd->temp, backer );
205 }
206 vg_release_thread_sync();
207
208 scene_free_offline_buffers( &sfd->mesh );
209 sfd_new( &sfd->tester, 27, 13 );
210 vg_free( mboard );
211 }
212
213
214 static void world_sfd_free(void *_)
215 {
216 mesh_free( &world.sfd.mesh.mesh );
217 vg_tex2d_free( (vg_tex2d *[]){ &tex_scoretext }, 1 );
218 }
219
220 #endif /* SFD_H */