-/*
- * TODO: utf-8 -> ascii
- */
-
-float sfd_encode_glyph( char c )
-{
- int value = 0;
- if( c >= 'a' && c <= 'z' )
- value = c-'a'+11;
- else if( c >= '0' && c <= '9' )
- value = c-'0'+1;
- else if( c >= 'A' && c <= 'Z' )
- value = c-'A'+11;
- else if( c >= '\x01' && c <= '\x01'+10 )
- value = 63-c;
- else
- {
- int base = 11+26;
-
- switch( c )
- {
- case '!': value=base+0; break;
- case '?': value=base+1; break;
- case ',': value=base+2; break;
- case '.': value=base+3; break;
- case '#': value=base+4; break;
- case '$': value=base+5; break;
- case '%': value=base+6; break;
- case '*': value=base+7; break;
- case '+': value=base+8; break;
- case '-': value=base+9; break;
- case '/': value=base+10; break;
- case ':': value=base+11; break;
- default: value=0; break;
- }
- }
-
- return (float)value;
-}
-
-static void sfd_encode( struct sfd_instance *display, u32 row, const char *str )
-{
- int end=0;
- for( int i=0; i<display->w; i++ )
- {
- if( end )
- {
- display->buffer[display->w*row + i] = 0.0f;
- }
- else
- {
- if( !str[i] )
- end = 1;
-
- display->buffer[display->w*row + i] = sfd_encode_glyph( str[i] );
- }
- }
-}
-
-static void sfd_new( struct sfd_instance *display, u32 w, u32 h )
-{
- display->w = w;
- display->h = h;
- display->buffer = vg_alloc( w*h*sizeof(float)*2 );
-
- for( int i=0; i<w*h*2; i++ )
- display->buffer[i] = 0.0f;
-}
-
-static void sfd_update( struct sfd_instance *display )
-{
- for( int i=0; i<display->w*display->h; i++ )
- {
- float *target = &display->buffer[i],
- *cur = target+display->w*display->h;
-
- float const rate = vg.time_delta * 15.2313131414f;
- float d1 = *target-*cur;
-
- if( fabsf(d1) > rate )
- {
- *cur += rate;
- if( *cur > 60.0f )
- *cur -= 60.0f;
- }
- else
- *cur = *target;
- }
-}
-
-static void sfd_render( struct sfd_instance *display,
- m4x4f projection, v3f camera, m4x3f transform )
-{
- struct subworld_sfd *sfd = &world.sfd;
- scene_bind( &sfd->mesh );
-
- shader_scoretext_use();
- shader_scoretext_uTexGarbage(0);
- shader_scoretext_uTexGradients(1);
- shader_link_standard_ub( _shader_scoretext.id, 2 );
- bind_terrain_textures();
- vg_tex2d_bind( &tex_scoretext, 1 );
-
- shader_scoretext_uPv( projection );
- shader_scoretext_uMdl( transform );
- shader_scoretext_uCamera( camera );
-
- for( int y=0;y<display->h; y++ )
- {
- for( int x=0; x<display->w; x++ )
- {
- float value = display->buffer[display->h*display->w+y*display->w+x];
- shader_scoretext_uInfo( (v3f){ x,y, value } );
- scene_draw( &sfd->mesh );
- }
- }
-
- shader_vblend_use();
- shader_vblend_uTexGarbage(0);
- shader_vblend_uTexGradients(1);
- shader_link_standard_ub( _shader_vblend.id, 2 );
- bind_terrain_textures();