--- /dev/null
+#ifndef SFD_C
+#define SFD_C
+
+#include "world_sfd.h"
+#include "shaders/scene_scoretext.h"
+#include "shaders/scene_vertex_blend.h"
+
+static f32 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;
+}
+
+VG_STATIC void sfd_encode( u32 row, const char *str )
+{
+ int end=0;
+ u32 row_h = world_sfd.h -1 -row;
+
+ for( int i=0; i<world_sfd.w; i++ ){
+ u32 idx = (world_sfd.w*row_h + i) * 2;
+
+ if( end ){
+ world_sfd.buffer[idx] = 0.0f;
+ }
+ else{
+ if( !str[i] )
+ end = 1;
+
+ world_sfd.buffer[idx] = sfd_encode_glyph( str[i] );
+ }
+ }
+}
+
+VG_STATIC void sfd_update(void)
+{
+ for( int i=0; i<world_sfd.w*world_sfd.h; i++ ){
+ float *target = &world_sfd.buffer[i*2+0],
+ *cur = &world_sfd.buffer[i*2+1];
+
+ 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;
+ }
+}
+
+VG_STATIC void bind_terrain_noise(void);
+VG_STATIC void sfd_render( world_instance *world, camera *cam, m4x3f transform )
+{
+ mesh_bind( &world_sfd.mesh_display );
+ shader_scene_scoretext_use();
+ shader_scene_scoretext_uTexMain(1);
+
+ world_link_lighting_ub( world, _shader_scene_scoretext.id );
+ world_bind_position_texture( world, _shader_scene_scoretext.id,
+ _uniform_scene_scoretext_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_scoretext.id,
+ _uniform_scene_scoretext_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_scoretext.id,
+ _uniform_scene_scoretext_uLightsIndex, 4 );
+
+ bind_terrain_noise();
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_sfd.tex_scoretex );
+
+ m4x4f pvm_prev;
+ m4x3_expand( transform, pvm_prev );
+ m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
+
+ shader_scene_scoretext_uPv( cam->mtx.pv );
+ shader_scene_scoretext_uPvmPrev( pvm_prev );
+ shader_scene_scoretext_uMdl( transform );
+ shader_scene_scoretext_uCamera( cam->transform[3] );
+
+ for( int y=0;y<world_sfd.h; y++ ){
+ for( int x=0; x<world_sfd.w; x++ ){
+ float value = world_sfd.buffer[(y*world_sfd.w+x)*2+1];
+ shader_scene_scoretext_uInfo( (v3f){ x,y, value } );
+ mesh_draw( &world_sfd.mesh_display );
+ }
+ }
+
+ shader_scene_vertex_blend_use();
+ shader_scene_vertex_blend_uTexGarbage(0);
+ shader_scene_vertex_blend_uTexGradients(1);
+ world_link_lighting_ub( world, _shader_scene_vertex_blend.id );
+ world_bind_position_texture( world, _shader_scene_vertex_blend.id,
+ _uniform_scene_vertex_blend_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_vertex_blend.id,
+ _uniform_scene_vertex_blend_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_vertex_blend.id,
+ _uniform_scene_vertex_blend_uLightsIndex, 4 );
+ bind_terrain_noise();
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_sfd.tex_scoretex );
+
+ shader_scene_vertex_blend_uPv( cam->mtx.pv );
+ shader_scene_vertex_blend_uPvmPrev( pvm_prev );
+ shader_scene_vertex_blend_uMdl( transform );
+ shader_scene_vertex_blend_uCamera( cam->transform[3] );
+
+ mesh_bind( &world_sfd.mesh_base );
+ mdl_draw_submesh( &world_sfd.sm_base );
+}
+
+VG_STATIC int world_sfd_test( int argc, const char *argv[] )
+{
+ if( argc == 2 ){
+ int row = vg_min( vg_max(atoi(argv[0]),0), world_sfd.h);
+ sfd_encode( row, argv[1] );
+ }
+
+ return 0;
+}
+
+VG_STATIC void world_sfd_init(void)
+{
+ vg_info( "world_sfd_init\n" );
+ shader_scene_scoretext_register();
+ vg_console_reg_cmd( "sfd", world_sfd_test, NULL );
+
+ vg_linear_clear( vg_mem.scratch );
+
+ mdl_context mscoreboard;
+ mdl_open( &mscoreboard, "models/rs_scoretext.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &mscoreboard, vg_mem.scratch );
+ mdl_async_load_glmesh( &mscoreboard, &world_sfd.mesh_base );
+
+ mdl_load_mesh_block( &mscoreboard, vg_mem.scratch );
+
+ scene_context *scene = &world_sfd.scene;
+ vg_async_item *call = scene_alloc_async( scene, &world_sfd.mesh_display,
+ 3000, 8000 );
+
+
+ mdl_mesh *m_backer = mdl_find_mesh( &mscoreboard, "backer" ),
+ *m_card = mdl_find_mesh( &mscoreboard, "score_card" );
+
+ mdl_submesh
+ *sm_backer = mdl_arritm( &mscoreboard.submeshs, m_backer->submesh_start ),
+ *sm_card = mdl_arritm( &mscoreboard.submeshs, m_card->submesh_start );
+ world_sfd.sm_base = *sm_backer;
+
+ m4x3f identity;
+ m4x3_identity( identity );
+
+ for( int i=0;i<4;i++ ){
+ u32 vert_start = scene->vertex_count;
+ scene_add_mdl_submesh( scene, &mscoreboard, sm_card, identity );
+
+ for( int j=0; j<sm_card->vertex_count; j++ ){
+ scene_vert *vert = &scene->arrvertices[ vert_start+j ];
+
+ float const k_glyph_uvw = 1.0f/64.0f;
+ vert->uv[0] -= k_glyph_uvw * (float)(i-1);
+ vert->norm[3] = i*42;
+ }
+ }
+
+ vg_async_dispatch( call, async_scene_upload );
+ vg_tex2d_load_qoi_async_file( "textures/scoretext.qoi",
+ VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
+ &world_sfd.tex_scoretex );
+
+ mdl_close( &mscoreboard );
+
+ int w = 27,
+ h = 13;
+
+ world_sfd.w = w;
+ world_sfd.h = h;
+ world_sfd.buffer = vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) );
+
+ for( int i=0; i<w*h*2; i++ )
+ world_sfd.buffer[i] = 0.0f;
+}
+
+#endif /* WORLD_SFD_C */