the luxuries of a modern C compiler
[carveJwlIkooP6JGAAIwe30JlM.git] / world_sfd.c
diff --git a/world_sfd.c b/world_sfd.c
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+#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 */