/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
#ifndef SFD_H
#define SFD_H
#include "world.h"
+#include "shaders/scene_scoretext.h"
+#include "shaders/scene_vertex_blend.h"
-#include "shaders/scoretext.h"
-#include "shaders/vblend.h"
-
-vg_tex2d tex_scoretext = { .path = "textures/scoretext.qoi",
- .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
-
-/*
- * TODO: utf-8 -> ascii
- */
-
+GLuint tex_scoretex;
float sfd_encode_glyph( char c )
{
int value = 0;
value = c-'A'+11;
else if( c >= '\x01' && c <= '\x01'+10 )
value = 63-c;
- else
- {
+ else{
int base = 11+26;
- switch( c )
- {
+ switch( c ){
case '!': value=base+0; break;
case '?': value=base+1; break;
case ',': value=base+2; break;
return (float)value;
}
-static void sfd_encode( struct sfd_instance *display, u32 row, const char *str )
+VG_STATIC void sfd_encode( 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;
+ u32 row_h = world_global.sfd.h -1 -row;
+
+ for( int i=0; i<world_global.sfd.w; i++ ){
+ u32 idx = (world_global.sfd.w*row_h + i) * 2;
+
+ if( end ){
+ world_global.sfd.buffer[idx] = 0.0f;
}
- else
- {
+ else{
if( !str[i] )
end = 1;
- display->buffer[display->w*row + i] = sfd_encode_glyph( str[i] );
+ world_global.sfd.buffer[idx] = sfd_encode_glyph( str[i] );
}
}
}
-static void sfd_new( struct sfd_instance *display, u32 w, u32 h )
+VG_STATIC void sfd_update(void)
{
- 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;
+ for( int i=0; i<world_global.sfd.w*world_global.sfd.h; i++ ){
+ float *target = &world_global.sfd.buffer[i*2+0],
+ *cur = &world_global.sfd.buffer[i*2+1];
float const rate = vg.time_delta * 15.2313131414f;
float d1 = *target-*cur;
- if( fabsf(d1) > rate )
- {
+ if( fabsf(d1) > rate ){
*cur += rate;
if( *cur > 60.0f )
*cur -= 60.0f;
}
}
-static void sfd_render( struct sfd_instance *display,
- m4x4f projection, v3f camera, m4x3f transform )
+VG_STATIC void bind_terrain_noise(void);
+VG_STATIC void sfd_render( world_instance *world, camera *cam, 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 );
+ mesh_bind( &world_global.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, 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_global.sfd.h; y++ ){
+ for( int x=0; x<world_global.sfd.w; x++ ){
+ float value = world_global.sfd.buffer[(y*world_global.sfd.w+x)*2+1];
+ shader_scene_scoretext_uInfo( (v3f){ x,y, value } );
+ mesh_draw( &world_global.sfd.mesh_display );
}
}
- shader_vblend_use();
- shader_vblend_uTexGarbage(0);
- shader_vblend_uTexGradients(1);
- shader_link_standard_ub( _shader_vblend.id, 2 );
- bind_terrain_textures();
-
- shader_vblend_uPv( projection );
- shader_vblend_uMdl( transform );
- shader_vblend_uCamera( camera );
+ 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, 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( &sfd->temp );
- mesh_draw( &sfd->temp );
+ mesh_bind( &world_global.sfd.mesh_base );
+ mdl_draw_submesh( &world_global.sfd.sm_base );
}
-static int world_sfd_test( int argc, const char *argv[] )
+VG_STATIC int world_sfd_test( int argc, const char *argv[] )
{
- struct subworld_sfd *sfd = &world.sfd;
-
- if( argc == 2 )
- {
- int row = vg_min(vg_max(atoi(argv[0]),0),sfd->tester.h);
- sfd_encode( &sfd->tester, row, argv[1] );
+ if( argc == 2 ){
+ int row = vg_min( vg_max(atoi(argv[0]),0), world_global.sfd.h);
+ sfd_encode( row, argv[1] );
}
return 0;
}
-static void world_sfd_init(void)
+VG_STATIC void world_sfd_init(void)
{
vg_info( "world_sfd_init\n" );
- shader_scoretext_register();
+ 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_global.sfd.mesh_base );
- struct subworld_sfd *sfd = &world.sfd;
+ mdl_load_mesh_block( &mscoreboard, vg_mem.scratch );
- vg_function_push( (struct vg_cmd){
- .name = "sfd",
- .function = world_sfd_test
- });
+ scene_context *scene = &world_global.sfd.scene;
+ vg_async_item *call = scene_alloc_async( scene,
+ &world_global.sfd.mesh_display,
+ 3000, 8000 );
- mdl_header *mboard = mdl_load( "models/rs_scoretext.mdl" );
- scene_init( &sfd->mesh );
- mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" );
- mdl_submesh *backer = mdl_submesh_from_id( mboard, pn_backer->submesh_start);
- mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
- mdl_submesh *card = mdl_submesh_from_id( mboard, pn_card->submesh_start );
+ 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_global.sfd.sm_base = *sm_backer;
m4x3f identity;
m4x3_identity( identity );
- for( int i=0;i<8;i++ )
- {
- u32 vert_start = sfd->mesh.vertex_count;
- scene_add_submesh( &sfd->mesh, mboard, card, 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<card->vertex_count; j++ )
- {
- mdl_vert *vert = &sfd->mesh.verts[ vert_start+j ];
+ 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-4);
- vert->colour[0] = 0.0f;
- vert->colour[1] = i*36;
+ vert->uv[0] -= k_glyph_uvw * (float)(i-1);
+ vert->norm[3] = i*42;
}
}
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
+ vg_async_dispatch( call, async_scene_upload );
+ vg_tex2d_load_qoi_async_file( "textures/scoretext.qoi",
+ VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
+ &tex_scoretex );
- scene_upload( &sfd->mesh );
- mdl_unpack_submesh( mboard, &sfd->temp, backer );
- }
- vg_release_thread_sync();
+ mdl_close( &mscoreboard );
- scene_free_offline_buffers( &sfd->mesh );
- sfd_new( &sfd->tester, 27, 13 );
- vg_free( mboard );
-}
+ int w = 27,
+ h = 13;
+ world_global.sfd.w = w;
+ world_global.sfd.h = h;
+ world_global.sfd.buffer =
+ vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) );
-static void world_sfd_free(void *_)
-{
- mesh_free( &world.sfd.mesh.mesh );
- vg_tex2d_free( (vg_tex2d *[]){ &tex_scoretext }, 1 );
+ for( int i=0; i<w*h*2; i++ )
+ world_global.sfd.buffer[i] = 0.0f;
}
#endif /* SFD_H */