+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef SFD_H
#define SFD_H
-#include "common.h"
-#include "model.h"
#include "world.h"
#include "shaders/scoretext.h"
vg_tex2d tex_scoretext = { .path = "textures/scoretext.qoi",
.flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
-struct sfd_instance
-{
- float *buffer;
-
- u32 w,h;
-};
-
-
-struct subworld_sfd
-{
- scene mesh;
- mdl_submesh *sm_module, *sm_card;
- glmesh temp;
-
- struct sfd_instance tester;
-};
-
-static struct subworld_sfd *subworld_sfd(void);
-
+/*
+ * TODO: utf-8 -> ascii
+ */
float sfd_encode_glyph( char c )
{
{
display->w = w;
display->h = h;
- display->buffer = malloc( w*h*sizeof(float)*2 );
+ display->buffer = vg_alloc( w*h*sizeof(float)*2 );
for( int i=0; i<w*h*2; i++ )
display->buffer[i] = 0.0f;
float *target = &display->buffer[i],
*cur = target+display->w*display->h;
- float const rate = ktimestep*15.2313131414f;
+ float const rate = vg.time_delta * 15.2313131414f;
float d1 = *target-*cur;
if( fabsf(d1) > rate )
static void sfd_render( struct sfd_instance *display,
m4x4f projection, v3f camera, m4x3f transform )
{
- struct subworld_sfd *sfd = subworld_sfd();
+ struct subworld_sfd *sfd = &world.sfd;
scene_bind( &sfd->mesh );
shader_scoretext_use();
static int world_sfd_test( int argc, const char *argv[] )
{
- struct subworld_sfd *sfd = subworld_sfd();
+ struct subworld_sfd *sfd = &world.sfd;
if( argc == 2 )
{
static void world_sfd_init(void)
{
- struct subworld_sfd *sfd = subworld_sfd();
+ vg_info( "world_sfd_init\n" );
+ shader_scoretext_register();
+
+ struct subworld_sfd *sfd = &world.sfd;
vg_function_push( (struct vg_cmd){
.name = "sfd",
});
mdl_header *mboard = mdl_load( "models/rs_scoretext.mdl" );
-
scene_init( &sfd->mesh );
- mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
- mdl_submesh *card = mdl_submesh_from_id( mboard, pn_card->submesh_start );
-
mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" );
mdl_submesh *backer = mdl_submesh_from_id( mboard, pn_backer->submesh_start);
- mdl_unpack_submesh( mboard, &sfd->temp, backer );
+ mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
+ mdl_submesh *card = mdl_submesh_from_id( mboard, pn_card->submesh_start );
m4x3f identity;
m4x3_identity( identity );
- for( int i=0;i<8;i++ )
+ for( int i=4;i<6;i++ )
{
u32 vert_start = sfd->mesh.vertex_count;
scene_add_submesh( &sfd->mesh, mboard, card, identity );
}
}
- scene_upload( &sfd->mesh );
- scene_free_offline_buffers( &sfd->mesh );
+ vg_acquire_thread_sync();
+ {
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
- free( mboard );
- vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
+ scene_upload( &sfd->mesh );
+ mdl_unpack_submesh( mboard, &sfd->temp, backer );
+ }
+ vg_release_thread_sync();
- sfd_new( &sfd->tester, 16, 8 );
+ scene_free_offline_buffers( &sfd->mesh );
+ sfd_new( &sfd->tester, 27, 13 );
+ vg_free( mboard );
}
-static void world_sfd_register(void)
-{
- shader_scoretext_register();
-}
-static void world_sfd_free(void)
+static void world_sfd_free(void *_)
{
+ mesh_free( &world.sfd.mesh.mesh );
vg_tex2d_free( (vg_tex2d *[]){ &tex_scoretext }, 1 );
}