+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef SFD_H
#define SFD_H
#include "world.h"
+#if 0
+#if 0
#include "shaders/scoretext.h"
#include "shaders/vblend.h"
+#endif
vg_tex2d tex_scoretext = { .path = "textures/scoretext.qoi",
.flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
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++ )
+ 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 )
{
- display->buffer[display->w*row + i] = 0.0f;
+ world_global.sfd.buffer[idx] = 0.0f;
}
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_init( u32 w, u32 h )
{
- display->w = w;
- display->h = h;
- display->buffer = malloc( 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 )
+VG_STATIC void sfd_update(void)
{
- for( int i=0; i<display->w*display->h; i++ )
+ for( int i=0; i<world_global.sfd.w*world_global.sfd.h; i++ )
{
- float *target = &display->buffer[i],
- *cur = target+display->w*display->h;
+ float *target = &world_global.sfd.buffer[i*2+0],
+ *cur = &world_global.sfd.buffer[i*2+1];
- 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 )
+VG_STATIC void bind_terrain_noise(void);
+VG_STATIC void sfd_render( camera *cam, m4x3f transform )
{
- struct subworld_sfd *sfd = &world.sfd;
- scene_bind( &sfd->mesh );
-
+#if 0
+ mesh_bind( &world.sfd.mesh_display );
shader_scoretext_use();
shader_scoretext_uTexGarbage(0);
shader_scoretext_uTexGradients(1);
shader_link_standard_ub( _shader_scoretext.id, 2 );
- bind_terrain_textures();
+ bind_terrain_noise();
vg_tex2d_bind( &tex_scoretext, 1 );
- shader_scoretext_uPv( projection );
+ m4x4f pvm_prev;
+ m4x3_expand( transform, pvm_prev );
+ m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
+
+ shader_scoretext_uPv( cam->mtx.pv );
+ shader_scoretext_uPvmPrev( pvm_prev );
shader_scoretext_uMdl( transform );
- shader_scoretext_uCamera( camera );
+ shader_scoretext_uCamera( cam->transform[3] );
- for( int y=0;y<display->h; y++ )
+ for( int y=0;y<world.sfd.h; y++ )
{
- for( int x=0; x<display->w; x++ )
+ for( int x=0; x<world.sfd.w; x++ )
{
- float value = display->buffer[display->h*display->w+y*display->w+x];
+ float value = world.sfd.buffer[(y*world.sfd.w+x)*2+1];
shader_scoretext_uInfo( (v3f){ x,y, value } );
- scene_draw( &sfd->mesh );
+ mesh_draw( &world.sfd.mesh_display );
}
}
shader_vblend_uTexGarbage(0);
shader_vblend_uTexGradients(1);
shader_link_standard_ub( _shader_vblend.id, 2 );
- bind_terrain_textures();
+ bind_terrain_noise();
+ vg_tex2d_bind( &tex_scoretext, 1 );
+
+ shader_vblend_uPv( cam->mtx.pv );
+ shader_vblend_uPvmPrev( pvm_prev );
- shader_vblend_uPv( projection );
shader_vblend_uMdl( transform );
- shader_vblend_uCamera( camera );
+ shader_vblend_uCamera( cam->transform[3] );
- mesh_bind( &sfd->temp );
- mesh_draw( &sfd->temp );
+ mesh_bind( &world.sfd.mesh_base );
+ mesh_draw( &world.sfd.mesh_base );
+#endif
}
-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] );
+ int row = vg_min( vg_max(atoi(argv[0]),0), world_global.sfd.h);
+ sfd_encode( row, argv[1] );
}
return 0;
}
-static int world_sfd_init(void)
+VG_STATIC void world_sfd_init(void)
{
vg_info( "world_sfd_init\n" );
- shader_scoretext_register();
- struct subworld_sfd *sfd = &world.sfd;
+#if 0
+ shader_scoretext_register();
+#endif
vg_function_push( (struct vg_cmd){
.name = "sfd",
.function = world_sfd_test
});
- mdl_header *mboard = mdl_load( "models/rs_scoretext.mdl" );
- scene_init( &sfd->mesh );
+ vg_linear_clear( vg_mem.scratch );
+ mdl_context *mboard =
+ mdl_load_full( vg_mem.scratch, "models/rs_scoretext.mdl" );
+
+ scene *sc = scene_init( vg_mem.scratch, 3000, 8000 );
mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" );
- mdl_submesh *backer = mdl_submesh_from_id( mboard, pn_backer->submesh_start);
+ mdl_submesh *backer = &mboard->submesh_buffer[ 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_submesh *card = &mboard->submesh_buffer[ pn_card->submesh_start ];
m4x3f identity;
m4x3_identity( identity );
- for( int i=0;i<8;i++ )
+ /* FIXME: dont use scene header for this you fucking idiots */
+ for( int i=4;i<6;i++ )
{
- u32 vert_start = sfd->mesh.vertex_count;
- scene_add_submesh( &sfd->mesh, mboard, card, identity );
+ u32 vert_start = sc->vertex_count;
+ scene_add_mdl_submesh( sc, mboard, card, identity );
+#if 0
for( int j=0; j<card->vertex_count; j++ )
{
- mdl_vert *vert = &sfd->mesh.verts[ vert_start+j ];
+ mdl_vert *vert = &sc->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;
}
+#endif
}
- if( vg_acquire_thread_sync(1) )
+ vg_acquire_thread_sync();
{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
- if( !scene_upload( &sfd->mesh ) )
- {
- vg_release_thread_sync(1);
- return 0;
- }
+ scene_upload( sc, &world_global.sfd.mesh_display );
+ mdl_unpack_submesh( mboard, &world_global.sfd.mesh_base, backer );
- if( !mdl_unpack_submesh( mboard, &sfd->temp, backer ) )
- {
- vg_release_thread_sync(1);
- return 0;
- }
-
- vg_release_thread_sync(1);
- }
- else
- {
- free( mboard );
- return 0;
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
}
+ vg_release_thread_sync();
- scene_free_offline_buffers( &sfd->mesh );
- sfd_new( &sfd->tester, 27, 13 );
- free( mboard );
- return 1;
-}
+ 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
#endif /* SFD_H */