move audio comp to its own thing
[carveJwlIkooP6JGAAIwe30JlM.git] / world_sfd.h
index 18789c7e841320a235726cfecad66ae2deaa71d2..9e8d38c14a88ad50d8b9d904eb60bdc93f519479 100644 (file)
 #define SFD_H
 
 #include "world.h"
-#include "shaders/scene_scoretext.h"
-#include "shaders/scene_vertex_blend.h"
+#include "world_routes.h"
 
-GLuint tex_scoretex;
-float 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;
+struct world_sfd{
+   GLuint tex_scoretex;
 
-      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;
-      }
-   }
+   glmesh mesh_base, mesh_display;
+   mdl_submesh sm_base;
 
-   return (float)value;
-}
-
-VG_STATIC void sfd_encode( u32 row, const char *str )
-{
-   int end=0;
-   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{
-         if( !str[i] )
-            end = 1;
-
-         world_global.sfd.buffer[idx] = sfd_encode_glyph( str[i] );
-      }
-   }
-}
-
-VG_STATIC void sfd_update(void)
-{
-   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 ){
-         *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_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_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( &world_global.sfd.mesh_base );
-   mdl_draw_submesh( &world_global.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_global.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_global.sfd.mesh_base );
-
-   mdl_load_mesh_block( &mscoreboard, vg_mem.scratch );
-
-   scene_context *scene = &world_global.sfd.scene;
-   vg_async_item *call = scene_alloc_async( scene,
-                                            &world_global.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_global.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,
-                                 &tex_scoretex );
-
-   mdl_close( &mscoreboard );
-
-   int w = 27,
-       h = 13;
+   u32 active_route_board;
+   scene_context scene;
 
-   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) );
+   u32 view_weekly;
 
-   for( int i=0; i<w*h*2; i++ )
-      world_global.sfd.buffer[i] = 0.0f;
+   u32 w, h;
+   float *buffer;
 }
+static world_sfd;
+static void world_sfd_init(void);
+
+enum world_sfd_align {
+   k_world_sfd_left,
+   k_world_sfd_right,
+   k_world_sfd_center
+};
+
+static void sfd_encode( v2i co, const char *str, enum world_sfd_align align );
+static void sfd_render( world_instance *world, camera *cam, 
+                           m4x3f transform );
+static void world_sfd_compile_scores( struct leaderboard_cache *leaderboard,
+                                      const char *title );
+static void world_sfd_compile_active_scores(void);
 
 #endif /* SFD_H */