clear runs when respawning
[carveJwlIkooP6JGAAIwe30JlM.git] / world_sfd.c
1 #ifndef SFD_C
2 #define SFD_C
3
4 #include "world_sfd.h"
5 #include "shaders/scene_scoretext.h"
6 #include "shaders/scene_vertex_blend.h"
7
8 static f32 sfd_encode_glyph( char c )
9 {
10 int value = 0;
11 if( c >= 'a' && c <= 'z' )
12 value = c-'a'+11;
13 else if( c >= '0' && c <= '9' )
14 value = c-'0'+1;
15 else if( c >= 'A' && c <= 'Z' )
16 value = c-'A'+11;
17 else if( c >= '\x01' && c <= '\x01'+10 )
18 value = 63-c;
19 else{
20 int base = 11+26;
21
22 switch( c ){
23 case '!': value=base+0; break;
24 case '?': value=base+1; break;
25 case ',': value=base+2; break;
26 case '.': value=base+3; break;
27 case '#': value=base+4; break;
28 case '$': value=base+5; break;
29 case '%': value=base+6; break;
30 case '*': value=base+7; break;
31 case '+': value=base+8; break;
32 case '-': value=base+9; break;
33 case '/': value=base+10; break;
34 case ':': value=base+11; break;
35 default: value=0; break;
36 }
37 }
38
39 return (float)value;
40 }
41
42 VG_STATIC void sfd_encode( u32 row, const char *str )
43 {
44 int end=0;
45 u32 row_h = world_sfd.h -1 -row;
46
47 for( int i=0; i<world_sfd.w; i++ ){
48 u32 idx = (world_sfd.w*row_h + i) * 2;
49
50 if( end ){
51 world_sfd.buffer[idx] = 0.0f;
52 }
53 else{
54 if( !str[i] )
55 end = 1;
56
57 world_sfd.buffer[idx] = sfd_encode_glyph( str[i] );
58 }
59 }
60 }
61
62 VG_STATIC void world_sfd_update( world_instance *world, v3f pos ){
63 if( mdl_arrcount( &world->ent_route ) ){
64 u32 closest = 0;
65 float min_dist = INFINITY;
66
67 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
68 ent_route *route = mdl_arritm( &world->ent_route, i );
69 float dist = v3_dist2( route->board_transform[3], pos );
70
71 if( dist < min_dist ){
72 min_dist = dist;
73 closest = i;
74 }
75 }
76
77 if( (world_sfd.active_route_board != closest) || network_scores_updated )
78 {
79 network_scores_updated = 0;
80 world_sfd.active_route_board = closest;
81
82 ent_route *route = mdl_arritm( &world->ent_route, closest );
83 u32 id = route->official_track_id;
84
85 if( id != 0xffffffff ){
86 struct netmsg_board *local_board =
87 &scoreboard_client_data.boards[id];
88
89 for( int i=0; i<13; i++ ){
90 sfd_encode( i, &local_board->data[27*i] );
91 }
92 }else{
93 sfd_encode( 0, mdl_pstr( &world->meta, route->pstr_name ) );
94 sfd_encode( 1, "No data" );
95 }
96 }
97 }
98
99 for( int i=0; i<world_sfd.w*world_sfd.h; i++ ){
100 float *target = &world_sfd.buffer[i*2+0],
101 *cur = &world_sfd.buffer[i*2+1];
102
103 float const rate = vg.time_delta * 15.2313131414f;
104 float d1 = *target-*cur;
105
106 if( fabsf(d1) > rate ){
107 *cur += rate;
108 if( *cur > 60.0f )
109 *cur -= 60.0f;
110 }
111 else
112 *cur = *target;
113 }
114 }
115
116 VG_STATIC void bind_terrain_noise(void);
117 VG_STATIC void sfd_render( world_instance *world, camera *cam, m4x3f transform )
118 {
119 mesh_bind( &world_sfd.mesh_display );
120 shader_scene_scoretext_use();
121 shader_scene_scoretext_uTexMain(1);
122
123 world_link_lighting_ub( world, _shader_scene_scoretext.id );
124 world_bind_position_texture( world, _shader_scene_scoretext.id,
125 _uniform_scene_scoretext_g_world_depth, 2 );
126 world_bind_light_array( world, _shader_scene_scoretext.id,
127 _uniform_scene_scoretext_uLightsArray, 3 );
128 world_bind_light_index( world, _shader_scene_scoretext.id,
129 _uniform_scene_scoretext_uLightsIndex, 4 );
130
131 bind_terrain_noise();
132
133 glActiveTexture( GL_TEXTURE1 );
134 glBindTexture( GL_TEXTURE_2D, world_sfd.tex_scoretex );
135
136 m4x4f pvm_prev;
137 m4x3_expand( transform, pvm_prev );
138 m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
139
140 shader_scene_scoretext_uPv( cam->mtx.pv );
141 shader_scene_scoretext_uPvmPrev( pvm_prev );
142 shader_scene_scoretext_uMdl( transform );
143 shader_scene_scoretext_uCamera( cam->transform[3] );
144
145 for( int y=0;y<world_sfd.h; y++ ){
146 for( int x=0; x<world_sfd.w; x++ ){
147 float value = world_sfd.buffer[(y*world_sfd.w+x)*2+1];
148 shader_scene_scoretext_uInfo( (v3f){ x,y, value } );
149 mesh_draw( &world_sfd.mesh_display );
150 }
151 }
152
153 shader_scene_vertex_blend_use();
154 shader_scene_vertex_blend_uTexGarbage(0);
155 shader_scene_vertex_blend_uTexGradients(1);
156 world_link_lighting_ub( world, _shader_scene_vertex_blend.id );
157 world_bind_position_texture( world, _shader_scene_vertex_blend.id,
158 _uniform_scene_vertex_blend_g_world_depth, 2 );
159 world_bind_light_array( world, _shader_scene_vertex_blend.id,
160 _uniform_scene_vertex_blend_uLightsArray, 3 );
161 world_bind_light_index( world, _shader_scene_vertex_blend.id,
162 _uniform_scene_vertex_blend_uLightsIndex, 4 );
163 bind_terrain_noise();
164 glActiveTexture( GL_TEXTURE1 );
165 glBindTexture( GL_TEXTURE_2D, world_sfd.tex_scoretex );
166
167 shader_scene_vertex_blend_uPv( cam->mtx.pv );
168 shader_scene_vertex_blend_uPvmPrev( pvm_prev );
169 shader_scene_vertex_blend_uMdl( transform );
170 shader_scene_vertex_blend_uCamera( cam->transform[3] );
171
172 mesh_bind( &world_sfd.mesh_base );
173 mdl_draw_submesh( &world_sfd.sm_base );
174 }
175
176 VG_STATIC int world_sfd_test( int argc, const char *argv[] )
177 {
178 if( argc == 2 ){
179 int row = vg_min( vg_max(atoi(argv[0]),0), world_sfd.h);
180 sfd_encode( row, argv[1] );
181 }
182
183 return 0;
184 }
185
186 VG_STATIC void world_sfd_init(void)
187 {
188 vg_info( "world_sfd_init\n" );
189 shader_scene_scoretext_register();
190 vg_console_reg_cmd( "sfd", world_sfd_test, NULL );
191
192 vg_linear_clear( vg_mem.scratch );
193
194 mdl_context mscoreboard;
195 mdl_open( &mscoreboard, "models/rs_scoretext.mdl", vg_mem.scratch );
196 mdl_load_metadata_block( &mscoreboard, vg_mem.scratch );
197 mdl_async_load_glmesh( &mscoreboard, &world_sfd.mesh_base );
198
199 mdl_load_mesh_block( &mscoreboard, vg_mem.scratch );
200
201 scene_context *scene = &world_sfd.scene;
202 vg_async_item *call = scene_alloc_async( scene, &world_sfd.mesh_display,
203 3000, 8000 );
204
205
206 mdl_mesh *m_backer = mdl_find_mesh( &mscoreboard, "backer" ),
207 *m_card = mdl_find_mesh( &mscoreboard, "score_card" );
208
209 mdl_submesh
210 *sm_backer = mdl_arritm( &mscoreboard.submeshs, m_backer->submesh_start ),
211 *sm_card = mdl_arritm( &mscoreboard.submeshs, m_card->submesh_start );
212 world_sfd.sm_base = *sm_backer;
213
214 m4x3f identity;
215 m4x3_identity( identity );
216
217 for( int i=0;i<4;i++ ){
218 u32 vert_start = scene->vertex_count;
219 scene_add_mdl_submesh( scene, &mscoreboard, sm_card, identity );
220
221 for( int j=0; j<sm_card->vertex_count; j++ ){
222 scene_vert *vert = &scene->arrvertices[ vert_start+j ];
223
224 float const k_glyph_uvw = 1.0f/64.0f;
225 vert->uv[0] -= k_glyph_uvw * (float)(i-1);
226 vert->norm[3] = i*42;
227 }
228 }
229
230 vg_async_dispatch( call, async_scene_upload );
231 vg_tex2d_load_qoi_async_file( "textures/scoretext.qoi",
232 VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
233 &world_sfd.tex_scoretex );
234
235 mdl_close( &mscoreboard );
236
237 int w = 27,
238 h = 13;
239
240 world_sfd.w = w;
241 world_sfd.h = h;
242 world_sfd.buffer = vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) );
243
244 for( int i=0; i<w*h*2; i++ )
245 world_sfd.buffer[i] = 0.0f;
246 }
247
248 #endif /* WORLD_SFD_C */