the luxuries of a modern C compiler
[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 sfd_update(void)
63 {
64 for( int i=0; i<world_sfd.w*world_sfd.h; i++ ){
65 float *target = &world_sfd.buffer[i*2+0],
66 *cur = &world_sfd.buffer[i*2+1];
67
68 float const rate = vg.time_delta * 15.2313131414f;
69 float d1 = *target-*cur;
70
71 if( fabsf(d1) > rate ){
72 *cur += rate;
73 if( *cur > 60.0f )
74 *cur -= 60.0f;
75 }
76 else
77 *cur = *target;
78 }
79 }
80
81 VG_STATIC void bind_terrain_noise(void);
82 VG_STATIC void sfd_render( world_instance *world, camera *cam, m4x3f transform )
83 {
84 mesh_bind( &world_sfd.mesh_display );
85 shader_scene_scoretext_use();
86 shader_scene_scoretext_uTexMain(1);
87
88 world_link_lighting_ub( world, _shader_scene_scoretext.id );
89 world_bind_position_texture( world, _shader_scene_scoretext.id,
90 _uniform_scene_scoretext_g_world_depth, 2 );
91 world_bind_light_array( world, _shader_scene_scoretext.id,
92 _uniform_scene_scoretext_uLightsArray, 3 );
93 world_bind_light_index( world, _shader_scene_scoretext.id,
94 _uniform_scene_scoretext_uLightsIndex, 4 );
95
96 bind_terrain_noise();
97
98 glActiveTexture( GL_TEXTURE1 );
99 glBindTexture( GL_TEXTURE_2D, world_sfd.tex_scoretex );
100
101 m4x4f pvm_prev;
102 m4x3_expand( transform, pvm_prev );
103 m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
104
105 shader_scene_scoretext_uPv( cam->mtx.pv );
106 shader_scene_scoretext_uPvmPrev( pvm_prev );
107 shader_scene_scoretext_uMdl( transform );
108 shader_scene_scoretext_uCamera( cam->transform[3] );
109
110 for( int y=0;y<world_sfd.h; y++ ){
111 for( int x=0; x<world_sfd.w; x++ ){
112 float value = world_sfd.buffer[(y*world_sfd.w+x)*2+1];
113 shader_scene_scoretext_uInfo( (v3f){ x,y, value } );
114 mesh_draw( &world_sfd.mesh_display );
115 }
116 }
117
118 shader_scene_vertex_blend_use();
119 shader_scene_vertex_blend_uTexGarbage(0);
120 shader_scene_vertex_blend_uTexGradients(1);
121 world_link_lighting_ub( world, _shader_scene_vertex_blend.id );
122 world_bind_position_texture( world, _shader_scene_vertex_blend.id,
123 _uniform_scene_vertex_blend_g_world_depth, 2 );
124 world_bind_light_array( world, _shader_scene_vertex_blend.id,
125 _uniform_scene_vertex_blend_uLightsArray, 3 );
126 world_bind_light_index( world, _shader_scene_vertex_blend.id,
127 _uniform_scene_vertex_blend_uLightsIndex, 4 );
128 bind_terrain_noise();
129 glActiveTexture( GL_TEXTURE1 );
130 glBindTexture( GL_TEXTURE_2D, world_sfd.tex_scoretex );
131
132 shader_scene_vertex_blend_uPv( cam->mtx.pv );
133 shader_scene_vertex_blend_uPvmPrev( pvm_prev );
134 shader_scene_vertex_blend_uMdl( transform );
135 shader_scene_vertex_blend_uCamera( cam->transform[3] );
136
137 mesh_bind( &world_sfd.mesh_base );
138 mdl_draw_submesh( &world_sfd.sm_base );
139 }
140
141 VG_STATIC int world_sfd_test( int argc, const char *argv[] )
142 {
143 if( argc == 2 ){
144 int row = vg_min( vg_max(atoi(argv[0]),0), world_sfd.h);
145 sfd_encode( row, argv[1] );
146 }
147
148 return 0;
149 }
150
151 VG_STATIC void world_sfd_init(void)
152 {
153 vg_info( "world_sfd_init\n" );
154 shader_scene_scoretext_register();
155 vg_console_reg_cmd( "sfd", world_sfd_test, NULL );
156
157 vg_linear_clear( vg_mem.scratch );
158
159 mdl_context mscoreboard;
160 mdl_open( &mscoreboard, "models/rs_scoretext.mdl", vg_mem.scratch );
161 mdl_load_metadata_block( &mscoreboard, vg_mem.scratch );
162 mdl_async_load_glmesh( &mscoreboard, &world_sfd.mesh_base );
163
164 mdl_load_mesh_block( &mscoreboard, vg_mem.scratch );
165
166 scene_context *scene = &world_sfd.scene;
167 vg_async_item *call = scene_alloc_async( scene, &world_sfd.mesh_display,
168 3000, 8000 );
169
170
171 mdl_mesh *m_backer = mdl_find_mesh( &mscoreboard, "backer" ),
172 *m_card = mdl_find_mesh( &mscoreboard, "score_card" );
173
174 mdl_submesh
175 *sm_backer = mdl_arritm( &mscoreboard.submeshs, m_backer->submesh_start ),
176 *sm_card = mdl_arritm( &mscoreboard.submeshs, m_card->submesh_start );
177 world_sfd.sm_base = *sm_backer;
178
179 m4x3f identity;
180 m4x3_identity( identity );
181
182 for( int i=0;i<4;i++ ){
183 u32 vert_start = scene->vertex_count;
184 scene_add_mdl_submesh( scene, &mscoreboard, sm_card, identity );
185
186 for( int j=0; j<sm_card->vertex_count; j++ ){
187 scene_vert *vert = &scene->arrvertices[ vert_start+j ];
188
189 float const k_glyph_uvw = 1.0f/64.0f;
190 vert->uv[0] -= k_glyph_uvw * (float)(i-1);
191 vert->norm[3] = i*42;
192 }
193 }
194
195 vg_async_dispatch( call, async_scene_upload );
196 vg_tex2d_load_qoi_async_file( "textures/scoretext.qoi",
197 VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
198 &world_sfd.tex_scoretex );
199
200 mdl_close( &mscoreboard );
201
202 int w = 27,
203 h = 13;
204
205 world_sfd.w = w;
206 world_sfd.h = h;
207 world_sfd.buffer = vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) );
208
209 for( int i=0; i<w*h*2; i++ )
210 world_sfd.buffer[i] = 0.0f;
211 }
212
213 #endif /* WORLD_SFD_C */