surface props
[carveJwlIkooP6JGAAIwe30JlM.git] / world_sfd.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef SFD_H
6 #define SFD_H
7
8 #include "world.h"
9
10 #include "shaders/scoretext.h"
11 #include "shaders/vblend.h"
12
13 vg_tex2d tex_scoretext = { .path = "textures/scoretext.qoi",
14 .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
15
16 /*
17 * TODO: utf-8 -> ascii
18 */
19
20 float sfd_encode_glyph( char c )
21 {
22 int value = 0;
23 if( c >= 'a' && c <= 'z' )
24 value = c-'a'+11;
25 else if( c >= '0' && c <= '9' )
26 value = c-'0'+1;
27 else if( c >= 'A' && c <= 'Z' )
28 value = c-'A'+11;
29 else if( c >= '\x01' && c <= '\x01'+10 )
30 value = 63-c;
31 else
32 {
33 int base = 11+26;
34
35 switch( c )
36 {
37 case '!': value=base+0; break;
38 case '?': value=base+1; break;
39 case ',': value=base+2; break;
40 case '.': value=base+3; break;
41 case '#': value=base+4; break;
42 case '$': value=base+5; break;
43 case '%': value=base+6; break;
44 case '*': value=base+7; break;
45 case '+': value=base+8; break;
46 case '-': value=base+9; break;
47 case '/': value=base+10; break;
48 case ':': value=base+11; break;
49 default: value=0; break;
50 }
51 }
52
53 return (float)value;
54 }
55
56 VG_STATIC void sfd_encode( u32 row, const char *str )
57 {
58 int end=0;
59 u32 row_h = world.sfd.h -1 -row;
60
61 for( int i=0; i<world.sfd.w; i++ )
62 {
63 if( end )
64 {
65 world.sfd.buffer[world.sfd.w*row_h + i] = 0.0f;
66 }
67 else
68 {
69 if( !str[i] )
70 end = 1;
71
72 world.sfd.buffer[world.sfd.w*row_h + i] = sfd_encode_glyph( str[i] );
73 }
74 }
75 }
76
77 VG_STATIC void sfd_init( u32 w, u32 h )
78 {
79 }
80
81 VG_STATIC void sfd_update(void)
82 {
83 for( int i=0; i<world.sfd.w*world.sfd.h; i++ )
84 {
85 float *target = &world.sfd.buffer[i*2+0],
86 *cur = &world.sfd.buffer[i*2+1];
87
88 float const rate = vg.time_delta * 15.2313131414f;
89 float d1 = *target-*cur;
90
91 if( fabsf(d1) > rate )
92 {
93 *cur += rate;
94 if( *cur > 60.0f )
95 *cur -= 60.0f;
96 }
97 else
98 *cur = *target;
99 }
100 }
101
102 VG_STATIC void bind_terrain_noise(void);
103 VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
104 {
105 mesh_bind( &world.sfd.mesh_display );
106
107 shader_scoretext_use();
108 shader_scoretext_uTexGarbage(0);
109 shader_scoretext_uTexGradients(1);
110 shader_link_standard_ub( _shader_scoretext.id, 2 );
111 bind_terrain_noise();
112 vg_tex2d_bind( &tex_scoretext, 1 );
113
114 shader_scoretext_uPv( projection );
115 shader_scoretext_uMdl( transform );
116 shader_scoretext_uCamera( camera );
117
118 for( int y=0;y<world.sfd.h; y++ )
119 {
120 for( int x=0; x<world.sfd.w; x++ )
121 {
122 float value = world.sfd.buffer[(y*world.sfd.w+x)*2+1];
123 shader_scoretext_uInfo( (v3f){ x,y, value } );
124 mesh_draw( &world.sfd.mesh_display );
125 }
126 }
127
128 shader_vblend_use();
129 shader_vblend_uTexGarbage(0);
130 shader_vblend_uTexGradients(1);
131 shader_link_standard_ub( _shader_vblend.id, 2 );
132 bind_terrain_noise();
133 vg_tex2d_bind( &tex_scoretext, 1 );
134
135 shader_vblend_uPv( projection );
136 shader_vblend_uMdl( transform );
137 shader_vblend_uCamera( camera );
138
139 mesh_bind( &world.sfd.mesh_base );
140 mesh_draw( &world.sfd.mesh_base );
141 }
142
143 VG_STATIC int world_sfd_test( int argc, const char *argv[] )
144 {
145 if( argc == 2 )
146 {
147 int row = vg_min( vg_max(atoi(argv[0]),0), world.sfd.h);
148 sfd_encode( row, argv[1] );
149 }
150
151 return 0;
152 }
153
154 VG_STATIC void world_sfd_init(void)
155 {
156 vg_info( "world_sfd_init\n" );
157 shader_scoretext_register();
158
159 vg_function_push( (struct vg_cmd){
160 .name = "sfd",
161 .function = world_sfd_test
162 });
163
164 vg_linear_clear( vg_mem.scratch );
165 mdl_context *mboard =
166 mdl_load_full( vg_mem.scratch, "models/rs_scoretext.mdl" );
167
168 scene *sc = scene_init( vg_mem.scratch, 3000, 8000 );
169
170 mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" );
171 mdl_submesh *backer = &mboard->submesh_buffer[ pn_backer->submesh_start ];
172 mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
173 mdl_submesh *card = &mboard->submesh_buffer[ pn_card->submesh_start ];
174
175 m4x3f identity;
176 m4x3_identity( identity );
177
178 for( int i=4;i<6;i++ )
179 {
180 u32 vert_start = sc->vertex_count;
181 scene_add_submesh( sc, mboard, card, identity );
182
183 for( int j=0; j<card->vertex_count; j++ )
184 {
185 mdl_vert *vert = &sc->arrvertices[ vert_start+j ];
186
187 float const k_glyph_uvw = 1.0f/64.0f;
188 vert->uv[0] -= k_glyph_uvw * (float)(i-4);
189 vert->colour[0] = 0.0f;
190 vert->colour[1] = i*36;
191 }
192 }
193
194 vg_acquire_thread_sync();
195 {
196 scene_upload( sc, &world.sfd.mesh_display );
197 mdl_unpack_submesh( mboard, &world.sfd.mesh_base, backer );
198
199 vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
200 }
201 vg_release_thread_sync();
202
203 int w = 27,
204 h = 13;
205
206 world.sfd.w = w;
207 world.sfd.h = h;
208 world.sfd.buffer = vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) );
209
210 for( int i=0; i<w*h*2; i++ )
211 world.sfd.buffer[i] = 0.0f;
212 }
213
214 #endif /* SFD_H */