added scene_vert struct, result is good
[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 u32 idx = (world.sfd.w*row_h + i) * 2;
64
65 if( end )
66 {
67 world.sfd.buffer[idx] = 0.0f;
68 }
69 else
70 {
71 if( !str[i] )
72 end = 1;
73
74 world.sfd.buffer[idx] = sfd_encode_glyph( str[i] );
75 }
76 }
77 }
78
79 VG_STATIC void sfd_init( u32 w, u32 h )
80 {
81 }
82
83 VG_STATIC void sfd_update(void)
84 {
85 for( int i=0; i<world.sfd.w*world.sfd.h; i++ )
86 {
87 float *target = &world.sfd.buffer[i*2+0],
88 *cur = &world.sfd.buffer[i*2+1];
89
90 float const rate = vg.time_delta * 15.2313131414f;
91 float d1 = *target-*cur;
92
93 if( fabsf(d1) > rate )
94 {
95 *cur += rate;
96 if( *cur > 60.0f )
97 *cur -= 60.0f;
98 }
99 else
100 *cur = *target;
101 }
102 }
103
104 VG_STATIC void bind_terrain_noise(void);
105 VG_STATIC void sfd_render( camera *cam, m4x3f transform )
106 {
107 mesh_bind( &world.sfd.mesh_display );
108
109 shader_scoretext_use();
110 shader_scoretext_uTexGarbage(0);
111 shader_scoretext_uTexGradients(1);
112 shader_link_standard_ub( _shader_scoretext.id, 2 );
113 bind_terrain_noise();
114 vg_tex2d_bind( &tex_scoretext, 1 );
115
116 m4x4f pvm_prev;
117 m4x3_expand( transform, pvm_prev );
118 m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
119
120 shader_scoretext_uPv( cam->mtx.pv );
121 shader_scoretext_uPvmPrev( pvm_prev );
122 shader_scoretext_uMdl( transform );
123 shader_scoretext_uCamera( cam->transform[3] );
124
125 for( int y=0;y<world.sfd.h; y++ )
126 {
127 for( int x=0; x<world.sfd.w; x++ )
128 {
129 float value = world.sfd.buffer[(y*world.sfd.w+x)*2+1];
130 shader_scoretext_uInfo( (v3f){ x,y, value } );
131 mesh_draw( &world.sfd.mesh_display );
132 }
133 }
134
135 shader_vblend_use();
136 shader_vblend_uTexGarbage(0);
137 shader_vblend_uTexGradients(1);
138 shader_link_standard_ub( _shader_vblend.id, 2 );
139 bind_terrain_noise();
140 vg_tex2d_bind( &tex_scoretext, 1 );
141
142 shader_vblend_uPv( cam->mtx.pv );
143 shader_vblend_uPvmPrev( pvm_prev );
144
145 shader_vblend_uMdl( transform );
146 shader_vblend_uCamera( cam->transform[3] );
147
148 mesh_bind( &world.sfd.mesh_base );
149 mesh_draw( &world.sfd.mesh_base );
150 }
151
152 VG_STATIC int world_sfd_test( int argc, const char *argv[] )
153 {
154 if( argc == 2 )
155 {
156 int row = vg_min( vg_max(atoi(argv[0]),0), world.sfd.h);
157 sfd_encode( row, argv[1] );
158 }
159
160 return 0;
161 }
162
163 VG_STATIC void world_sfd_init(void)
164 {
165 vg_info( "world_sfd_init\n" );
166 shader_scoretext_register();
167
168 vg_function_push( (struct vg_cmd){
169 .name = "sfd",
170 .function = world_sfd_test
171 });
172
173 vg_linear_clear( vg_mem.scratch );
174 mdl_context *mboard =
175 mdl_load_full( vg_mem.scratch, "models/rs_scoretext.mdl" );
176
177 scene *sc = scene_init( vg_mem.scratch, 3000, 8000 );
178
179 mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" );
180 mdl_submesh *backer = &mboard->submesh_buffer[ pn_backer->submesh_start ];
181 mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
182 mdl_submesh *card = &mboard->submesh_buffer[ pn_card->submesh_start ];
183
184 m4x3f identity;
185 m4x3_identity( identity );
186
187 /* FIXME: dont use scene header for this you fucking idiots */
188 for( int i=4;i<6;i++ )
189 {
190 u32 vert_start = sc->vertex_count;
191 scene_add_mdl_submesh( sc, mboard, card, identity );
192
193 #if 0
194 for( int j=0; j<card->vertex_count; j++ )
195 {
196 mdl_vert *vert = &sc->arrvertices[ vert_start+j ];
197
198 float const k_glyph_uvw = 1.0f/64.0f;
199 vert->uv[0] -= k_glyph_uvw * (float)(i-4);
200 vert->colour[0] = 0.0f;
201 vert->colour[1] = i*36;
202 }
203 #endif
204 }
205
206 vg_acquire_thread_sync();
207 {
208 scene_upload( sc, &world.sfd.mesh_display );
209 mdl_unpack_submesh( mboard, &world.sfd.mesh_base, backer );
210
211 vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
212 }
213 vg_release_thread_sync();
214
215 int w = 27,
216 h = 13;
217
218 world.sfd.w = w;
219 world.sfd.h = h;
220 world.sfd.buffer = vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) );
221
222 for( int i=0; i<w*h*2; i++ )
223 world.sfd.buffer[i] = 0.0f;
224 }
225
226 #endif /* SFD_H */