scoreboards
[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 static void sfd_encode( struct sfd_instance *display, u32 row, const char *str )
57 {
58 int end=0;
59 u32 row_h = display->h-1-row;
60
61 for( int i=0; i<display->w; i++ )
62 {
63 if( end )
64 {
65 display->buffer[display->w*row_h + i] = 0.0f;
66 }
67 else
68 {
69 if( !str[i] )
70 end = 1;
71
72 display->buffer[display->w*row_h + i] = sfd_encode_glyph( str[i] );
73 }
74 }
75 }
76
77 static void sfd_new( struct sfd_instance *display, u32 w, u32 h )
78 {
79 display->w = w;
80 display->h = h;
81 display->buffer = vg_alloc( w*h*sizeof(float)*2 );
82
83 for( int i=0; i<w*h*2; i++ )
84 display->buffer[i] = 0.0f;
85 }
86
87 static void sfd_update( struct sfd_instance *display )
88 {
89 for( int i=0; i<display->w*display->h; i++ )
90 {
91 float *target = &display->buffer[i],
92 *cur = target+display->w*display->h;
93
94 float const rate = vg.time_delta * 15.2313131414f;
95 float d1 = *target-*cur;
96
97 if( fabsf(d1) > rate )
98 {
99 *cur += rate;
100 if( *cur > 60.0f )
101 *cur -= 60.0f;
102 }
103 else
104 *cur = *target;
105 }
106 }
107
108 static void sfd_render( struct sfd_instance *display,
109 m4x4f projection, v3f camera, m4x3f transform )
110 {
111 struct subworld_sfd *sfd = &world.sfd;
112 scene_bind( &sfd->mesh );
113
114 shader_scoretext_use();
115 shader_scoretext_uTexGarbage(0);
116 shader_scoretext_uTexGradients(1);
117 shader_link_standard_ub( _shader_scoretext.id, 2 );
118 bind_terrain_textures();
119 vg_tex2d_bind( &tex_scoretext, 1 );
120
121 shader_scoretext_uPv( projection );
122 shader_scoretext_uMdl( transform );
123 shader_scoretext_uCamera( camera );
124
125 for( int y=0;y<display->h; y++ )
126 {
127 for( int x=0; x<display->w; x++ )
128 {
129 float value = display->buffer[display->h*display->w+y*display->w+x];
130 shader_scoretext_uInfo( (v3f){ x,y, value } );
131 scene_draw( &sfd->mesh );
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_textures();
140
141 shader_vblend_uPv( projection );
142 shader_vblend_uMdl( transform );
143 shader_vblend_uCamera( camera );
144
145 mesh_bind( &sfd->temp );
146 mesh_draw( &sfd->temp );
147 }
148
149 static int world_sfd_test( int argc, const char *argv[] )
150 {
151 struct subworld_sfd *sfd = &world.sfd;
152
153 if( argc == 2 )
154 {
155 int row = vg_min(vg_max(atoi(argv[0]),0),sfd->tester.h);
156 sfd_encode( &sfd->tester, row, argv[1] );
157 }
158
159 return 0;
160 }
161
162 static void world_sfd_init(void)
163 {
164 vg_info( "world_sfd_init\n" );
165 shader_scoretext_register();
166
167 struct subworld_sfd *sfd = &world.sfd;
168
169 vg_function_push( (struct vg_cmd){
170 .name = "sfd",
171 .function = world_sfd_test
172 });
173
174 mdl_header *mboard = mdl_load( "models/rs_scoretext.mdl" );
175 scene_init( &sfd->mesh );
176
177 mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" );
178 mdl_submesh *backer = mdl_submesh_from_id( mboard, pn_backer->submesh_start);
179 mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
180 mdl_submesh *card = mdl_submesh_from_id( mboard, pn_card->submesh_start );
181
182 m4x3f identity;
183 m4x3_identity( identity );
184
185 for( int i=4;i<6;i++ )
186 {
187 u32 vert_start = sfd->mesh.vertex_count;
188 scene_add_submesh( &sfd->mesh, mboard, card, identity );
189
190 for( int j=0; j<card->vertex_count; j++ )
191 {
192 mdl_vert *vert = &sfd->mesh.verts[ vert_start+j ];
193
194 float const k_glyph_uvw = 1.0f/64.0f;
195 vert->uv[0] -= k_glyph_uvw * (float)(i-4);
196 vert->colour[0] = 0.0f;
197 vert->colour[1] = i*36;
198 }
199 }
200
201 vg_acquire_thread_sync();
202 {
203 vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
204
205 scene_upload( &sfd->mesh );
206 mdl_unpack_submesh( mboard, &sfd->temp, backer );
207 }
208 vg_release_thread_sync();
209
210 scene_free_offline_buffers( &sfd->mesh );
211 sfd_new( &sfd->tester, 27, 13 );
212 vg_free( mboard );
213 }
214
215
216 static void world_sfd_free(void *_)
217 {
218 mesh_free( &world.sfd.mesh.mesh );
219 vg_tex2d_free( (vg_tex2d *[]){ &tex_scoretext }, 1 );
220 }
221
222 #endif /* SFD_H */