fuckin hell
[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 #if 0
11 #include "shaders/scoretext.h"
12 #include "shaders/vblend.h"
13 #endif
14
15 vg_tex2d tex_scoretext = { .path = "textures/scoretext.qoi",
16 .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
17
18 /*
19 * TODO: utf-8 -> ascii
20 */
21
22 float sfd_encode_glyph( char c )
23 {
24 int value = 0;
25 if( c >= 'a' && c <= 'z' )
26 value = c-'a'+11;
27 else if( c >= '0' && c <= '9' )
28 value = c-'0'+1;
29 else if( c >= 'A' && c <= 'Z' )
30 value = c-'A'+11;
31 else if( c >= '\x01' && c <= '\x01'+10 )
32 value = 63-c;
33 else
34 {
35 int base = 11+26;
36
37 switch( c )
38 {
39 case '!': value=base+0; break;
40 case '?': value=base+1; break;
41 case ',': value=base+2; break;
42 case '.': value=base+3; break;
43 case '#': value=base+4; break;
44 case '$': value=base+5; break;
45 case '%': value=base+6; break;
46 case '*': value=base+7; break;
47 case '+': value=base+8; break;
48 case '-': value=base+9; break;
49 case '/': value=base+10; break;
50 case ':': value=base+11; break;
51 default: value=0; break;
52 }
53 }
54
55 return (float)value;
56 }
57
58 VG_STATIC void sfd_encode( u32 row, const char *str )
59 {
60 int end=0;
61 u32 row_h = world.sfd.h -1 -row;
62
63 for( int i=0; i<world.sfd.w; i++ )
64 {
65 u32 idx = (world.sfd.w*row_h + i) * 2;
66
67 if( end )
68 {
69 world.sfd.buffer[idx] = 0.0f;
70 }
71 else
72 {
73 if( !str[i] )
74 end = 1;
75
76 world.sfd.buffer[idx] = sfd_encode_glyph( str[i] );
77 }
78 }
79 }
80
81 VG_STATIC void sfd_init( u32 w, u32 h )
82 {
83 }
84
85 VG_STATIC void sfd_update(void)
86 {
87 for( int i=0; i<world.sfd.w*world.sfd.h; i++ )
88 {
89 float *target = &world.sfd.buffer[i*2+0],
90 *cur = &world.sfd.buffer[i*2+1];
91
92 float const rate = vg.time_delta * 15.2313131414f;
93 float d1 = *target-*cur;
94
95 if( fabsf(d1) > rate )
96 {
97 *cur += rate;
98 if( *cur > 60.0f )
99 *cur -= 60.0f;
100 }
101 else
102 *cur = *target;
103 }
104 }
105
106 VG_STATIC void bind_terrain_noise(void);
107 VG_STATIC void sfd_render( camera *cam, m4x3f transform )
108 {
109 #if 0
110 mesh_bind( &world.sfd.mesh_display );
111 shader_scoretext_use();
112 shader_scoretext_uTexGarbage(0);
113 shader_scoretext_uTexGradients(1);
114 shader_link_standard_ub( _shader_scoretext.id, 2 );
115 bind_terrain_noise();
116 vg_tex2d_bind( &tex_scoretext, 1 );
117
118 m4x4f pvm_prev;
119 m4x3_expand( transform, pvm_prev );
120 m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
121
122 shader_scoretext_uPv( cam->mtx.pv );
123 shader_scoretext_uPvmPrev( pvm_prev );
124 shader_scoretext_uMdl( transform );
125 shader_scoretext_uCamera( cam->transform[3] );
126
127 for( int y=0;y<world.sfd.h; y++ )
128 {
129 for( int x=0; x<world.sfd.w; x++ )
130 {
131 float value = world.sfd.buffer[(y*world.sfd.w+x)*2+1];
132 shader_scoretext_uInfo( (v3f){ x,y, value } );
133 mesh_draw( &world.sfd.mesh_display );
134 }
135 }
136
137 shader_vblend_use();
138 shader_vblend_uTexGarbage(0);
139 shader_vblend_uTexGradients(1);
140 shader_link_standard_ub( _shader_vblend.id, 2 );
141 bind_terrain_noise();
142 vg_tex2d_bind( &tex_scoretext, 1 );
143
144 shader_vblend_uPv( cam->mtx.pv );
145 shader_vblend_uPvmPrev( pvm_prev );
146
147 shader_vblend_uMdl( transform );
148 shader_vblend_uCamera( cam->transform[3] );
149
150 mesh_bind( &world.sfd.mesh_base );
151 mesh_draw( &world.sfd.mesh_base );
152 #endif
153 }
154
155 VG_STATIC int world_sfd_test( int argc, const char *argv[] )
156 {
157 if( argc == 2 )
158 {
159 int row = vg_min( vg_max(atoi(argv[0]),0), world.sfd.h);
160 sfd_encode( row, argv[1] );
161 }
162
163 return 0;
164 }
165
166 VG_STATIC void world_sfd_init(void)
167 {
168 vg_info( "world_sfd_init\n" );
169
170 #if 0
171 shader_scoretext_register();
172 #endif
173
174 vg_function_push( (struct vg_cmd){
175 .name = "sfd",
176 .function = world_sfd_test
177 });
178
179 vg_linear_clear( vg_mem.scratch );
180 mdl_context *mboard =
181 mdl_load_full( vg_mem.scratch, "models/rs_scoretext.mdl" );
182
183 scene *sc = scene_init( vg_mem.scratch, 3000, 8000 );
184
185 mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" );
186 mdl_submesh *backer = &mboard->submesh_buffer[ pn_backer->submesh_start ];
187 mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
188 mdl_submesh *card = &mboard->submesh_buffer[ pn_card->submesh_start ];
189
190 m4x3f identity;
191 m4x3_identity( identity );
192
193 /* FIXME: dont use scene header for this you fucking idiots */
194 for( int i=4;i<6;i++ )
195 {
196 u32 vert_start = sc->vertex_count;
197 scene_add_mdl_submesh( sc, mboard, card, identity );
198
199 #if 0
200 for( int j=0; j<card->vertex_count; j++ )
201 {
202 mdl_vert *vert = &sc->arrvertices[ vert_start+j ];
203
204 float const k_glyph_uvw = 1.0f/64.0f;
205 vert->uv[0] -= k_glyph_uvw * (float)(i-4);
206 vert->colour[0] = 0.0f;
207 vert->colour[1] = i*36;
208 }
209 #endif
210 }
211
212 vg_acquire_thread_sync();
213 {
214 scene_upload( sc, &world.sfd.mesh_display );
215 mdl_unpack_submesh( mboard, &world.sfd.mesh_base, backer );
216
217 vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
218 }
219 vg_release_thread_sync();
220
221 int w = 27,
222 h = 13;
223
224 world.sfd.w = w;
225 world.sfd.h = h;
226 world.sfd.buffer = vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) );
227
228 for( int i=0; i<w*h*2; i++ )
229 world.sfd.buffer[i] = 0.0f;
230 }
231
232 #endif /* SFD_H */