--- /dev/null
+#ifndef SHADER_scene_scoretext_H
+#define SHADER_scene_scoretext_H
+static void shader_scene_scoretext_link(void);
+static void shader_scene_scoretext_register(void);
+static struct vg_shader _shader_scene_scoretext = {
+ .name = "scene_scoretext",
+ .link = shader_scene_scoretext_link,
+ .vs =
+{
+.orig_file = "shaders/scene_sfd.vs",
+.static_src =
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec4 a_norm;\n"
+"layout (location=2) in vec2 a_uv;\n"
+"\n"
+"#line 1 1 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+" // This magically solves some artifacting errors!\n"
+" //\n"
+" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
+" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line 6 0 \n"
+"\n"
+"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
+"uniform vec3 uInfo;\n"
+"\n"
+"out vec2 aUv;\n"
+"out vec4 aNorm;\n"
+"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+" float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0;\n"
+" float c = -cos(w*0.2);\n"
+" float s = -sin(w*0.2);\n"
+" float r = 0.2;\n"
+"\n"
+" float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n"
+" float c1 = cos(w1);\n"
+" float s1 = sin(w1);\n"
+"\n"
+" float yoff = step(0.01,fract(uInfo.z))*-0.5;\n"
+"\n"
+" mat4x3 mlocal;\n"
+" mlocal[0] = vec3(c1, s1,0.0);\n"
+" mlocal[1] = vec3(-s1,c1,0.0);\n"
+" mlocal[2] = vec3(0.0,0.0,1.0);\n"
+" mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n"
+"\n"
+" vec3 local_pos0 = mlocal * vec4( a_co, 1.0 );\n"
+" vec3 world_pos0 = uMdl * vec4( local_pos0, 1.0 );\n"
+"\n"
+" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
+" vec4 vproj1 = uPvmPrev * vec4( local_pos0, 1.0 );\n"
+"\n"
+" vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+" gl_Position = vproj0;\n"
+"\n"
+" aUv = a_uv;\n"
+" aNorm = vec4( mat3(uMdl) * mat3(mlocal) * a_norm.xyz, a_norm.w );\n"
+" aCo = a_co;\n"
+" aWorldCo = world_pos0;\n"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "shaders/scene_standard.fs",
+.static_src =
+"uniform sampler2D uTexGarbage;\n"
+"uniform sampler2D uTexMain;\n"
+"uniform vec3 uCamera;\n"
+"uniform vec4 uPlane;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
+"\n"
+"#line 1 1 \n"
+"// :D\n"
+"\n"
+"in vec2 aUv;\n"
+"in vec4 aNorm;\n"
+"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
+"\n"
+"#line 1 1 \n"
+"layout (location = 0) out vec4 oColour;\n"
+"\n"
+"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+" vec4 g_cube_min;\n"
+" vec4 g_cube_inv_range;\n"
+"\n"
+" vec4 g_water_plane;\n"
+" vec4 g_depth_bounds;\n"
+"\n"
+" vec4 g_daysky_colour;\n"
+" vec4 g_nightsky_colour;\n"
+" vec4 g_sunset_colour;\n"
+" vec4 g_ambient_colour;\n"
+" vec4 g_sunset_ambient;\n"
+" vec4 g_sun_colour;\n"
+" vec4 g_sun_dir;\n"
+"\n"
+" float g_water_fog;\n"
+" float g_time;\n"
+" float g_realtime;\n"
+" float g_shadow_length;\n"
+" float g_shadow_spread;\n"
+"\n"
+" float g_time_of_day;\n"
+" float g_day_phase;\n"
+" float g_sunset_phase;\n"
+"\n"
+" int g_light_preview;\n"
+" int g_shadow_samples;\n"
+"\n"
+" int g_debug_indices;\n"
+" int g_debug_complexity;\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"uniform samplerBuffer uLightsArray;\n"
+"uniform usampler3D uLightsIndex;\n"
+"\n"
+"#line 1 1 \n"
+"//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
+"//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
+"//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
+"//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
+"//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
+"//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
+"\n"
+"const float SUN_ANGLE = 0.0001;\n"
+"const float PI = 3.14159265;\n"
+"\n"
+"//struct world_info\n"
+"//{\n"
+"// float time,\n"
+"// time_of_day,\n"
+"// day_phase,\n"
+"// sunset_phase;\n"
+"// \n"
+"// vec3 sun_dir;\n"
+"//};\n"
+"\n"
+"float luminance( vec3 v )\n"
+"{\n"
+" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+"}\n"
+"\n"
+"vec3 clearskies_ambient( vec3 dir )\n"
+"{\n"
+" float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
+" float sky_gradient = dir.y;\n"
+" \n"
+" /* Blend phase colours */\n"
+" vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
+" ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
+" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
+" \n"
+" /* Add gradient */\n"
+" ambient -= sky_gradient * luminance(ambient);\n"
+" \n"
+" return ambient;\n"
+"}\n"
+"\n"
+"vec3 clearskies_sky( vec3 ray_dir )\n"
+"{\n"
+" ray_dir.y = abs( ray_dir.y );\n"
+" vec3 sky_colour = clearskies_ambient( ray_dir );\n"
+" \n"
+" /* Sun */\n"
+" float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
+" float sun_shape = pow( sun_size, 2000.0 );\n"
+" sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+" \n"
+" vec3 composite = sky_colour + sun_colour;\n"
+" return composite;\n"
+"}\n"
+"\n"
+"vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
+"{\n"
+" float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
+" g_sunset_phase );\n"
+"\n"
+" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
+" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
+" * g_sun_colour.rgb * g_day_phase;\n"
+"\n"
+" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
+" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
+" g_sunset_phase );\n"
+"\n"
+" return ambient + (light_sun + sky_reflection) * shadow;\n"
+"}\n"
+"\n"
+"#line 42 0 \n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" return texture( g_world_depth, depth_coord ).r;\n"
+"}\n"
+"\n"
+"float world_water_depth( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
+" return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
+"}\n"
+"\n"
+"float shadow_sample( vec3 vdir )\n"
+"{\n"
+" vec3 sample_pos = aWorldCo + vdir;\n"
+" float height_sample = world_depth_sample( sample_pos );\n"
+"\n"
+" float fdelta = height_sample - sample_pos.y;\n"
+" return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
+"}\n"
+"\n"
+"float newlight_compute_sun_shadow( vec3 dir )\n"
+"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return 1.0;\n"
+" }\n"
+"\n"
+" float fspread = g_shadow_spread;\n"
+" float flength = g_shadow_length;\n"
+"\n"
+" float famt = 0.0;\n"
+" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+"\n"
+" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+"\n"
+" return 1.0 - famt;\n"
+"}\n"
+"\n"
+"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
+"{\n"
+" vec3 specdir = reflect( -dir, wnormal );\n"
+" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
+"}\n"
+"\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
+"{\n"
+" float dist = pow(fdist*0.0010,0.78);\n"
+" return mix( vfrag, colour, min( 1.0, dist ) );\n"
+"}\n"
+"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_light( int light_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
+" vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
+" vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
+"\n"
+" vec3 light_delta = light_co.xyz-co;\n"
+" float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+"\n"
+" float quadratic = dist2*100.0;\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
+"\n"
+" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
+"\n"
+" if( light_dir.w < 0.999999 ){\n"
+" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
+" falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
+" }\n"
+"\n"
+" return light_colour.rgb * attenuation * falloff \n"
+" * step( g_day_phase, light_colour.w );\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" uint light_count = packed_index & 0x3u;\n"
+"\n"
+" vec3 l = vec3(0.0);\n"
+"\n"
+" if( light_count >= 1u ){\n"
+" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
+" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
+" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
+"\n"
+" l += scene_calculate_light( index_0, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 2u ){\n"
+" l += scene_calculate_light( index_1, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 3u ){\n"
+" l += scene_calculate_light( index_2, halfview, co, normal );\n"
+" }\n"
+" }\n"
+" }\n"
+"\n"
+" return l;\n"
+"}\n"
+"\n"
+"vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
+" float light_mask )\n"
+"{\n"
+" if( g_light_preview == 1 )\n"
+" diffuse = vec3(0.75);\n"
+"\n"
+" // Lighting\n"
+" vec3 halfview = uCamera - co;\n"
+" float fdist = length(halfview);\n"
+" halfview /= fdist;\n"
+"\n"
+" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
+" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+"\n"
+" vec3 total_light = clearskies_lighting( \n"
+" normal, min( light_mask, world_shadow ), halfview );\n"
+"\n"
+" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
+" cube_coord = floor( cube_coord );\n"
+"\n"
+" if( g_debug_indices == 1 )\n"
+" {\n"
+" return rand33(cube_coord);\n"
+" }\n"
+"\n"
+" if( g_debug_complexity == 1 )\n"
+" {\n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
+" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
+" }\n"
+"\n"
+" // FIXME: this coord should absolutely must be clamped!\n"
+" \n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.x,\n"
+" halfview, co, normal ) \n"
+" * light_mask;\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.y,\n"
+" halfview, co, normal )\n"
+" * light_mask;\n"
+"\n"
+" // Take a section of the sky function to give us a matching fog colour\n"
+"\n"
+" vec3 fog_colour = clearskies_ambient( -halfview );\n"
+" float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
+" float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+"\n"
+" fog_colour += sun_colour;\n"
+" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
+"}\n"
+"\n"
+"#line 9 0 \n"
+"\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+" vec3 pa = p - a;\n"
+" vec3 ba = b - a;\n"
+"\n"
+" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+" return length( pa - ba*h );\n"
+"}\n"
+"\n"
+"float compute_board_shadow()\n"
+"{\n"
+" // player shadow\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
+" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+" return 1.0 - player_shadow*0.8;\n"
+"}\n"
+"\n"
+"vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
+"{\n"
+" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
+"}\n"
+"\n"
+"#line 9 0 \n"
+"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"layout (location = 1) out vec2 oMotionVec;\n"
+"\n"
+"in vec3 aMotionVec0;\n"
+"in vec3 aMotionVec1;\n"
+"\n"
+"void compute_motion_vectors()\n"
+"{\n"
+" // Write motion vectors\n"
+" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
+" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
+"\n"
+" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line 10 0 \n"
+"\n"
+"void main()\n"
+"{\n"
+" compute_motion_vectors();\n"
+"\n"
+" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
+" vec4 vsamplemain = texture( uTexMain, aUv );\n"
+" vec3 qnorm = aNorm.xyz;\n"
+"\n"
+" vfrag = vsamplemain.rgb;\n"
+"\n"
+" if( g_light_preview == 1 )\n"
+" {\n"
+" vfrag = vec3(0.5);\n"
+" }\n"
+"\n"
+" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
+" oColour = vec4( vfrag, 1.0 );\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_scene_scoretext_uMdl;
+static GLuint _uniform_scene_scoretext_uPv;
+static GLuint _uniform_scene_scoretext_uPvmPrev;
+static GLuint _uniform_scene_scoretext_uInfo;
+static GLuint _uniform_scene_scoretext_uTexGarbage;
+static GLuint _uniform_scene_scoretext_uTexMain;
+static GLuint _uniform_scene_scoretext_uCamera;
+static GLuint _uniform_scene_scoretext_uPlane;
+static GLuint _uniform_scene_scoretext_uBoard0;
+static GLuint _uniform_scene_scoretext_uBoard1;
+static GLuint _uniform_scene_scoretext_g_world_depth;
+static GLuint _uniform_scene_scoretext_uLightsArray;
+static GLuint _uniform_scene_scoretext_uLightsIndex;
+static void shader_scene_scoretext_uMdl(m4x3f m){
+ glUniformMatrix4x3fv(_uniform_scene_scoretext_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_scoretext_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_scene_scoretext_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_scoretext_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_scene_scoretext_uPvmPrev,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_scoretext_uInfo(v3f v){
+ glUniform3fv(_uniform_scene_scoretext_uInfo,1,v);
+}
+static void shader_scene_scoretext_uTexGarbage(int i){
+ glUniform1i(_uniform_scene_scoretext_uTexGarbage,i);
+}
+static void shader_scene_scoretext_uTexMain(int i){
+ glUniform1i(_uniform_scene_scoretext_uTexMain,i);
+}
+static void shader_scene_scoretext_uCamera(v3f v){
+ glUniform3fv(_uniform_scene_scoretext_uCamera,1,v);
+}
+static void shader_scene_scoretext_uPlane(v4f v){
+ glUniform4fv(_uniform_scene_scoretext_uPlane,1,v);
+}
+static void shader_scene_scoretext_uBoard0(v3f v){
+ glUniform3fv(_uniform_scene_scoretext_uBoard0,1,v);
+}
+static void shader_scene_scoretext_uBoard1(v3f v){
+ glUniform3fv(_uniform_scene_scoretext_uBoard1,1,v);
+}
+static void shader_scene_scoretext_g_world_depth(int i){
+ glUniform1i(_uniform_scene_scoretext_g_world_depth,i);
+}
+static void shader_scene_scoretext_register(void){
+ vg_shader_register( &_shader_scene_scoretext );
+}
+static void shader_scene_scoretext_use(void){ glUseProgram(_shader_scene_scoretext.id); }
+static void shader_scene_scoretext_link(void){
+ _uniform_scene_scoretext_uMdl = glGetUniformLocation( _shader_scene_scoretext.id, "uMdl" );
+ _uniform_scene_scoretext_uPv = glGetUniformLocation( _shader_scene_scoretext.id, "uPv" );
+ _uniform_scene_scoretext_uPvmPrev = glGetUniformLocation( _shader_scene_scoretext.id, "uPvmPrev" );
+ _uniform_scene_scoretext_uInfo = glGetUniformLocation( _shader_scene_scoretext.id, "uInfo" );
+ _uniform_scene_scoretext_uTexGarbage = glGetUniformLocation( _shader_scene_scoretext.id, "uTexGarbage" );
+ _uniform_scene_scoretext_uTexMain = glGetUniformLocation( _shader_scene_scoretext.id, "uTexMain" );
+ _uniform_scene_scoretext_uCamera = glGetUniformLocation( _shader_scene_scoretext.id, "uCamera" );
+ _uniform_scene_scoretext_uPlane = glGetUniformLocation( _shader_scene_scoretext.id, "uPlane" );
+ _uniform_scene_scoretext_uBoard0 = glGetUniformLocation( _shader_scene_scoretext.id, "uBoard0" );
+ _uniform_scene_scoretext_uBoard1 = glGetUniformLocation( _shader_scene_scoretext.id, "uBoard1" );
+ _uniform_scene_scoretext_g_world_depth = glGetUniformLocation( _shader_scene_scoretext.id, "g_world_depth" );
+ _uniform_scene_scoretext_uLightsArray = glGetUniformLocation( _shader_scene_scoretext.id, "uLightsArray" );
+ _uniform_scene_scoretext_uLightsIndex = glGetUniformLocation( _shader_scene_scoretext.id, "uLightsIndex" );
+}
+#endif /* SHADER_scene_scoretext_H */
/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
#ifndef SFD_H
#define SFD_H
#include "world.h"
-
-#if 0
-#if 0
-#include "shaders/scoretext.h"
-#include "shaders/vblend.h"
-#endif
+#include "shaders/scene_scoretext.h"
+#include "shaders/scene_vertex_blend.h"
vg_tex2d tex_scoretext = { .path = "textures/scoretext.qoi",
.flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
-/*
- * TODO: utf-8 -> ascii
- */
-
float sfd_encode_glyph( char c )
{
int value = 0;
value = c-'A'+11;
else if( c >= '\x01' && c <= '\x01'+10 )
value = 63-c;
- else
- {
+ else{
int base = 11+26;
- switch( c )
- {
+ switch( c ){
case '!': value=base+0; break;
case '?': value=base+1; break;
case ',': value=base+2; break;
int end=0;
u32 row_h = world_global.sfd.h -1 -row;
- for( int i=0; i<world_global.sfd.w; i++ )
- {
+ for( int i=0; i<world_global.sfd.w; i++ ){
u32 idx = (world_global.sfd.w*row_h + i) * 2;
- if( end )
- {
+ if( end ){
world_global.sfd.buffer[idx] = 0.0f;
}
- else
- {
+ else{
if( !str[i] )
end = 1;
}
}
-VG_STATIC void sfd_init( u32 w, u32 h )
-{
-}
-
VG_STATIC void sfd_update(void)
{
- for( int i=0; i<world_global.sfd.w*world_global.sfd.h; i++ )
- {
+ for( int i=0; i<world_global.sfd.w*world_global.sfd.h; i++ ){
float *target = &world_global.sfd.buffer[i*2+0],
*cur = &world_global.sfd.buffer[i*2+1];
float const rate = vg.time_delta * 15.2313131414f;
float d1 = *target-*cur;
- if( fabsf(d1) > rate )
- {
+ if( fabsf(d1) > rate ){
*cur += rate;
if( *cur > 60.0f )
*cur -= 60.0f;
}
VG_STATIC void bind_terrain_noise(void);
-VG_STATIC void sfd_render( camera *cam, m4x3f transform )
+VG_STATIC void sfd_render( world_instance *world, camera *cam, m4x3f transform )
{
-#if 0
- mesh_bind( &world.sfd.mesh_display );
- shader_scoretext_use();
- shader_scoretext_uTexGarbage(0);
- shader_scoretext_uTexGradients(1);
- shader_link_standard_ub( _shader_scoretext.id, 2 );
+ mesh_bind( &world_global.sfd.mesh_display );
+ shader_scene_scoretext_use();
+ shader_scene_scoretext_uTexMain(1);
+
+ world_link_lighting_ub( world, _shader_scene_scoretext.id );
+ world_bind_position_texture( world, _shader_scene_scoretext.id,
+ _uniform_scene_scoretext_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_scoretext.id,
+ _uniform_scene_scoretext_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_scoretext.id,
+ _uniform_scene_scoretext_uLightsIndex, 4 );
+
bind_terrain_noise();
vg_tex2d_bind( &tex_scoretext, 1 );
m4x3_expand( transform, pvm_prev );
m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
- shader_scoretext_uPv( cam->mtx.pv );
- shader_scoretext_uPvmPrev( pvm_prev );
- shader_scoretext_uMdl( transform );
- shader_scoretext_uCamera( cam->transform[3] );
+ shader_scene_scoretext_uPv( cam->mtx.pv );
+ shader_scene_scoretext_uPvmPrev( pvm_prev );
+ shader_scene_scoretext_uMdl( transform );
+ shader_scene_scoretext_uCamera( cam->transform[3] );
- for( int y=0;y<world.sfd.h; y++ )
- {
- for( int x=0; x<world.sfd.w; x++ )
- {
- float value = world.sfd.buffer[(y*world.sfd.w+x)*2+1];
- shader_scoretext_uInfo( (v3f){ x,y, value } );
- mesh_draw( &world.sfd.mesh_display );
+ for( int y=0;y<world_global.sfd.h; y++ ){
+ for( int x=0; x<world_global.sfd.w; x++ ){
+ float value = world_global.sfd.buffer[(y*world_global.sfd.w+x)*2+1];
+ shader_scene_scoretext_uInfo( (v3f){ x,y, value } );
+ mesh_draw( &world_global.sfd.mesh_display );
}
}
- shader_vblend_use();
- shader_vblend_uTexGarbage(0);
- shader_vblend_uTexGradients(1);
- shader_link_standard_ub( _shader_vblend.id, 2 );
+ shader_scene_vertex_blend_use();
+ shader_scene_vertex_blend_uTexGarbage(0);
+ shader_scene_vertex_blend_uTexGradients(1);
+ world_link_lighting_ub( world, _shader_scene_vertex_blend.id );
+ world_bind_position_texture( world, _shader_scene_vertex_blend.id,
+ _uniform_scene_vertex_blend_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_vertex_blend.id,
+ _uniform_scene_vertex_blend_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_vertex_blend.id,
+ _uniform_scene_vertex_blend_uLightsIndex, 4 );
bind_terrain_noise();
vg_tex2d_bind( &tex_scoretext, 1 );
- shader_vblend_uPv( cam->mtx.pv );
- shader_vblend_uPvmPrev( pvm_prev );
-
- shader_vblend_uMdl( transform );
- shader_vblend_uCamera( cam->transform[3] );
+ shader_scene_vertex_blend_uPv( cam->mtx.pv );
+ shader_scene_vertex_blend_uPvmPrev( pvm_prev );
+ shader_scene_vertex_blend_uMdl( transform );
+ shader_scene_vertex_blend_uCamera( cam->transform[3] );
- mesh_bind( &world.sfd.mesh_base );
- mesh_draw( &world.sfd.mesh_base );
-#endif
+ mesh_bind( &world_global.sfd.mesh_base );
+ mdl_draw_submesh( &world_global.sfd.sm_base );
}
VG_STATIC int world_sfd_test( int argc, const char *argv[] )
{
- if( argc == 2 )
- {
+ if( argc == 2 ){
int row = vg_min( vg_max(atoi(argv[0]),0), world_global.sfd.h);
sfd_encode( row, argv[1] );
}
VG_STATIC void world_sfd_init(void)
{
vg_info( "world_sfd_init\n" );
-
-#if 0
- shader_scoretext_register();
-#endif
+ shader_scene_scoretext_register();
vg_function_push( (struct vg_cmd){
.name = "sfd",
});
vg_linear_clear( vg_mem.scratch );
- mdl_context *mboard =
- mdl_load_full( vg_mem.scratch, "models/rs_scoretext.mdl" );
+
+ mdl_context mscoreboard;
+ mdl_open( &mscoreboard, "models/rs_scoretext.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &mscoreboard, vg_mem.scratch );
+ mdl_load_mesh_block( &mscoreboard, vg_mem.scratch );
scene *sc = scene_init( vg_mem.scratch, 3000, 8000 );
- mdl_node *pn_backer = mdl_node_from_name( mboard, "backer" );
- mdl_submesh *backer = &mboard->submesh_buffer[ pn_backer->submesh_start ];
- mdl_node *pn_card = mdl_node_from_name( mboard, "score_card" );
- mdl_submesh *card = &mboard->submesh_buffer[ pn_card->submesh_start ];
+ mdl_mesh *m_backer = mdl_find_mesh( &mscoreboard, "backer" ),
+ *m_card = mdl_find_mesh( &mscoreboard, "score_card" );
+
+ mdl_submesh
+ *sm_backer = mdl_arritm( &mscoreboard.submeshs, m_backer->submesh_start ),
+ *sm_card = mdl_arritm( &mscoreboard.submeshs, m_card->submesh_start );
+ world_global.sfd.sm_base = *sm_backer;
+
+ mdl_close( &mscoreboard );
m4x3f identity;
m4x3_identity( identity );
- /* FIXME: dont use scene header for this you fucking idiots */
- for( int i=4;i<6;i++ )
- {
+ for( int i=0;i<4;i++ ){
u32 vert_start = sc->vertex_count;
- scene_add_mdl_submesh( sc, mboard, card, identity );
+ scene_add_mdl_submesh( sc, &mscoreboard, sm_card, identity );
-#if 0
- for( int j=0; j<card->vertex_count; j++ )
- {
- mdl_vert *vert = &sc->arrvertices[ vert_start+j ];
+ for( int j=0; j<sm_card->vertex_count; j++ ){
+ scene_vert *vert = &sc->arrvertices[ vert_start+j ];
float const k_glyph_uvw = 1.0f/64.0f;
- vert->uv[0] -= k_glyph_uvw * (float)(i-4);
- vert->colour[0] = 0.0f;
- vert->colour[1] = i*36;
+ vert->uv[0] -= k_glyph_uvw * (float)(i-1);
+ vert->norm[3] = i*42;
}
-#endif
}
vg_acquire_thread_sync();
{
scene_upload( sc, &world_global.sfd.mesh_display );
- mdl_unpack_submesh( mboard, &world_global.sfd.mesh_base, backer );
-
+ mdl_unpack_glmesh( &mscoreboard, &world_global.sfd.mesh_base );
vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
}
vg_release_thread_sync();
world_global.sfd.w = w;
world_global.sfd.h = h;
world_global.sfd.buffer =
- vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) );
+ vg_linear_alloc( vg_mem.rtmemory, 2*w*h*sizeof(float) );
for( int i=0; i<w*h*2; i++ )
world_global.sfd.buffer[i] = 0.0f;
}
-#endif
#endif /* SFD_H */