mirror of
https://git.shylie.info/shylie/glerminal.git
synced 2024-12-22 14:40:05 +00:00
proof-of-concept graphics implementation
This commit is contained in:
parent
06e756dd2c
commit
06c7aa9eb5
@ -6,12 +6,47 @@ extern "C"
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{
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#endif
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enum
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{
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GLERMINAL_CELL_SIZE = 8,
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GLERMINAL_CELL_AREA = GLERMINAL_CELL_SIZE * GLERMINAL_CELL_SIZE
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};
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typedef void (*glerminal_main_cb)();
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typedef struct glerminal_sprite
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{
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unsigned char data[GLERMINAL_CELL_AREA];
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} glerminal_sprite;
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/**
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* @brief Run the application's mainloop
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* @param main main calllback
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*/
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void glerminal_run(glerminal_main_cb main);
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/**
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* @brief Update the displayed screen contents to the current state of the library
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*/
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void glerminal_flush();
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/**
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* @brief Set a cell's sprite
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* @param x position of the cell in the range [0, 32)
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* @param y position of the cell in the range [0, 20)
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* @param layer layer of the cell in the range [0, 16)
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* @param sprite sprite's index in the range [0, 256)
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*/
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void glerminal_set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite);
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/**
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* @brief Get a cell's sprite
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* @param x position of the cell in the range [0, 32)
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* @param y position of the cell in the range [0, 20)
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* @param layer layer of the cell in the range [0, 16)
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* @return sprite index currently assigned to the cell
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*/
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unsigned char glerminal_get(unsigned char x, unsigned char y, unsigned char layer);
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#ifdef __cplusplus
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}
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#endif
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@ -1,6 +1,6 @@
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/*
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OpenGL loader generated by glad 0.1.36 on Mon May 6 22:10:23 2024.
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OpenGL loader generated by glad 0.1.36 on Tue May 14 15:22:23 2024.
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Language/Generator: C/C++
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Specification: gl
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@ -1,6 +1,6 @@
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/*
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OpenGL loader generated by glad 0.1.36 on Mon May 6 22:10:23 2024.
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OpenGL loader generated by glad 0.1.36 on Tue May 14 15:22:23 2024.
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Language/Generator: C/C++
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Specification: gl
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@ -7,9 +7,21 @@
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#include <GLFW/glfw3.h>
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#include <stdexcept>
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#ifdef _DEBUG
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#include <fstream>
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#endif
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namespace glerminal
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{
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constexpr unsigned int SCREEN_WIDTH = 1280;
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constexpr unsigned int SCREEN_HEIGHT = 800;
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constexpr unsigned int CELL_SIZE = GLERMINAL_CELL_SIZE;
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constexpr unsigned int CELL_SCALE = 5;
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constexpr unsigned int GRID_WIDTH = SCREEN_WIDTH / (CELL_SIZE * CELL_SCALE);
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constexpr unsigned int GRID_HEIGHT = SCREEN_HEIGHT / (CELL_SIZE * CELL_SCALE);
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constexpr unsigned int GRID_AREA = GRID_WIDTH * GRID_HEIGHT;
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constexpr unsigned int LAYER_COUNT = 16;
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class glerminal
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{
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public:
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@ -26,20 +38,43 @@ namespace glerminal
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void flush();
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void set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite);
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unsigned char get(unsigned char x, unsigned char y, unsigned char layer) const;
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private:
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GLFWwindow* m_window;
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unsigned int m_vbo;
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unsigned int m_instance_vbo;
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unsigned int m_vao;
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unsigned int m_program;
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unsigned int m_screen_vao;
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unsigned int m_screen_program;
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unsigned int m_sprites_texture;
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unsigned int m_framebuffer;
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unsigned int m_framebuffer_backing_texture;
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unsigned int m_screen_size_uniform_location;
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unsigned int m_palette_uniform_location;
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unsigned char m_cells[GRID_AREA * LAYER_COUNT];
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unsigned char m_sprites[CELL_SIZE * CELL_SIZE * 256];
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float m_palette[64];
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glerminal_main_cb m_main;
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#ifdef _DEBUG
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mutable std::ofstream m_log;
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void log(GLenum type, GLuint id, GLenum severity, const char* message) const;
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#endif
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void init_glfw();
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void init_gl();
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void deinit_glfw();
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void deinit_gl();
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void update_sprites();
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void update_palette();
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};
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}
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@ -1,6 +1,9 @@
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#include "glerminal-private.h"
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#include <iostream>
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#define SCREEN_SIZE_UNIFORM_NAME "screen_size"
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#define PALETTE_UNIFORM_NAME "palette"
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#define SPRITES_UNIFORM_NAME "sprites"
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#define LAYERS_UNIFORM_NAME "layers"
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namespace
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{
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@ -9,38 +12,113 @@ namespace
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constexpr float VBO_VERTICES[] =
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{
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// first triangle
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0.5f, 0.5f, // top right
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0.5f, -0.5f, // bottom right
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-0.5f, 0.5f, // top left
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0, 0, // top right
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0, -1, // bottom right
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-1, 0, // top left
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// second triangle
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0.5f, -0.5f, // bottom right
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-0.5f, -0.5f, // bottom left
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-0.5f, 0.5f // top left
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0, -1, // bottom right
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-1, -1, // bottom left
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-1, 0 // top left
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};
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constexpr char* VERTEX_SHADER_SOURCE =
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"#version 330 core\n"
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"layout (location = 0) in vec2 pos;\n"
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"#version 400 core\n"
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"layout (location = 0) in vec2 position;\n"
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"layout (location = 1) in int sprite;\n"
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"uniform vec4 " SCREEN_SIZE_UNIFORM_NAME ";\n"
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"out VS_OUT {\n"
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" flat int sprite;\n"
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" vec2 texcoord;\n"
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"} vs_out;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(pos.x, pos.y, 0, 1);\n"
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" vs_out.sprite = sprite;\n"
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" vs_out.texcoord = position + 1;\n"
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" vec2 cell_position = vec2(1 + gl_InstanceID - " SCREEN_SIZE_UNIFORM_NAME ".x * floor(gl_InstanceID * " SCREEN_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID) * " SCREEN_SIZE_UNIFORM_NAME ".z));\n"
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" gl_Position = vec4((position + cell_position) * " SCREEN_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1), 0, 1);\n"
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"}";
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constexpr char* GEOMETRY_SHADER_SOURCE =
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"#version 400 core\n"
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"layout (triangles) in;\n"
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"layout (triangle_strip, max_vertices = 48) out;\n"
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"layout (invocations = 16) in;\n"
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"in VS_OUT {\n"
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" flat int sprite;\n"
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" vec2 texcoord;\n"
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"} gs_in[];\n"
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"flat out int sprite;\n"
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"out vec2 texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Layer = gl_InvocationID;\n"
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" gl_Position = gl_in[0].gl_Position;\n"
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" sprite = gs_in[0].sprite;\n"
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" texcoord = gs_in[0].texcoord;\n"
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" EmitVertex();\n"
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" gl_Layer = gl_InvocationID;\n"
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" gl_Position = gl_in[1].gl_Position;\n"
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" sprite = gs_in[1].sprite;\n"
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" texcoord = gs_in[1].texcoord;\n"
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" EmitVertex();\n"
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" gl_Layer = gl_InvocationID;\n"
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" gl_Position = gl_in[2].gl_Position;\n"
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" sprite = gs_in[2].sprite;\n"
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" texcoord = gs_in[2].texcoord;\n"
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" EmitVertex();\n"
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" EndPrimitive();\n"
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"}";
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constexpr char* FRAGMENT_SHADER_SOURCE =
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"#version 330 core\n"
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"#version 400 core\n"
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"in vec2 texcoord;\n"
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"flat in int sprite;\n"
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"uniform usampler2DArray " SPRITES_UNIFORM_NAME ";\n"
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"uniform vec4 " PALETTE_UNIFORM_NAME "[16];\n"
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"out vec4 FragColor;\n"
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"\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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" FragColor = " PALETTE_UNIFORM_NAME "[int(texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite)))];\n"
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"}";
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constexpr char* SCREEN_VERTEX_SHADER_SOURCE =
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"#version 400 core\n"
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"layout (location = 0) in vec2 position;\n"
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"out vec2 texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(position * 2 + 1, 0, 1);\n"
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" texcoord = -position;\n"
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"}";
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constexpr char* SCREEN_FRAGMENT_SHADER_SOURCE =
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"#version 400 core\n"
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"in vec2 texcoord;\n"
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"uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" vec3 current_color = vec3(0);\n"
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" for (int i = 15; i >= 0; i--)\n"
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" {\n"
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" vec4 texsample = texture(" LAYERS_UNIFORM_NAME ", vec3(texcoord, i));\n"
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" current_color = mix(current_color, texsample.xyz, texsample.w);\n"
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" }\n"
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" FragColor = vec4(current_color, 1);\n"
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"}";
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}
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namespace glerminal
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{
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glerminal::glerminal(glerminal_main_cb main) :
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m_main(main)
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m_main(main),
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m_cells{ },
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m_sprites{ },
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m_palette{ }
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#ifdef _DEBUG
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, m_log("log.txt")
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#endif
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{
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if (GLERMINAL_G)
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{
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@ -79,36 +157,76 @@ namespace glerminal
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void glerminal::flush()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glNamedBufferData(m_instance_vbo, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
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glUseProgram(m_program);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
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glBindVertexArray(m_vao);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA);
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glUseProgram(m_screen_program);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_framebuffer_backing_texture);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindVertexArray(m_screen_vao);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glfwSwapBuffers(m_window);
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}
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void glerminal::set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite)
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{
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if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT)
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{
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m_cells[x + y * GRID_WIDTH + layer * GRID_AREA] = sprite;
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}
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}
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unsigned char glerminal::get(unsigned char x, unsigned char y, unsigned char layer) const
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{
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if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT)
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{
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return m_cells[x + y * GRID_WIDTH + layer * GRID_AREA];
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}
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else
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{
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return 0;
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}
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}
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void glerminal::init_glfw()
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// not resizable for now.
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//
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// need to think about how to handle resizing to ensure
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// that the window stays an integer number of "tiles" large
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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#ifdef _DEBUG
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glfwWindowHint(GLFW_CONTEXT_DEBUG, GLFW_TRUE);
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#endif
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// non-adjustable size for the same reason as above
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m_window = glfwCreateWindow(1280, 800, "glerminal", nullptr, nullptr);
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m_window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "glerminal", nullptr, nullptr);
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if (!m_window)
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{
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throw std::runtime_error("Failed to create glerminal window.");
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}
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}
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#ifdef _DEBUG
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void glerminal::log(GLenum type, GLuint id, GLenum severity, const char* message) const
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{
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glDebugMessageInsert(GL_DEBUG_SOURCE_THIRD_PARTY, type, id, severity, -1, message);
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}
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#endif
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void glerminal::init_gl()
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{
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@ -120,25 +238,96 @@ namespace glerminal
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throw std::runtime_error("Failed to initialize GLAD.");
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}
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glViewport(0, 0, 1280, 800);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#ifdef _DEBUG
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam)
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{
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const char* source_str = "[UNKNOWN]";
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switch (source)
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{
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case GL_DEBUG_SOURCE_API:
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source_str = "[API]";
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break;
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
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source_str = "[WINDOW]";
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break;
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case GL_DEBUG_SOURCE_SHADER_COMPILER:
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source_str = "[SHADER]";
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break;
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case GL_DEBUG_SOURCE_THIRD_PARTY:
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source_str = "[GLERMINAL]";
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break;
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case GL_DEBUG_SOURCE_APPLICATION:
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source_str = "[APPLICATION]";
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break;
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}
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const char* type_str = "[UNKNOWN]";
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switch (type)
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{
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case GL_DEBUG_TYPE_ERROR:
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type_str = "[ERROR]";
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break;
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
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type_str = "[DEPRECATED]";
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break;
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
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type_str = "[UNDEFINED]";
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break;
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case GL_DEBUG_TYPE_PORTABILITY:
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type_str = "[PORTABILITY]";
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break;
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case GL_DEBUG_TYPE_PERFORMANCE:
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type_str = "[PERFORMANCE]";
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break;
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}
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static_cast<const glerminal*>(userParam)->m_log << source_str << type_str << ' ' << std::string(message, length) << std::endl;
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}, this);
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#endif
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glDisable(GL_DEPTH_TEST);
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// -- setup vertex data --
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// create vertex buffer object
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glGenBuffers(1, &m_vbo);
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glGenBuffers(1, &m_instance_vbo);
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// create vertex array object
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glGenVertexArrays(1, &m_vao);
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glBindVertexArray(m_vao);
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// bind buffer and copy data
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// set up static vertex attributes
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(VBO_VERTICES), VBO_VERTICES, GL_STATIC_DRAW);
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// set up vertex attributes
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), reinterpret_cast<void*>(0));
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*VBO_VERTICES), reinterpret_cast<void*>(0));
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// set up instanced vertex attributes
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glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
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glEnableVertexAttribArray(1);
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glVertexAttribIPointer(1, 1, GL_UNSIGNED_BYTE, sizeof(*m_cells), reinterpret_cast<void*>(0));
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glVertexAttribDivisor(1, 1);
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// set up static vertex attributes
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glGenVertexArrays(1, &m_screen_vao);
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glBindVertexArray(m_screen_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*VBO_VERTICES), reinterpret_cast<void*>(0));
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// -- setup shader program --
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// compile
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@ -146,6 +335,10 @@ namespace glerminal
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glShaderSource(vertex_shader, 1, &VERTEX_SHADER_SOURCE, nullptr);
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glCompileShader(vertex_shader);
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|
||||
const unsigned int geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
glShaderSource(geometry_shader, 1, &GEOMETRY_SHADER_SOURCE, nullptr);
|
||||
glCompileShader(geometry_shader);
|
||||
|
||||
const unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment_shader, 1, &FRAGMENT_SHADER_SOURCE, nullptr);
|
||||
glCompileShader(fragment_shader);
|
||||
@ -153,23 +346,37 @@ namespace glerminal
|
||||
int success;
|
||||
char info_log[512] = {};
|
||||
|
||||
// verify
|
||||
// verify compile
|
||||
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(vertex_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
||||
glDeleteShader(vertex_shader);
|
||||
glDeleteShader(geometry_shader);
|
||||
glDeleteShader(fragment_shader);
|
||||
|
||||
using namespace std::string_literals;
|
||||
throw std::runtime_error("Could not compile vertex shader: "s + info_log);
|
||||
}
|
||||
|
||||
glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(geometry_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
||||
glDeleteShader(vertex_shader);
|
||||
glDeleteShader(geometry_shader);
|
||||
glDeleteShader(fragment_shader);
|
||||
|
||||
using namespace std::string_literals;
|
||||
throw std::runtime_error("Could not compile geometry shader: "s + info_log);
|
||||
}
|
||||
|
||||
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(fragment_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
||||
glDeleteShader(vertex_shader);
|
||||
glDeleteShader(geometry_shader);
|
||||
glDeleteShader(fragment_shader);
|
||||
|
||||
using namespace std::string_literals;
|
||||
@ -179,12 +386,14 @@ namespace glerminal
|
||||
// link
|
||||
m_program = glCreateProgram();
|
||||
glAttachShader(m_program, vertex_shader);
|
||||
glAttachShader(m_program, geometry_shader);
|
||||
glAttachShader(m_program, fragment_shader);
|
||||
glLinkProgram(m_program);
|
||||
glDeleteShader(vertex_shader);
|
||||
glDeleteShader(geometry_shader);
|
||||
glDeleteShader(fragment_shader);
|
||||
|
||||
// verify again
|
||||
// verify link
|
||||
glGetProgramiv(m_program, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
@ -194,12 +403,111 @@ namespace glerminal
|
||||
using namespace std::string_literals;
|
||||
throw std::runtime_error("Could not link shader program: "s + info_log);
|
||||
}
|
||||
|
||||
// setup uniforms
|
||||
m_screen_size_uniform_location = glGetUniformLocation(m_program, SCREEN_SIZE_UNIFORM_NAME);
|
||||
m_palette_uniform_location = glGetUniformLocation(m_program, PALETTE_UNIFORM_NAME);
|
||||
|
||||
glUseProgram(m_program);
|
||||
glUniform4f(m_screen_size_uniform_location, GRID_WIDTH, GRID_HEIGHT, 1.0f / GRID_WIDTH, 1.0f / GRID_HEIGHT);
|
||||
|
||||
glUniform1i(glGetUniformLocation(m_program, SPRITES_UNIFORM_NAME), 0);
|
||||
|
||||
update_palette();
|
||||
|
||||
// compile
|
||||
const unsigned int screen_vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(screen_vertex_shader, 1, &SCREEN_VERTEX_SHADER_SOURCE, nullptr);
|
||||
glCompileShader(screen_vertex_shader);
|
||||
|
||||
const unsigned int screen_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(screen_fragment_shader, 1, &SCREEN_FRAGMENT_SHADER_SOURCE, nullptr);
|
||||
glCompileShader(screen_fragment_shader);
|
||||
|
||||
// verify compile
|
||||
glGetShaderiv(screen_vertex_shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(screen_vertex_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
||||
glDeleteShader(screen_vertex_shader);
|
||||
glDeleteShader(screen_fragment_shader);
|
||||
|
||||
using namespace std::string_literals;
|
||||
throw std::runtime_error("Could not compile screen vertex shader: "s + info_log);
|
||||
}
|
||||
|
||||
glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(screen_fragment_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
||||
glDeleteShader(screen_vertex_shader);
|
||||
glDeleteShader(screen_fragment_shader);
|
||||
|
||||
using namespace std::string_literals;
|
||||
throw std::runtime_error("Could not compile screen fragment shader: "s + info_log);
|
||||
}
|
||||
|
||||
// link
|
||||
m_screen_program = glCreateProgram();
|
||||
glAttachShader(m_screen_program, screen_vertex_shader);
|
||||
glAttachShader(m_screen_program, screen_fragment_shader);
|
||||
glLinkProgram(m_screen_program);
|
||||
glDeleteShader(screen_vertex_shader);
|
||||
glDeleteShader(screen_fragment_shader);
|
||||
|
||||
// verify link
|
||||
glGetProgramiv(m_screen_program, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetProgramInfoLog(m_screen_program, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
||||
glDeleteProgram(m_screen_program);
|
||||
|
||||
using namespace std::string_literals;
|
||||
throw std::runtime_error("Could not link screen shader program: "s + info_log);
|
||||
}
|
||||
|
||||
// setup uniforms later
|
||||
|
||||
// -- setup textures --
|
||||
glGenTextures(1, &m_sprites_texture);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
|
||||
update_sprites();
|
||||
|
||||
// -- setup framebuffer --
|
||||
glGenFramebuffers(1, &m_framebuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
|
||||
|
||||
glGenTextures(1, &m_framebuffer_backing_texture);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_framebuffer_backing_texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, SCREEN_WIDTH, SCREEN_HEIGHT, LAYER_COUNT, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_framebuffer_backing_texture, 0);
|
||||
|
||||
// setup uniforms for screen shader
|
||||
glUseProgram(m_screen_program);
|
||||
}
|
||||
|
||||
void glerminal::deinit_glfw()
|
||||
{
|
||||
glDeleteProgram(m_program);
|
||||
|
||||
glfwDestroyWindow(m_window);
|
||||
|
||||
glfwTerminate();
|
||||
@ -207,8 +515,27 @@ namespace glerminal
|
||||
|
||||
void glerminal::deinit_gl()
|
||||
{
|
||||
glDeleteFramebuffers(1, &m_framebuffer);
|
||||
glDeleteTextures(1, &m_framebuffer_backing_texture);
|
||||
glDeleteTextures(1, &m_sprites_texture);
|
||||
glDeleteVertexArrays(1, &m_vao);
|
||||
glDeleteVertexArrays(1, &m_screen_vao);
|
||||
glDeleteBuffers(1, &m_vbo);
|
||||
glDeleteBuffers(1, &m_instance_vbo);
|
||||
glDeleteProgram(m_program);
|
||||
}
|
||||
|
||||
void glerminal::update_sprites()
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8UI, CELL_SIZE, CELL_SIZE, 256, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, m_sprites);
|
||||
}
|
||||
|
||||
void glerminal::update_palette()
|
||||
{
|
||||
glUseProgram(m_program);
|
||||
glUniform4fv(m_palette_uniform_location, 16, m_palette);
|
||||
}
|
||||
}
|
||||
|
||||
void glerminal_run(glerminal_main_cb main)
|
||||
@ -219,7 +546,6 @@ void glerminal_run(glerminal_main_cb main)
|
||||
}
|
||||
catch (const std::runtime_error& e)
|
||||
{
|
||||
std::cout << "[glerminal] " << e.what() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
@ -228,4 +554,18 @@ void glerminal_flush()
|
||||
if (!GLERMINAL_G) { return; }
|
||||
|
||||
GLERMINAL_G->flush();
|
||||
}
|
||||
|
||||
void glerminal_set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite)
|
||||
{
|
||||
if (!GLERMINAL_G) { return; }
|
||||
|
||||
GLERMINAL_G->set(x, y, layer, sprite);
|
||||
}
|
||||
|
||||
unsigned char glerminal_get(unsigned char x, unsigned char y, unsigned char layer)
|
||||
{
|
||||
if (!GLERMINAL_G) { return 0; }
|
||||
|
||||
return GLERMINAL_G->get(x, y, layer);
|
||||
}
|
Loading…
Reference in New Issue
Block a user