proof-of-concept graphics implementation

This commit is contained in:
Shylie 2024-05-14 16:11:32 -05:00
parent 06e756dd2c
commit 06c7aa9eb5
5 changed files with 441 additions and 31 deletions

View File

@ -6,12 +6,47 @@ extern "C"
{ {
#endif #endif
enum
{
GLERMINAL_CELL_SIZE = 8,
GLERMINAL_CELL_AREA = GLERMINAL_CELL_SIZE * GLERMINAL_CELL_SIZE
};
typedef void (*glerminal_main_cb)(); typedef void (*glerminal_main_cb)();
typedef struct glerminal_sprite
{
unsigned char data[GLERMINAL_CELL_AREA];
} glerminal_sprite;
/**
* @brief Run the application's mainloop
* @param main main calllback
*/
void glerminal_run(glerminal_main_cb main); void glerminal_run(glerminal_main_cb main);
/**
* @brief Update the displayed screen contents to the current state of the library
*/
void glerminal_flush(); void glerminal_flush();
/**
* @brief Set a cell's sprite
* @param x position of the cell in the range [0, 32)
* @param y position of the cell in the range [0, 20)
* @param layer layer of the cell in the range [0, 16)
* @param sprite sprite's index in the range [0, 256)
*/
void glerminal_set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite);
/**
* @brief Get a cell's sprite
* @param x position of the cell in the range [0, 32)
* @param y position of the cell in the range [0, 20)
* @param layer layer of the cell in the range [0, 16)
* @return sprite index currently assigned to the cell
*/
unsigned char glerminal_get(unsigned char x, unsigned char y, unsigned char layer);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@ -1,6 +1,6 @@
/* /*
OpenGL loader generated by glad 0.1.36 on Mon May 6 22:10:23 2024. OpenGL loader generated by glad 0.1.36 on Tue May 14 15:22:23 2024.
Language/Generator: C/C++ Language/Generator: C/C++
Specification: gl Specification: gl

View File

@ -1,6 +1,6 @@
/* /*
OpenGL loader generated by glad 0.1.36 on Mon May 6 22:10:23 2024. OpenGL loader generated by glad 0.1.36 on Tue May 14 15:22:23 2024.
Language/Generator: C/C++ Language/Generator: C/C++
Specification: gl Specification: gl

View File

@ -7,9 +7,21 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <stdexcept> #include <stdexcept>
#ifdef _DEBUG
#include <fstream>
#endif
namespace glerminal namespace glerminal
{ {
constexpr unsigned int SCREEN_WIDTH = 1280;
constexpr unsigned int SCREEN_HEIGHT = 800;
constexpr unsigned int CELL_SIZE = GLERMINAL_CELL_SIZE;
constexpr unsigned int CELL_SCALE = 5;
constexpr unsigned int GRID_WIDTH = SCREEN_WIDTH / (CELL_SIZE * CELL_SCALE);
constexpr unsigned int GRID_HEIGHT = SCREEN_HEIGHT / (CELL_SIZE * CELL_SCALE);
constexpr unsigned int GRID_AREA = GRID_WIDTH * GRID_HEIGHT;
constexpr unsigned int LAYER_COUNT = 16;
class glerminal class glerminal
{ {
public: public:
@ -26,20 +38,43 @@ namespace glerminal
void flush(); void flush();
void set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite);
unsigned char get(unsigned char x, unsigned char y, unsigned char layer) const;
private: private:
GLFWwindow* m_window; GLFWwindow* m_window;
unsigned int m_vbo; unsigned int m_vbo;
unsigned int m_instance_vbo;
unsigned int m_vao; unsigned int m_vao;
unsigned int m_program; unsigned int m_program;
unsigned int m_screen_vao;
unsigned int m_screen_program;
unsigned int m_sprites_texture;
unsigned int m_framebuffer;
unsigned int m_framebuffer_backing_texture;
unsigned int m_screen_size_uniform_location;
unsigned int m_palette_uniform_location;
unsigned char m_cells[GRID_AREA * LAYER_COUNT];
unsigned char m_sprites[CELL_SIZE * CELL_SIZE * 256];
float m_palette[64];
glerminal_main_cb m_main; glerminal_main_cb m_main;
#ifdef _DEBUG
mutable std::ofstream m_log;
void log(GLenum type, GLuint id, GLenum severity, const char* message) const;
#endif
void init_glfw(); void init_glfw();
void init_gl(); void init_gl();
void deinit_glfw(); void deinit_glfw();
void deinit_gl(); void deinit_gl();
void update_sprites();
void update_palette();
}; };
} }

View File

@ -1,6 +1,9 @@
#include "glerminal-private.h" #include "glerminal-private.h"
#include <iostream> #define SCREEN_SIZE_UNIFORM_NAME "screen_size"
#define PALETTE_UNIFORM_NAME "palette"
#define SPRITES_UNIFORM_NAME "sprites"
#define LAYERS_UNIFORM_NAME "layers"
namespace namespace
{ {
@ -9,38 +12,113 @@ namespace
constexpr float VBO_VERTICES[] = constexpr float VBO_VERTICES[] =
{ {
// first triangle // first triangle
0.5f, 0.5f, // top right 0, 0, // top right
0.5f, -0.5f, // bottom right 0, -1, // bottom right
-0.5f, 0.5f, // top left -1, 0, // top left
// second triangle // second triangle
0.5f, -0.5f, // bottom right 0, -1, // bottom right
-0.5f, -0.5f, // bottom left -1, -1, // bottom left
-0.5f, 0.5f // top left -1, 0 // top left
}; };
constexpr char* VERTEX_SHADER_SOURCE = constexpr char* VERTEX_SHADER_SOURCE =
"#version 330 core\n" "#version 400 core\n"
"layout (location = 0) in vec2 pos;\n" "layout (location = 0) in vec2 position;\n"
"layout (location = 1) in int sprite;\n"
"uniform vec4 " SCREEN_SIZE_UNIFORM_NAME ";\n"
"out VS_OUT {\n"
" flat int sprite;\n"
" vec2 texcoord;\n"
"} vs_out;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" gl_Position = vec4(pos.x, pos.y, 0, 1);\n" " vs_out.sprite = sprite;\n"
" vs_out.texcoord = position + 1;\n"
" 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"
" gl_Position = vec4((position + cell_position) * " SCREEN_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1), 0, 1);\n"
"}";
constexpr char* GEOMETRY_SHADER_SOURCE =
"#version 400 core\n"
"layout (triangles) in;\n"
"layout (triangle_strip, max_vertices = 48) out;\n"
"layout (invocations = 16) in;\n"
"in VS_OUT {\n"
" flat int sprite;\n"
" vec2 texcoord;\n"
"} gs_in[];\n"
"flat out int sprite;\n"
"out vec2 texcoord;\n"
"void main()\n"
"{\n"
" gl_Layer = gl_InvocationID;\n"
" gl_Position = gl_in[0].gl_Position;\n"
" sprite = gs_in[0].sprite;\n"
" texcoord = gs_in[0].texcoord;\n"
" EmitVertex();\n"
" gl_Layer = gl_InvocationID;\n"
" gl_Position = gl_in[1].gl_Position;\n"
" sprite = gs_in[1].sprite;\n"
" texcoord = gs_in[1].texcoord;\n"
" EmitVertex();\n"
" gl_Layer = gl_InvocationID;\n"
" gl_Position = gl_in[2].gl_Position;\n"
" sprite = gs_in[2].sprite;\n"
" texcoord = gs_in[2].texcoord;\n"
" EmitVertex();\n"
" EndPrimitive();\n"
"}"; "}";
constexpr char* FRAGMENT_SHADER_SOURCE = constexpr char* FRAGMENT_SHADER_SOURCE =
"#version 330 core\n" "#version 400 core\n"
"in vec2 texcoord;\n"
"flat in int sprite;\n"
"uniform usampler2DArray " SPRITES_UNIFORM_NAME ";\n"
"uniform vec4 " PALETTE_UNIFORM_NAME "[16];\n"
"out vec4 FragColor;\n" "out vec4 FragColor;\n"
"\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" " FragColor = " PALETTE_UNIFORM_NAME "[int(texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite)))];\n"
"}";
constexpr char* SCREEN_VERTEX_SHADER_SOURCE =
"#version 400 core\n"
"layout (location = 0) in vec2 position;\n"
"out vec2 texcoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(position * 2 + 1, 0, 1);\n"
" texcoord = -position;\n"
"}";
constexpr char* SCREEN_FRAGMENT_SHADER_SOURCE =
"#version 400 core\n"
"in vec2 texcoord;\n"
"uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" vec3 current_color = vec3(0);\n"
" for (int i = 15; i >= 0; i--)\n"
" {\n"
" vec4 texsample = texture(" LAYERS_UNIFORM_NAME ", vec3(texcoord, i));\n"
" current_color = mix(current_color, texsample.xyz, texsample.w);\n"
" }\n"
" FragColor = vec4(current_color, 1);\n"
"}"; "}";
} }
namespace glerminal namespace glerminal
{ {
glerminal::glerminal(glerminal_main_cb main) : glerminal::glerminal(glerminal_main_cb main) :
m_main(main) m_main(main),
m_cells{ },
m_sprites{ },
m_palette{ }
#ifdef _DEBUG
, m_log("log.txt")
#endif
{ {
if (GLERMINAL_G) if (GLERMINAL_G)
{ {
@ -79,36 +157,76 @@ namespace glerminal
void glerminal::flush() void glerminal::flush()
{ {
glClear(GL_COLOR_BUFFER_BIT); glNamedBufferData(m_instance_vbo, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
glUseProgram(m_program); glUseProgram(m_program);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
glBindVertexArray(m_vao); glBindVertexArray(m_vao);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA);
glUseProgram(m_screen_program);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_framebuffer_backing_texture);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(m_screen_vao);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(m_window); glfwSwapBuffers(m_window);
} }
void glerminal::set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite)
{
if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT)
{
m_cells[x + y * GRID_WIDTH + layer * GRID_AREA] = sprite;
}
}
unsigned char glerminal::get(unsigned char x, unsigned char y, unsigned char layer) const
{
if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT)
{
return m_cells[x + y * GRID_WIDTH + layer * GRID_AREA];
}
else
{
return 0;
}
}
void glerminal::init_glfw() void glerminal::init_glfw()
{ {
glfwInit(); glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// not resizable for now. // not resizable for now.
// //
// need to think about how to handle resizing to ensure // need to think about how to handle resizing to ensure
// that the window stays an integer number of "tiles" large // that the window stays an integer number of "tiles" large
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
#ifdef _DEBUG
glfwWindowHint(GLFW_CONTEXT_DEBUG, GLFW_TRUE);
#endif
// non-adjustable size for the same reason as above // non-adjustable size for the same reason as above
m_window = glfwCreateWindow(1280, 800, "glerminal", nullptr, nullptr); m_window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "glerminal", nullptr, nullptr);
if (!m_window) if (!m_window)
{ {
throw std::runtime_error("Failed to create glerminal window."); throw std::runtime_error("Failed to create glerminal window.");
} }
} }
#ifdef _DEBUG
void glerminal::log(GLenum type, GLuint id, GLenum severity, const char* message) const
{
glDebugMessageInsert(GL_DEBUG_SOURCE_THIRD_PARTY, type, id, severity, -1, message);
}
#endif
void glerminal::init_gl() void glerminal::init_gl()
{ {
@ -120,25 +238,96 @@ namespace glerminal
throw std::runtime_error("Failed to initialize GLAD."); throw std::runtime_error("Failed to initialize GLAD.");
} }
glViewport(0, 0, 1280, 800); #ifdef _DEBUG
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam)
{
const char* source_str = "[UNKNOWN]";
switch (source)
{
case GL_DEBUG_SOURCE_API:
source_str = "[API]";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
source_str = "[WINDOW]";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER:
source_str = "[SHADER]";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY:
source_str = "[GLERMINAL]";
break;
case GL_DEBUG_SOURCE_APPLICATION:
source_str = "[APPLICATION]";
break;
}
const char* type_str = "[UNKNOWN]";
switch (type)
{
case GL_DEBUG_TYPE_ERROR:
type_str = "[ERROR]";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
type_str = "[DEPRECATED]";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
type_str = "[UNDEFINED]";
break;
case GL_DEBUG_TYPE_PORTABILITY:
type_str = "[PORTABILITY]";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
type_str = "[PERFORMANCE]";
break;
}
static_cast<const glerminal*>(userParam)->m_log << source_str << type_str << ' ' << std::string(message, length) << std::endl;
}, this);
#endif
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glDisable(GL_DEPTH_TEST);
// -- setup vertex data -- // -- setup vertex data --
// create vertex buffer object // create vertex buffer object
glGenBuffers(1, &m_vbo); glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_instance_vbo);
// create vertex array object // create vertex array object
glGenVertexArrays(1, &m_vao); glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao); glBindVertexArray(m_vao);
// bind buffer and copy data // set up static vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(VBO_VERTICES), VBO_VERTICES, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(VBO_VERTICES), VBO_VERTICES, GL_STATIC_DRAW);
// set up vertex attributes
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*VBO_VERTICES), reinterpret_cast<void*>(0));
// set up instanced vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribIPointer(1, 1, GL_UNSIGNED_BYTE, sizeof(*m_cells), reinterpret_cast<void*>(0));
glVertexAttribDivisor(1, 1);
// set up static vertex attributes
glGenVertexArrays(1, &m_screen_vao);
glBindVertexArray(m_screen_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*VBO_VERTICES), reinterpret_cast<void*>(0));
// -- setup shader program -- // -- setup shader program --
// compile // compile
@ -146,6 +335,10 @@ namespace glerminal
glShaderSource(vertex_shader, 1, &VERTEX_SHADER_SOURCE, nullptr); glShaderSource(vertex_shader, 1, &VERTEX_SHADER_SOURCE, nullptr);
glCompileShader(vertex_shader); glCompileShader(vertex_shader);
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); const unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &FRAGMENT_SHADER_SOURCE, nullptr); glShaderSource(fragment_shader, 1, &FRAGMENT_SHADER_SOURCE, nullptr);
glCompileShader(fragment_shader); glCompileShader(fragment_shader);
@ -153,23 +346,37 @@ namespace glerminal
int success; int success;
char info_log[512] = {}; char info_log[512] = {};
// verify // verify compile
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success); glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) if (!success)
{ {
glGetShaderInfoLog(vertex_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log); glGetShaderInfoLog(vertex_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
glDeleteShader(vertex_shader); glDeleteShader(vertex_shader);
glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
using namespace std::string_literals; using namespace std::string_literals;
throw std::runtime_error("Could not compile vertex shader: "s + info_log); 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); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) if (!success)
{ {
glGetShaderInfoLog(fragment_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log); glGetShaderInfoLog(fragment_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
glDeleteShader(vertex_shader); glDeleteShader(vertex_shader);
glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
using namespace std::string_literals; using namespace std::string_literals;
@ -179,12 +386,14 @@ namespace glerminal
// link // link
m_program = glCreateProgram(); m_program = glCreateProgram();
glAttachShader(m_program, vertex_shader); glAttachShader(m_program, vertex_shader);
glAttachShader(m_program, geometry_shader);
glAttachShader(m_program, fragment_shader); glAttachShader(m_program, fragment_shader);
glLinkProgram(m_program); glLinkProgram(m_program);
glDeleteShader(vertex_shader); glDeleteShader(vertex_shader);
glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
// verify again // verify link
glGetProgramiv(m_program, GL_LINK_STATUS, &success); glGetProgramiv(m_program, GL_LINK_STATUS, &success);
if (!success) if (!success)
{ {
@ -194,12 +403,111 @@ namespace glerminal
using namespace std::string_literals; using namespace std::string_literals;
throw std::runtime_error("Could not link shader program: "s + info_log); 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() void glerminal::deinit_glfw()
{ {
glDeleteProgram(m_program);
glfwDestroyWindow(m_window); glfwDestroyWindow(m_window);
glfwTerminate(); glfwTerminate();
@ -207,8 +515,27 @@ namespace glerminal
void glerminal::deinit_gl() 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); 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) void glerminal_run(glerminal_main_cb main)
@ -219,7 +546,6 @@ void glerminal_run(glerminal_main_cb main)
} }
catch (const std::runtime_error& e) catch (const std::runtime_error& e)
{ {
std::cout << "[glerminal] " << e.what() << std::endl;
} }
} }
@ -228,4 +554,18 @@ void glerminal_flush()
if (!GLERMINAL_G) { return; } if (!GLERMINAL_G) { return; }
GLERMINAL_G->flush(); 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);
} }