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https://git.shylie.info/shylie/glerminal.git
synced 2025-11-30 20:50:07 +00:00
32-bit color instead of palette
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@@ -43,7 +43,6 @@ namespace glerminal
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void offset(unsigned char x, unsigned char y, unsigned char layer, float x_offset, float y_offset);
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void update_sprite(unsigned char id, glerminal_sprite sprite);
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void update_palette_color(unsigned char id, unsigned int color);
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private:
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GLFWwindow* m_window;
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@@ -64,8 +63,7 @@ namespace glerminal
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unsigned char m_cells[GRID_AREA * LAYER_COUNT];
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float m_offsets[GRID_AREA * LAYER_COUNT * 2];
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unsigned char m_sprites[CELL_SIZE * CELL_SIZE * 256];
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float m_palette[256 * 4];
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unsigned int m_sprites[CELL_SIZE * CELL_SIZE * 256];
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glerminal_main_cb m_main;
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@@ -81,7 +79,6 @@ namespace glerminal
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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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@@ -1,7 +1,6 @@
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#include "glerminal-private.h"
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#define GRID_SIZE_UNIFORM_NAME "grid_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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@@ -81,12 +80,11 @@ namespace
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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 "[256];\n"
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"uniform sampler2DArray " SPRITES_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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" FragColor = " PALETTE_UNIFORM_NAME "[int(texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite)))];\n"
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" FragColor = 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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@@ -122,8 +120,7 @@ namespace glerminal
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m_main(main),
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m_cells{ },
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m_offsets{ },
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m_sprites{ },
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m_palette{ }
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m_sprites{ }
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#ifdef _DEBUG
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, m_log("log.txt")
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#endif
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@@ -181,7 +178,6 @@ namespace glerminal
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glNamedBufferData(m_sprites_instance_vbo, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
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glNamedBufferData(m_offsets_instance_vbo, sizeof(m_offsets), m_offsets, GL_STREAM_DRAW);
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update_sprites();
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update_palette();
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glViewport(0, 0, GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE);
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glUseProgram(m_program);
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@@ -237,17 +233,6 @@ namespace glerminal
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reinterpret_cast<glerminal_sprite*>(m_sprites)[id] = sprite;
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}
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void glerminal::update_palette_color(unsigned char id, unsigned int color)
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{
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if (id < 256)
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{
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m_palette[4 * id + 0] = ((color >> 24) & 0xFF) / 255.0f;
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m_palette[4 * id + 1] = ((color >> 16) & 0xFF) / 255.0f;
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m_palette[4 * id + 2] = ((color >> 8) & 0xFF) / 255.0f;
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m_palette[4 * id + 3] = ((color >> 0) & 0xFF) / 255.0f;
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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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@@ -457,15 +442,12 @@ namespace glerminal
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// setup uniforms
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m_screen_size_uniform_location = glGetUniformLocation(m_program, GRID_SIZE_UNIFORM_NAME);
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m_palette_uniform_location = glGetUniformLocation(m_program, PALETTE_UNIFORM_NAME);
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glUseProgram(m_program);
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glUniform4f(m_screen_size_uniform_location, GRID_WIDTH, GRID_HEIGHT, 1.0f / GRID_WIDTH, 1.0f / GRID_HEIGHT);
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glUniform1i(glGetUniformLocation(m_program, SPRITES_UNIFORM_NAME), 0);
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update_palette();
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// compile
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const unsigned int screen_vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(screen_vertex_shader, 1, &SCREEN_VERTEX_SHADER_SOURCE, nullptr);
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@@ -574,13 +556,7 @@ namespace glerminal
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void glerminal::update_sprites()
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{
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8UI, CELL_SIZE, CELL_SIZE, 256, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, m_sprites);
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}
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void glerminal::update_palette()
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{
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glUseProgram(m_program);
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glUniform4fv(m_palette_uniform_location, 256, m_palette);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, CELL_SIZE, CELL_SIZE, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_sprites);
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}
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}
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@@ -631,11 +607,4 @@ void glerminal_update_sprite(unsigned char id, glerminal_sprite sprite)
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if (!GLERMINAL_G) { return; }
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GLERMINAL_G->update_sprite(id, sprite);
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}
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void glerminal_update_palette(unsigned char id, unsigned int color)
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{
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if (!GLERMINAL_G) { return; }
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GLERMINAL_G->update_palette_color(id, color);
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}
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