mirror of
https://git.shylie.info/shylie/glerminal.git
synced 2024-11-24 17:31:04 +00:00
Add sub-cell offsets
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parent
02b1532fdd
commit
8318011cf2
@ -1,12 +1,14 @@
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#include <glerminal.h>
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#include <cstdlib>
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namespace
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{
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void init()
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{
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glerminal_update_palette(0, 0x00000000);
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glerminal_update_palette(1, 0xFF00001F);
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glerminal_update_palette(2, 0x00FF001F);
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glerminal_update_palette(1, 0xFF00007F);
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glerminal_update_palette(2, 0x00FF007F);
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glerminal_update_sprite(1, {
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2, 2, 2, 2, 2, 2, 2, 2,
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@ -18,17 +20,35 @@ namespace
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2, 1, 1, 1, 1, 1, 1, 2,
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2, 2, 2, 2, 2, 2, 2, 2
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});
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glerminal_set(0, 0, 0, 1);
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glerminal_set(1, 0, 0, 1);
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glerminal_set(1, 0, 1, 1);
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glerminal_set(2, 0, 0, 1);
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glerminal_set(2, 0, 1, 1);
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glerminal_set(2, 0, 2, 1);
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}
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void mainloop(float dt)
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{
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static float time = 1;
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time += dt;
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if (time < 0.2f)
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{
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return;
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}
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else
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{
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time = 0;
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}
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for (int i = 0; i < 32; i++)
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{
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for (int j = 0; j < 20; j++)
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{
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for (int k = 0; k < 16; k++)
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{
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glerminal_set(i, j, k, 1);
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glerminal_offset(i, j, k, (rand() * rand()) % 256 - 128, (rand() * rand()) % 256 - 128);
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}
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}
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}
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glerminal_flush();
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}
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}
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@ -35,7 +35,7 @@ void glerminal_flush();
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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 layer layer of the cell in the range [0, 8)
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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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@ -43,10 +43,19 @@ void glerminal_set(unsigned char x, unsigned char y, unsigned char layer, unsign
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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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* @param layer layer of the cell in the range [0, 8)
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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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/**
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* @brief Set a cell's offset
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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, 8)
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* @param x_offset offset of the cell on the x axis in the range [-128, 127], where 0 is no offset
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* @param y_offset offset of the cell on the y axis in the range [-128, 127], where 0 is no offset
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*/
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void glerminal_offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset);
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/**
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* @brief Upload sprite to the given sprite ID
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@ -20,7 +20,7 @@ namespace glerminal
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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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constexpr unsigned int LAYER_COUNT = 8;
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class glerminal
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{
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@ -40,6 +40,7 @@ namespace glerminal
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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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void offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char 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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@ -48,7 +49,8 @@ namespace glerminal
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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_sprites_instance_vbo;
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unsigned int m_offsets_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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@ -60,6 +62,7 @@ namespace glerminal
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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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char 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[64];
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@ -25,15 +25,21 @@ namespace
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constexpr char* 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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"layout (location = 1) in ivec4 sprite[4];\n"
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"layout (location = 1) in vec2 offset[8];\n"
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"layout (location = 9) in ivec4 sprite[2];\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 ivec4 sprite[4];\n"
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" flat vec2 offset[8];\n"
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" flat ivec4 sprite[2];\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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" vs_out.sprite = sprite;\n"
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" for (int i = 0; i < 8; i++)\n"
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" {\n"
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" vs_out.offset[i] = offset[i] * " SCREEN_SIZE_UNIFORM_NAME ".zw;\n"
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" }\n"
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" vs_out.texcoord = vec2(position.x + 1, -position.y);\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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" vec2 temp = vec2((position + cell_position) * " SCREEN_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1));\n"
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@ -43,10 +49,11 @@ namespace
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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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"layout (triangle_strip, max_vertices = 24) out;\n"
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"layout (invocations = 8) in;\n"
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"in VS_OUT {\n"
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" flat ivec4 sprite[4];\n"
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" flat vec2 offset[8];\n"
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" flat ivec4 sprite[2];\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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@ -54,18 +61,18 @@ namespace
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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[gl_InvocationID / 16][gl_InvocationID % 16];\n"
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" gl_Position = vec4(gl_in[0].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n"
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" sprite = gs_in[0].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\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[gl_InvocationID / 16][gl_InvocationID % 16];\n"
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" gl_Position = vec4(gl_in[1].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n"
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" sprite = gs_in[1].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\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[gl_InvocationID / 16][gl_InvocationID % 16];\n"
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" gl_Position = vec4(gl_in[2].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n"
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" sprite = gs_in[2].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\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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@ -101,7 +108,7 @@ namespace
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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 = 0; i < 16; i++)\n"
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" for (int i = 0; i < 8; 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.rgb, texsample.a);\n"
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@ -115,6 +122,7 @@ namespace glerminal
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glerminal::glerminal(glerminal_init_cb init, glerminal_main_cb main) :
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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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#ifdef _DEBUG
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@ -171,7 +179,8 @@ namespace glerminal
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void glerminal::flush()
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{
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// use dirty flag later
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glNamedBufferData(m_instance_vbo, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
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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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@ -212,6 +221,15 @@ namespace glerminal
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}
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}
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void glerminal::offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset)
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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_offsets[2 * (layer + x * LAYER_COUNT + y * LAYER_COUNT * GRID_WIDTH) + 0] = x_offset;
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m_offsets[2 * (layer + x * LAYER_COUNT + y * LAYER_COUNT * GRID_WIDTH) + 1] = y_offset;
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}
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}
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void glerminal::update_sprite(unsigned char id, glerminal_sprite sprite)
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{
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// does this work?
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@ -331,11 +349,14 @@ namespace glerminal
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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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glGenBuffers(1, &m_sprites_instance_vbo);
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glGenBuffers(1, &m_offsets_instance_vbo);
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// create vertex array object
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glGenVertexArrays(1, &m_vao);
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@ -348,20 +369,42 @@ namespace glerminal
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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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glBindBuffer(GL_ARRAY_BUFFER, m_offsets_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_offsets), m_offsets, GL_STREAM_DRAW);
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glEnableVertexAttribArray(1);
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glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(0));
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glVertexAttribPointer(1, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(0 * sizeof(*m_offsets)));
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glVertexAttribDivisor(1, 1);
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glEnableVertexAttribArray(2);
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glVertexAttribIPointer(2, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(4));
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glVertexAttribPointer(2, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(2 * sizeof(*m_offsets)));
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glVertexAttribDivisor(2, 1);
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glEnableVertexAttribArray(3);
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glVertexAttribIPointer(3, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(8));
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glVertexAttribPointer(3, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(4 * sizeof(*m_offsets)));
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glVertexAttribDivisor(3, 1);
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glEnableVertexAttribArray(4);
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glVertexAttribIPointer(4, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(12));
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glVertexAttribPointer(4, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(6 * sizeof(*m_offsets)));
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glVertexAttribDivisor(4, 1);
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glEnableVertexAttribArray(5);
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glVertexAttribPointer(5, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(8 * sizeof(*m_offsets)));
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glVertexAttribDivisor(5, 1);
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(10 * sizeof(*m_offsets)));
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glVertexAttribDivisor(6, 1);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(7, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(12 * sizeof(*m_offsets)));
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glVertexAttribDivisor(7, 1);
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glEnableVertexAttribArray(8);
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glVertexAttribPointer(8, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(14 * sizeof(*m_offsets)));
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glVertexAttribDivisor(8, 1);
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glBindBuffer(GL_ARRAY_BUFFER, m_sprites_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
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glEnableVertexAttribArray(9);
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glVertexAttribIPointer(9, 4, GL_UNSIGNED_BYTE, 8 * sizeof(*m_cells), reinterpret_cast<void*>(0 * sizeof(*m_cells)));
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glVertexAttribDivisor(9, 1);
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glEnableVertexAttribArray(10);
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glVertexAttribIPointer(10, 4, GL_UNSIGNED_BYTE, 8 * sizeof(*m_cells), reinterpret_cast<void*>(4 * sizeof(*m_cells)));
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glVertexAttribDivisor(10, 1);
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// set up static vertex attributes
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glGenVertexArrays(1, &m_screen_vao);
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@ -548,7 +591,8 @@ namespace glerminal
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glDeleteVertexArrays(1, &m_vao);
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glDeleteVertexArrays(1, &m_screen_vao);
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glDeleteBuffers(1, &m_vbo);
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glDeleteBuffers(1, &m_instance_vbo);
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glDeleteBuffers(1, &m_sprites_instance_vbo);
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glDeleteBuffers(1, &m_offsets_instance_vbo);
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glDeleteProgram(m_program);
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}
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@ -597,6 +641,13 @@ unsigned char glerminal_get(unsigned char x, unsigned char y, unsigned char laye
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return GLERMINAL_G->get(x, y, layer);
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}
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void glerminal_offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset)
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{
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if (!GLERMINAL_G) { return; }
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GLERMINAL_G->offset(x, y, layer, x_offset, y_offset);
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}
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void glerminal_update_sprite(unsigned char id, glerminal_sprite sprite)
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{
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if (!GLERMINAL_G) { return; }
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