mirror of
https://git.shylie.info/shylie/glerminal.git
synced 2024-11-24 01:20:08 +00:00
Initial lua API
This commit is contained in:
parent
844e1b6c7a
commit
939fea0fa7
3
.gitmodules
vendored
3
.gitmodules
vendored
@ -1,3 +1,6 @@
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[submodule "glfw"]
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[submodule "glfw"]
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path = glfw
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path = glfw
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url = https://git.shylie.info/shylie/glfw.git
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url = https://git.shylie.info/shylie/glfw.git
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[submodule "Lua"]
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path = Lua
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url = https://git.shylie.info/shylie/Lua.git
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@ -15,11 +15,13 @@ set(GLERMINAL_CELL_SCALE 4 CACHE STRING "")
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configure_file(source/glerminal-config.h.in glerminal-config.h @ONLY)
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configure_file(source/glerminal-config.h.in glerminal-config.h @ONLY)
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add_subdirectory(glfw)
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add_subdirectory(glfw)
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add_subdirectory(Lua)
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add_library(glerminal STATIC
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add_library(glerminallib STATIC
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${CMAKE_CURRENT_BINARY_DIR}/glerminal-config.h
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${CMAKE_CURRENT_BINARY_DIR}/glerminal-config.h
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include/glerminal.h
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include/glerminal.h
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source/stb_image.h
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source/glerminal-private.h
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source/glerminal-private.h
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source/glerminal.cpp
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source/glerminal.cpp
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@ -28,12 +30,12 @@ add_library(glerminal STATIC
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source/glad.c
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source/glad.c
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)
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)
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set_target_properties(glerminal
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set_target_properties(glerminallib
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PROPERTIES
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PROPERTIES
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CXX_STANDARD 11
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CXX_STANDARD 11
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)
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)
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target_include_directories(glerminal
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target_include_directories(glerminallib
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PUBLIC
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PUBLIC
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include
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include
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${CMAKE_CURRENT_BINARY_DIR}
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${CMAKE_CURRENT_BINARY_DIR}
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@ -41,12 +43,12 @@ target_include_directories(glerminal
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source
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source
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)
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)
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target_link_libraries(glerminal
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target_link_libraries(glerminallib
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PRIVATE
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PUBLIC
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glfw
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glfw
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)
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)
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target_compile_definitions(glerminal
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target_compile_definitions(glerminallib
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PUBLIC
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PUBLIC
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GLERMINAL_VERSION=${PROJECT_VERSION}
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GLERMINAL_VERSION=${PROJECT_VERSION}
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GLERMINAL_VERSION_MAJOR=${PROJECT_VERSION_MAJOR}
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GLERMINAL_VERSION_MAJOR=${PROJECT_VERSION_MAJOR}
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@ -55,12 +57,22 @@ target_compile_definitions(glerminal
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)
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)
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if (MSVC)
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if (MSVC)
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target_link_options(glerminal
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target_link_options(glerminallib
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PUBLIC
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PUBLIC
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"/ENTRY:mainCRTStartup"
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"/ENTRY:mainCRTStartup"
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)
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)
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endif()
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endif()
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add_executable(glerminal WIN32
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source/glerminal-main.cpp
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)
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target_link_libraries(glerminal
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PRIVATE
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glerminallib
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lua_static
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)
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if (PROJECT_IS_TOP_LEVEL)
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if (PROJECT_IS_TOP_LEVEL)
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add_subdirectory(examples examples)
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add_subdirectory(examples examples)
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endif()
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endif()
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1
Lua
Submodule
1
Lua
Submodule
@ -0,0 +1 @@
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Subproject commit 88246d621abf7b6fba9332f49229d507f020e450
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@ -12,8 +12,10 @@ file(GLOB_RECURSE
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foreach(RESOURCE_FILE ${EXAMPLE_RESOURCES})
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foreach(RESOURCE_FILE ${EXAMPLE_RESOURCES})
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add_custom_command(
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add_custom_command(
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OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE}
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OUTPUT
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COMMAND ${CMAKE_COMMAND} -E copy
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${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE}
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COMMAND
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${CMAKE_COMMAND} -E copy
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${CMAKE_CURRENT_SOURCE_DIR}/${RESOURCE_FILE}
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${CMAKE_CURRENT_SOURCE_DIR}/${RESOURCE_FILE}
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${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE}
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${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE}
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DEPENDS
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DEPENDS
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@ -34,5 +36,5 @@ list(TRANSFORM EXAMPLE_RESOURCES PREPEND ${CMAKE_CURRENT_BINARY_DIR}/)
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foreach(SOURCE_FILE ${EXAMPLE_SOURCES})
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foreach(SOURCE_FILE ${EXAMPLE_SOURCES})
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get_filename_component(SOURCE_FILENAME ${SOURCE_FILE} NAME_WLE)
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get_filename_component(SOURCE_FILENAME ${SOURCE_FILE} NAME_WLE)
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add_executable(${SOURCE_FILENAME} WIN32 ${SOURCE_FILE} ${EXAMPLE_RESOURCES})
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add_executable(${SOURCE_FILENAME} WIN32 ${SOURCE_FILE} ${EXAMPLE_RESOURCES})
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target_link_libraries(${SOURCE_FILENAME} PRIVATE glerminal)
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target_link_libraries(${SOURCE_FILENAME} PRIVATE glerminallib)
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endforeach()
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endforeach()
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29
lua-examples/basic/main.lua
Normal file
29
lua-examples/basic/main.lua
Normal file
@ -0,0 +1,29 @@
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local time = 0
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function glerminal.init()
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if not glerminal.sprites('sprites.png') then
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print('failed to load sprites')
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end
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for i = 1, 40 do
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for j = 1, 25 do
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glerminal.set(i, j, 1, 2)
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end
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end
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glerminal.tint(1, 0xA0FFFFFF)
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glerminal.flush()
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end
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function glerminal.main(dt)
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time = time + dt / 2
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for i = 1, 40 do
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for j = 1, 25 do
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glerminal.offset(i, j, 1, math.cos(time * i / math.pi), math.sin(time * j / math.pi))
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end
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end
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glerminal.flush()
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end
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3
lua-examples/basic/sprites.png
Normal file
3
lua-examples/basic/sprites.png
Normal file
@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:6dee3efcdfa72e54a602f69643907bb8e8a3328d2b40c2116dce22ff179d8892
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size 182
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163
source/glerminal-main.cpp
Normal file
163
source/glerminal-main.cpp
Normal file
@ -0,0 +1,163 @@
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#include <glerminal.h>
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extern "C"
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{
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#include <lualib.h>
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#include <lauxlib.h>
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}
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#include <iostream>
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#ifdef _WIN32
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#define WINDOWS_LEAN_AND_MEAN
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#include <Windows.h>
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#define CHANGE_WORKING_DIRECTORY(path) !(SetCurrentDirectory(path))
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#else
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#include <unistd.h>
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#define CHANGE_WORKING_DIRECTORY(path) chdir(path)
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#endif
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namespace
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{
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int lglerminal_quit(lua_State* L)
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{
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glerminal_quit();
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return 0;
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}
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int lglerminal_flush(lua_State* L)
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{
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glerminal_flush();
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return 0;
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}
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int lglerminal_set(lua_State* L)
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{
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const unsigned char x = luaL_checkinteger(L, 1) - 1;
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const unsigned char y = luaL_checkinteger(L, 2) - 1;
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const unsigned char layer = luaL_checkinteger(L, 3) - 1;
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const unsigned char sprite = luaL_checkinteger(L, 4) - 1;
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glerminal_set(x, y, layer, sprite);
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return 0;
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}
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int lglerminal_get(lua_State* L)
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{
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const unsigned char x = luaL_checkinteger(L, 1) - 1;
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const unsigned char y = luaL_checkinteger(L, 2) - 1;
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const unsigned char layer = luaL_checkinteger(L, 3) - 1;
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lua_pushnumber(L, glerminal_get(x, y, layer) + 1);
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return 1;
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}
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int lglerminal_offset(lua_State* L)
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{
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const unsigned char x = luaL_checkinteger(L, 1) - 1;
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const unsigned char y = luaL_checkinteger(L, 2) - 1;
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const unsigned char layer = luaL_checkinteger(L, 3) - 1;
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const float ox = luaL_checknumber(L, 4);
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const float oy = luaL_checknumber(L, 5);
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glerminal_offset(x, y, layer, ox, oy);
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return 0;
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}
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int lglerminal_layer_color(lua_State* L)
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{
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const unsigned char layer = luaL_checkinteger(L, 1) - 1;
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const unsigned int color = luaL_checkinteger(L, 2);
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glerminal_layer_color(layer, color);
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return 0;
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}
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int lglerminal_layer_scale(lua_State* L)
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{
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const unsigned char layer = luaL_checkinteger(L, 1) - 1;
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const float scale = luaL_checknumber(L, 2);
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glerminal_layer_scale(layer, scale);
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return 0;
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}
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int lglerminal_load_sprites_file(lua_State* L)
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{
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const char* path = luaL_checkstring(L, 1);
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lua_pushboolean(L, glerminal_load_sprites_file(path));
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return 1;
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}
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const luaL_Reg lglerminal_methods[] =
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{
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{ "quit", lglerminal_quit },
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{ "flush", lglerminal_flush },
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{ "set", lglerminal_set },
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{ "get", lglerminal_get },
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{ "offset", lglerminal_offset },
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{ "tint", lglerminal_layer_color },
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{ "scale", lglerminal_layer_scale },
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{ "sprites", lglerminal_load_sprites_file },
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{ nullptr, nullptr }
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};
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lua_State* L;
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void init()
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{
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lua_getglobal(L, "glerminal");
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lua_getfield(L, -1, "init");
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lua_remove(L, -2);
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if (lua_pcall(L, 0, 0, 0) != LUA_OK)
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{
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// ignore error for now
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lua_remove(L, -1);
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}
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}
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void mainloop(float dt)
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{
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lua_getglobal(L, "glerminal");
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lua_getfield(L, -1, "main");
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lua_remove(L, -2);
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lua_pushnumber(L, dt);
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if (lua_pcall(L, 1, 0, 0) != LUA_OK)
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{
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// ignore error for now
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lua_remove(L, -1);
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}
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}
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}
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int main(int argc, char** argv)
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{
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if (argc == 1)
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{
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std::cout << "Usage: " << argv[0] << " <project directory>" << std::endl;
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return 0;
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}
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if (CHANGE_WORKING_DIRECTORY(argv[1]))
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{
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std::cout << "Failed to find project directory" << std::endl;
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return 1;
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}
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L = luaL_newstate();
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luaL_openlibs(L);
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luaL_newlib(L, lglerminal_methods);
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lua_setglobal(L, "glerminal");
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luaL_dofile(L, "main.lua");
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glerminal_run(init, mainloop);
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lua_close(L);
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return 0;
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}
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@ -35,9 +35,14 @@ namespace
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"{\n"
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"{\n"
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" float scales[];\n"
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" float scales[];\n"
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"} lss;\n"
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"} lss;\n"
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"layout (std430, binding = 1) buffer LayerColors"
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"{\n"
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" vec4 colors[];\n"
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"} lcs;\n"
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"out VS_OUT {\n"
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"out VS_OUT {\n"
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" flat int sprite;\n"
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" flat int sprite;\n"
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" flat int layer;\n"
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" flat int layer;\n"
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" flat vec4 layer_color;\n"
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" vec2 texcoord;\n"
|
" vec2 texcoord;\n"
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"} vs_out;\n"
|
"} vs_out;\n"
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"void main()\n"
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"void main()\n"
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@ -46,6 +51,7 @@ namespace
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" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
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" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
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" vs_out.sprite = sprite;\n"
|
" vs_out.sprite = sprite;\n"
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||||||
" vs_out.layer = layer;\n"
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" vs_out.layer = layer;\n"
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" vs_out.layer_color = lcs.colors[layer];\n"
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" vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
|
" vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
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" vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n"
|
" vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n"
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||||||
" vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n"
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" vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n"
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@ -65,8 +71,13 @@ namespace
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"{\n"
|
"{\n"
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" float scales[];\n"
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" float scales[];\n"
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"} lss;\n"
|
"} lss;\n"
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|
"layout (std430, binding = 1) buffer LayerColors"
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"{\n"
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" vec4 colors[];\n"
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"} lcs;\n"
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"out VS_OUT {\n"
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"out VS_OUT {\n"
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" flat int sprite;\n"
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" flat int sprite;\n"
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" flat vec4 layer_color;\n"
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" vec2 texcoord;\n"
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" vec2 texcoord;\n"
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"} vs_out;\n"
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"} vs_out;\n"
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"void main()\n"
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"void main()\n"
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@ -76,6 +87,7 @@ namespace
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|||||||
" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
|
" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
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||||||
" vs_out.sprite = sprite;\n"
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" vs_out.sprite = sprite;\n"
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" vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
|
" vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
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" vs_out.layer_color = lcs.colors[layer];\n"
|
||||||
" vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n"
|
" vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n"
|
||||||
" vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n"
|
" vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n"
|
||||||
" gl_Position = vec4(scaled_offset.x + temp.x, scaled_offset.y - temp.y, 0, 1);\n"
|
" gl_Position = vec4(scaled_offset.x + temp.x, scaled_offset.y - temp.y, 0, 1);\n"
|
||||||
@ -91,25 +103,30 @@ namespace
|
|||||||
"in VS_OUT {\n"
|
"in VS_OUT {\n"
|
||||||
" flat int sprite;\n"
|
" flat int sprite;\n"
|
||||||
" flat int layer;\n"
|
" flat int layer;\n"
|
||||||
|
" flat vec4 layer_color;\n"
|
||||||
" vec2 texcoord;\n"
|
" vec2 texcoord;\n"
|
||||||
"} gs_in[];\n"
|
"} gs_in[];\n"
|
||||||
"flat out int sprite;\n"
|
"flat out int sprite;\n"
|
||||||
|
"flat vec4 layer_color;\n"
|
||||||
"out vec2 texcoord;\n"
|
"out vec2 texcoord;\n"
|
||||||
"void main()\n"
|
"void main()\n"
|
||||||
"{\n"
|
"{\n"
|
||||||
" gl_Layer = gs_in[0].layer;\n"
|
" gl_Layer = gs_in[0].layer;\n"
|
||||||
" gl_Position = gl_in[0].gl_Position;\n"
|
" gl_Position = gl_in[0].gl_Position;\n"
|
||||||
" sprite = gs_in[0].sprite;\n"
|
" sprite = gs_in[0].sprite;\n"
|
||||||
|
" layer_color = gs_in[0].layer_color;\n"
|
||||||
" texcoord = gs_in[0].texcoord;\n"
|
" texcoord = gs_in[0].texcoord;\n"
|
||||||
" EmitVertex();\n"
|
" EmitVertex();\n"
|
||||||
" gl_Layer = gs_in[1].layer;\n"
|
" gl_Layer = gs_in[1].layer;\n"
|
||||||
" gl_Position = gl_in[1].gl_Position;\n"
|
" gl_Position = gl_in[1].gl_Position;\n"
|
||||||
" sprite = gs_in[1].sprite;\n"
|
" sprite = gs_in[1].sprite;\n"
|
||||||
|
" layer_color = gs_in[1].layer_color;\n"
|
||||||
" texcoord = gs_in[1].texcoord;\n"
|
" texcoord = gs_in[1].texcoord;\n"
|
||||||
" EmitVertex();\n"
|
" EmitVertex();\n"
|
||||||
" gl_Layer = gs_in[2].layer;\n"
|
" gl_Layer = gs_in[2].layer;\n"
|
||||||
" gl_Position = gl_in[2].gl_Position;\n"
|
" gl_Position = gl_in[2].gl_Position;\n"
|
||||||
" sprite = gs_in[2].sprite;\n"
|
" sprite = gs_in[2].sprite;\n"
|
||||||
|
" layer_color = gs_in[2].layer_color;\n"
|
||||||
" texcoord = gs_in[2].texcoord;\n"
|
" texcoord = gs_in[2].texcoord;\n"
|
||||||
" EmitVertex();\n"
|
" EmitVertex();\n"
|
||||||
" EndPrimitive();\n"
|
" EndPrimitive();\n"
|
||||||
@ -119,13 +136,14 @@ namespace
|
|||||||
|
|
||||||
constexpr char FRAGMENT_SHADER_SOURCE[] =
|
constexpr char FRAGMENT_SHADER_SOURCE[] =
|
||||||
"#version 450 core\n"
|
"#version 450 core\n"
|
||||||
"in vec2 texcoord;\n"
|
|
||||||
"flat in int sprite;\n"
|
"flat in int sprite;\n"
|
||||||
|
"flat vec4 layer_color;\n"
|
||||||
|
"in vec2 texcoord;\n"
|
||||||
"layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n"
|
"layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n"
|
||||||
"out vec4 FragColor;\n"
|
"out vec4 FragColor;\n"
|
||||||
"void main()\n"
|
"void main()\n"
|
||||||
"{\n"
|
"{\n"
|
||||||
" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n"
|
" FragColor = layer_color * texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n"
|
||||||
"}";
|
"}";
|
||||||
|
|
||||||
// note: AMD_vertex_shader_layer support required
|
// note: AMD_vertex_shader_layer support required
|
||||||
@ -133,13 +151,14 @@ namespace
|
|||||||
"#version 450 core\n"
|
"#version 450 core\n"
|
||||||
"in VS_OUT {\n"
|
"in VS_OUT {\n"
|
||||||
" flat int sprite;\n"
|
" flat int sprite;\n"
|
||||||
|
" flat vec4 layer_color;\n"
|
||||||
" vec2 texcoord;\n"
|
" vec2 texcoord;\n"
|
||||||
"} fs_in;\n"
|
"} fs_in;\n"
|
||||||
"layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n"
|
"layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n"
|
||||||
"out vec4 FragColor;\n"
|
"out vec4 FragColor;\n"
|
||||||
"void main()\n"
|
"void main()\n"
|
||||||
"{\n"
|
"{\n"
|
||||||
" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(fs_in.texcoord, fs_in.sprite));\n"
|
" FragColor = fs_in.layer_color * texture(" SPRITES_UNIFORM_NAME ", vec3(fs_in.texcoord, fs_in.sprite));\n"
|
||||||
"}";
|
"}";
|
||||||
|
|
||||||
constexpr const char* FRAGMENT_SHADER_SOURCE_PTR = FRAGMENT_SHADER_SOURCE;
|
constexpr const char* FRAGMENT_SHADER_SOURCE_PTR = FRAGMENT_SHADER_SOURCE;
|
||||||
@ -161,10 +180,6 @@ namespace
|
|||||||
"#version 450 core\n"
|
"#version 450 core\n"
|
||||||
"in vec2 texcoord;\n"
|
"in vec2 texcoord;\n"
|
||||||
"layout (binding = 1) uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n"
|
"layout (binding = 1) uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n"
|
||||||
"layout (std430, binding = 1) buffer LayerColors"
|
|
||||||
"{\n"
|
|
||||||
" vec4 colors[];\n"
|
|
||||||
"} lcs;\n"
|
|
||||||
"uniform int " LAYER_COUNT_UNIFORM_NAME ";\n"
|
"uniform int " LAYER_COUNT_UNIFORM_NAME ";\n"
|
||||||
"out vec4 FragColor;\n"
|
"out vec4 FragColor;\n"
|
||||||
"void main()\n"
|
"void main()\n"
|
||||||
@ -172,7 +187,7 @@ namespace
|
|||||||
" vec3 current_color = vec3(0);\n"
|
" vec3 current_color = vec3(0);\n"
|
||||||
" for (int i = 0; i < " LAYER_COUNT_UNIFORM_NAME "; i++)\n"
|
" for (int i = 0; i < " LAYER_COUNT_UNIFORM_NAME "; i++)\n"
|
||||||
" {\n"
|
" {\n"
|
||||||
" vec4 texsample = lcs.colors[i] * texture(" LAYERS_UNIFORM_NAME ", vec3(texcoord, i));\n"
|
" vec4 texsample = texture(" LAYERS_UNIFORM_NAME ", vec3(texcoord, i));\n"
|
||||||
" current_color = mix(current_color, texsample.rgb, texsample.a);\n"
|
" current_color = mix(current_color, texsample.rgb, texsample.a);\n"
|
||||||
" }\n"
|
" }\n"
|
||||||
" FragColor = vec4(current_color, 1);\n"
|
" FragColor = vec4(current_color, 1);\n"
|
||||||
@ -222,6 +237,8 @@ namespace glerminal
|
|||||||
GLERMINAL_G = this;
|
GLERMINAL_G = this;
|
||||||
|
|
||||||
init();
|
init();
|
||||||
|
|
||||||
|
glerminal_flush();
|
||||||
}
|
}
|
||||||
|
|
||||||
glerminal::~glerminal()
|
glerminal::~glerminal()
|
||||||
@ -527,8 +544,8 @@ namespace glerminal
|
|||||||
glDeleteShader(geometry_shader);
|
glDeleteShader(geometry_shader);
|
||||||
glDeleteShader(fragment_shader);
|
glDeleteShader(fragment_shader);
|
||||||
|
|
||||||
log(GL_DEBUG_TYPE_ERROR, 0, 0, "Could not compile vertex shader.");
|
log(GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Could not compile vertex shader.");
|
||||||
log(GL_DEBUG_TYPE_ERROR, 0, 0, info_log);
|
log(GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, info_log);
|
||||||
throw std::runtime_error("Could not compile vertex shader.");
|
throw std::runtime_error("Could not compile vertex shader.");
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -541,8 +558,8 @@ namespace glerminal
|
|||||||
glDeleteShader(geometry_shader);
|
glDeleteShader(geometry_shader);
|
||||||
glDeleteShader(fragment_shader);
|
glDeleteShader(fragment_shader);
|
||||||
|
|
||||||
log(GL_DEBUG_TYPE_ERROR, 1, 0, "Could not compile geometry shader.");
|
log(GL_DEBUG_TYPE_ERROR, 1, GL_DEBUG_SEVERITY_HIGH, "Could not compile geometry shader.");
|
||||||
log(GL_DEBUG_TYPE_ERROR, 1, 0, info_log);
|
log(GL_DEBUG_TYPE_ERROR, 1, GL_DEBUG_SEVERITY_HIGH, info_log);
|
||||||
throw std::runtime_error("Could not compile geometry shader.");
|
throw std::runtime_error("Could not compile geometry shader.");
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -555,8 +572,8 @@ namespace glerminal
|
|||||||
glDeleteShader(geometry_shader);
|
glDeleteShader(geometry_shader);
|
||||||
glDeleteShader(fragment_shader);
|
glDeleteShader(fragment_shader);
|
||||||
|
|
||||||
log(GL_DEBUG_TYPE_ERROR, 2, 0, "Could not compile fragment shader.");
|
log(GL_DEBUG_TYPE_ERROR, 2, GL_DEBUG_SEVERITY_HIGH, "Could not compile fragment shader.");
|
||||||
log(GL_DEBUG_TYPE_ERROR, 2, 0, info_log);
|
log(GL_DEBUG_TYPE_ERROR, 2, GL_DEBUG_SEVERITY_HIGH, info_log);
|
||||||
throw std::runtime_error("Could not compile fragment shader.");
|
throw std::runtime_error("Could not compile fragment shader.");
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -582,8 +599,8 @@ namespace glerminal
|
|||||||
|
|
||||||
glDeleteProgram(m_program);
|
glDeleteProgram(m_program);
|
||||||
|
|
||||||
log(GL_DEBUG_TYPE_ERROR, 3, 0, "Could not link shader program.");
|
log(GL_DEBUG_TYPE_ERROR, 3, GL_DEBUG_SEVERITY_HIGH, "Could not link shader program.");
|
||||||
log(GL_DEBUG_TYPE_ERROR, 3, 0, info_log);
|
log(GL_DEBUG_TYPE_ERROR, 3, GL_DEBUG_SEVERITY_HIGH, info_log);
|
||||||
throw std::runtime_error("Could not link shader program.");
|
throw std::runtime_error("Could not link shader program.");
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -611,8 +628,8 @@ namespace glerminal
|
|||||||
glDeleteShader(screen_vertex_shader);
|
glDeleteShader(screen_vertex_shader);
|
||||||
glDeleteShader(screen_fragment_shader);
|
glDeleteShader(screen_fragment_shader);
|
||||||
|
|
||||||
log(GL_DEBUG_TYPE_ERROR, 4, 0, "Could not compile screen vertex shader.");
|
log(GL_DEBUG_TYPE_ERROR, 4, GL_DEBUG_SEVERITY_HIGH, "Could not compile screen vertex shader.");
|
||||||
log(GL_DEBUG_TYPE_ERROR, 4, 0, info_log);
|
log(GL_DEBUG_TYPE_ERROR, 4, GL_DEBUG_SEVERITY_HIGH, info_log);
|
||||||
throw std::runtime_error("Could not compile screen vertex shader.");
|
throw std::runtime_error("Could not compile screen vertex shader.");
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -624,8 +641,8 @@ namespace glerminal
|
|||||||
glDeleteShader(screen_vertex_shader);
|
glDeleteShader(screen_vertex_shader);
|
||||||
glDeleteShader(screen_fragment_shader);
|
glDeleteShader(screen_fragment_shader);
|
||||||
|
|
||||||
log(GL_DEBUG_TYPE_ERROR, 5, 0, "Could not compile screen fragment shader.");
|
log(GL_DEBUG_TYPE_ERROR, 5, GL_DEBUG_SEVERITY_HIGH, "Could not compile screen fragment shader.");
|
||||||
log(GL_DEBUG_TYPE_ERROR, 5, 0, info_log);
|
log(GL_DEBUG_TYPE_ERROR, 5, GL_DEBUG_SEVERITY_HIGH, info_log);
|
||||||
throw std::runtime_error("Could not compile screen fragment shader.");
|
throw std::runtime_error("Could not compile screen fragment shader.");
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -643,8 +660,8 @@ namespace glerminal
|
|||||||
{
|
{
|
||||||
glDeleteProgram(m_screen_program);
|
glDeleteProgram(m_screen_program);
|
||||||
|
|
||||||
log(GL_DEBUG_TYPE_ERROR, 6, 0, "Could not link screen shader program.");
|
log(GL_DEBUG_TYPE_ERROR, 6, GL_DEBUG_SEVERITY_HIGH, "Could not link screen shader program.");
|
||||||
log(GL_DEBUG_TYPE_ERROR, 6, 0, info_log);
|
log(GL_DEBUG_TYPE_ERROR, 6, GL_DEBUG_SEVERITY_HIGH, info_log);
|
||||||
throw std::runtime_error("Could not link screen shader program.");
|
throw std::runtime_error("Could not link screen shader program.");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -52,5 +52,5 @@ list(TRANSFORM TEST_RESOURCES PREPEND ${CMAKE_CURRENT_BINARY_DIR}/)
|
|||||||
foreach(SOURCE_FILE ${TEST_SOURCES})
|
foreach(SOURCE_FILE ${TEST_SOURCES})
|
||||||
get_filename_component(SOURCE_FILENAME ${SOURCE_FILE} NAME_WLE)
|
get_filename_component(SOURCE_FILENAME ${SOURCE_FILE} NAME_WLE)
|
||||||
add_executable(test-${SOURCE_FILENAME} WIN32 ${SOURCE_FILE} ${TEST_RESOURCES})
|
add_executable(test-${SOURCE_FILENAME} WIN32 ${SOURCE_FILE} ${TEST_RESOURCES})
|
||||||
target_link_libraries(test-${SOURCE_FILENAME} PRIVATE glerminal test-common)
|
target_link_libraries(test-${SOURCE_FILENAME} PRIVATE glerminallib test-common)
|
||||||
endforeach()
|
endforeach()
|
Loading…
Reference in New Issue
Block a user