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No commits in common. "4b740e3eddf05d51f9a60380a90be2fcd37a6ba3" and "844e1b6c7accf890052ccf9e907b7e4a2cbd60dc" have entirely different histories.

10 changed files with 38 additions and 268 deletions

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@ -13,14 +13,14 @@ jobs:
path: curr
submodules: recursive
lfs: true
- name: Checkout previous known working
- name: Checkout previous
uses: actions/checkout@v4
with:
path: prev
fetch-depth: 2
submodules: recursive
lfs: true
- run: cd prev && git checkout 10a90a5f6a
- run: cd prev && git checkout HEAD^
- name: Build current
run: cmake -S curr -B curr/build -DGLERMINAL_TEST=ON && cmake --build curr/build
- name: Build previous
@ -29,7 +29,7 @@ jobs:
run: cd curr/build/tests && ls $PWD/resources && XDG_RUNTIME_DIR=$PWD xvfb-run -a ./test-basic
- name: Generate PNG file for previous
run: cd prev/build/tests && ls $PWD/resources && XDG_RUNTIME_DIR=$PWD xvfb-run -a ./test-basic
- name: Upload PNG files
- name: Upload current PNG
uses: actions/upload-artifact@v3
with:
name: basic

3
.gitmodules vendored
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@ -1,6 +1,3 @@
[submodule "glfw"]
path = glfw
url = https://git.shylie.info/shylie/glfw.git
[submodule "Lua"]
path = Lua
url = https://git.shylie.info/shylie/Lua.git

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@ -15,13 +15,11 @@ set(GLERMINAL_CELL_SCALE 4 CACHE STRING "")
configure_file(source/glerminal-config.h.in glerminal-config.h @ONLY)
add_subdirectory(glfw)
add_subdirectory(Lua)
add_library(glerminallib STATIC
add_library(glerminal STATIC
${CMAKE_CURRENT_BINARY_DIR}/glerminal-config.h
include/glerminal.h
source/stb_image.h
source/glerminal-private.h
source/glerminal.cpp
@ -30,12 +28,12 @@ add_library(glerminallib STATIC
source/glad.c
)
set_target_properties(glerminallib
set_target_properties(glerminal
PROPERTIES
CXX_STANDARD 11
)
target_include_directories(glerminallib
target_include_directories(glerminal
PUBLIC
include
${CMAKE_CURRENT_BINARY_DIR}
@ -43,12 +41,12 @@ target_include_directories(glerminallib
source
)
target_link_libraries(glerminallib
PUBLIC
target_link_libraries(glerminal
PRIVATE
glfw
)
target_compile_definitions(glerminallib
target_compile_definitions(glerminal
PUBLIC
GLERMINAL_VERSION=${PROJECT_VERSION}
GLERMINAL_VERSION_MAJOR=${PROJECT_VERSION_MAJOR}
@ -57,22 +55,12 @@ target_compile_definitions(glerminallib
)
if (MSVC)
target_link_options(glerminallib
target_link_options(glerminal
PUBLIC
"/ENTRY:mainCRTStartup"
)
endif()
add_executable(glerminal WIN32
source/glerminal-main.cpp
)
target_link_libraries(glerminal
PRIVATE
glerminallib
lua_static
)
if (PROJECT_IS_TOP_LEVEL)
add_subdirectory(examples examples)
endif()

1
Lua

@ -1 +0,0 @@
Subproject commit 88246d621abf7b6fba9332f49229d507f020e450

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@ -12,10 +12,8 @@ file(GLOB_RECURSE
foreach(RESOURCE_FILE ${EXAMPLE_RESOURCES})
add_custom_command(
OUTPUT
${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE}
COMMAND
${CMAKE_COMMAND} -E copy
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE}
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_SOURCE_DIR}/${RESOURCE_FILE}
${CMAKE_CURRENT_BINARY_DIR}/${RESOURCE_FILE}
DEPENDS
@ -36,5 +34,5 @@ list(TRANSFORM EXAMPLE_RESOURCES PREPEND ${CMAKE_CURRENT_BINARY_DIR}/)
foreach(SOURCE_FILE ${EXAMPLE_SOURCES})
get_filename_component(SOURCE_FILENAME ${SOURCE_FILE} NAME_WLE)
add_executable(${SOURCE_FILENAME} WIN32 ${SOURCE_FILE} ${EXAMPLE_RESOURCES})
target_link_libraries(${SOURCE_FILENAME} PRIVATE glerminallib)
target_link_libraries(${SOURCE_FILENAME} PRIVATE glerminal)
endforeach()

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@ -1,29 +0,0 @@
local time = 0
function glerminal.init()
if not glerminal.sprites('sprites.png') then
print('failed to load sprites')
end
for i = 1, 40 do
for j = 1, 25 do
glerminal.set(i, j, 1, 2)
end
end
glerminal.tint(1, 0xA0FFFFFF)
glerminal.flush()
end
function glerminal.main(dt)
time = time + dt / 2
for i = 1, 40 do
for j = 1, 25 do
glerminal.offset(i, j, 1, math.cos(time * i / math.pi), math.sin(time * j / math.pi))
end
end
glerminal.flush()
end

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@ -1,3 +0,0 @@
version https://git-lfs.github.com/spec/v1
oid sha256:6dee3efcdfa72e54a602f69643907bb8e8a3328d2b40c2116dce22ff179d8892
size 182

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@ -1,163 +0,0 @@
#include <glerminal.h>
extern "C"
{
#include <lualib.h>
#include <lauxlib.h>
}
#include <iostream>
#ifdef _WIN32
#define WINDOWS_LEAN_AND_MEAN
#include <Windows.h>
#define CHANGE_WORKING_DIRECTORY(path) !(SetCurrentDirectory(path))
#else
#include <unistd.h>
#define CHANGE_WORKING_DIRECTORY(path) chdir(path)
#endif
namespace
{
int lglerminal_quit(lua_State* L)
{
glerminal_quit();
return 0;
}
int lglerminal_flush(lua_State* L)
{
glerminal_flush();
return 0;
}
int lglerminal_set(lua_State* L)
{
const unsigned char x = luaL_checkinteger(L, 1) - 1;
const unsigned char y = luaL_checkinteger(L, 2) - 1;
const unsigned char layer = luaL_checkinteger(L, 3) - 1;
const unsigned char sprite = luaL_checkinteger(L, 4) - 1;
glerminal_set(x, y, layer, sprite);
return 0;
}
int lglerminal_get(lua_State* L)
{
const unsigned char x = luaL_checkinteger(L, 1) - 1;
const unsigned char y = luaL_checkinteger(L, 2) - 1;
const unsigned char layer = luaL_checkinteger(L, 3) - 1;
lua_pushnumber(L, glerminal_get(x, y, layer) + 1);
return 1;
}
int lglerminal_offset(lua_State* L)
{
const unsigned char x = luaL_checkinteger(L, 1) - 1;
const unsigned char y = luaL_checkinteger(L, 2) - 1;
const unsigned char layer = luaL_checkinteger(L, 3) - 1;
const float ox = luaL_checknumber(L, 4);
const float oy = luaL_checknumber(L, 5);
glerminal_offset(x, y, layer, ox, oy);
return 0;
}
int lglerminal_layer_color(lua_State* L)
{
const unsigned char layer = luaL_checkinteger(L, 1) - 1;
const unsigned int color = luaL_checkinteger(L, 2);
glerminal_layer_color(layer, color);
return 0;
}
int lglerminal_layer_scale(lua_State* L)
{
const unsigned char layer = luaL_checkinteger(L, 1) - 1;
const float scale = luaL_checknumber(L, 2);
glerminal_layer_scale(layer, scale);
return 0;
}
int lglerminal_load_sprites_file(lua_State* L)
{
const char* path = luaL_checkstring(L, 1);
lua_pushboolean(L, glerminal_load_sprites_file(path));
return 1;
}
const luaL_Reg lglerminal_methods[] =
{
{ "quit", lglerminal_quit },
{ "flush", lglerminal_flush },
{ "set", lglerminal_set },
{ "get", lglerminal_get },
{ "offset", lglerminal_offset },
{ "tint", lglerminal_layer_color },
{ "scale", lglerminal_layer_scale },
{ "sprites", lglerminal_load_sprites_file },
{ nullptr, nullptr }
};
lua_State* L;
void init()
{
lua_getglobal(L, "glerminal");
lua_getfield(L, -1, "init");
lua_remove(L, -2);
if (lua_pcall(L, 0, 0, 0) != LUA_OK)
{
// ignore error for now
lua_remove(L, -1);
}
}
void mainloop(float dt)
{
lua_getglobal(L, "glerminal");
lua_getfield(L, -1, "main");
lua_remove(L, -2);
lua_pushnumber(L, dt);
if (lua_pcall(L, 1, 0, 0) != LUA_OK)
{
// ignore error for now
lua_remove(L, -1);
}
}
}
int main(int argc, char** argv)
{
if (argc == 1)
{
std::cout << "Usage: " << argv[0] << " <project directory>" << std::endl;
return 0;
}
if (CHANGE_WORKING_DIRECTORY(argv[1]))
{
std::cout << "Failed to find project directory" << std::endl;
return 1;
}
L = luaL_newstate();
luaL_openlibs(L);
luaL_newlib(L, lglerminal_methods);
lua_setglobal(L, "glerminal");
luaL_dofile(L, "main.lua");
glerminal_run(init, mainloop);
lua_close(L);
return 0;
}

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@ -35,14 +35,9 @@ namespace
"{\n"
" float scales[];\n"
"} lss;\n"
"layout (std430, binding = 1) buffer LayerColors"
"{\n"
" vec4 colors[];\n"
"} lcs;\n"
"out VS_OUT {\n"
" flat int sprite;\n"
" flat int layer;\n"
" flat vec4 layer_color;\n"
" vec2 texcoord;\n"
"} vs_out;\n"
"void main()\n"
@ -51,7 +46,6 @@ namespace
" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
" vs_out.sprite = sprite;\n"
" vs_out.layer = layer;\n"
" vs_out.layer_color = lcs.colors[layer];\n"
" vs_out.texcoord = vec2(position.x + 1, -position.y);\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"
@ -71,13 +65,8 @@ namespace
"{\n"
" float scales[];\n"
"} lss;\n"
"layout (std430, binding = 1) buffer LayerColors"
"{\n"
" vec4 colors[];\n"
"} lcs;\n"
"out VS_OUT {\n"
" flat int sprite;\n"
" flat vec4 layer_color;\n"
" vec2 texcoord;\n"
"} vs_out;\n"
"void main()\n"
@ -87,7 +76,6 @@ namespace
" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
" vs_out.sprite = sprite;\n"
" vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
" 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 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"
@ -103,30 +91,25 @@ namespace
"in VS_OUT {\n"
" flat int sprite;\n"
" flat int layer;\n"
" flat vec4 layer_color;\n"
" vec2 texcoord;\n"
"} gs_in[];\n"
"flat out int sprite;\n"
"flat out vec4 layer_color;\n"
"out vec2 texcoord;\n"
"void main()\n"
"{\n"
" gl_Layer = gs_in[0].layer;\n"
" gl_Position = gl_in[0].gl_Position;\n"
" sprite = gs_in[0].sprite;\n"
" layer_color = gs_in[0].layer_color;\n"
" texcoord = gs_in[0].texcoord;\n"
" EmitVertex();\n"
" gl_Layer = gs_in[1].layer;\n"
" gl_Position = gl_in[1].gl_Position;\n"
" sprite = gs_in[1].sprite;\n"
" layer_color = gs_in[1].layer_color;\n"
" texcoord = gs_in[1].texcoord;\n"
" EmitVertex();\n"
" gl_Layer = gs_in[2].layer;\n"
" gl_Position = gl_in[2].gl_Position;\n"
" sprite = gs_in[2].sprite;\n"
" layer_color = gs_in[2].layer_color;\n"
" texcoord = gs_in[2].texcoord;\n"
" EmitVertex();\n"
" EndPrimitive();\n"
@ -136,14 +119,13 @@ namespace
constexpr char FRAGMENT_SHADER_SOURCE[] =
"#version 450 core\n"
"flat in int sprite;\n"
"flat vec4 layer_color;\n"
"in vec2 texcoord;\n"
"flat in int sprite;\n"
"layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = layer_color * texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n"
" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n"
"}";
// note: AMD_vertex_shader_layer support required
@ -151,14 +133,13 @@ namespace
"#version 450 core\n"
"in VS_OUT {\n"
" flat int sprite;\n"
" flat vec4 layer_color;\n"
" vec2 texcoord;\n"
"} fs_in;\n"
"layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = fs_in.layer_color * texture(" SPRITES_UNIFORM_NAME ", vec3(fs_in.texcoord, fs_in.sprite));\n"
" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(fs_in.texcoord, fs_in.sprite));\n"
"}";
constexpr const char* FRAGMENT_SHADER_SOURCE_PTR = FRAGMENT_SHADER_SOURCE;
@ -180,6 +161,10 @@ namespace
"#version 450 core\n"
"in vec2 texcoord;\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"
"out vec4 FragColor;\n"
"void main()\n"
@ -187,7 +172,7 @@ namespace
" vec3 current_color = vec3(0);\n"
" for (int i = 0; i < " LAYER_COUNT_UNIFORM_NAME "; i++)\n"
" {\n"
" vec4 texsample = texture(" LAYERS_UNIFORM_NAME ", vec3(texcoord, i));\n"
" vec4 texsample = lcs.colors[i] * texture(" LAYERS_UNIFORM_NAME ", vec3(texcoord, i));\n"
" current_color = mix(current_color, texsample.rgb, texsample.a);\n"
" }\n"
" FragColor = vec4(current_color, 1);\n"
@ -237,8 +222,6 @@ namespace glerminal
GLERMINAL_G = this;
init();
glerminal_flush();
}
glerminal::~glerminal()
@ -544,8 +527,8 @@ namespace glerminal
glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, "Could not compile vertex shader.");
log(GL_DEBUG_TYPE_ERROR, 0, GL_DEBUG_SEVERITY_HIGH, info_log);
log(GL_DEBUG_TYPE_ERROR, 0, 0, "Could not compile vertex shader.");
log(GL_DEBUG_TYPE_ERROR, 0, 0, info_log);
throw std::runtime_error("Could not compile vertex shader.");
}
@ -558,8 +541,8 @@ namespace glerminal
glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 1, GL_DEBUG_SEVERITY_HIGH, "Could not compile geometry shader.");
log(GL_DEBUG_TYPE_ERROR, 1, GL_DEBUG_SEVERITY_HIGH, info_log);
log(GL_DEBUG_TYPE_ERROR, 1, 0, "Could not compile geometry shader.");
log(GL_DEBUG_TYPE_ERROR, 1, 0, info_log);
throw std::runtime_error("Could not compile geometry shader.");
}
@ -572,8 +555,8 @@ namespace glerminal
glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 2, GL_DEBUG_SEVERITY_HIGH, "Could not compile fragment shader.");
log(GL_DEBUG_TYPE_ERROR, 2, GL_DEBUG_SEVERITY_HIGH, info_log);
log(GL_DEBUG_TYPE_ERROR, 2, 0, "Could not compile fragment shader.");
log(GL_DEBUG_TYPE_ERROR, 2, 0, info_log);
throw std::runtime_error("Could not compile fragment shader.");
}
@ -599,8 +582,8 @@ namespace glerminal
glDeleteProgram(m_program);
log(GL_DEBUG_TYPE_ERROR, 3, GL_DEBUG_SEVERITY_HIGH, "Could not link shader program.");
log(GL_DEBUG_TYPE_ERROR, 3, GL_DEBUG_SEVERITY_HIGH, info_log);
log(GL_DEBUG_TYPE_ERROR, 3, 0, "Could not link shader program.");
log(GL_DEBUG_TYPE_ERROR, 3, 0, info_log);
throw std::runtime_error("Could not link shader program.");
}
@ -628,8 +611,8 @@ namespace glerminal
glDeleteShader(screen_vertex_shader);
glDeleteShader(screen_fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 4, GL_DEBUG_SEVERITY_HIGH, "Could not compile screen vertex shader.");
log(GL_DEBUG_TYPE_ERROR, 4, GL_DEBUG_SEVERITY_HIGH, info_log);
log(GL_DEBUG_TYPE_ERROR, 4, 0, "Could not compile screen vertex shader.");
log(GL_DEBUG_TYPE_ERROR, 4, 0, info_log);
throw std::runtime_error("Could not compile screen vertex shader.");
}
@ -641,8 +624,8 @@ namespace glerminal
glDeleteShader(screen_vertex_shader);
glDeleteShader(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, GL_DEBUG_SEVERITY_HIGH, info_log);
log(GL_DEBUG_TYPE_ERROR, 5, 0, "Could not compile screen fragment shader.");
log(GL_DEBUG_TYPE_ERROR, 5, 0, info_log);
throw std::runtime_error("Could not compile screen fragment shader.");
}
@ -660,8 +643,8 @@ namespace glerminal
{
glDeleteProgram(m_screen_program);
log(GL_DEBUG_TYPE_ERROR, 6, GL_DEBUG_SEVERITY_HIGH, "Could not link screen shader program.");
log(GL_DEBUG_TYPE_ERROR, 6, GL_DEBUG_SEVERITY_HIGH, info_log);
log(GL_DEBUG_TYPE_ERROR, 6, 0, "Could not link screen shader program.");
log(GL_DEBUG_TYPE_ERROR, 6, 0, info_log);
throw std::runtime_error("Could not link screen shader program.");
}

View File

@ -17,7 +17,7 @@ target_include_directories(test-common
${CMAKE_SOURCE_DIR}/source
)
target_link_libraries(test-common PRIVATE glerminallib)
target_link_libraries(test-common PRIVATE glerminal)
file(GLOB_RECURSE
TEST_RESOURCES
@ -52,5 +52,5 @@ list(TRANSFORM TEST_RESOURCES PREPEND ${CMAKE_CURRENT_BINARY_DIR}/)
foreach(SOURCE_FILE ${TEST_SOURCES})
get_filename_component(SOURCE_FILENAME ${SOURCE_FILE} NAME_WLE)
add_executable(test-${SOURCE_FILENAME} WIN32 ${SOURCE_FILE} ${TEST_RESOURCES})
target_link_libraries(test-${SOURCE_FILENAME} PRIVATE glerminallib test-common)
target_link_libraries(test-${SOURCE_FILENAME} PRIVATE glerminal test-common)
endforeach()