#define STB_IMAGE_IMPLEMENTATION #define STBI_ONLY_PNG #define STBI_MAX_DIMENSIONS 128 #include "glerminal-private.h" #define GRID_SIZE_UNIFORM_NAME "grid_size" #define SPRITES_UNIFORM_NAME "sprites" #define LAYERS_UNIFORM_NAME "layers" #define LAYER_COUNT_UNIFORM_NAME "layer_count" namespace { glerminal::glerminal* GLERMINAL_G = nullptr; constexpr float VBO_VERTICES[] = { // first triangle 0, 0, // top right 0, -1, // bottom right -1, 0, // top left // second triangle 0, -1, // bottom right -1, -1, // bottom left -1, 0 // top left }; constexpr char* VERTEX_SHADER_SOURCE = "#version 460 core\n" "layout (location = 0) in vec2 position;\n" "layout (location = 1) in vec2 offset;\n" "layout (location = 2) in int sprite;\n" "uniform vec4 " GRID_SIZE_UNIFORM_NAME ";\n" "layout (std430, binding = 0) buffer LayerScales" "{\n" " float scales[];\n" "} lss;\n" "out VS_OUT {\n" " flat vec2 offset;\n" " flat int sprite;\n" " flat int layer;\n" " vec2 texcoord;\n" "} vs_out;\n" "void main()\n" "{\n" " const int layer = int(floor(gl_InstanceID / " GRID_SIZE_UNIFORM_NAME ".y));\n" " vs_out.sprite = sprite;\n" " vs_out.offset = offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n" " vs_out.layer = 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" " gl_Position = vec4(temp.x, -temp.y, 0, 1);\n" "}"; constexpr char* GEOMETRY_SHADER_SOURCE = "#version 460 core\n" "layout (triangles) in;\n" "layout (triangle_strip, max_vertices = 3) out;\n" "in VS_OUT {\n" " flat vec2 offset;\n" " flat int sprite;\n" " flat int layer;\n" " vec2 texcoord;\n" "} gs_in[];\n" "flat out int sprite;\n" "out vec2 texcoord;\n" "void main()\n" "{\n" " gl_Layer = gs_in[0].layer;\n" " gl_Position = vec4(gl_in[0].gl_Position.xy + gs_in[0].offset * 2, 0, 1);\n" " sprite = gs_in[0].sprite;\n" " texcoord = gs_in[0].texcoord;\n" " EmitVertex();\n" " gl_Layer = gs_in[1].layer;\n" " gl_Position = vec4(gl_in[1].gl_Position.xy + gs_in[1].offset * 2, 0, 1);\n" " sprite = gs_in[1].sprite;\n" " texcoord = gs_in[1].texcoord;\n" " EmitVertex();\n" " gl_Layer = gs_in[2].layer;\n" " gl_Position = vec4(gl_in[2].gl_Position.xy + gs_in[2].offset * 2, 0, 1);\n" " sprite = gs_in[2].sprite;\n" " texcoord = gs_in[2].texcoord;\n" " EmitVertex();\n" " EndPrimitive();\n" "}"; constexpr char* FRAGMENT_SHADER_SOURCE = "#version 460 core\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 = texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n" "}"; constexpr char* SCREEN_VERTEX_SHADER_SOURCE = "#version 460 core\n" "layout (location = 0) in vec2 position;\n" "out vec2 texcoord;\n" "void main()\n" "{\n" " gl_Position = vec4(position * 2 + 1, 0, 1);\n" " texcoord = vec2(position.x + 1, -position.y);\n" "}"; constexpr char* SCREEN_FRAGMENT_SHADER_SOURCE = "#version 460 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" "{\n" " vec3 current_color = vec3(0);\n" " for (int i = 0; i < " LAYER_COUNT_UNIFORM_NAME "; i++)\n" " {\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" "}"; } namespace glerminal { glerminal::glerminal(glerminal_init_cb init, glerminal_main_cb main) : m_main(main), m_cells{ }, m_offsets{ }, m_sprites{ }, m_layer_colors{ }, m_layer_scales{ } #ifdef _DEBUG , m_log("log.txt") #endif { if (GLERMINAL_G) { throw std::runtime_error("glerminal is already running."); } // unsure if this should be an error if (!init) { throw std::runtime_error("No init callback provided."); } if (!m_main) { throw std::runtime_error("No main callback provided."); } for (int i = 0; i < LAYER_COUNT; i++) { m_layer_colors[i * 4 + 0] = m_layer_colors[i * 4 + 1] = m_layer_colors[i * 4 + 2] = m_layer_colors[i * 4 + 3] = 1; m_layer_scales[i] = 1; } init_glfw(); init_gl(); GLERMINAL_G = this; init(); } glerminal::~glerminal() { deinit_gl(); deinit_glfw(); GLERMINAL_G = nullptr; } void glerminal::run() { float last = glfwGetTime(); while (!glfwWindowShouldClose(m_window)) { glfwPollEvents(); const float current = glfwGetTime(); m_main(current - last); last = current; } } void glerminal::flush() { glNamedBufferData(m_sprites_instance_vbo, sizeof(m_cells), m_cells, GL_STREAM_DRAW); glNamedBufferData(m_offsets_instance_vbo, sizeof(m_offsets), m_offsets, GL_STREAM_DRAW); update_sprites(); update_layer_colors(); update_layer_scales(); glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); glUseProgram(m_program); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); glBindVertexArray(m_vao); glClear(GL_COLOR_BUFFER_BIT); glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA * LAYER_COUNT); glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); glUseProgram(m_screen_program); glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindVertexArray(m_screen_vao); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 6); glfwSwapBuffers(m_window); } void glerminal::set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite) { if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT) { m_cells[x + y * GRID_WIDTH + layer * GRID_AREA] = sprite; } } unsigned char glerminal::get(unsigned char x, unsigned char y, unsigned char layer) const { if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT) { return m_cells[x + y * GRID_WIDTH + layer * GRID_AREA]; } else { return 0; } } void glerminal::offset(unsigned char x, unsigned char y, unsigned char layer, float x_offset, float y_offset) { if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT) { m_offsets[2 * (x + y * GRID_WIDTH + layer * GRID_AREA) + 0] = x_offset; m_offsets[2 * (x + y * GRID_WIDTH + layer * GRID_AREA) + 1] = y_offset; } } void glerminal::layer_color(unsigned char layer, unsigned int color) { m_layer_colors[layer * 4 + 0] = ((color >> 0) & 0xFF) / 255.0f; m_layer_colors[layer * 4 + 1] = ((color >> 8) & 0xFF) / 255.0f; m_layer_colors[layer * 4 + 2] = ((color >> 16) & 0xFF) / 255.0f; m_layer_colors[layer * 4 + 3] = ((color >> 24) & 0xFF) / 255.0f; } void glerminal::layer_scale(unsigned char layer, float scale) { m_layer_scales[layer] = scale; } void glerminal::load_atlas(unsigned char w, unsigned char h, const unsigned int* data) { // each row of the atlas for (int j = 0; j < h; j++) { // each column of the atlas for (int i = 0; i < w; i++) { // each row of the individual sprite for (int k = 0; k < CELL_SIZE; k++) { // offset from base address in atlas layout const unsigned int src_offset = i + k * w + j * w * CELL_SIZE; // offset from base address in array layout const unsigned int dst_offset = k + i * CELL_SIZE + j * w * CELL_SIZE; memcpy(m_sprites + CELL_SIZE * dst_offset, data + CELL_SIZE * src_offset, CELL_SIZE * sizeof(unsigned int)); } } } } void glerminal::init_glfw() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // not resizable for now. // // need to think about how to handle resizing to ensure // that the window stays an integer number of "tiles" large glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); #ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT glfwWindowHint(GLFW_CONTEXT_DEBUG, GLFW_TRUE); #endif // non-adjustable size for the same reason as above m_window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "glerminal", nullptr, nullptr); if (!m_window) { throw std::runtime_error("Failed to create glerminal window."); } } #ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT void glerminal::log(GLenum type, GLuint id, GLenum severity, const char* message) const { glDebugMessageInsert(GL_DEBUG_SOURCE_THIRD_PARTY, type, id, severity, -1, message); } #endif void glerminal::init_gl() { glfwMakeContextCurrent(m_window); glfwSwapInterval(1); if (!gladLoadGLLoader(reinterpret_cast(glfwGetProcAddress))) { throw std::runtime_error("Failed to initialize GLAD."); } #ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { const char* source_str = "[UNKNOWN]"; switch (source) { case GL_DEBUG_SOURCE_API: source_str = "[API]"; break; case GL_DEBUG_SOURCE_WINDOW_SYSTEM: source_str = "[WINDOW]"; break; case GL_DEBUG_SOURCE_SHADER_COMPILER: source_str = "[SHADER]"; break; case GL_DEBUG_SOURCE_THIRD_PARTY: source_str = "[GLERMINAL]"; break; case GL_DEBUG_SOURCE_APPLICATION: source_str = "[APPLICATION]"; break; } const char* type_str = "[UNKNOWN]"; switch (type) { case GL_DEBUG_TYPE_ERROR: type_str = "[ERROR]"; break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: type_str = "[DEPRECATED]"; break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: type_str = "[UNDEFINED]"; break; case GL_DEBUG_TYPE_PORTABILITY: type_str = "[PORTABILITY]"; break; case GL_DEBUG_TYPE_PERFORMANCE: type_str = "[PERFORMANCE]"; break; } static_cast(userParam)->m_log << source_str << type_str << ' ' << std::string(message, length) << std::endl; }, this); #endif glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // -- setup vertex data -- // create vertex buffer object glGenBuffers(1, &m_vbo); glGenBuffers(1, &m_sprites_instance_vbo); glGenBuffers(1, &m_offsets_instance_vbo); glGenBuffers(1, &m_layer_colors_buffer); glGenBuffers(1, &m_layer_scales_buffer); // create vertex array object glGenVertexArrays(1, &m_vao); glBindVertexArray(m_vao); // set up static vertex attributes glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(VBO_VERTICES), VBO_VERTICES, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*VBO_VERTICES), reinterpret_cast(0)); // set up instanced vertex attributes glBindBuffer(GL_ARRAY_BUFFER, m_offsets_instance_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(m_offsets), m_offsets, GL_STREAM_DRAW); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*m_offsets), reinterpret_cast(0)); glVertexAttribDivisor(1, 1); glBindBuffer(GL_ARRAY_BUFFER, m_sprites_instance_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(m_cells), m_cells, GL_STREAM_DRAW); glEnableVertexAttribArray(2); glVertexAttribIPointer(2, 1, GL_UNSIGNED_BYTE, 1 * sizeof(*m_cells), reinterpret_cast(0)); glVertexAttribDivisor(2, 1); // set up static vertex attributes glGenVertexArrays(1, &m_screen_vao); glBindVertexArray(m_screen_vao); glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*VBO_VERTICES), reinterpret_cast(0)); glBindVertexArray(0); glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_layer_scales_buffer); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_layer_scales), m_layer_scales, GL_DYNAMIC_READ); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_layer_scales_buffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_layer_colors_buffer); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_layer_colors), m_layer_colors, GL_DYNAMIC_READ); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_layer_colors_buffer); // -- setup shader program -- // compile const unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &VERTEX_SHADER_SOURCE, nullptr); glCompileShader(vertex_shader); const unsigned int geometry_shader = glCreateShader(GL_GEOMETRY_SHADER); glShaderSource(geometry_shader, 1, &GEOMETRY_SHADER_SOURCE, nullptr); glCompileShader(geometry_shader); const unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &FRAGMENT_SHADER_SOURCE, nullptr); glCompileShader(fragment_shader); constexpr int INFO_LOG_SIZE = 512; int success; char info_log[INFO_LOG_SIZE]; // verify compile glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertex_shader, INFO_LOG_SIZE, nullptr, info_log); glDeleteShader(vertex_shader); glDeleteShader(geometry_shader); glDeleteShader(fragment_shader); throw std::runtime_error("Could not compile vertex shader."); } glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(geometry_shader, INFO_LOG_SIZE, nullptr, info_log); glDeleteShader(vertex_shader); glDeleteShader(geometry_shader); glDeleteShader(fragment_shader); throw std::runtime_error("Could not compile geometry shader."); } glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragment_shader, INFO_LOG_SIZE, nullptr, info_log); glDeleteShader(vertex_shader); glDeleteShader(geometry_shader); glDeleteShader(fragment_shader); throw std::runtime_error("Could not compile fragment shader."); } // link m_program = glCreateProgram(); glAttachShader(m_program, vertex_shader); glAttachShader(m_program, geometry_shader); glAttachShader(m_program, fragment_shader); glLinkProgram(m_program); glDeleteShader(vertex_shader); glDeleteShader(geometry_shader); glDeleteShader(fragment_shader); // verify link glGetProgramiv(m_program, GL_LINK_STATUS, &success); if (!success) { glDeleteProgram(m_program); throw std::runtime_error("Could not link shader program."); } // setup uniforms m_screen_size_uniform_location = glGetUniformLocation(m_program, GRID_SIZE_UNIFORM_NAME); glUseProgram(m_program); glUniform4f(m_screen_size_uniform_location, GRID_WIDTH, GRID_AREA, 1.0f / GRID_WIDTH, 1.0f / GRID_HEIGHT); // compile const unsigned int screen_vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(screen_vertex_shader, 1, &SCREEN_VERTEX_SHADER_SOURCE, nullptr); glCompileShader(screen_vertex_shader); const unsigned int screen_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(screen_fragment_shader, 1, &SCREEN_FRAGMENT_SHADER_SOURCE, nullptr); glCompileShader(screen_fragment_shader); // verify compile glGetShaderiv(screen_vertex_shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(screen_vertex_shader, INFO_LOG_SIZE, 0, info_log); glDeleteShader(screen_vertex_shader); glDeleteShader(screen_fragment_shader); throw std::runtime_error("Could not compile screen vertex shader."); } glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(screen_fragment_shader, INFO_LOG_SIZE, 0, info_log); glDeleteShader(screen_vertex_shader); glDeleteShader(screen_fragment_shader); throw std::runtime_error("Could not compile screen fragment shader."); } // link m_screen_program = glCreateProgram(); glAttachShader(m_screen_program, screen_vertex_shader); glAttachShader(m_screen_program, screen_fragment_shader); glLinkProgram(m_screen_program); glDeleteShader(screen_vertex_shader); glDeleteShader(screen_fragment_shader); // verify link glGetProgramiv(m_screen_program, GL_LINK_STATUS, &success); if (!success) { glDeleteProgram(m_screen_program); throw std::runtime_error("Could not link screen shader program."); } // setup uniforms later // -- setup textures -- glGenTextures(1, &m_sprites_texture); glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); update_sprites(); glBindTextureUnit(0, m_sprites_texture); // -- setup framebuffer -- glGenFramebuffers(1, &m_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); glGenTextures(1, &m_framebuffer_backing_texture); glBindTexture(GL_TEXTURE_2D_ARRAY, m_framebuffer_backing_texture); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, SCREEN_WIDTH, SCREEN_HEIGHT, LAYER_COUNT); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_framebuffer_backing_texture, 0); glBindTextureUnit(1, m_framebuffer_backing_texture); // setup uniforms for screen shader glUseProgram(m_screen_program); glUniform1i(glGetUniformLocation(m_screen_program, LAYER_COUNT_UNIFORM_NAME), LAYER_COUNT); } void glerminal::deinit_glfw() { glfwDestroyWindow(m_window); glfwTerminate(); } void glerminal::deinit_gl() { glDeleteFramebuffers(1, &m_framebuffer); glDeleteTextures(1, &m_framebuffer_backing_texture); glDeleteTextures(1, &m_sprites_texture); glDeleteVertexArrays(1, &m_vao); glDeleteVertexArrays(1, &m_screen_vao); glDeleteBuffers(1, &m_vbo); glDeleteBuffers(1, &m_sprites_instance_vbo); glDeleteBuffers(1, &m_offsets_instance_vbo); glDeleteBuffers(1, &m_layer_colors_buffer); glDeleteBuffers(1, &m_layer_scales_buffer); glDeleteProgram(m_program); } void glerminal::update_sprites() { glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, CELL_SIZE, CELL_SIZE, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_sprites); } void glerminal::update_layer_colors() { glNamedBufferData(m_layer_colors_buffer, sizeof(m_layer_colors), m_layer_colors, GL_DYNAMIC_READ); } void glerminal::update_layer_scales() { glNamedBufferData(m_layer_scales_buffer, sizeof(m_layer_scales), m_layer_scales, GL_DYNAMIC_READ); } } void glerminal_run(glerminal_init_cb init, glerminal_main_cb main) { try { glerminal::glerminal* g = new glerminal::glerminal(init, main); g->run(); delete g; } catch (const std::runtime_error& e) { e.what(); } } void glerminal_flush() { if (!GLERMINAL_G) { return; } GLERMINAL_G->flush(); } void glerminal_set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite) { if (!GLERMINAL_G) { return; } GLERMINAL_G->set(x, y, layer, sprite); } unsigned char glerminal_get(unsigned char x, unsigned char y, unsigned char layer) { if (!GLERMINAL_G) { return 0; } return GLERMINAL_G->get(x, y, layer); } void glerminal_offset(unsigned char x, unsigned char y, unsigned char layer, float x_offset, float y_offset) { if (!GLERMINAL_G) { return; } GLERMINAL_G->offset(x, y, layer, x_offset, y_offset); } void glerminal_layer_color(unsigned char layer, unsigned int color) { if (!GLERMINAL_G) { return; } GLERMINAL_G->layer_color(layer, color); } void glerminal_layer_scale(unsigned char layer, float scale) { if (!GLERMINAL_G) { return; } GLERMINAL_G->layer_scale(layer, scale); } void glerminal_load_sprites_file(const char* filename) { if (!GLERMINAL_G) { return; } int w, h; stbi_uc* const buffer = stbi_load(filename, &w, &h, nullptr, 4); // verify atlas size is a multiple of CELL_SIZE in each dimension if (w % glerminal::CELL_SIZE == 0 && h % glerminal::CELL_SIZE == 0) { GLERMINAL_G->load_atlas(w / glerminal::CELL_SIZE, h / glerminal::CELL_SIZE, reinterpret_cast(buffer)); } stbi_image_free(buffer); } void glerminal_load_sprites_buffer(unsigned char width, unsigned char height, const unsigned int* buffer) { if (!GLERMINAL_G) { return; } // verify atlas size is a multiple of CELL_SIZE in each dimension if (width % glerminal::CELL_SIZE == 0 && height % glerminal::CELL_SIZE == 0) { GLERMINAL_G->load_atlas(width / glerminal::CELL_SIZE, height / glerminal::CELL_SIZE, buffer); } }