Layer count increased to 256, palette size increased to 256

This commit is contained in:
Shylie 2024-05-15 13:33:18 -05:00
parent 615ea631e2
commit 4b7991a3a6
5 changed files with 144 additions and 73 deletions

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@ -9,4 +9,13 @@ add_executable(basic WIN32
target_link_libraries(basic target_link_libraries(basic
PRIVATE PRIVATE
glerminal glerminal
)
add_executable(towers WIN32
towers.cpp
)
target_link_libraries(towers
PRIVATE
glerminal
) )

83
examples/towers.cpp Normal file
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@ -0,0 +1,83 @@
#include <glerminal.h>
#include <cstdlib>
#include <cmath>
namespace
{
void init()
{
for (int i = 1; i < 256; i++)
{
constexpr unsigned char c = 0;
const unsigned char v = (255 - c) * powf((i - 1) / 256.0f, 4.0f) + c;
glerminal_update_palette(i, (v << 24) | (v << 16) | (v << 8) | 0xE0);
}
for (int i = 1; i < 256; i++)
{
const unsigned char j = i;
glerminal_update_sprite(i,
{
0,j,0,0,0,0,j,0,
j,j,j,j,j,j,j,j,
0,j,0,0,0,0,j,0,
0,j,0,0,0,0,j,0,
0,j,0,0,0,0,j,0,
0,j,0,0,0,0,j,0,
j,j,j,j,j,j,j,j,
0,j,0,0,0,0,j,0,
});
}
for (int i = 0; i < 40; i++)
{
for (int j = 0; j < 25; j++)
{
for (int k = 0; k < 256; k++)
{
glerminal_set(i, j, k, k);
}
}
}
}
void mainloop(float dt)
{
static float time = 1;
time += dt;
if (time < 1.0f)
{
return;
}
else
{
time = 0;
}
const int cx = rand() % 40;
const int cy = rand() % 25;
for (int i = 0; i < 40; i++)
{
for (int j = 0; j < 25; j++)
{
for (int k = 0; k < 256; k++)
{
const float ox = 0.05f * powf(k, 0.55f) * copysignf(sqrtf((i - cx) * (i - cx)), i - cx);
const float oy = 0.05f * powf(k, 0.55f) * copysignf(sqrtf((j - cy) * (j - cy)), j - cy);
glerminal_offset(i, j, k, ox, oy);
}
}
}
glerminal_flush();
}
}
int main(int argc, char** argv)
{
glerminal_run(init, mainloop);
}

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@ -55,7 +55,7 @@ unsigned char glerminal_get(unsigned char x, unsigned char y, unsigned char laye
* @param x_offset offset of the cell on the x axis in the range [-128, 127], where 0 is no offset * @param x_offset offset of the cell on the x axis in the range [-128, 127], where 0 is no offset
* @param y_offset offset of the cell on the y axis in the range [-128, 127], where 0 is no offset * @param y_offset offset of the cell on the y axis in the range [-128, 127], where 0 is no offset
*/ */
void glerminal_offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset); void glerminal_offset(unsigned char x, unsigned char y, unsigned char layer, float x_offset, float y_offset);
/** /**
* @brief Upload sprite to the given sprite ID * @brief Upload sprite to the given sprite ID

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@ -20,7 +20,7 @@ namespace glerminal
constexpr unsigned int GRID_WIDTH = SCREEN_WIDTH / (CELL_SIZE * CELL_SCALE); constexpr unsigned int GRID_WIDTH = SCREEN_WIDTH / (CELL_SIZE * CELL_SCALE);
constexpr unsigned int GRID_HEIGHT = SCREEN_HEIGHT / (CELL_SIZE * CELL_SCALE); constexpr unsigned int GRID_HEIGHT = SCREEN_HEIGHT / (CELL_SIZE * CELL_SCALE);
constexpr unsigned int GRID_AREA = GRID_WIDTH * GRID_HEIGHT; constexpr unsigned int GRID_AREA = GRID_WIDTH * GRID_HEIGHT;
constexpr unsigned int LAYER_COUNT = 8; constexpr unsigned int LAYER_COUNT = 256;
class glerminal class glerminal
{ {
@ -40,7 +40,7 @@ namespace glerminal
void set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite); void set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite);
unsigned char get(unsigned char x, unsigned char y, unsigned char layer) const; unsigned char get(unsigned char x, unsigned char y, unsigned char layer) const;
void offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset); void offset(unsigned char x, unsigned char y, unsigned char layer, float x_offset, float y_offset);
void update_sprite(unsigned char id, glerminal_sprite sprite); void update_sprite(unsigned char id, glerminal_sprite sprite);
void update_palette_color(unsigned char id, unsigned int color); void update_palette_color(unsigned char id, unsigned int color);
@ -62,9 +62,10 @@ namespace glerminal
unsigned int m_palette_uniform_location; unsigned int m_palette_uniform_location;
unsigned char m_cells[GRID_AREA * LAYER_COUNT]; unsigned char m_cells[GRID_AREA * LAYER_COUNT];
char m_offsets[GRID_AREA * LAYER_COUNT * 2]; float m_offsets[GRID_AREA * LAYER_COUNT * 2];
unsigned char m_sprites[CELL_SIZE * CELL_SIZE * 256]; unsigned char m_sprites[CELL_SIZE * CELL_SIZE * 256];
float m_palette[64]; float m_palette[256 * 4];
glerminal_main_cb m_main; glerminal_main_cb m_main;

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@ -1,6 +1,6 @@
#include "glerminal-private.h" #include "glerminal-private.h"
#define SCREEN_SIZE_UNIFORM_NAME "screen_size" #define GRID_SIZE_UNIFORM_NAME "grid_size"
#define PALETTE_UNIFORM_NAME "palette" #define PALETTE_UNIFORM_NAME "palette"
#define SPRITES_UNIFORM_NAME "sprites" #define SPRITES_UNIFORM_NAME "sprites"
#define LAYERS_UNIFORM_NAME "layers" #define LAYERS_UNIFORM_NAME "layers"
@ -25,54 +25,53 @@ namespace
constexpr char* VERTEX_SHADER_SOURCE = constexpr char* VERTEX_SHADER_SOURCE =
"#version 400 core\n" "#version 400 core\n"
"layout (location = 0) in vec2 position;\n" "layout (location = 0) in vec2 position;\n"
"layout (location = 1) in vec2 offset[8];\n" "layout (location = 1) in vec2 offset;\n"
"layout (location = 9) in ivec4 sprite[2];\n" "layout (location = 2) in int sprite;\n"
"uniform vec4 " SCREEN_SIZE_UNIFORM_NAME ";\n" "uniform vec4 " GRID_SIZE_UNIFORM_NAME ";\n"
"out VS_OUT {\n" "out VS_OUT {\n"
" flat vec2 offset[8];\n" " flat vec2 offset;\n"
" flat ivec4 sprite[2];\n" " flat int sprite;\n"
" flat int layer;\n"
" vec2 texcoord;\n" " vec2 texcoord;\n"
"} vs_out;\n" "} vs_out;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" vs_out.sprite = sprite;\n" " vs_out.sprite = sprite;\n"
" for (int i = 0; i < 8; i++)\n" " vs_out.offset = offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
" {\n" " vs_out.layer = int(floor(gl_InstanceID / 1000));\n"
" vs_out.offset[i] = offset[i] * " SCREEN_SIZE_UNIFORM_NAME ".zw;\n"
" }\n"
" vs_out.texcoord = vec2(position.x + 1, -position.y);\n" " vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
" 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" " vec2 cell_position = vec2(1 + (gl_InstanceID % 1000) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % 1000) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % 1000) * " GRID_SIZE_UNIFORM_NAME ".z));\n"
" vec2 temp = vec2((position + cell_position) * " SCREEN_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1));\n" " vec2 temp = vec2((position + cell_position) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1));\n"
" gl_Position = vec4(temp.x, -temp.y, 0, 1);\n" " gl_Position = vec4(temp.x, -temp.y, 0, 1);\n"
"}"; "}";
constexpr char* GEOMETRY_SHADER_SOURCE = constexpr char* GEOMETRY_SHADER_SOURCE =
"#version 400 core\n" "#version 400 core\n"
"layout (triangles) in;\n" "layout (triangles) in;\n"
"layout (triangle_strip, max_vertices = 24) out;\n" "layout (triangle_strip, max_vertices = 3) out;\n"
"layout (invocations = 8) in;\n"
"in VS_OUT {\n" "in VS_OUT {\n"
" flat vec2 offset[8];\n" " flat vec2 offset;\n"
" flat ivec4 sprite[2];\n" " flat int sprite;\n"
" flat int layer;\n"
" vec2 texcoord;\n" " vec2 texcoord;\n"
"} gs_in[];\n" "} gs_in[];\n"
"flat out int sprite;\n" "flat out int sprite;\n"
"out vec2 texcoord;\n" "out vec2 texcoord;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" gl_Layer = gl_InvocationID;\n" " gl_Layer = gs_in[0].layer;\n"
" gl_Position = vec4(gl_in[0].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n" " gl_Position = vec4(gl_in[0].gl_Position.xy + gs_in[0].offset, 0, 1);\n"
" sprite = gs_in[0].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\n" " sprite = gs_in[0].sprite;\n"
" texcoord = gs_in[0].texcoord;\n" " texcoord = gs_in[0].texcoord;\n"
" EmitVertex();\n" " EmitVertex();\n"
" gl_Layer = gl_InvocationID;\n" " gl_Layer = gs_in[1].layer;\n"
" gl_Position = vec4(gl_in[1].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n" " gl_Position = vec4(gl_in[1].gl_Position.xy + gs_in[1].offset, 0, 1);\n"
" sprite = gs_in[1].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\n" " sprite = gs_in[1].sprite;\n"
" texcoord = gs_in[1].texcoord;\n" " texcoord = gs_in[1].texcoord;\n"
" EmitVertex();\n" " EmitVertex();\n"
" gl_Layer = gl_InvocationID;\n" " gl_Layer = gs_in[2].layer;\n"
" gl_Position = vec4(gl_in[2].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n" " gl_Position = vec4(gl_in[2].gl_Position.xy + gs_in[2].offset, 0, 1);\n"
" sprite = gs_in[2].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\n" " sprite = gs_in[2].sprite;\n"
" texcoord = gs_in[2].texcoord;\n" " texcoord = gs_in[2].texcoord;\n"
" EmitVertex();\n" " EmitVertex();\n"
" EndPrimitive();\n" " EndPrimitive();\n"
@ -83,7 +82,7 @@ namespace
"in vec2 texcoord;\n" "in vec2 texcoord;\n"
"flat in int sprite;\n" "flat in int sprite;\n"
"uniform usampler2DArray " SPRITES_UNIFORM_NAME ";\n" "uniform usampler2DArray " SPRITES_UNIFORM_NAME ";\n"
"uniform vec4 " PALETTE_UNIFORM_NAME "[16];\n" "uniform vec4 " PALETTE_UNIFORM_NAME "[256];\n"
"out vec4 FragColor;\n" "out vec4 FragColor;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
@ -108,7 +107,7 @@ namespace
"void main()\n" "void main()\n"
"{\n" "{\n"
" vec3 current_color = vec3(0);\n" " vec3 current_color = vec3(0);\n"
" for (int i = 0; i < 8; i++)\n" " for (int i = 0; i < 256; i++)\n"
" {\n" " {\n"
" vec4 texsample = 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"
@ -184,13 +183,15 @@ namespace glerminal
update_sprites(); update_sprites();
update_palette(); update_palette();
glViewport(0, 0, GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE);
glUseProgram(m_program); glUseProgram(m_program);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture); glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
glBindVertexArray(m_vao); glBindVertexArray(m_vao);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA); glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA * LAYER_COUNT);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glUseProgram(m_screen_program); glUseProgram(m_screen_program);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_framebuffer_backing_texture); glBindTexture(GL_TEXTURE_2D_ARRAY, m_framebuffer_backing_texture);
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
@ -205,7 +206,7 @@ namespace glerminal
{ {
if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT) if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT)
{ {
m_cells[layer + x * LAYER_COUNT + y * LAYER_COUNT * GRID_WIDTH] = sprite; m_cells[x + y * GRID_WIDTH + layer * GRID_AREA] = sprite;
} }
} }
@ -221,12 +222,12 @@ namespace glerminal
} }
} }
void glerminal::offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset) 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) if (x < GRID_WIDTH && y < GRID_HEIGHT && layer < LAYER_COUNT)
{ {
m_offsets[2 * (layer + x * LAYER_COUNT + y * LAYER_COUNT * GRID_WIDTH) + 0] = x_offset; m_offsets[2 * (x + y * GRID_WIDTH + layer * GRID_AREA) + 0] = x_offset;
m_offsets[2 * (layer + x * LAYER_COUNT + y * LAYER_COUNT * GRID_WIDTH) + 1] = y_offset; m_offsets[2 * (x + y * GRID_WIDTH + layer * GRID_AREA) + 1] = y_offset;
} }
} }
@ -238,7 +239,7 @@ namespace glerminal
void glerminal::update_palette_color(unsigned char id, unsigned int color) void glerminal::update_palette_color(unsigned char id, unsigned int color)
{ {
if (id < 16) if (id < 256)
{ {
m_palette[4 * id + 0] = ((color >> 24) & 0xFF) / 255.0f; m_palette[4 * id + 0] = ((color >> 24) & 0xFF) / 255.0f;
m_palette[4 * id + 1] = ((color >> 16) & 0xFF) / 255.0f; m_palette[4 * id + 1] = ((color >> 16) & 0xFF) / 255.0f;
@ -347,7 +348,6 @@ namespace glerminal
}, this); }, this);
#endif #endif
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -372,39 +372,14 @@ namespace glerminal
glBindBuffer(GL_ARRAY_BUFFER, m_offsets_instance_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_offsets_instance_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_offsets), m_offsets, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(m_offsets), m_offsets, GL_STREAM_DRAW);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(0 * sizeof(*m_offsets))); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*m_offsets), reinterpret_cast<void*>(0));
glVertexAttribDivisor(1, 1); glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(2 * sizeof(*m_offsets)));
glVertexAttribDivisor(2, 1);
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(4 * sizeof(*m_offsets)));
glVertexAttribDivisor(3, 1);
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(6 * sizeof(*m_offsets)));
glVertexAttribDivisor(4, 1);
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(8 * sizeof(*m_offsets)));
glVertexAttribDivisor(5, 1);
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(10 * sizeof(*m_offsets)));
glVertexAttribDivisor(6, 1);
glEnableVertexAttribArray(7);
glVertexAttribPointer(7, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(12 * sizeof(*m_offsets)));
glVertexAttribDivisor(7, 1);
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(14 * sizeof(*m_offsets)));
glVertexAttribDivisor(8, 1);
glBindBuffer(GL_ARRAY_BUFFER, m_sprites_instance_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_sprites_instance_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_cells), m_cells, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
glEnableVertexAttribArray(9); glEnableVertexAttribArray(2);
glVertexAttribIPointer(9, 4, GL_UNSIGNED_BYTE, 8 * sizeof(*m_cells), reinterpret_cast<void*>(0 * sizeof(*m_cells))); glVertexAttribIPointer(2, 1, GL_UNSIGNED_BYTE, 1 * sizeof(*m_cells), reinterpret_cast<void*>(0));
glVertexAttribDivisor(9, 1); glVertexAttribDivisor(2, 1);
glEnableVertexAttribArray(10);
glVertexAttribIPointer(10, 4, GL_UNSIGNED_BYTE, 8 * sizeof(*m_cells), reinterpret_cast<void*>(4 * sizeof(*m_cells)));
glVertexAttribDivisor(10, 1);
// set up static vertex attributes // set up static vertex attributes
glGenVertexArrays(1, &m_screen_vao); glGenVertexArrays(1, &m_screen_vao);
@ -481,7 +456,7 @@ namespace glerminal
} }
// setup uniforms // setup uniforms
m_screen_size_uniform_location = glGetUniformLocation(m_program, SCREEN_SIZE_UNIFORM_NAME); m_screen_size_uniform_location = glGetUniformLocation(m_program, GRID_SIZE_UNIFORM_NAME);
m_palette_uniform_location = glGetUniformLocation(m_program, PALETTE_UNIFORM_NAME); m_palette_uniform_location = glGetUniformLocation(m_program, PALETTE_UNIFORM_NAME);
glUseProgram(m_program); glUseProgram(m_program);
@ -569,7 +544,7 @@ namespace glerminal
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, SCREEN_WIDTH, SCREEN_HEIGHT, LAYER_COUNT, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE, LAYER_COUNT, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_framebuffer_backing_texture, 0); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_framebuffer_backing_texture, 0);
// setup uniforms for screen shader // setup uniforms for screen shader
@ -605,7 +580,7 @@ namespace glerminal
void glerminal::update_palette() void glerminal::update_palette()
{ {
glUseProgram(m_program); glUseProgram(m_program);
glUniform4fv(m_palette_uniform_location, 16, m_palette); glUniform4fv(m_palette_uniform_location, 256, m_palette);
} }
} }
@ -613,10 +588,13 @@ void glerminal_run(glerminal_init_cb init, glerminal_main_cb main)
{ {
try try
{ {
glerminal::glerminal(init, main).run(); glerminal::glerminal* g = new glerminal::glerminal(init, main);
g->run();
delete g;
} }
catch (const std::runtime_error& e) catch (const std::runtime_error& e)
{ {
e.what();
} }
} }
@ -641,7 +619,7 @@ unsigned char glerminal_get(unsigned char x, unsigned char y, unsigned char laye
return GLERMINAL_G->get(x, y, layer); return GLERMINAL_G->get(x, y, layer);
} }
void glerminal_offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset) void glerminal_offset(unsigned char x, unsigned char y, unsigned char layer, float x_offset, float y_offset)
{ {
if (!GLERMINAL_G) { return; } if (!GLERMINAL_G) { return; }