Fix cells being drawn slightly larger than intended
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Make PNG / build-app (push) Successful in 54s

This commit is contained in:
Shylie 2024-06-02 06:46:03 -04:00
parent a39905c6cb
commit 71c052b38f

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@ -54,7 +54,7 @@ namespace
" vs_out.sprite = sprite;\n" " vs_out.sprite = sprite;\n"
" vs_out.layer = layer;\n" " vs_out.layer = layer;\n"
" vs_out.layer_color = lcs.colors[layer];\n" " vs_out.layer_color = lcs.colors[layer];\n"
" vs_out.texcoord = (vec2((sprite + int(position.x + 1)) % " ATLAS_WIDTH_UNIFORM_NAME ", (sprite / " ATLAS_WIDTH_UNIFORM_NAME ") - position.y) + vec2((position.x + 0.5) / -16, (position.y + 0.5) / 16)) / vec2(" ATLAS_WIDTH_UNIFORM_NAME ");\n" " vs_out.texcoord = (vec2((sprite + int(position.x + 1)) % " ATLAS_WIDTH_UNIFORM_NAME ", (sprite / " ATLAS_WIDTH_UNIFORM_NAME ") - position.y) + vec2((position.x + 0.5) / -32, (position.y + 0.5) / 32)) / vec2(" ATLAS_WIDTH_UNIFORM_NAME ");\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"
@ -89,7 +89,7 @@ namespace
" gl_Layer = layer;\n" " gl_Layer = layer;\n"
" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n" " vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
" vs_out.sprite = sprite;\n" " vs_out.sprite = sprite;\n"
" vs_out.texcoord = (vec2((sprite + int(position.x + 1)) % " ATLAS_WIDTH_UNIFORM_NAME ", (sprite / " ATLAS_WIDTH_UNIFORM_NAME ") - position.y) + vec2((position.x + 0.5) / -16, (position.y + 0.5) / 16)) / vec2(" ATLAS_WIDTH_UNIFORM_NAME ");\n" " vs_out.texcoord = (vec2((sprite + int(position.x + 1)) % " ATLAS_WIDTH_UNIFORM_NAME ", (sprite / " ATLAS_WIDTH_UNIFORM_NAME ") - position.y) + vec2((position.x + 0.5) / -32, (position.y + 0.5) / 32)) / vec2(" ATLAS_WIDTH_UNIFORM_NAME ");\n"
" vs_out.layer_color = lcs.colors[layer];\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 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"
@ -295,10 +295,6 @@ namespace glerminal
glBlitNamedFramebuffer(m_screen_framebuffer, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBlitNamedFramebuffer(m_screen_framebuffer, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glfwSwapBuffers(m_window); glfwSwapBuffers(m_window);
//glBlitNamedFramebuffer(m_screen_framebuffer, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_COLOR_BUFFER_BIT, GL_NEAREST);
//glfwSwapBuffers(m_window);
} }
void glerminal::set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite) void glerminal::set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite)