Add sub-cell offsets

This commit is contained in:
Shylie 2024-05-14 21:42:49 -05:00
parent 02b1532fdd
commit 8318011cf2
4 changed files with 117 additions and 34 deletions

View File

@ -1,12 +1,14 @@
#include <glerminal.h>
#include <cstdlib>
namespace
{
void init()
{
glerminal_update_palette(0, 0x00000000);
glerminal_update_palette(1, 0xFF00001F);
glerminal_update_palette(2, 0x00FF001F);
glerminal_update_palette(1, 0xFF00007F);
glerminal_update_palette(2, 0x00FF007F);
glerminal_update_sprite(1, {
2, 2, 2, 2, 2, 2, 2, 2,
@ -18,17 +20,35 @@ namespace
2, 1, 1, 1, 1, 1, 1, 2,
2, 2, 2, 2, 2, 2, 2, 2
});
glerminal_set(0, 0, 0, 1);
glerminal_set(1, 0, 0, 1);
glerminal_set(1, 0, 1, 1);
glerminal_set(2, 0, 0, 1);
glerminal_set(2, 0, 1, 1);
glerminal_set(2, 0, 2, 1);
}
void mainloop(float dt)
{
static float time = 1;
time += dt;
if (time < 0.2f)
{
return;
}
else
{
time = 0;
}
for (int i = 0; i < 32; i++)
{
for (int j = 0; j < 20; j++)
{
for (int k = 0; k < 16; k++)
{
glerminal_set(i, j, k, 1);
glerminal_offset(i, j, k, (rand() * rand()) % 256 - 128, (rand() * rand()) % 256 - 128);
}
}
}
glerminal_flush();
}
}

View File

@ -35,7 +35,7 @@ void glerminal_flush();
* @brief Set a cell's sprite
* @param x position of the cell in the range [0, 32)
* @param y position of the cell in the range [0, 20)
* @param layer layer of the cell in the range [0, 16)
* @param layer layer of the cell in the range [0, 8)
* @param sprite sprite's index in the range [0, 256)
*/
void glerminal_set(unsigned char x, unsigned char y, unsigned char layer, unsigned char sprite);
@ -43,10 +43,19 @@ void glerminal_set(unsigned char x, unsigned char y, unsigned char layer, unsign
* @brief Get a cell's sprite
* @param x position of the cell in the range [0, 32)
* @param y position of the cell in the range [0, 20)
* @param layer layer of the cell in the range [0, 16)
* @param layer layer of the cell in the range [0, 8)
* @return sprite index currently assigned to the cell
*/
unsigned char glerminal_get(unsigned char x, unsigned char y, unsigned char layer);
/**
* @brief Set a cell's offset
* @param x position of the cell in the range [0, 32)
* @param y position of the cell in the range [0, 20)
* @param layer layer of the cell in the range [0, 8)
* @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
*/
void glerminal_offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset);
/**
* @brief Upload sprite to the given sprite ID

View File

@ -20,7 +20,7 @@ namespace glerminal
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_AREA = GRID_WIDTH * GRID_HEIGHT;
constexpr unsigned int LAYER_COUNT = 16;
constexpr unsigned int LAYER_COUNT = 8;
class glerminal
{
@ -40,6 +40,7 @@ namespace glerminal
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;
void offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset);
void update_sprite(unsigned char id, glerminal_sprite sprite);
void update_palette_color(unsigned char id, unsigned int color);
@ -48,7 +49,8 @@ namespace glerminal
GLFWwindow* m_window;
unsigned int m_vbo;
unsigned int m_instance_vbo;
unsigned int m_sprites_instance_vbo;
unsigned int m_offsets_instance_vbo;
unsigned int m_vao;
unsigned int m_program;
unsigned int m_screen_vao;
@ -60,6 +62,7 @@ namespace glerminal
unsigned int m_palette_uniform_location;
unsigned char m_cells[GRID_AREA * LAYER_COUNT];
char m_offsets[GRID_AREA * LAYER_COUNT * 2];
unsigned char m_sprites[CELL_SIZE * CELL_SIZE * 256];
float m_palette[64];

View File

@ -25,15 +25,21 @@ namespace
constexpr char* VERTEX_SHADER_SOURCE =
"#version 400 core\n"
"layout (location = 0) in vec2 position;\n"
"layout (location = 1) in ivec4 sprite[4];\n"
"layout (location = 1) in vec2 offset[8];\n"
"layout (location = 9) in ivec4 sprite[2];\n"
"uniform vec4 " SCREEN_SIZE_UNIFORM_NAME ";\n"
"out VS_OUT {\n"
" flat ivec4 sprite[4];\n"
" flat vec2 offset[8];\n"
" flat ivec4 sprite[2];\n"
" vec2 texcoord;\n"
"} vs_out;\n"
"void main()\n"
"{\n"
" vs_out.sprite = sprite;\n"
" for (int i = 0; i < 8; i++)\n"
" {\n"
" vs_out.offset[i] = offset[i] * " SCREEN_SIZE_UNIFORM_NAME ".zw;\n"
" }\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 temp = vec2((position + cell_position) * " SCREEN_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1));\n"
@ -43,10 +49,11 @@ namespace
constexpr char* GEOMETRY_SHADER_SOURCE =
"#version 400 core\n"
"layout (triangles) in;\n"
"layout (triangle_strip, max_vertices = 48) out;\n"
"layout (invocations = 16) in;\n"
"layout (triangle_strip, max_vertices = 24) out;\n"
"layout (invocations = 8) in;\n"
"in VS_OUT {\n"
" flat ivec4 sprite[4];\n"
" flat vec2 offset[8];\n"
" flat ivec4 sprite[2];\n"
" vec2 texcoord;\n"
"} gs_in[];\n"
"flat out int sprite;\n"
@ -54,18 +61,18 @@ namespace
"void main()\n"
"{\n"
" gl_Layer = gl_InvocationID;\n"
" gl_Position = gl_in[0].gl_Position;\n"
" sprite = gs_in[0].sprite[gl_InvocationID / 16][gl_InvocationID % 16];\n"
" gl_Position = vec4(gl_in[0].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n"
" sprite = gs_in[0].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\n"
" texcoord = gs_in[0].texcoord;\n"
" EmitVertex();\n"
" gl_Layer = gl_InvocationID;\n"
" gl_Position = gl_in[1].gl_Position;\n"
" sprite = gs_in[1].sprite[gl_InvocationID / 16][gl_InvocationID % 16];\n"
" gl_Position = vec4(gl_in[1].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n"
" sprite = gs_in[1].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\n"
" texcoord = gs_in[1].texcoord;\n"
" EmitVertex();\n"
" gl_Layer = gl_InvocationID;\n"
" gl_Position = gl_in[2].gl_Position;\n"
" sprite = gs_in[2].sprite[gl_InvocationID / 16][gl_InvocationID % 16];\n"
" gl_Position = vec4(gl_in[2].gl_Position.xy + gs_in[0].offset[gl_InvocationID], 0, 1);\n"
" sprite = gs_in[2].sprite[gl_InvocationID / 8][gl_InvocationID % 8];\n"
" texcoord = gs_in[2].texcoord;\n"
" EmitVertex();\n"
" EndPrimitive();\n"
@ -101,7 +108,7 @@ namespace
"void main()\n"
"{\n"
" vec3 current_color = vec3(0);\n"
" for (int i = 0; i < 16; i++)\n"
" for (int i = 0; i < 8; i++)\n"
" {\n"
" vec4 texsample = texture(" LAYERS_UNIFORM_NAME ", vec3(texcoord, i));\n"
" current_color = mix(current_color, texsample.rgb, texsample.a);\n"
@ -115,6 +122,7 @@ namespace glerminal
glerminal::glerminal(glerminal_init_cb init, glerminal_main_cb main) :
m_main(main),
m_cells{ },
m_offsets{ },
m_sprites{ },
m_palette{ }
#ifdef _DEBUG
@ -171,7 +179,8 @@ namespace glerminal
void glerminal::flush()
{
// use dirty flag later
glNamedBufferData(m_instance_vbo, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
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_palette();
@ -212,6 +221,15 @@ namespace glerminal
}
}
void glerminal::offset(unsigned char x, unsigned char y, unsigned char layer, char x_offset, char y_offset)
{
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 * (layer + x * LAYER_COUNT + y * LAYER_COUNT * GRID_WIDTH) + 1] = y_offset;
}
}
void glerminal::update_sprite(unsigned char id, glerminal_sprite sprite)
{
// does this work?
@ -331,11 +349,14 @@ namespace glerminal
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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_instance_vbo);
glGenBuffers(1, &m_sprites_instance_vbo);
glGenBuffers(1, &m_offsets_instance_vbo);
// create vertex array object
glGenVertexArrays(1, &m_vao);
@ -348,20 +369,42 @@ namespace glerminal
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(*VBO_VERTICES), reinterpret_cast<void*>(0));
// set up instanced vertex attributes
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_offsets_instance_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_offsets), m_offsets, GL_STREAM_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(0));
glVertexAttribPointer(1, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(0 * sizeof(*m_offsets)));
glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(2);
glVertexAttribIPointer(2, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(4));
glVertexAttribPointer(2, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(2 * sizeof(*m_offsets)));
glVertexAttribDivisor(2, 1);
glEnableVertexAttribArray(3);
glVertexAttribIPointer(3, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(8));
glVertexAttribPointer(3, 2, GL_BYTE, GL_TRUE, 16 * sizeof(*m_offsets), reinterpret_cast<void*>(4 * sizeof(*m_offsets)));
glVertexAttribDivisor(3, 1);
glEnableVertexAttribArray(4);
glVertexAttribIPointer(4, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(12));
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);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
glEnableVertexAttribArray(9);
glVertexAttribIPointer(9, 4, GL_UNSIGNED_BYTE, 8 * sizeof(*m_cells), reinterpret_cast<void*>(0 * sizeof(*m_cells)));
glVertexAttribDivisor(9, 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
glGenVertexArrays(1, &m_screen_vao);
@ -548,7 +591,8 @@ namespace glerminal
glDeleteVertexArrays(1, &m_vao);
glDeleteVertexArrays(1, &m_screen_vao);
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_instance_vbo);
glDeleteBuffers(1, &m_sprites_instance_vbo);
glDeleteBuffers(1, &m_offsets_instance_vbo);
glDeleteProgram(m_program);
}
@ -597,6 +641,13 @@ unsigned char glerminal_get(unsigned char x, unsigned char y, unsigned char laye
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)
{
if (!GLERMINAL_G) { return; }
GLERMINAL_G->offset(x, y, layer, x_offset, y_offset);
}
void glerminal_update_sprite(unsigned char id, glerminal_sprite sprite)
{
if (!GLERMINAL_G) { return; }