627 lines
18 KiB
C++
627 lines
18 KiB
C++
#include "glerminal-private.h"
|
|
|
|
#define SCREEN_SIZE_UNIFORM_NAME "screen_size"
|
|
#define PALETTE_UNIFORM_NAME "palette"
|
|
#define SPRITES_UNIFORM_NAME "sprites"
|
|
#define LAYERS_UNIFORM_NAME "layers"
|
|
|
|
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 400 core\n"
|
|
"layout (location = 0) in vec2 position;\n"
|
|
"layout (location = 1) in ivec4 sprite[4];\n"
|
|
"uniform vec4 " SCREEN_SIZE_UNIFORM_NAME ";\n"
|
|
"out VS_OUT {\n"
|
|
" flat ivec4 sprite[4];\n"
|
|
" vec2 texcoord;\n"
|
|
"} vs_out;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" vs_out.sprite = sprite;\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"
|
|
" gl_Position = vec4(temp.x, -temp.y, 0, 1);\n"
|
|
"}";
|
|
|
|
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"
|
|
"in VS_OUT {\n"
|
|
" flat ivec4 sprite[4];\n"
|
|
" vec2 texcoord;\n"
|
|
"} gs_in[];\n"
|
|
"flat out int sprite;\n"
|
|
"out vec2 texcoord;\n"
|
|
"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"
|
|
" 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"
|
|
" 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"
|
|
" texcoord = gs_in[2].texcoord;\n"
|
|
" EmitVertex();\n"
|
|
" EndPrimitive();\n"
|
|
"}";
|
|
|
|
constexpr char* FRAGMENT_SHADER_SOURCE =
|
|
"#version 400 core\n"
|
|
"in vec2 texcoord;\n"
|
|
"flat in int sprite;\n"
|
|
"uniform usampler2DArray " SPRITES_UNIFORM_NAME ";\n"
|
|
"uniform vec4 " PALETTE_UNIFORM_NAME "[16];\n"
|
|
"out vec4 FragColor;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" FragColor = " PALETTE_UNIFORM_NAME "[int(texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite)))];\n"
|
|
"}";
|
|
|
|
constexpr char* SCREEN_VERTEX_SHADER_SOURCE =
|
|
"#version 400 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 400 core\n"
|
|
"in vec2 texcoord;\n"
|
|
"uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n"
|
|
"out vec4 FragColor;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" vec3 current_color = vec3(0);\n"
|
|
" for (int i = 0; i < 16; i++)\n"
|
|
" {\n"
|
|
" vec4 texsample = 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_sprites{ },
|
|
m_palette{ }
|
|
#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.");
|
|
}
|
|
|
|
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()
|
|
{
|
|
// use dirty flag later
|
|
glNamedBufferData(m_instance_vbo, sizeof(m_cells), m_cells, GL_STREAM_DRAW);
|
|
update_sprites();
|
|
update_palette();
|
|
|
|
glUseProgram(m_program);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
|
|
glBindVertexArray(m_vao);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA);
|
|
|
|
glUseProgram(m_screen_program);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_framebuffer_backing_texture);
|
|
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[layer + x * LAYER_COUNT + y * LAYER_COUNT * GRID_WIDTH] = 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::update_sprite(unsigned char id, glerminal_sprite sprite)
|
|
{
|
|
// does this work?
|
|
reinterpret_cast<glerminal_sprite*>(m_sprites)[id] = sprite;
|
|
}
|
|
|
|
void glerminal::update_palette_color(unsigned char id, unsigned int color)
|
|
{
|
|
if (id < 16)
|
|
{
|
|
m_palette[4 * id + 0] = ((color >> 24) & 0xFF) / 255.0f;
|
|
m_palette[4 * id + 1] = ((color >> 16) & 0xFF) / 255.0f;
|
|
m_palette[4 * id + 2] = ((color >> 8) & 0xFF) / 255.0f;
|
|
m_palette[4 * id + 3] = ((color >> 0) & 0xFF) / 255.0f;
|
|
}
|
|
}
|
|
|
|
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 _DEBUG
|
|
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 _DEBUG
|
|
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<GLADloadproc>(glfwGetProcAddress)))
|
|
{
|
|
throw std::runtime_error("Failed to initialize GLAD.");
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
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<const glerminal*>(userParam)->m_log << source_str << type_str << ' ' << std::string(message, length) << std::endl;
|
|
|
|
}, this);
|
|
#endif
|
|
|
|
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
// -- setup vertex data --
|
|
// create vertex buffer object
|
|
glGenBuffers(1, &m_vbo);
|
|
glGenBuffers(1, &m_instance_vbo);
|
|
|
|
// 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<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);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(0));
|
|
glVertexAttribDivisor(1, 1);
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribIPointer(2, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(4));
|
|
glVertexAttribDivisor(2, 1);
|
|
glEnableVertexAttribArray(3);
|
|
glVertexAttribIPointer(3, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(8));
|
|
glVertexAttribDivisor(3, 1);
|
|
glEnableVertexAttribArray(4);
|
|
glVertexAttribIPointer(4, 4, GL_UNSIGNED_BYTE, 16 * sizeof(*m_cells), reinterpret_cast<void*>(12));
|
|
glVertexAttribDivisor(4, 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<void*>(0));
|
|
|
|
// -- 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);
|
|
|
|
int success;
|
|
char info_log[512] = {};
|
|
|
|
// verify compile
|
|
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glGetShaderInfoLog(vertex_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
|
glDeleteShader(vertex_shader);
|
|
glDeleteShader(geometry_shader);
|
|
glDeleteShader(fragment_shader);
|
|
|
|
using namespace std::string_literals;
|
|
throw std::runtime_error("Could not compile vertex shader: "s + info_log);
|
|
}
|
|
|
|
glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glGetShaderInfoLog(geometry_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
|
glDeleteShader(vertex_shader);
|
|
glDeleteShader(geometry_shader);
|
|
glDeleteShader(fragment_shader);
|
|
|
|
using namespace std::string_literals;
|
|
throw std::runtime_error("Could not compile geometry shader: "s + info_log);
|
|
}
|
|
|
|
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glGetShaderInfoLog(fragment_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
|
glDeleteShader(vertex_shader);
|
|
glDeleteShader(geometry_shader);
|
|
glDeleteShader(fragment_shader);
|
|
|
|
using namespace std::string_literals;
|
|
throw std::runtime_error("Could not compile fragment shader: "s + info_log);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
glGetProgramInfoLog(m_program, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
|
glDeleteProgram(m_program);
|
|
|
|
using namespace std::string_literals;
|
|
throw std::runtime_error("Could not link shader program: "s + info_log);
|
|
}
|
|
|
|
// setup uniforms
|
|
m_screen_size_uniform_location = glGetUniformLocation(m_program, SCREEN_SIZE_UNIFORM_NAME);
|
|
m_palette_uniform_location = glGetUniformLocation(m_program, PALETTE_UNIFORM_NAME);
|
|
|
|
glUseProgram(m_program);
|
|
glUniform4f(m_screen_size_uniform_location, GRID_WIDTH, GRID_HEIGHT, 1.0f / GRID_WIDTH, 1.0f / GRID_HEIGHT);
|
|
|
|
glUniform1i(glGetUniformLocation(m_program, SPRITES_UNIFORM_NAME), 0);
|
|
|
|
update_palette();
|
|
|
|
// 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, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
|
glDeleteShader(screen_vertex_shader);
|
|
glDeleteShader(screen_fragment_shader);
|
|
|
|
using namespace std::string_literals;
|
|
throw std::runtime_error("Could not compile screen vertex shader: "s + info_log);
|
|
}
|
|
|
|
glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success);
|
|
if (!success)
|
|
{
|
|
glGetShaderInfoLog(screen_fragment_shader, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
|
glDeleteShader(screen_vertex_shader);
|
|
glDeleteShader(screen_fragment_shader);
|
|
|
|
using namespace std::string_literals;
|
|
throw std::runtime_error("Could not compile screen fragment shader: "s + info_log);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
glGetProgramInfoLog(m_screen_program, sizeof(info_log) / sizeof(*info_log), nullptr, info_log);
|
|
glDeleteProgram(m_screen_program);
|
|
|
|
using namespace std::string_literals;
|
|
throw std::runtime_error("Could not link screen shader program: "s + info_log);
|
|
}
|
|
|
|
// 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();
|
|
|
|
// -- 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);
|
|
|
|
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, SCREEN_WIDTH, SCREEN_HEIGHT, LAYER_COUNT, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_framebuffer_backing_texture, 0);
|
|
|
|
// setup uniforms for screen shader
|
|
glUseProgram(m_screen_program);
|
|
}
|
|
|
|
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_instance_vbo);
|
|
glDeleteProgram(m_program);
|
|
}
|
|
|
|
void glerminal::update_sprites()
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_sprites_texture);
|
|
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8UI, CELL_SIZE, CELL_SIZE, 256, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, m_sprites);
|
|
}
|
|
|
|
void glerminal::update_palette()
|
|
{
|
|
glUseProgram(m_program);
|
|
glUniform4fv(m_palette_uniform_location, 16, m_palette);
|
|
}
|
|
}
|
|
|
|
void glerminal_run(glerminal_init_cb init, glerminal_main_cb main)
|
|
{
|
|
try
|
|
{
|
|
glerminal::glerminal(init, main).run();
|
|
}
|
|
catch (const std::runtime_error& e)
|
|
{
|
|
}
|
|
}
|
|
|
|
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_update_sprite(unsigned char id, glerminal_sprite sprite)
|
|
{
|
|
if (!GLERMINAL_G) { return; }
|
|
|
|
GLERMINAL_G->update_sprite(id, sprite);
|
|
}
|
|
|
|
void glerminal_update_palette(unsigned char id, unsigned int color)
|
|
{
|
|
if (!GLERMINAL_G) { return; }
|
|
|
|
GLERMINAL_G->update_palette_color(id, color);
|
|
} |