[nostalgia/core] Establish foundation for tile support in GL
This commit is contained in:
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10f11b95a6
commit
87b2963687
@ -111,13 +111,10 @@ ox::Error loadBgTileSheet(Context *ctx,
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palettePath = tilesheet.defaultPalette;
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}
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oxReturnError(readObj<NostalgiaPalette>(ctx, palettePath).get(&palette));
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const unsigned bytesPerTile = tilesheet.bpp == 8 ? 64 : 32;
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const auto tiles = tilesheet.pixels.size() / bytesPerTile;
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const int width = 8;
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const int height = 8 * tiles;
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//const auto format = SDL_PIXELFORMAT_INDEX8;
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//const auto sdlPalette = createSDL_Palette(palette);
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std::vector<uint32_t> pixels;
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if (bytesPerTile == 64) { // 8 BPP
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pixels.resize(tilesheet.pixels.size());
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@ -131,20 +128,7 @@ ox::Error loadBgTileSheet(Context *ctx,
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pixels[i * 2 + 1] = toColor32(palette.colors[tilesheet.pixels[i] >> 4]);
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}
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}
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oxReturnError(renderer::loadTexture(ctx, section, pixels.data(), width, height));
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//auto texture = SDL_CreateTextureFromSurface(nullptr, surface);
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//SDL_FreeSurface(surface);
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//SDL_FreePalette(sdlPalette);
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//auto sectionIdx = static_cast<unsigned>(section);
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//if (id->bgTextures[sectionIdx]) {
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// SDL_DestroyTexture(id->bgTextures[sectionIdx]);
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//}
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//id->bgTextures[sectionIdx] = texture;
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return OxError(0);
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return renderer::loadBgTexture(ctx, section, pixels.data(), width, height);
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}
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ox::Error loadSpriteTileSheet(Context*,
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@ -156,8 +140,8 @@ ox::Error loadSpriteTileSheet(Context*,
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void drawBackground(Context*, const TileMap &tm, SDL_Texture *tex) {
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if (tex) {
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oxTrace("nostalgia::core::sdl::drawBackground", "Drawing background");
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constexpr auto DstSize = 8 * Scale;
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oxTracef("nostalgia::core::sdl::drawBackground", "Drawing background");
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SDL_Rect src = {}, dst = {};
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src.x = 0;
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src.w = 8;
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@ -1,6 +1,7 @@
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add_library(
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NostalgiaCore-Userspace OBJECT
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gfx_opengl.cpp
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glutils.cpp
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media.cpp
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)
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@ -19,7 +20,6 @@ target_link_libraries(
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OxFS
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OxStd
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NostalgiaCore
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#GLESv2
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${OPENGL_gl_LIBRARY}
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)
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@ -18,6 +18,6 @@ ox::Error init(Context *ctx);
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ox::Error shutdown(Context *ctx);
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ox::Error loadTexture(Context *ctx, int section, void *bytes, int w, int h);
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ox::Error loadBgTexture(Context *ctx, int section, void *bytes, int w, int h);
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}
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@ -6,58 +6,154 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#include <ox/std/fmt.hpp>
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#define GL_SILENCE_DEPRECATION
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#include <array>
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#include <ox/std/bit.hpp>
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#include <ox/std/defines.hpp>
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#include <ox/std/defines.hpp>
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#define GL_GLEXT_PROTOTYPES 1
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//#include <GLES2/gl2.h>
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#ifdef OX_OS_Darwin
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#include <ox/std/fmt.hpp>
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#include <nostalgia/core/gfx.hpp>
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#include "glutils.hpp"
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namespace nostalgia::core {
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using TileMap = std::array<std::array<int, 128>, 128>;
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struct GlImplData {
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std::array<TileMap, 4> bgTileMaps{};
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std::array<GLuint, 4> bgTextures{};
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int64_t prevFpsCheckTime = 0;
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uint64_t draws = 0;
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namespace renderer {
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constexpr auto TileRows = 16;
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constexpr auto TileColumns = 16;
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constexpr auto TileCount = TileRows * TileColumns;
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constexpr auto BgVertexVboRowLength = 6;
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constexpr auto BgVertexVboLength = 16;
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constexpr auto BgVertexEboLength = 6;
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struct BackgroundBufferset: public Bufferset {
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std::array<float, TileCount * BgVertexVboLength * 4> bgVertices;
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std::array<GLuint, TileCount * BgVertexEboLength * 4> bgEbos;
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};
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struct GlImplData {
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std::array<TileMap, 4> bgTileMaps{};
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int64_t prevFpsCheckTime = 0;
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uint64_t draws = 0;
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std::array<BackgroundBufferset, 1> backgrounds;
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GLuint bgShader = 0;
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};
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namespace renderer {
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constexpr const GLchar *bgvshad = R"(
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#version 150
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in vec2 vTexCoord;
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in vec2 position;
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out vec2 fTexCoord;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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fTexCoord = vTexCoord;
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})";
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constexpr const GLchar *bgfshad = R"(
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#version 150
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out vec4 outColor;
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in vec2 fTexCoord;
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uniform sampler2D image;
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void main() {
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//outColor = vec4(0.0, 0.7, 1.0, 1.0);
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outColor = texture(image, fTexCoord) * vec4(1.0, 1.0, 1.0, 1.0);
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})";
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void initTileBufferObjects(unsigned vi, float x, float y, float *vbo, GLuint *ebo) {
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// don't worry, this gets optimized to something much more ideal
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constexpr float xmod = 0.06f;
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x *= xmod;
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y *= 0.1f;
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const float vertices[BgVertexVboLength] = {
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x, y, 0, 0.04, // bottom left
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x + xmod, y, 1, 0.04, // bottom right
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x + xmod, y + 0.1f, 1, 0, // top right
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x, y + 0.1f, 0, 0, // top left
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};
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memcpy(vbo, vertices, sizeof(vertices));
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const GLuint elms[BgVertexEboLength] = {
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vi + 0, vi + 1, vi + 2,
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vi + 2, vi + 3, vi + 0,
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};
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memcpy(ebo, elms, sizeof(elms));
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}
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void initBackgroundBufferObjects(GLuint shader, BackgroundBufferset *bs) {
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auto i = 0u;
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for (auto x = 0u; x < TileColumns; ++x) {
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for (auto y = 0u; y < TileRows; ++y) {
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const auto vi = i * BgVertexVboLength;
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auto vbo = &bs->bgVertices[vi];
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auto ebo = &bs->bgEbos[i * BgVertexEboLength];
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initTileBufferObjects(vi, x, y, vbo, ebo);
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++i;
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}
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}
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// vbo
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glBindBuffer(GL_ARRAY_BUFFER, bs->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(bs->bgVertices), &bs->bgVertices, GL_DYNAMIC_DRAW);
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// ebo
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bs->ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(bs->bgEbos), &bs->bgEbos, GL_STATIC_DRAW);
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// vbo layout
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auto posAttr = static_cast<GLuint>(glGetAttribLocation(shader, "position"));
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glEnableVertexAttribArray(posAttr);
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glVertexAttribPointer(posAttr, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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auto texCoordAttr = static_cast<GLuint>(glGetAttribLocation(shader, "vTexCoord"));
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glEnableVertexAttribArray(texCoordAttr);
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glVertexAttribPointer(texCoordAttr, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
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ox::bit_cast<void*>((2 * sizeof(float))));
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}
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void initBackgroundBufferset(GLuint shader, BackgroundBufferset *bufferset) {
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// vao
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glGenVertexArrays(1, &bufferset->vao);
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glBindVertexArray(bufferset->vao);
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// vbo & ebo
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glGenBuffers(1, &bufferset->vbo);
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glGenBuffers(1, &bufferset->ebo);
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initBackgroundBufferObjects(shader, bufferset);
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//glActiveTexture(GL_TEXTURE0);
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//glBindTexture(GL_TEXTURE_2D, texture);
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//auto texAttr = static_cast<GLuint>(glGetUniformLocation(shaderPrgm, "image"));
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//glUniform1i(static_cast<int>(texAttr), static_cast<int>(texture));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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ox::Error init(Context *ctx) {
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const auto id = new GlImplData;
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ctx->setRendererData(id);
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id->bgShader = buildShaderProgram(bgvshad, bgfshad);
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for (auto &bg : id->backgrounds) {
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initBackgroundBufferset(id->bgShader, &bg);
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}
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return OxError(0);
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}
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ox::Error shutdown(Context *ctx) {
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const auto id = ctx->rendererData<GlImplData>();
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for (auto &bg : id->backgrounds) {
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destroy(bg);
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}
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ctx->setRendererData(nullptr);
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delete id;
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return OxError(0);
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}
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ox::Error loadTexture(Context *ctx, int section, void *pixels, int w, int h) {
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oxTracef("nostalgia::core::gfx::gl", "loadTexture: { section: {}, w: {}, h: {} }", section, w, h);
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const auto &id = ctx->rendererData<GlImplData>();
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auto &texId = id->bgTextures[static_cast<std::size_t>(section)];
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glGenTextures(1, &texId);
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ox::Error loadTexture(GLuint *texId, void *pixels, int w, int h) {
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if (*texId == 0) {
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glGenTextures(1, texId);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texId);
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glBindTexture(GL_TEXTURE_2D, *texId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -66,11 +162,18 @@ ox::Error loadTexture(Context *ctx, int section, void *pixels, int w, int h) {
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return OxError(0);
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}
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ox::Error loadBgTexture(Context *ctx, int section, void *pixels, int w, int h) {
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oxTracef("nostalgia::core::gfx::gl", "loadBgTexture: { section: {}, w: {}, h: {} }", section, w, h);
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const auto &id = ctx->rendererData<GlImplData>();
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const auto texId = &id->backgrounds[static_cast<std::size_t>(section)].tex;
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return loadTexture(texId, pixels, w, h);
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}
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}
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void draw(Context *ctx) {
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const auto id = ctx->rendererData<GlImplData>();
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const auto id = ctx->rendererData<renderer::GlImplData>();
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++id->draws;
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if (id->draws >= 5000) {
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using namespace std::chrono;
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@ -86,23 +189,16 @@ void draw(Context *ctx) {
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}
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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auto &texId = id->bgTextures[0];
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBindTexture(GL_TEXTURE_2D, texId);
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//glEnable(GL_TEXTURE_2D);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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// Draw a textured quad
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2f(-0.01, 1);
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glTexCoord2f(0, 1); glVertex2f(-0.01, -1);
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glTexCoord2f(1, 1); glVertex2f( 0.01, -1);
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glTexCoord2f(1, 0); glVertex2f( 0.01, 1);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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for (std::size_t i = 0; i < id->bgTileMaps.size(); i++) {
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for (std::size_t i = 0; i < id->backgrounds.size(); i++) {
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const auto &bg = id->backgrounds[i];
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glUseProgram(id->bgShader);
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glBindTexture(GL_TEXTURE_2D, bg.tex);
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glBindVertexArray(bg.vao);
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glDrawElements(GL_TRIANGLES, bg.bgEbos.size(), GL_UNSIGNED_INT, 0);
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}
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}
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@ -129,7 +225,7 @@ void setSprite(Context*,
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}
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void setTile(Context *ctx, int layer, int column, int row, uint8_t tile) {
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const auto id = ctx->rendererData<GlImplData>();
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const auto id = ctx->rendererData<renderer::GlImplData>();
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const auto z = static_cast<unsigned>(layer);
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const auto y = static_cast<unsigned>(row);
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const auto x = static_cast<unsigned>(column);
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68
src/nostalgia/core/userland/glutils.cpp
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68
src/nostalgia/core/userland/glutils.cpp
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@ -0,0 +1,68 @@
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/*
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* Copyright 2016 - 2021 gary@drinkingtea.net
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#include <ox/std/trace.hpp>
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#include "glutils.hpp"
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namespace nostalgia::core::renderer {
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[[nodiscard]] GLuint buildShader(GLuint shaderType, const GLchar *src, const char *shaderName) {
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auto shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &src, nullptr);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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static const auto errMsgSize = 1000;
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char errMsg[errMsgSize];
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glGetShaderInfoLog(shader, errMsgSize, nullptr, errMsg);
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oxTracef("nostalgia::core::gfx::gl", "shader compile error in {}: {}", shaderName, errMsg);
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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[[nodiscard]] GLuint buildVertShader(const GLchar *src, const char *shaderName) {
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return buildShader(GL_VERTEX_SHADER, src, shaderName);
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}
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[[nodiscard]] GLuint buildFragShader(const GLchar *src, const char *shaderName) {
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return buildShader(GL_FRAGMENT_SHADER, src, shaderName);
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}
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[[nodiscard]] GLuint buildShaderProgram(const GLchar *vert, const GLchar *frag) {
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GLuint prgm = 0;
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const auto vs = buildVertShader(vert, "vshad");
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if (!vs) {
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glDeleteShader(vs);
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} else {
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const auto fs = buildFragShader(frag, "fshad");
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if (!fs) {
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// cleanup shaders that were created
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glDeleteShader(fs);
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} else {
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prgm = glCreateProgram();
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if (prgm) {
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glAttachShader(prgm, vs);
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glAttachShader(prgm, fs);
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glLinkProgram(prgm);
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}
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}
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}
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return prgm;
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}
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void destroy(const Bufferset &bufferset) {
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glDeleteVertexArrays(1, &bufferset.vao);
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glDeleteBuffers(1, &bufferset.ebo);
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glDeleteBuffers(1, &bufferset.vbo);
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}
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}
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31
src/nostalgia/core/userland/glutils.hpp
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31
src/nostalgia/core/userland/glutils.hpp
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@ -0,0 +1,31 @@
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/*
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* Copyright 2016 - 2021 gary@drinkingtea.net
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#define GL_GLEXT_PROTOTYPES 1
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#ifdef OX_OS_Darwin
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#define GL_SILENCE_DEPRECATION
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#include <OpenGL/gl.h>
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#else
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#include <GLES3/gl3.h>
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#endif
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namespace nostalgia::core::renderer {
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struct Bufferset {
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GLuint vao = 0;
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GLuint vbo = 0;
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GLuint ebo = 0;
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GLuint tex = 0;
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GLsizei eboElements = 0;
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};
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[[nodiscard]] GLuint buildShaderProgram(const GLchar *vert, const GLchar *frag);
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void destroy(const Bufferset &bufferset);
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}
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