[nostalgia/core] Fix some GL rendering issues
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@ -15,9 +15,12 @@
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#include <nostalgia/core/tilesheet.hpp>
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#include <nostalgia/core/tilesheet.hpp>
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#include "context.hpp"
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#include "context.hpp"
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#include "gfx.hpp"
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namespace nostalgia::core {
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namespace nostalgia::core {
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constexpr auto Scale = 10;
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[[nodiscard]]
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[[nodiscard]]
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inline GlContext &glctx(Context &ctx) noexcept {
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inline GlContext &glctx(Context &ctx) noexcept {
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if constexpr(ox::defines::Debug) {
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if constexpr(ox::defines::Debug) {
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@ -27,8 +30,6 @@ inline GlContext &glctx(Context &ctx) noexcept {
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}
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}
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}
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}
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constexpr auto Scale = 5;
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namespace renderer {
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namespace renderer {
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Drawer::Drawer(Context &ctx) noexcept: m_ctx(ctx) {}
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Drawer::Drawer(Context &ctx) noexcept: m_ctx(ctx) {}
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@ -37,10 +38,11 @@ void Drawer::draw(turbine::Context &tctx) noexcept {
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core::gl::draw(m_ctx, turbine::getScreenSize(tctx));
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core::gl::draw(m_ctx, turbine::getScreenSize(tctx));
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}
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}
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constexpr ox::StringView bgvshadTmpl = R"(
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constexpr ox::StringView bgvshadTmpl = R"glsl(
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{}
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{}
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in vec2 vTexCoord;
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in vec2 vTexCoord;
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in vec2 vPosition;
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in vec2 vPosition;
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in float vTileIdx;
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out vec2 fTexCoord;
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out vec2 fTexCoord;
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uniform float vXScale;
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uniform float vXScale;
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uniform float vTileHeight;
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uniform float vTileHeight;
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@ -49,10 +51,12 @@ constexpr ox::StringView bgvshadTmpl = R"(
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gl_Position = vec4(
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gl_Position = vec4(
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vPosition.x * vXScale - xScaleInvert, vPosition.y,
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vPosition.x * vXScale - xScaleInvert, vPosition.y,
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0.0, 1.0);
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0.0, 1.0);
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fTexCoord = vTexCoord;
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fTexCoord = vec2(
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})";
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vTexCoord.x,
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vTexCoord.y * vTileHeight + vTileIdx * vTileHeight);
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})glsl";
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constexpr ox::StringView bgfshadTmpl = R"(
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constexpr ox::StringView bgfshadTmpl = R"glsl(
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{}
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{}
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out vec4 outColor;
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out vec4 outColor;
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in vec2 fTexCoord;
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in vec2 fTexCoord;
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@ -68,21 +72,11 @@ constexpr ox::StringView bgfshadTmpl = R"(
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void main() {
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void main() {
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pixelSz = vec2(1, 1) / (fSrcImgSz);
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pixelSz = vec2(1, 1) / (fSrcImgSz);
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vec2 pixelCoord = floor(fTexCoord / pixelSz) * pixelSz;
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vec2 pixelCoord = floor(fTexCoord / pixelSz) * pixelSz;
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vec4 c0 = getColor(pixelCoord + pixelSz * vec2(0, 0));
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vec4 c1 = getColor(pixelCoord + pixelSz * vec2(0.75, 0));
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vec4 c2 = getColor(pixelCoord + pixelSz * vec2(0, 0.75));
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vec4 c3 = getColor(pixelCoord + pixelSz * vec2(0.75, 0.75));
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float u = fTexCoord.x - fTexCoord.x / pixelSz.x;
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float v = fTexCoord.y - fTexCoord.y / pixelSz.y;
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vec4 b0 = (1.0 - u) * c0 + u * c1;
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vec4 b1 = (1.0 - u) * c2 + u * c3;
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outColor = (1.0 - v) * b0 + u * b1;
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outColor = fPalette[int(texture(image, fTexCoord).rgb.r * 256)];
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outColor = fPalette[int(texture(image, fTexCoord).rgb.r * 256)];
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//outColor = fPalette[int(texture(image, pixelCoord).rgb.r * 256)];
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//outColor = vec4(0.0, 0.7, 1.0, 1.0);
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//outColor = vec4(0.0, 0.7, 1.0, 1.0);
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})";
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})glsl";
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constexpr ox::StringView spritevshadTmpl = R"(
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constexpr ox::StringView spritevshadTmpl = R"glsl(
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{}
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{}
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in float vEnabled;
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in float vEnabled;
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in vec2 vTexCoord;
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in vec2 vTexCoord;
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@ -96,7 +90,7 @@ constexpr ox::StringView spritevshadTmpl = R"(
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vPosition.x * vXScale - xScaleInvert, vPosition.y,
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vPosition.x * vXScale - xScaleInvert, vPosition.y,
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0.0, 1.0);
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0.0, 1.0);
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fTexCoord = vTexCoord * vec2(1, vTileHeight) * vec2(vEnabled, vEnabled);
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fTexCoord = vTexCoord * vec2(1, vTileHeight) * vec2(vEnabled, vEnabled);
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})";
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})glsl";
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constexpr ox::StringView spritefshadTmpl = bgfshadTmpl;
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constexpr ox::StringView spritefshadTmpl = bgfshadTmpl;
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@ -142,8 +136,7 @@ static void setTileBufferObject(
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uint_t vi,
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uint_t vi,
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float x,
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float x,
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float y,
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float y,
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float textureYOffset,
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float textureTileIdx,
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float tileHeight,
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float *vbo,
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float *vbo,
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GLuint *ebo) noexcept {
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GLuint *ebo) noexcept {
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// don't worry, this memcpy gets optimized to something much more ideal
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// don't worry, this memcpy gets optimized to something much more ideal
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@ -153,14 +146,14 @@ static void setTileBufferObject(
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y *= -ymod;
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y *= -ymod;
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x -= 1.0f;
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x -= 1.0f;
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y += 1.0f - ymod;
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y += 1.0f - ymod;
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const ox::Array<float, BgVertexVboLength> vertices {
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ox::Array<float, BgVertexVboLength> const vertices {
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x, y, 0, tileHeight + textureYOffset, // bottom left
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x, y, 0, 1, textureTileIdx, // bottom left
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x + xmod, y, 1, tileHeight + textureYOffset, // bottom right
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x + xmod, y, 1, 1, textureTileIdx, // bottom right
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x + xmod, y + ymod, 1, 0 + textureYOffset, // top right
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x + xmod, y + ymod, 1, 0, textureTileIdx, // top right
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x, y + ymod, 0, 0 + textureYOffset, // top left
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x, y + ymod, 0, 0, textureTileIdx, // top left
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};
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};
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memcpy(vbo, vertices.data(), sizeof(vertices));
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memcpy(vbo, vertices.data(), sizeof(vertices));
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const ox::Array<GLuint, BgVertexEboLength> elms {
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ox::Array<GLuint, BgVertexEboLength> const elms {
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vi + 0, vi + 1, vi + 2,
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vi + 0, vi + 1, vi + 2,
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vi + 2, vi + 3, vi + 0,
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vi + 2, vi + 3, vi + 0,
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};
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};
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@ -186,7 +179,6 @@ static void initBackgroundBufferObjects(glutils::BufferSet &bg) noexcept {
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static_cast<float>(x),
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static_cast<float>(x),
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static_cast<float>(y),
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static_cast<float>(y),
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0,
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0,
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0,
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vbo,
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vbo,
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ebo);
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ebo);
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}
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}
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@ -236,11 +228,16 @@ static void initBackgroundBufferset(
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auto const texCoordAttr = static_cast<GLuint>(glGetAttribLocation(shader, "vTexCoord"));
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auto const texCoordAttr = static_cast<GLuint>(glGetAttribLocation(shader, "vTexCoord"));
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glEnableVertexAttribArray(texCoordAttr);
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glEnableVertexAttribArray(texCoordAttr);
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glVertexAttribPointer(
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glVertexAttribPointer(
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texCoordAttr, 2, GL_FLOAT, GL_FALSE, BgVertexVboRowLength * sizeof(bg.vertices[0]),
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texCoordAttr, 2, GL_FLOAT, GL_FALSE, BgVertexVboRowLength * sizeof(float),
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reinterpret_cast<void*>(2 * sizeof(bg.vertices[0])));
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reinterpret_cast<void*>(2 * sizeof(float)));
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auto const heightMultAttr = static_cast<GLuint>(glGetAttribLocation(shader, "vTileIdx"));
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glEnableVertexAttribArray(heightMultAttr);
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glVertexAttribPointer(
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heightMultAttr, 1, GL_FLOAT, GL_FALSE, BgVertexVboRowLength * sizeof(float),
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reinterpret_cast<void*>(4 * sizeof(float)));
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}
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}
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static glutils::GLTexture loadTexture(
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static glutils::GLTexture createTexture(
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GLsizei w,
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GLsizei w,
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GLsizei h,
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GLsizei h,
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const void *pixels) noexcept {
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const void *pixels) noexcept {
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@ -252,8 +249,8 @@ static glutils::GLTexture loadTexture(
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex.id);
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glBindTexture(GL_TEXTURE_2D, tex.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width, tex.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width, tex.height, 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_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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_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_WRAP_T, GL_CLAMP_TO_EDGE);
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return tex;
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return tex;
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@ -353,7 +350,7 @@ static void loadBgTexture(
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int w,
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int w,
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int h) noexcept {
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int h) noexcept {
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oxTracef("nostalgia.core.gfx.gl", "loadBgTexture: { cbbIdx: {}, w: {}, h: {} }", cbbIdx, w, h);
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oxTracef("nostalgia.core.gfx.gl", "loadBgTexture: { cbbIdx: {}, w: {}, h: {} }", cbbIdx, w, h);
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gctx.cbbs[cbbIdx].tex = loadTexture(w, h, pixels);
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gctx.cbbs[cbbIdx].tex = createTexture(w, h, pixels);
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}
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}
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static void loadSpriteTexture(
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static void loadSpriteTexture(
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@ -362,7 +359,7 @@ static void loadSpriteTexture(
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int w,
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int w,
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int h) noexcept {
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int h) noexcept {
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oxTracef("nostalgia.core.gfx.gl", "loadSpriteTexture: { w: {}, h: {} }", w, h);
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oxTracef("nostalgia.core.gfx.gl", "loadSpriteTexture: { w: {}, h: {} }", w, h);
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gctx.spriteBlocks.tex = loadTexture(w, h, pixels);
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gctx.spriteBlocks.tex = createTexture(w, h, pixels);
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}
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}
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}
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}
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@ -406,7 +403,8 @@ struct TileSheetData {
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};
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};
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static ox::Result<TileSheetData> loadTileSheet(
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static ox::Result<TileSheetData> loadTileSheet(
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Context &ctx, CompactTileSheet const&tilesheet) noexcept {
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Context &ctx,
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CompactTileSheet const&tilesheet) noexcept {
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auto &gctx = glctx(ctx);
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auto &gctx = glctx(ctx);
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const uint_t bytesPerTile = tilesheet.bpp == 8 ? PixelsPerTile : PixelsPerTile / 2;
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const uint_t bytesPerTile = tilesheet.bpp == 8 ? PixelsPerTile : PixelsPerTile / 2;
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const auto tiles = tilesheet.pixels.size() / bytesPerTile;
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const auto tiles = tilesheet.pixels.size() / bytesPerTile;
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@ -618,14 +616,11 @@ void setTile(
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auto &bg = gctx.cbbs[z];
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auto &bg = gctx.cbbs[z];
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const auto vbo = &bg.vertices[i * renderer::BgVertexVboLength];
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const auto vbo = &bg.vertices[i * renderer::BgVertexVboLength];
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const auto ebo = &bg.elements[i * renderer::BgVertexEboLength];
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const auto ebo = &bg.elements[i * renderer::BgVertexEboLength];
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const auto tileHeight = static_cast<float>(TileHeight * Scale) / static_cast<float>(bg.tex.height);
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const auto tileOffset = tileHeight * static_cast<float>(tile);
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renderer::setTileBufferObject(
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renderer::setTileBufferObject(
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static_cast<uint_t>(i * renderer::BgVertexVboRows),
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static_cast<uint_t>(i * renderer::BgVertexVboRows),
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static_cast<float>(x),
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static_cast<float>(x),
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static_cast<float>(y),
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static_cast<float>(y),
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tileOffset,
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static_cast<float>(tile),
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tileHeight,
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vbo,
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vbo,
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ebo);
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ebo);
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bg.updated = true;
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bg.updated = true;
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