295 lines
9.2 KiB
C++
295 lines
9.2 KiB
C++
/*
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* Copyright 2016 - 2022 Gary Talent (gary@drinkingtea.net). All rights reserved.
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*/
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#include <imgui_impl_opengl3.h>
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#include <nostalgia/glutils/glutils.hpp>
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#include <ox/std/array.hpp>
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#include <ox/std/fmt.hpp>
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#include <nostalgia/core/config.hpp>
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#include <nostalgia/core/gfx.hpp>
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#include "nostalgia/core/context.hpp"
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namespace nostalgia::core {
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void ImGui_Impl_NewFrame() noexcept;
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namespace renderer {
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constexpr auto TileRows = 128;
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constexpr auto TileColumns = 128;
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constexpr auto TileCount = TileRows * TileColumns;
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constexpr auto BgVertexVboRows = 4;
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constexpr auto BgVertexVboRowLength = 4;
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constexpr auto BgVertexVboLength = BgVertexVboRows * BgVertexVboRowLength;
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constexpr auto BgVertexEboLength = 6;
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struct Background: public glutils::BufferSet {
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bool enabled = false;
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bool updated = false;
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Background() noexcept {
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vertices.resize(TileCount * BgVertexVboLength);
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elements.resize(TileCount * BgVertexEboLength);
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}
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};
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struct GlImplData {
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glutils::GLProgram bgShader;
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int64_t prevFpsCheckTime = 0;
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uint64_t draws = 0;
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ox::Array<Background, 4> backgrounds;
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};
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constexpr const GLchar *bgvshad = R"(
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{}
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in vec2 vTexCoord;
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in vec2 vPosition;
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out vec2 fTexCoord;
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uniform float vTileHeight;
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void main() {
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gl_Position = vec4(vPosition, 0.0, 1.0);
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fTexCoord = vTexCoord * vec2(1, vTileHeight);
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})";
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constexpr const GLchar *bgfshad = R"(
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{}
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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);
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})";
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[[nodiscard]]
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static constexpr auto bgVertexRow(unsigned x, unsigned y) noexcept {
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return y * TileRows + x;
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}
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static void
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setTileBufferObject(Context *ctx, unsigned vi, float x, float y, int textureRow, float *vbo, GLuint *ebo) noexcept {
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// don't worry, this memcpy gets optimized to something much more ideal
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const auto [sw, sh] = getScreenSize(ctx);
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constexpr float ymod = 2.0f / 20.0f;
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const float xmod = ymod * static_cast<float>(sh) / static_cast<float>(sw);
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x *= xmod;
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y *= -ymod;
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x -= 1.0f;
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y += 1.0f - ymod;
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const float vertices[BgVertexVboLength] = {
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x, y, 0, static_cast<float>(textureRow + 1), // bottom left
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x + xmod, y, 1, static_cast<float>(textureRow + 1), // bottom right
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x + xmod, y + ymod, 1, static_cast<float>(textureRow + 0), // top right
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x, y + ymod, 0, static_cast<float>(textureRow + 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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static void initBackgroundBufferObjects(Context *ctx, glutils::BufferSet *bg) noexcept {
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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 i = bgVertexRow(x, y);
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auto vbo = &bg->vertices[i * BgVertexVboLength];
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auto ebo = &bg->elements[i * BgVertexEboLength];
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setTileBufferObject(ctx, i * BgVertexVboRows, static_cast<float>(x), static_cast<float>(y), 0, vbo, ebo);
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}
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}
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}
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static void initBackgroundBufferset(Context *ctx, GLuint shader, glutils::BufferSet *bg) noexcept {
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// vao
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bg->vao = glutils::generateVertexArrayObject();
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glBindVertexArray(bg->vao);
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// vbo & ebo
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bg->vbo = glutils::generateBuffer();
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bg->ebo = glutils::generateBuffer();
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initBackgroundBufferObjects(ctx, bg);
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glutils::sendVbo(*bg);
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glutils::sendEbo(*bg);
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// vbo layout
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auto posAttr = static_cast<GLuint>(glGetAttribLocation(shader, "vPosition"));
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glEnableVertexAttribArray(posAttr);
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glVertexAttribPointer(posAttr, 2, GL_FLOAT, GL_FALSE, BgVertexVboRowLength * sizeof(float), nullptr);
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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, BgVertexVboRowLength * sizeof(float),
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reinterpret_cast<void*>(2 * sizeof(float)));
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}
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static glutils::GLTexture loadTexture(GLsizei w, GLsizei h, void *pixels) noexcept {
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GLuint texId = 0;
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glGenTextures(1, &texId);
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glutils::GLTexture tex(texId);
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tex.width = w;
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tex.height = h;
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glActiveTexture(GL_TEXTURE0);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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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_T, GL_CLAMP_TO_EDGE);
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return tex;
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}
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static void tickFps(GlImplData *id) noexcept {
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++id->draws;
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if (id->draws >= 500) {
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using namespace std::chrono;
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const auto now = duration_cast<milliseconds>(system_clock::now().time_since_epoch()).count();
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const auto duration = static_cast<double>(now - id->prevFpsCheckTime) / 1000.0;
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const auto fps = static_cast<int>(static_cast<double>(id->draws) / duration);
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if constexpr(config::UserlandFpsPrint) {
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oxInfof("FPS: {}", fps);
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}
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oxTracef("nostalgia::core::gfx::gl::fps", "FPS: {}", fps);
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id->prevFpsCheckTime = now;
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id->draws = 0;
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}
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}
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static void drawBackground(Background *bg) noexcept {
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if (bg->enabled) {
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glBindVertexArray(bg->vao);
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if (bg->updated) {
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bg->updated = false;
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glutils::sendVbo(*bg);
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}
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glBindTexture(GL_TEXTURE_2D, bg->tex);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(bg->elements.size()), GL_UNSIGNED_INT, nullptr);
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}
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}
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static void drawBackgrounds(GlImplData *id) noexcept {
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// load background shader and its uniforms
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glUseProgram(id->bgShader);
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const auto uniformTileHeight = static_cast<GLint>(glGetUniformLocation(id->bgShader, "vTileHeight"));
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for (auto &bg : id->backgrounds) {
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glUniform1f(uniformTileHeight, 1.0f / static_cast<float>(bg.tex.height / 8));
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drawBackground(&bg);
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}
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}
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ox::Error init(Context *ctx, void **rendererData) noexcept {
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const auto vshad = ox::sfmt(bgvshad, glutils::GlslVersion);
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const auto fshad = ox::sfmt(bgfshad, glutils::GlslVersion);
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oxRequireM(bgShader, glutils::buildShaderProgram(vshad.c_str(), fshad.c_str()));
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const auto id = new GlImplData;
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*rendererData = id;
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id->bgShader = std::move(bgShader);
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for (auto &bg : id->backgrounds) {
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initBackgroundBufferset(ctx, id->bgShader, &bg);
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}
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ImGui_ImplOpenGL3_Init(glutils::GlslVersion);
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return OxError(0);
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}
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void shutdown(Context*, void *rendererData) noexcept {
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const auto id = reinterpret_cast<GlImplData*>(rendererData);
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ox::safeDelete(id);
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}
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void loadBgTexture(void *rendererData, int section, void *pixels, int w, int h) noexcept {
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oxTracef("nostalgia::core::gfx::gl", "loadBgTexture: { section: {}, w: {}, h: {} }", section, w, h);
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const auto id = static_cast<GlImplData*>(rendererData);
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auto &tex = id->backgrounds[static_cast<std::size_t>(section)].tex;
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tex = loadTexture(w, h, pixels);
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}
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}
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uint8_t bgStatus(Context *ctx) noexcept {
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const auto id = ctx->rendererData<renderer::GlImplData>();
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uint8_t out = 0;
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for (unsigned i = 0; i < id->backgrounds.size(); ++i) {
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out |= id->backgrounds[i].enabled << i;
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}
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return out;
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}
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void setBgStatus(Context *ctx, uint32_t status) noexcept {
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const auto id = ctx->rendererData<renderer::GlImplData>();
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for (unsigned i = 0; i < id->backgrounds.size(); ++i) {
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id->backgrounds[i].enabled = (status >> i) & 1;
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}
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}
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bool bgStatus(Context *ctx, unsigned bg) noexcept {
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const auto id = ctx->rendererData<renderer::GlImplData>();
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return id->backgrounds[bg].enabled;
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}
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void setBgStatus(Context *ctx, unsigned bg, bool status) noexcept {
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const auto id = ctx->rendererData<renderer::GlImplData>();
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id->backgrounds[bg].enabled = status;
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}
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void draw(Context *ctx) noexcept {
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const auto id = ctx->rendererData<renderer::GlImplData>();
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renderer::tickFps(id);
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_Impl_NewFrame();
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if constexpr(config::ImGuiEnabled) {
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ImGui::NewFrame();
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}
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// clear screen
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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// render
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renderer::drawBackgrounds(id);
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for (const auto cd : ctx->drawers) {
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cd->draw(ctx);
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}
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if constexpr(config::ImGuiEnabled) {
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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}
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void clearTileLayer(Context *ctx, int layer) noexcept {
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const auto id = ctx->rendererData<renderer::GlImplData>();
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auto &bg = id->backgrounds[static_cast<std::size_t>(layer)];
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initBackgroundBufferObjects(ctx, &bg);
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bg.updated = true;
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}
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void hideSprite(Context*, unsigned) noexcept {
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}
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void setSprite(Context*,
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unsigned,
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unsigned,
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unsigned,
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unsigned,
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unsigned,
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unsigned,
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unsigned) noexcept {
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}
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void setTile(Context *ctx, int layer, int column, int row, uint8_t tile) noexcept {
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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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const auto i = renderer::bgVertexRow(x, y);
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auto &bg = id->backgrounds[z];
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auto vbo = &bg.vertices[i * renderer::BgVertexVboLength];
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auto ebo = &bg.elements[i * renderer::BgVertexEboLength];
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renderer::setTileBufferObject(ctx, i * renderer::BgVertexVboRows,
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static_cast<float>(x), static_cast<float>(y), tile, vbo, ebo);
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bg.updated = true;
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}
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}
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