[nostalgia/core] Rename userland to opengl
This commit is contained in:
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/*
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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 <ox/std/array.hpp>
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#include <ox/std/fmt.hpp>
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#include <nostalgia/geo/vec.hpp>
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#include <nostalgia/glutils/glutils.hpp>
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#include <nostalgia/core/context.hpp>
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#include <nostalgia/core/config.hpp>
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#include <nostalgia/core/gfx.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 uint64_t TileRows = 128;
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constexpr uint64_t TileColumns = 128;
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constexpr uint64_t TileCount = TileRows * TileColumns;
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constexpr uint64_t SpriteCount = 128;
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constexpr uint64_t BgVertexVboRows = 4;
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constexpr uint64_t BgVertexVboRowLength = 4;
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constexpr uint64_t BgVertexVboLength = BgVertexVboRows * BgVertexVboRowLength;
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constexpr uint64_t BgVertexEboLength = 6;
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constexpr uint64_t SpriteVertexVboRows = 256;
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constexpr uint64_t SpriteVertexVboRowLength = 5;
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constexpr uint64_t SpriteVertexVboLength = SpriteVertexVboRows * SpriteVertexVboRowLength;
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constexpr uint64_t SpriteVertexEboLength = 6;
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struct CBB: public glutils::BufferSet {
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bool updated = false;
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constexpr CBB() 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 SpriteBlockset: public glutils::BufferSet {
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bool updated = false;
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constexpr SpriteBlockset() noexcept {
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vertices.resize(SpriteCount * SpriteVertexVboLength);
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elements.resize(SpriteCount * SpriteVertexEboLength);
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}
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};
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struct Background {
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bool enabled = false;
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unsigned cbbIdx = 0;
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};
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struct Sprite {
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bool enabled = false;
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};
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struct GlImplData {
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glutils::GLProgram bgShader;
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glutils::GLProgram spriteShader;
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int64_t prevFpsCheckTime = 0;
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uint64_t draws = 0;
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ox::Array<CBB, 4> cbbs;
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SpriteBlockset spriteBlocks;
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ox::Array<Sprite, 128> spriteStates;
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ox::Array<Background, 4> backgrounds;
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};
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constexpr ox::StringView bgvshadTmpl = 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 ox::StringView bgfshadTmpl = 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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uniform vec4 fPalette[256];
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void main() {
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int idx = int(texture(image, fTexCoord).rgb.r * 256);
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outColor = fPalette[idx];
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//outColor = vec4(0.0, 0.7, 1.0, 1.0);
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})";
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constexpr ox::StringView spritevshadTmpl = R"(
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{}
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in float vEnabled;
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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) * vec2(vEnabled, vEnabled);
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})";
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constexpr ox::StringView spritefshadTmpl = bgfshadTmpl;
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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 setSpriteBufferObject(Context *ctx,
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unsigned vi,
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float enabled,
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float x, float y,
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unsigned textureRow,
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unsigned flipX,
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float *vbo,
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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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const auto [sw, sh] = getScreenSize(ctx);
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constexpr float ymod = 0.1f;
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const auto 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.f;
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y += 1.f - ymod;
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const auto textureRowf = static_cast<float>(textureRow);
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const float L = flipX ? 1 : 0;
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const float R = flipX ? 0 : 1;
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const ox::Array<float, SpriteVertexVboLength> vertices {
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enabled, x, y, L, textureRowf + 1, // bottom left
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enabled, x + xmod, y, R, textureRowf + 1, // bottom right
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enabled, x + xmod, y + ymod, R, textureRowf + 0, // top right
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enabled, x, y + ymod, L, textureRowf + 0, // top left
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};
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memcpy(vbo, vertices.data(), sizeof(vertices));
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const ox::Array<GLuint, SpriteVertexEboLength> elms {
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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.data(), sizeof(elms));
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}
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static void setTileBufferObject(Context *ctx,
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unsigned vi,
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float x,
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float y,
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unsigned textureRow,
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float *vbo,
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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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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 auto textureRowf = static_cast<float>(textureRow);
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const ox::Array<float, BgVertexVboLength> vertices {
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x, y, 0, textureRowf + 1, // bottom left
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x + xmod, y, 1, textureRowf + 1, // bottom right
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x + xmod, y + ymod, 1, textureRowf + 0, // top right
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x, y + ymod, 0, textureRowf + 0, // top left
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};
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memcpy(vbo, vertices.data(), sizeof(vertices));
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const ox::Array<GLuint, BgVertexEboLength> elms {
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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.data(), sizeof(elms));
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}
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static void initSpriteBufferObjects(Context *ctx, glutils::BufferSet *bs) noexcept {
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for (auto i = 0u; i < SpriteCount; ++i) {
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auto vbo = &bs->vertices[i * static_cast<std::size_t>(SpriteVertexVboLength)];
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auto ebo = &bs->elements[i * static_cast<std::size_t>(SpriteVertexEboLength)];
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setSpriteBufferObject(ctx, i * SpriteVertexVboRows, 0, 0, 0, 0, false, vbo, ebo);
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}
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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 * static_cast<std::size_t>(BgVertexVboLength)];
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auto ebo = &bg->elements[i * static_cast<std::size_t>(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 initSpritesBufferset(Context *ctx, GLuint shader, glutils::BufferSet *bs) noexcept {
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// vao
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bs->vao = glutils::generateVertexArrayObject();
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glBindVertexArray(bs->vao);
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// vbo & ebo
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bs->vbo = glutils::generateBuffer();
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bs->ebo = glutils::generateBuffer();
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initSpriteBufferObjects(ctx, bs);
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glutils::sendVbo(*bs);
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glutils::sendEbo(*bs);
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// vbo layout
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auto enabledAttr = static_cast<GLuint>(glGetAttribLocation(shader, "vEnabled"));
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glEnableVertexAttribArray(enabledAttr);
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glVertexAttribPointer(enabledAttr, 1, GL_FLOAT, GL_FALSE, SpriteVertexVboRowLength * sizeof(float), nullptr);
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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, SpriteVertexVboRowLength * sizeof(float),
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reinterpret_cast<void*>(1 * sizeof(float)));
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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, SpriteVertexVboRowLength * sizeof(float),
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reinterpret_cast<void*>(3 * sizeof(float)));
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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, const 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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oxOutf("FPS: {}\n", fps);
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}
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oxTracef("nostalgia::core::gfx::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(CBB *cbb) noexcept {
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glBindVertexArray(cbb->vao);
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if (cbb->updated) {
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cbb->updated = false;
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glutils::sendVbo(*cbb);
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}
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glBindTexture(GL_TEXTURE_2D, cbb->tex);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(cbb->elements.size()), GL_UNSIGNED_INT, nullptr);
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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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//glUniform3fv(uniformPalette, GlImplData::ColorCnt, id->palette.data());
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for (const auto &bg : id->backgrounds) {
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if (bg.enabled) {
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auto &cbb = id->cbbs[bg.cbbIdx];
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const auto tileRows = cbb.tex.height / TileHeight;
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glUniform1f(uniformTileHeight, 1.0f / static_cast<float>(tileRows));
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drawBackground(&cbb);
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}
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}
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}
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static void drawSprites(GlImplData *id) noexcept {
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glUseProgram(id->spriteShader);
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auto &sb = id->spriteBlocks;
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const auto uniformTileHeight = static_cast<GLint>(glGetUniformLocation(id->spriteShader, "vTileHeight"));
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// update vbo
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glBindVertexArray(sb.vao);
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if (sb.updated) {
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sb.updated = false;
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glutils::sendVbo(sb);
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}
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// set vTileHeight uniform
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const auto tileRows = sb.tex.height / TileHeight;
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glUniform1f(uniformTileHeight, 1.0f / static_cast<float>(tileRows));
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// draw
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glBindTexture(GL_TEXTURE_2D, sb.tex);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(sb.elements.size()), GL_UNSIGNED_INT, nullptr);
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}
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ox::Error init(Context *ctx, void **rendererData) noexcept {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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const auto bgVshad = ox::sfmt(bgvshadTmpl, glutils::GlslVersion);
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const auto bgFshad = ox::sfmt(bgfshadTmpl, glutils::GlslVersion);
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const auto spriteVshad = ox::sfmt(spritevshadTmpl, glutils::GlslVersion);
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const auto spriteFshad = ox::sfmt(spritefshadTmpl, glutils::GlslVersion);
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const auto id = ox::make<GlImplData>();
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*rendererData = id;
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oxReturnError(glutils::buildShaderProgram(bgVshad.c_str(), bgFshad.c_str()).moveTo(&id->bgShader));
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oxReturnError(glutils::buildShaderProgram(spriteVshad.c_str(), spriteFshad.c_str()).moveTo(&id->spriteShader));
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for (auto &bg : id->cbbs) {
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initBackgroundBufferset(ctx, id->bgShader, &bg);
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}
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initSpritesBufferset(ctx, id->spriteShader, &id->spriteBlocks);
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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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static void loadPalette(GLuint shaderPgrm, const Palette &pal, bool firstIsTransparent = false) noexcept {
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static constexpr std::size_t ColorCnt = 256;
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ox::Array<GLfloat, ColorCnt * 4> palette{};
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for (auto i = 0u; const auto c : pal.colors) {
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palette[i++] = redf(c);
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palette[i++] = greenf(c);
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palette[i++] = bluef(c);
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palette[i++] = 255;
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}
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if (firstIsTransparent) {
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palette[3] = 0;
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}
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glUseProgram(shaderPgrm);
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const auto uniformPalette = static_cast<GLint>(glGetUniformLocation(shaderPgrm, "fPalette"));
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glUniform4fv(uniformPalette, ColorCnt, palette.data());
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}
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void loadBgPalette(void *rendererData, const Palette &pal) noexcept {
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const auto id = static_cast<GlImplData*>(rendererData);
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loadPalette(id->bgShader, pal);
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}
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void loadSpritePalette(void *rendererData, const Palette &pal) noexcept {
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const auto id = static_cast<GlImplData*>(rendererData);
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loadPalette(id->spriteShader, pal, true);
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}
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void loadBgTexture(void *rendererData, unsigned cbbIdx, const void *pixels, int w, int h) noexcept {
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oxTracef("nostalgia::core::gfx::gl", "loadBgTexture: { cbbIdx: {}, w: {}, h: {} }", cbbIdx, w, h);
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const auto id = static_cast<GlImplData*>(rendererData);
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id->cbbs[cbbIdx].tex = loadTexture(w, h, pixels);
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}
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void loadSpriteTexture(void *rendererData, const void *pixels, int w, int h) noexcept {
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oxTracef("nostalgia::core::gfx::gl", "loadSpriteTexture: { w: {}, h: {} }", w, h);
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const auto id = static_cast<GlImplData*>(rendererData);
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id->spriteBlocks.tex = loadTexture(w, h, pixels);
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}
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}
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void setBgCbb(Context *ctx, unsigned bgIdx, unsigned cbbIdx) noexcept {
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const auto id = ctx->rendererData<renderer::GlImplData>();
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auto &bg = id->backgrounds[bgIdx];
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bg.cbbIdx = cbbIdx;
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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->cbbs.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->cbbs.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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}
|
||||
|
||||
|
||||
void draw(Context *ctx) noexcept {
|
||||
const auto id = ctx->rendererData<renderer::GlImplData>();
|
||||
renderer::tickFps(id);
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_Impl_NewFrame();
|
||||
if constexpr(config::ImGuiEnabled) {
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
// clear screen
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
// render
|
||||
renderer::drawBackgrounds(id);
|
||||
if (id->spriteBlocks.tex) {
|
||||
renderer::drawSprites(id);
|
||||
}
|
||||
for (const auto cd : ctx->drawers) {
|
||||
cd->draw(ctx);
|
||||
}
|
||||
if constexpr(config::ImGuiEnabled) {
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
}
|
||||
|
||||
void clearTileLayer(Context *ctx, unsigned bgIdx) noexcept {
|
||||
const auto id = ctx->rendererData<renderer::GlImplData>();
|
||||
auto &bg = id->cbbs[static_cast<std::size_t>(bgIdx)];
|
||||
initBackgroundBufferObjects(ctx, &bg);
|
||||
bg.updated = true;
|
||||
}
|
||||
|
||||
void hideSprite(Context *ctx, unsigned idx) noexcept {
|
||||
auto &id = *ctx->rendererData<renderer::GlImplData>();
|
||||
auto vbo = &id.spriteBlocks.vertices[idx * renderer::SpriteVertexVboLength];
|
||||
auto ebo = &id.spriteBlocks.elements[idx * renderer::SpriteVertexEboLength];
|
||||
renderer::setSpriteBufferObject(ctx, idx * renderer::SpriteVertexVboRows, 0,
|
||||
0, 0, 0, false, vbo, ebo);
|
||||
id.spriteBlocks.updated = true;
|
||||
}
|
||||
|
||||
void setSprite(Context *ctx,
|
||||
unsigned idx,
|
||||
int x,
|
||||
int y,
|
||||
unsigned tileIdx,
|
||||
[[maybe_unused]] unsigned spriteShape,
|
||||
[[maybe_unused]] unsigned spriteSize,
|
||||
unsigned flipX) noexcept {
|
||||
//oxTracef("nostalgia::core::gfx::gl", "setSprite(ctx, {}, {}, {}, {}, {}, {}, {})",
|
||||
// idx, x, y, tileIdx, spriteShape, spriteSize, flipX);
|
||||
// Tonc Table 8.4
|
||||
static constexpr ox::Array<geo::Vec<unsigned>, 12> dimensions{
|
||||
// col 0
|
||||
{1, 1}, // 0, 0
|
||||
{2, 2}, // 0, 1
|
||||
{4, 4}, // 0, 2
|
||||
{8, 8}, // 0, 3
|
||||
// col 1
|
||||
{2, 1}, // 1, 0
|
||||
{4, 1}, // 1, 1
|
||||
{4, 2}, // 1, 2
|
||||
{8, 4}, // 1, 3
|
||||
// col 2
|
||||
{1, 1}, // 2, 0
|
||||
{1, 4}, // 2, 1
|
||||
{2, 4}, // 2, 2
|
||||
{4, 8}, // 2, 3
|
||||
};
|
||||
const auto dim = dimensions[(spriteShape << 2) | spriteSize];
|
||||
const auto uX = static_cast<int>(x) % 255;
|
||||
const auto uY = static_cast<int>(y + 8) % 255 - 8;
|
||||
auto &id = *ctx->rendererData<renderer::GlImplData>();
|
||||
auto i = 0u;
|
||||
const auto set = [&](int xIt, int yIt) {
|
||||
const auto fX = static_cast<float>(uX + xIt * 8) / 8;
|
||||
const auto fY = static_cast<float>(uY + yIt * 8) / 8;
|
||||
const auto cidx = idx + i;
|
||||
auto vbo = &id.spriteBlocks.vertices[cidx * renderer::SpriteVertexVboLength];
|
||||
auto ebo = &id.spriteBlocks.elements[cidx * renderer::SpriteVertexEboLength];
|
||||
renderer::setSpriteBufferObject(ctx, cidx * renderer::SpriteVertexVboRows, 1,
|
||||
fX, fY, tileIdx + i, flipX, vbo, ebo);
|
||||
++i;
|
||||
};
|
||||
if (!flipX) {
|
||||
for (auto yIt = 0; yIt < static_cast<int>(dim.y); ++yIt) {
|
||||
for (auto xIt = 0u; xIt < dim.x; ++xIt) {
|
||||
set(static_cast<int>(xIt), static_cast<int>(yIt));
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (auto yIt = 0u; yIt < dim.y; ++yIt) {
|
||||
for (auto xIt = dim.x - 1; xIt < ~0u; --xIt) {
|
||||
set(static_cast<int>(xIt), static_cast<int>(yIt));
|
||||
}
|
||||
}
|
||||
}
|
||||
id.spriteBlocks.updated = true;
|
||||
}
|
||||
|
||||
void setTile(Context *ctx, unsigned bgIdx, int column, int row, uint8_t tile) noexcept {
|
||||
oxTracef(
|
||||
"nostalgia::core::gfx::setTile",
|
||||
"bgIdx: {}, column: {}, row: {}, tile: {}",
|
||||
bgIdx, column, row, tile);
|
||||
const auto id = ctx->rendererData<renderer::GlImplData>();
|
||||
const auto z = static_cast<unsigned>(bgIdx);
|
||||
const auto y = static_cast<unsigned>(row);
|
||||
const auto x = static_cast<unsigned>(column);
|
||||
const auto i = renderer::bgVertexRow(x, y);
|
||||
auto &bg = id->cbbs[z];
|
||||
auto vbo = &bg.vertices[i * renderer::BgVertexVboLength];
|
||||
auto ebo = &bg.elements[i * renderer::BgVertexEboLength];
|
||||
renderer::setTileBufferObject(
|
||||
ctx, i * renderer::BgVertexVboRows,
|
||||
static_cast<float>(x), static_cast<float>(y),
|
||||
tile, vbo, ebo);
|
||||
bg.updated = true;
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user