[nostalgia] Start on new TileSheetEditor
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/*
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* Copyright 2016 - 2021 Gary Talent (gary@drinkingtea.net). All rights reserved.
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*/
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#include <nostalgia/core/consts.hpp>
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#include "ptidxconv.hpp"
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#include "tilesheetpixels.hpp"
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namespace nostalgia::core {
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ox::Error TileSheetPixels::buildShader() noexcept {
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const auto Vshad = ox::sfmt(VShad, glutils::GlslVersion);
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const auto Fshad = ox::sfmt(FShad, glutils::GlslVersion);
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return glutils::buildShaderProgram(Vshad, Fshad).moveTo(&m_shader);
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}
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void TileSheetPixels::draw(bool update) noexcept {
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glUseProgram(m_shader);
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glBindVertexArray(m_bufferSet.vao);
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if (update) {
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glutils::sendVbo(m_bufferSet);
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}
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_bufferSet.elements.size()), GL_UNSIGNED_INT, nullptr);
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}
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void TileSheetPixels::initBufferSet(const NostalgiaGraphic &img, const NostalgiaPalette &pal) noexcept {
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// vao
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m_bufferSet.vao = glutils::generateVertexArrayObject();
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glBindVertexArray(m_bufferSet.vao);
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// vbo & ebo
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m_bufferSet.vbo = glutils::generateBuffer();
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m_bufferSet.ebo = glutils::generateBuffer();
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setBufferObjects(img, pal, &m_bufferSet);
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glutils::sendVbo(m_bufferSet);
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glutils::sendEbo(m_bufferSet);
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// vbo layout
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const auto posAttr = static_cast<GLuint>(glGetAttribLocation(m_shader, "vPosition"));
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glEnableVertexAttribArray(posAttr);
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glVertexAttribPointer(posAttr, 2, GL_FLOAT, GL_FALSE, VertexVboRowLength * sizeof(float), nullptr);
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const auto colorAttr = static_cast<GLuint>(glGetAttribLocation(m_shader, "vColor"));
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glEnableVertexAttribArray(colorAttr);
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glVertexAttribPointer(colorAttr, 3, GL_FLOAT, GL_FALSE, VertexVboRowLength * sizeof(float),
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reinterpret_cast<void*>(2 * sizeof(float)));
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}
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void TileSheetPixels::setPixelBufferObject(unsigned vertexRow, float x, float y, Color16 color, float *vbo, GLuint *ebo) noexcept {
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const auto [xmod, ymod] = pixelSize();
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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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//std::cout << x << ", " << y << ", " << (x + xmod) << ", " << (y + ymod) << '\n';
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const auto r = redf(color), g = greenf(color), b = bluef(color);
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// don't worry, these memcpys gets optimized to something much more ideal
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const float vertices[VertexVboLength] = {
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x, y, r, g, b, // bottom left
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x + xmod, y, r, g, b, // bottom right
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x + xmod, y + ymod, r, g, b, // top right
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x, y + ymod, r, g, b, // top left
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};
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memcpy(vbo, vertices, sizeof(vertices));
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const GLuint elms[VertexEboLength] = {
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vertexRow + 0, vertexRow + 1, vertexRow + 2,
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vertexRow + 2, vertexRow + 3, vertexRow + 0,
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};
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memcpy(ebo, elms, sizeof(elms));
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}
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void TileSheetPixels::setBufferObjects(const NostalgiaGraphic &img, const NostalgiaPalette &pal, glutils::BufferSet *bg) noexcept {
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const auto setPixel = [bg, img, pal](std::size_t i, uint8_t p) {
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const auto color = pal.colors[p];
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const auto pt = idxToPt(i, img.columns);
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const auto fx = static_cast<float>(pt.x);
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const auto fy = static_cast<float>(pt.y);
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const auto vbo = &bg->vertices[i * VertexVboLength];
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const auto ebo = &bg->elements[i * VertexEboLength];
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setPixelBufferObject(i * VertexVboRows, fx, fy, color, vbo, ebo);
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};
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// set buffer lengths
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const auto width = img.columns * TileWidth;
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const auto height = img.rows * TileHeight;
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const auto tiles = static_cast<unsigned>(width * height);
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m_bufferSet.vertices.resize(tiles * VertexVboLength);
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m_bufferSet.elements.resize(tiles * VertexEboLength);
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// set pixels
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if (img.bpp == 4) {
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for (std::size_t i = 0; i < img.pixels.size(); ++i) {
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const auto colorIdx1 = img.pixels[i] & 0xF;
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const auto colorIdx2 = img.pixels[i] >> 4;
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setPixel(i * 2 + 0, colorIdx1);
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setPixel(i * 2 + 1, colorIdx2);
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}
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} else {
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for (std::size_t i = 0; i < img.pixels.size(); ++i) {
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const auto p = img.pixels[i];
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setPixel(i, p);
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}
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}
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}
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ImVec2 TileSheetPixels::pixelSize() noexcept {
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const auto [sw, sh] = ImGui::GetContentRegionAvail();
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constexpr float ymod = 0.35f / 10.0f;
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const auto xmod = ymod * sh / sw;
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return {xmod, ymod};
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}
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}
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