[nostalgia/core] Establish foundation for tile support in GL
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@@ -6,58 +6,154 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#include <ox/std/fmt.hpp>
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#define GL_SILENCE_DEPRECATION
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#include <array>
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#include <ox/std/bit.hpp>
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#include <ox/std/defines.hpp>
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#include <ox/std/defines.hpp>
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#define GL_GLEXT_PROTOTYPES 1
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//#include <GLES2/gl2.h>
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#ifdef OX_OS_Darwin
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#include <ox/std/fmt.hpp>
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#include <nostalgia/core/gfx.hpp>
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#include "glutils.hpp"
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namespace nostalgia::core {
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using TileMap = std::array<std::array<int, 128>, 128>;
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struct GlImplData {
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std::array<TileMap, 4> bgTileMaps{};
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std::array<GLuint, 4> bgTextures{};
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int64_t prevFpsCheckTime = 0;
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uint64_t draws = 0;
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namespace renderer {
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constexpr auto TileRows = 16;
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constexpr auto TileColumns = 16;
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constexpr auto TileCount = TileRows * TileColumns;
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constexpr auto BgVertexVboRowLength = 6;
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constexpr auto BgVertexVboLength = 16;
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constexpr auto BgVertexEboLength = 6;
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struct BackgroundBufferset: public Bufferset {
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std::array<float, TileCount * BgVertexVboLength * 4> bgVertices;
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std::array<GLuint, TileCount * BgVertexEboLength * 4> bgEbos;
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};
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struct GlImplData {
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std::array<TileMap, 4> bgTileMaps{};
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int64_t prevFpsCheckTime = 0;
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uint64_t draws = 0;
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std::array<BackgroundBufferset, 1> backgrounds;
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GLuint bgShader = 0;
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};
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namespace renderer {
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constexpr const GLchar *bgvshad = R"(
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#version 150
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in vec2 vTexCoord;
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in vec2 position;
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out vec2 fTexCoord;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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fTexCoord = vTexCoord;
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})";
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constexpr const GLchar *bgfshad = R"(
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#version 150
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out vec4 outColor;
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in vec2 fTexCoord;
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uniform sampler2D image;
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void main() {
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//outColor = vec4(0.0, 0.7, 1.0, 1.0);
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outColor = texture(image, fTexCoord) * vec4(1.0, 1.0, 1.0, 1.0);
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})";
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void initTileBufferObjects(unsigned vi, float x, float y, float *vbo, GLuint *ebo) {
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// don't worry, this gets optimized to something much more ideal
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constexpr float xmod = 0.06f;
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x *= xmod;
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y *= 0.1f;
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const float vertices[BgVertexVboLength] = {
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x, y, 0, 0.04, // bottom left
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x + xmod, y, 1, 0.04, // bottom right
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x + xmod, y + 0.1f, 1, 0, // top right
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x, y + 0.1f, 0, 0, // top left
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};
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memcpy(vbo, vertices, sizeof(vertices));
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const GLuint elms[BgVertexEboLength] = {
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vi + 0, vi + 1, vi + 2,
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vi + 2, vi + 3, vi + 0,
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};
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memcpy(ebo, elms, sizeof(elms));
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}
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void initBackgroundBufferObjects(GLuint shader, BackgroundBufferset *bs) {
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auto i = 0u;
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for (auto x = 0u; x < TileColumns; ++x) {
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for (auto y = 0u; y < TileRows; ++y) {
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const auto vi = i * BgVertexVboLength;
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auto vbo = &bs->bgVertices[vi];
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auto ebo = &bs->bgEbos[i * BgVertexEboLength];
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initTileBufferObjects(vi, x, y, vbo, ebo);
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++i;
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}
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}
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// vbo
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glBindBuffer(GL_ARRAY_BUFFER, bs->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(bs->bgVertices), &bs->bgVertices, GL_DYNAMIC_DRAW);
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// ebo
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bs->ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(bs->bgEbos), &bs->bgEbos, GL_STATIC_DRAW);
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// vbo layout
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auto posAttr = static_cast<GLuint>(glGetAttribLocation(shader, "position"));
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glEnableVertexAttribArray(posAttr);
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glVertexAttribPointer(posAttr, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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auto texCoordAttr = static_cast<GLuint>(glGetAttribLocation(shader, "vTexCoord"));
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glEnableVertexAttribArray(texCoordAttr);
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glVertexAttribPointer(texCoordAttr, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
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ox::bit_cast<void*>((2 * sizeof(float))));
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}
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void initBackgroundBufferset(GLuint shader, BackgroundBufferset *bufferset) {
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// vao
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glGenVertexArrays(1, &bufferset->vao);
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glBindVertexArray(bufferset->vao);
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// vbo & ebo
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glGenBuffers(1, &bufferset->vbo);
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glGenBuffers(1, &bufferset->ebo);
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initBackgroundBufferObjects(shader, bufferset);
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//glActiveTexture(GL_TEXTURE0);
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//glBindTexture(GL_TEXTURE_2D, texture);
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//auto texAttr = static_cast<GLuint>(glGetUniformLocation(shaderPrgm, "image"));
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//glUniform1i(static_cast<int>(texAttr), static_cast<int>(texture));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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ox::Error init(Context *ctx) {
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const auto id = new GlImplData;
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ctx->setRendererData(id);
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id->bgShader = buildShaderProgram(bgvshad, bgfshad);
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for (auto &bg : id->backgrounds) {
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initBackgroundBufferset(id->bgShader, &bg);
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}
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return OxError(0);
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}
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ox::Error shutdown(Context *ctx) {
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const auto id = ctx->rendererData<GlImplData>();
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for (auto &bg : id->backgrounds) {
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destroy(bg);
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}
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ctx->setRendererData(nullptr);
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delete id;
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return OxError(0);
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}
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ox::Error loadTexture(Context *ctx, int section, void *pixels, int w, int h) {
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oxTracef("nostalgia::core::gfx::gl", "loadTexture: { section: {}, w: {}, h: {} }", section, w, h);
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const auto &id = ctx->rendererData<GlImplData>();
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auto &texId = id->bgTextures[static_cast<std::size_t>(section)];
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glGenTextures(1, &texId);
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ox::Error loadTexture(GLuint *texId, void *pixels, int w, int h) {
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if (*texId == 0) {
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glGenTextures(1, texId);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texId);
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glBindTexture(GL_TEXTURE_2D, *texId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -66,11 +162,18 @@ ox::Error loadTexture(Context *ctx, int section, void *pixels, int w, int h) {
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return OxError(0);
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}
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ox::Error loadBgTexture(Context *ctx, int section, void *pixels, int w, int h) {
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oxTracef("nostalgia::core::gfx::gl", "loadBgTexture: { section: {}, w: {}, h: {} }", section, w, h);
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const auto &id = ctx->rendererData<GlImplData>();
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const auto texId = &id->backgrounds[static_cast<std::size_t>(section)].tex;
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return loadTexture(texId, pixels, w, h);
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}
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}
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void draw(Context *ctx) {
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const auto id = ctx->rendererData<GlImplData>();
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const auto id = ctx->rendererData<renderer::GlImplData>();
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++id->draws;
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if (id->draws >= 5000) {
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using namespace std::chrono;
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@@ -86,23 +189,16 @@ void draw(Context *ctx) {
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}
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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auto &texId = id->bgTextures[0];
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBindTexture(GL_TEXTURE_2D, texId);
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//glEnable(GL_TEXTURE_2D);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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// Draw a textured quad
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2f(-0.01, 1);
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glTexCoord2f(0, 1); glVertex2f(-0.01, -1);
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glTexCoord2f(1, 1); glVertex2f( 0.01, -1);
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glTexCoord2f(1, 0); glVertex2f( 0.01, 1);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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for (std::size_t i = 0; i < id->bgTileMaps.size(); i++) {
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for (std::size_t i = 0; i < id->backgrounds.size(); i++) {
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const auto &bg = id->backgrounds[i];
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glUseProgram(id->bgShader);
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glBindTexture(GL_TEXTURE_2D, bg.tex);
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glBindVertexArray(bg.vao);
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glDrawElements(GL_TRIANGLES, bg.bgEbos.size(), GL_UNSIGNED_INT, 0);
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}
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}
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@@ -129,7 +225,7 @@ void setSprite(Context*,
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}
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void setTile(Context *ctx, int layer, int column, int row, uint8_t tile) {
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const auto id = ctx->rendererData<GlImplData>();
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const auto id = ctx->rendererData<renderer::GlImplData>();
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const auto z = static_cast<unsigned>(layer);
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const auto y = static_cast<unsigned>(row);
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const auto x = static_cast<unsigned>(column);
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