[nostalgia/core/userland] Fix Tile row skipping and move some non-SDL code into userland
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@@ -22,15 +22,16 @@ using TileMap = std::array<std::array<int, 128>, 128>;
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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 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 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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std::array<float, TileCount * BgVertexVboLength> bgVertices;
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std::array<GLuint, TileCount * BgVertexEboLength> bgEbos;
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};
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struct GlImplData {
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@@ -64,16 +65,17 @@ constexpr const GLchar *bgfshad = R"(
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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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constexpr float ymod = 0.1f;
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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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y *= ymod;
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const float vertices[] = {
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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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x + xmod, y + ymod, 1, 0.02, // top right
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x, y + ymod, 0, 0.02, // 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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const GLuint 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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@@ -84,10 +86,9 @@ 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 vbo = &bs->bgVertices[i * BgVertexVboLength];
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auto ebo = &bs->bgEbos[i * BgVertexEboLength];
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initTileBufferObjects(vi, x, y, vbo, ebo);
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initTileBufferObjects(i * BgVertexVboRows, x, y, vbo, ebo);
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++i;
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}
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}
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