252 lines
7.9 KiB
C++
252 lines
7.9 KiB
C++
/*
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* Copyright 2016 - 2021 gary@drinkingtea.net
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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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 <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/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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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 Bufferset {
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bool updated = false;
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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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GLuint bgShader = 0;
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std::array<TileMap, 4> bgTileMaps; // old, replaced by backgrounds
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int64_t prevFpsCheckTime = 0;
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uint64_t draws = 0;
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std::array<Background, 1> backgrounds;
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};
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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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uniform float vTileHeight;
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void main() {
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gl_Position = vec4(position, 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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#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);
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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 setTileBufferObject(Context *ctx, unsigned vi, float x, float y, int textureRow, float *vbo, GLuint *ebo) {
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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 sendVbo(const Background &bg) noexcept {
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// vbo
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glBindBuffer(GL_ARRAY_BUFFER, bg.vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(bg.bgVertices), &bg.bgVertices, GL_DYNAMIC_DRAW);
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}
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static void sendEbo(const Background &bg) noexcept {
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// ebo
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bg.ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(bg.bgEbos), &bg.bgEbos, GL_STATIC_DRAW);
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}
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static void initBackgroundBufferObjects(Context *ctx, Background *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->bgVertices[i * BgVertexVboLength];
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auto ebo = &bg->bgEbos[i * BgVertexEboLength];
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setTileBufferObject(ctx, i * BgVertexVboRows, x, y, 0, vbo, ebo);
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}
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}
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sendVbo(*bg);
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sendEbo(*bg);
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}
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static void initBackgroundBufferset(Context *ctx, GLuint shader, Background *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(ctx, bufferset);
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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, BgVertexVboRowLength * 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, BgVertexVboRowLength * sizeof(float),
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ox::bit_cast<void*>(2 * sizeof(float)));
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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(ctx, 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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static 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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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_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 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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auto &tex = id->backgrounds[static_cast<std::size_t>(section)].tex;
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tex.width = static_cast<GLuint>(w);
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tex.height = static_cast<GLuint>(h);
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const auto texId = &tex.texId;
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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<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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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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#ifdef NOST_FPS_PRINT
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std::cout << "FPS: " << fps << '\n';
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#endif
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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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// clear screen
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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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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glBindVertexArray(bg.vao);
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if (bg.updated) {
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bg.updated = false;
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renderer::sendVbo(bg);
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}
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glBindTexture(GL_TEXTURE_2D, bg.tex);
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glUniform1f(uniformTileHeight, 1.0f / static_cast<float>(bg.tex.height / 8));
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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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void clearTileLayer(Context *ctx, int layer) {
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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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}
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void hideSprite(Context*, unsigned) {
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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) {
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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<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.bgVertices[i * renderer::BgVertexVboLength];
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auto ebo = &bg.bgEbos[i * renderer::BgVertexEboLength];
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renderer::setTileBufferObject(ctx, i * renderer::BgVertexVboRows, x, y, tile, vbo, ebo);
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bg.updated = true;
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}
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}
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