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ox/src/nostalgia/core/userland/gfx_opengl.cpp
T

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/*
* Copyright 2016 - 2021 gary@drinkingtea.net
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#include <array>
#include <ox/std/bit.hpp>
#include <ox/std/defines.hpp>
#include <ox/std/fmt.hpp>
#include <nostalgia/core/gfx.hpp>
#include "glutils.hpp"
namespace nostalgia::core {
using TileMap = std::array<std::array<int, 128>, 128>;
namespace renderer {
constexpr auto TileRows = 128;
constexpr auto TileColumns = 128;
constexpr auto TileCount = TileRows * TileColumns;
constexpr auto BgVertexVboRows = 4;
constexpr auto BgVertexVboRowLength = 4;
constexpr auto BgVertexVboLength = BgVertexVboRows * BgVertexVboRowLength;
constexpr auto BgVertexEboLength = 6;
struct Background: public Bufferset {
bool updated = false;
std::array<float, TileCount * BgVertexVboLength> bgVertices;
std::array<GLuint, TileCount * BgVertexEboLength> bgEbos;
};
struct GlImplData {
GLuint bgShader = 0;
std::array<TileMap, 4> bgTileMaps; // old, replaced by backgrounds
int64_t prevFpsCheckTime = 0;
uint64_t draws = 0;
std::array<Background, 1> backgrounds;
};
constexpr const GLchar *bgvshad = R"(
#version 150
in vec2 vTexCoord;
in vec2 position;
out vec2 fTexCoord;
uniform float vTileHeight;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
fTexCoord = vTexCoord * vec2(1, vTileHeight);
})";
constexpr const GLchar *bgfshad = R"(
#version 150
out vec4 outColor;
in vec2 fTexCoord;
uniform sampler2D image;
void main() {
//outColor = vec4(0.0, 0.7, 1.0, 1.0);
outColor = texture(image, fTexCoord);
})";
[[nodiscard]]
static constexpr auto bgVertexRow(unsigned x, unsigned y) noexcept {
return y * TileRows + x;
}
static void setTileBufferObject(Context *ctx, unsigned vi, float x, float y, int textureRow, float *vbo, GLuint *ebo) {
// don't worry, this memcpy gets optimized to something much more ideal
const auto [sw, sh] = getScreenSize(ctx);
constexpr float ymod = 2.0f / 20.0f;
const float xmod = ymod * static_cast<float>(sh) / static_cast<float>(sw);
x *= xmod;
y *= -ymod;
x -= 1.0f;
y += 1.0f - ymod;
const float vertices[BgVertexVboLength] = {
x, y, 0, static_cast<float>(textureRow + 1), // bottom left
x + xmod, y, 1, static_cast<float>(textureRow + 1), // bottom right
x + xmod, y + ymod, 1, static_cast<float>(textureRow + 0), // top right
x, y + ymod, 0, static_cast<float>(textureRow + 0), // top left
};
memcpy(vbo, vertices, sizeof(vertices));
const GLuint elms[BgVertexEboLength] = {
vi + 0, vi + 1, vi + 2,
vi + 2, vi + 3, vi + 0,
};
memcpy(ebo, elms, sizeof(elms));
}
static void sendVbo(const Background &bg) noexcept {
// vbo
glBindBuffer(GL_ARRAY_BUFFER, bg.vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(bg.bgVertices), &bg.bgVertices, GL_DYNAMIC_DRAW);
}
static void sendEbo(const Background &bg) noexcept {
// ebo
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bg.ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(bg.bgEbos), &bg.bgEbos, GL_STATIC_DRAW);
}
static void initBackgroundBufferObjects(Context *ctx, Background *bg) noexcept {
for (auto x = 0u; x < TileColumns; ++x) {
for (auto y = 0u; y < TileRows; ++y) {
const auto i = bgVertexRow(x, y);
auto vbo = &bg->bgVertices[i * BgVertexVboLength];
auto ebo = &bg->bgEbos[i * BgVertexEboLength];
setTileBufferObject(ctx, i * BgVertexVboRows, x, y, 0, vbo, ebo);
}
}
sendVbo(*bg);
sendEbo(*bg);
}
static void initBackgroundBufferset(Context *ctx, GLuint shader, Background *bufferset) {
// vao
glGenVertexArrays(1, &bufferset->vao);
glBindVertexArray(bufferset->vao);
// vbo & ebo
glGenBuffers(1, &bufferset->vbo);
glGenBuffers(1, &bufferset->ebo);
initBackgroundBufferObjects(ctx, bufferset);
// vbo layout
auto posAttr = static_cast<GLuint>(glGetAttribLocation(shader, "position"));
glEnableVertexAttribArray(posAttr);
glVertexAttribPointer(posAttr, 2, GL_FLOAT, GL_FALSE, BgVertexVboRowLength * sizeof(float), 0);
auto texCoordAttr = static_cast<GLuint>(glGetAttribLocation(shader, "vTexCoord"));
glEnableVertexAttribArray(texCoordAttr);
glVertexAttribPointer(texCoordAttr, 2, GL_FLOAT, GL_FALSE, BgVertexVboRowLength * sizeof(float),
ox::bit_cast<void*>(2 * sizeof(float)));
}
ox::Error init(Context *ctx) {
const auto id = new GlImplData;
ctx->setRendererData(id);
id->bgShader = buildShaderProgram(bgvshad, bgfshad);
for (auto &bg : id->backgrounds) {
initBackgroundBufferset(ctx, id->bgShader, &bg);
}
return OxError(0);
}
ox::Error shutdown(Context *ctx) {
const auto id = ctx->rendererData<GlImplData>();
for (auto &bg : id->backgrounds) {
destroy(bg);
}
ctx->setRendererData(nullptr);
delete id;
return OxError(0);
}
static ox::Error loadTexture(GLuint *texId, void *pixels, int w, int h) {
if (*texId == 0) {
glGenTextures(1, texId);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *texId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return OxError(0);
}
ox::Error loadBgTexture(Context *ctx, int section, void *pixels, int w, int h) {
oxTracef("nostalgia::core::gfx::gl", "loadBgTexture: { section: {}, w: {}, h: {} }", section, w, h);
const auto &id = ctx->rendererData<GlImplData>();
auto &tex = id->backgrounds[static_cast<std::size_t>(section)].tex;
tex.width = static_cast<GLuint>(w);
tex.height = static_cast<GLuint>(h);
const auto texId = &tex.texId;
return loadTexture(texId, pixels, w, h);
}
}
void draw(Context *ctx) {
const auto id = ctx->rendererData<renderer::GlImplData>();
++id->draws;
if (id->draws >= 5000) {
using namespace std::chrono;
const auto now = duration_cast<milliseconds>(system_clock::now().time_since_epoch()).count();
const auto duration = static_cast<double>(now - id->prevFpsCheckTime) / 1000.0;
const auto fps = static_cast<int>(static_cast<double>(id->draws) / duration);
#ifdef NOST_FPS_PRINT
std::cout << "FPS: " << fps << '\n';
#endif
oxTracef("nostalgia::core::gfx::gl::fps", "FPS: {}", fps);
id->prevFpsCheckTime = now;
id->draws = 0;
}
// clear screen
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
// load background shader and its uniforms
glUseProgram(id->bgShader);
const auto uniformTileHeight = static_cast<GLint>(glGetUniformLocation(id->bgShader, "vTileHeight"));
for (auto &bg : id->backgrounds) {
glBindVertexArray(bg.vao);
if (bg.updated) {
bg.updated = false;
renderer::sendVbo(bg);
}
glBindTexture(GL_TEXTURE_2D, bg.tex);
glUniform1f(uniformTileHeight, 1.0f / static_cast<float>(bg.tex.height / 8));
glDrawElements(GL_TRIANGLES, bg.bgEbos.size(), GL_UNSIGNED_INT, 0);
}
}
void clearTileLayer(Context *ctx, int layer) {
const auto id = ctx->rendererData<renderer::GlImplData>();
auto bg = id->backgrounds[static_cast<std::size_t>(layer)];
initBackgroundBufferObjects(ctx, &bg);
}
void hideSprite(Context*, unsigned) {
}
void setSprite(Context*,
unsigned,
unsigned,
unsigned,
unsigned,
unsigned,
unsigned,
unsigned) {
}
void setTile(Context *ctx, int layer, int column, int row, uint8_t tile) {
const auto id = ctx->rendererData<renderer::GlImplData>();
const auto z = static_cast<unsigned>(layer);
const auto y = static_cast<unsigned>(row);
const auto x = static_cast<unsigned>(column);
const auto i = renderer::bgVertexRow(x, y);
auto &bg = id->backgrounds[z];
auto vbo = &bg.bgVertices[i * renderer::BgVertexVboLength];
auto ebo = &bg.bgEbos[i * renderer::BgVertexEboLength];
renderer::setTileBufferObject(ctx, i * renderer::BgVertexVboRows, x, y, tile, vbo, ebo);
bg.updated = true;
}
}