renderer2d work
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@ -3,20 +3,45 @@
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@ -1,5 +1,5 @@
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<state>
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<option name="USE_PER_PROJECT_SETTINGS" value="true" />
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</state>
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</component>
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@ -2,12 +2,19 @@
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#define GUARD_2B56918289975E8AA8711D6E080ED4B9
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#include "shader.h"
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#include "types.h"
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#include "vec2f.h"
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#include "vec4f.h"
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#include "vertex_buffer.h"
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struct sw_renderer;
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struct sw_renderer2d {
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struct sw_shaderprogram shader;
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struct sw_renderer *renderer;
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struct sw_vertex_buffer *vertex_buffer;
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struct sw_vec4f color;
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u32 vao, vbo;
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};
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struct sw_renderer2d *sw_renderer2d_create();
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@ -22,6 +29,17 @@ struct sw_renderer2d *sw_renderer2d_create();
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- draw "sprite" (quad of same size as texture)
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- draw line
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- transform matrix stack
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- coordinate style, match pixel coordinates, vs 1.f full vertical range
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*/
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void sw_renderer2d_draw_quad(
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struct sw_renderer2d *renderer,
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struct sw_vec2f a,
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struct sw_vec2f b,
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struct sw_vec2f c,
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struct sw_vec2f d
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);
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void sw_renderer2d_set_color(struct sw_renderer2d *ren, struct sw_vec4f color);
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#endif /* GUARD_2B56918289975E8AA8711D6E080ED4B9 */
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@ -11,10 +11,14 @@ struct sw_vertex_buffer {
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};
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struct sw_vertex_buffer *sw_vertex_buffer_create(u32 elem_size);
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void sw_vertex_buffer_destroy(struct sw_vertex_buffer *vb);
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/* copies elem data */
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void sw_vertex_buffer_add(struct sw_vertex_buffer *vb, void *elem);
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void sw_vertex_buffer_clear(struct sw_vertex_buffer *vb);
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void sw_vertex_buffer_send(struct sw_vertex_buffer *vb);
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#endif /* GUARD_B3E8DB670A75ACCB1082192FB0485037 */
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126
src/gsa.c
126
src/gsa.c
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@ -10,7 +10,9 @@
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#include "window.h"
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#include <gl/gl.h>
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#include <string.h>
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#define GSA_NOMAIN
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#include "gsa.h"
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#include "gsa_input.h"
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@ -34,6 +36,7 @@ static u32 tex;
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#define GSA_LOOP_STACK_SIZE 16
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static bool (*loop_stack[GSA_LOOP_STACK_SIZE])();
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static i8 loop_stack_i;
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static struct sw_vertex_buffer *vertex_buffer;
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@ -41,8 +44,8 @@ static struct sw_vertex_buffer *vertex_buffer;
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static void gsa_tick();
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int gsa_main(int argc, char *argv[]) {
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(void)argc;
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(void)argv;
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(void) argc;
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(void) argv;
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i32 max_components;
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u32 size;
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u8 *data;
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@ -70,7 +73,12 @@ int gsa_main(int argc, char *argv[]) {
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frag_data = sw_skip_get_string(sw_skip_self, "gsa_frag.glsl");
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vert_data = sw_skip_get_string(sw_skip_self, "gsa_vert.glsl");
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program =
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sw_shaderprogram_create((u8 *)vert_data, 0, (u8 *)frag_data, 0, false);
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sw_shaderprogram_create((u8 *) vert_data,
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0,
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(u8 *) frag_data,
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0,
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false
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);
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memcpy(palette, gfx->palette, sizeof(gfx->palette));
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glGenTextures(1, &tex);
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@ -78,15 +86,15 @@ int gsa_main(int argc, char *argv[]) {
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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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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_R8,
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4096,
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4096,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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gfx->_data
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GL_TEXTURE_2D,
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0,
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GL_R8,
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4096,
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4096,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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gfx->_data
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);
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sw_log("setup gsa vao");
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(
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glGetAttribLocation(program._program, "pos"),
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2,
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GL_FLOAT,
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GL_FALSE,
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sizeof(struct render_vert),
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0
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glGetAttribLocation(program._program, "pos"),
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2,
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GL_FLOAT,
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GL_FALSE,
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sizeof(struct render_vert),
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0
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);
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glVertexAttribPointer(
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glGetAttribLocation(program._program, "tex_coord"),
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2,
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GL_FLOAT,
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GL_FALSE,
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sizeof(struct render_vert),
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(void *)(2 * sizeof(float))
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glGetAttribLocation(program._program, "tex_coord"),
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2,
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GL_FLOAT,
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GL_FALSE,
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sizeof(struct render_vert),
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(void *) (2 * sizeof(float))
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);
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glEnableVertexAttribArray(glGetAttribLocation(program._program, "pos"));
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glEnableVertexAttribArray(glGetAttribLocation(program._program, "tex_coord")
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glEnableVertexAttribArray(
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glGetAttribLocation(program._program, "tex_coord")
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);
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glBindVertexArray(0);
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@ -135,7 +144,7 @@ void gsa_copy_palette_from(sw_color32 *src) {
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void gsa_run_loop(bool (*loopfun)()) {
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++loop_stack_i;
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if(loop_stack_i >= GSA_LOOP_STACK_SIZE) {
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if (loop_stack_i >= GSA_LOOP_STACK_SIZE) {
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sw_error("exceeded loop stack size");
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}
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loop_stack[loop_stack_i] = loopfun;
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@ -154,8 +163,8 @@ static void rect(f32 x, f32 y, f32 w, f32 h, u16 tile, bool half) {
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f32 tx, ty, ts;
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f32 tilesize = half ? 8.f : 16.f;
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tx = ((f32)(tile % 256) * tilesize) / 4096.f;
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ty = ((f32)(u16)(tile / 256) * tilesize) / 4096.f;
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tx = ((f32) (tile % 256) * tilesize) / 4096.f;
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ty = ((f32) (u16) (tile / 256) * tilesize) / 4096.f;
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ts = 1.f / (4096.f / tilesize);
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add_render_vert(x, y, tx, ty);
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@ -168,7 +177,7 @@ static void rect(f32 x, f32 y, f32 w, f32 h, u16 tile, bool half) {
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static void update_palette_gl() {
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int i;
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for(i = 0; i < 256; ++i) {
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for (i = 0; i < 256; ++i) {
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palette_gl[i * 4 + 0] = sw_color32_get_rf(palette[i]);
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palette_gl[i * 4 + 1] = sw_color32_get_gf(palette[i]);
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palette_gl[i * 4 + 2] = sw_color32_get_bf(palette[i]);
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@ -181,17 +190,17 @@ static void gsa_tick() {
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gsa_input_tick();
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if(loop_stack_i == -1) {
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if (loop_stack_i == -1) {
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tick();
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} else {
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if(!loop_stack[loop_stack_i]()) {
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if (!loop_stack[loop_stack_i]()) {
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--loop_stack_i;
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}
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}
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sw_vertex_buffer_clear(vertex_buffer);
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for(i = 0; i < MAX_TILEMAPS; ++i) {
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for (i = 0; i < MAX_TILEMAPS; ++i) {
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tcmult = maps[i].half_tile ? 2 : 1;
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tilesize = maps[i].half_tile ? 8 : 16;
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startx = maps[i].scrollx / tilesize;
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@ -201,40 +210,40 @@ static void gsa_tick() {
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startx = i32_max(0, startx);
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starty = i32_max(0, starty);
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for(x = startx; x <= endx; ++x) {
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for(y = starty; y <= endy; ++y) {
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for (x = startx; x <= endx; ++x) {
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for (y = starty; y <= endy; ++y) {
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u16 tile = maps[i].tiles[x][y];
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if(tile) {
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if (tile) {
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rect(
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(f32)(x * tilesize - maps[i].scrollx),
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(f32)(y * tilesize - maps[i].scrolly),
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(f32)tilesize,
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(f32)tilesize,
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tile,
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maps[i].half_tile
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(f32) (x * tilesize - maps[i].scrollx),
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(f32) (y * tilesize - maps[i].scrolly),
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(f32) tilesize,
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(f32) tilesize,
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tile,
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maps[i].half_tile
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);
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}
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}
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}
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}
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for(i = 0; i < MAX_SPRITES; ++i) {
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if(sprites[i].tile > 0) {
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for (i = 0; i < MAX_SPRITES; ++i) {
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if (sprites[i].tile > 0) {
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rect(
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(f32)sprites[i].x,
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(f32)sprites[i].y,
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16,
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16,
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sprites[i].tile,
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false
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(f32) sprites[i].x,
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(f32) sprites[i].y,
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16,
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16,
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sprites[i].tile,
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false
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);
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}
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}
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glClearColor(
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sw_color32_get_rf(palette[0]),
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sw_color32_get_gf(palette[0]),
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sw_color32_get_bf(palette[0]),
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sw_color32_get_af(palette[0])
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sw_color32_get_rf(palette[0]),
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sw_color32_get_gf(palette[0]),
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sw_color32_get_bf(palette[0]),
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sw_color32_get_af(palette[0])
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);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindVertexArray(vao);
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@ -244,15 +253,10 @@ static void gsa_tick() {
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/* TODO: only do when palette changed */
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update_palette_gl();
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glUniform4fv(
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glGetUniformLocation(program._program, "palette"), 256, palette_gl
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glGetUniformLocation(program._program, "palette"), 256, palette_gl
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);
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glBufferData(
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GL_ARRAY_BUFFER,
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(i64)(sizeof(struct render_vert) * vertex_buffer->elem_count),
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vertex_buffer->data,
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GL_DYNAMIC_DRAW
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);
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glDrawArrays(GL_TRIANGLES, 0, (i32)vertex_buffer->elem_count);
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sw_vertex_buffer_send(vertex_buffer);
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glDrawArrays(GL_TRIANGLES, 0, (i32) vertex_buffer->elem_count);
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glBindVertexArray(0);
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/* glEnd(); */
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}
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|
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@ -8,10 +8,12 @@
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#include "gl.h"
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struct vert {
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f32 x, y, z;
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struct sw_vec2f pos;
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struct sw_vec4f color;
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};
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static void r_enter(struct sw_window *win, void *data);
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static void r_exit(struct sw_window *win, void *data);
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struct sw_renderer2d *sw_renderer2d_create() {
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@ -24,29 +26,85 @@ struct sw_renderer2d *sw_renderer2d_create() {
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frag = sw_skip_get_string(sw_skip_self, "renderer2d_frag.glsl");
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vert = sw_skip_get_string(sw_skip_self, "renderer2d_vert.glsl");
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ren->shader = sw_shaderprogram_create((u8 *)vert, 0, (u8 *)frag, 0, 0);
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ren->shader = sw_shaderprogram_create((u8 *) vert, 0, (u8 *) frag, 0, 0);
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ren->vertex_buffer = sw_vertex_buffer_create(sizeof(struct vert));
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ren->color = sw_vec4f(1.f, 1.f, 1.f, 1.f);
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glGenVertexArrays(1, &ren->vao);
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glBindVertexArray(ren->vao);
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glGenBuffers(1, &ren->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, ren->vbo);
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/* todo: vertex attrib thingies */
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glVertexAttribPointer(
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0, 2, GL_FLOAT, GL_FALSE, sizeof(struct vert), 0
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);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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return ren;
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}
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void sw_renderer2d_draw_quad(
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struct sw_renderer2d *ren,
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struct sw_vec2f a,
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struct sw_vec2f b,
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struct sw_vec2f c,
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struct sw_vec2f d
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) {
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struct vert vert;
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|
||||
vert.color = ren->color;
|
||||
|
||||
vert.pos = a;
|
||||
sw_vertex_buffer_add(ren->vertex_buffer, &vert);
|
||||
|
||||
vert.pos = b;
|
||||
sw_vertex_buffer_add(ren->vertex_buffer, &vert);
|
||||
|
||||
vert.pos = c;
|
||||
sw_vertex_buffer_add(ren->vertex_buffer, &vert);
|
||||
|
||||
vert.pos = b;
|
||||
sw_vertex_buffer_add(ren->vertex_buffer, &vert);
|
||||
|
||||
vert.pos = d;
|
||||
sw_vertex_buffer_add(ren->vertex_buffer, &vert);
|
||||
|
||||
vert.pos = c;
|
||||
sw_vertex_buffer_add(ren->vertex_buffer, &vert);
|
||||
}
|
||||
|
||||
void sw_renderer2d_set_color(struct sw_renderer2d *ren, struct sw_vec4f color) {
|
||||
ren->color = color;
|
||||
}
|
||||
|
||||
static void r_enter(struct sw_window *win, void *data) {
|
||||
struct sw_renderer2d *ren;
|
||||
|
||||
(void)win;
|
||||
(void) win;
|
||||
|
||||
ren = data;
|
||||
sw_vertex_buffer_clear(ren->vertex_buffer);
|
||||
|
||||
sw_renderer2d_draw_quad(
|
||||
ren,
|
||||
sw_vec2f(-0.5f, -0.5f),
|
||||
sw_vec2f(0.5f, -0.5f),
|
||||
sw_vec2f(-0.5f, 0.5f),
|
||||
sw_vec2f(0.5f, 0.5f));
|
||||
|
||||
glBindVertexArray(ren->vao);
|
||||
sw_shaderprogram_use(ren->shader);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
||||
glVertex2i(0, 0);
|
||||
glVertex2i(1, 0);
|
||||
glVertex2i(0, 1);
|
||||
|
||||
glEnd();
|
||||
sw_vertex_buffer_send(ren->vertex_buffer);
|
||||
glDrawArrays(GL_TRIANGLES, 0, (i32) ren->vertex_buffer->elem_count);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
static void r_exit(struct sw_window *win, void *data) {
|
||||
(void)win;
|
||||
(void)data;
|
||||
(void) win;
|
||||
(void) data;
|
||||
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#version 460
|
||||
|
||||
layout(location = 0) in vec3 pos;
|
||||
layout(location = 0) in vec2 pos;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(pos, 1.0);
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "vertex_buffer.h"
|
||||
|
||||
#include "skunkworks.h"
|
||||
#include "gl.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
@ -24,14 +25,14 @@ void sw_vertex_buffer_destroy(struct sw_vertex_buffer *vb) {
|
|||
}
|
||||
|
||||
void sw_vertex_buffer_add(struct sw_vertex_buffer *vb, void *elem) {
|
||||
if(vb->elem_count == vb->elem_capacity) {
|
||||
if (vb->elem_count == vb->elem_capacity) {
|
||||
/* grow capacity... double for now? */
|
||||
vb->elem_capacity *= 2;
|
||||
sw_log("increase vertex buffer size to %i", vb->elem_capacity);
|
||||
vb->data = realloc(vb->data, vb->elem_size * vb->elem_capacity);
|
||||
}
|
||||
memcpy(
|
||||
(u8 *)vb->data + vb->elem_count * vb->elem_size, elem, vb->elem_size
|
||||
(u8 *) vb->data + vb->elem_count * vb->elem_size, elem, vb->elem_size
|
||||
);
|
||||
|
||||
++vb->elem_count;
|
||||
|
@ -41,3 +42,12 @@ void sw_vertex_buffer_clear(struct sw_vertex_buffer *vb) {
|
|||
/* keep capacity */
|
||||
vb->elem_count = 0;
|
||||
}
|
||||
|
||||
void sw_vertex_buffer_send(struct sw_vertex_buffer *vb) {
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vb->elem_size * vb->elem_count,
|
||||
vb->data,
|
||||
GL_DYNAMIC_DRAW
|
||||
);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
prefix=C:/Program Files (x86)/glew
|
||||
prefix=C:/Program Files (x86)/skunkworks_c
|
||||
exec_prefix=${prefix}
|
||||
libdir=C:/Program Files (x86)/glew/lib
|
||||
libdir=C:/Program Files (x86)/skunkworks_c/lib
|
||||
includedir=${prefix}/include
|
||||
|
||||
Name: glew
|
||||
|
|
Loading…
Reference in New Issue