235 lines
5.5 KiB
C
235 lines
5.5 KiB
C
#include "color32.h"
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#include "error.h"
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#include "gl.h"
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#include "image8.h"
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#include "shader.h"
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#include "types.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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struct gsa_sprite sprites[256];
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struct gsa_map maps[MAX_TILEMAPS];
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struct sw_image8 *_gfx;
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struct sw_window *_win;
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static char *vert_source = "#version 300 es\n\
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precision highp float;\
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in vec2 pos;\
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in vec2 tex_coord;\
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out vec2 out_tex_coord;\
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void main() {\
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gl_Position = vec4((pos / vec2(152, -88)) - vec2(1, -1), 0.f, 1.f);\
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out_tex_coord = tex_coord;\
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}\
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";
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static char *frag_source = "#version 300 es\n\
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precision highp float;\
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in vec2 out_tex_coord;\
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uniform sampler2D tex;\
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uniform vec4 palette[256];\
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out vec4 color;\
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void main(){\
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int r = int(texture(tex, out_tex_coord).r * 255.f);\
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if(r > 0)\
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color = palette[r];\
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else discard;\
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}\
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";
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static struct sw_shaderprogram program;
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static u32 vbo, vao;
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#define MAX_RENDER_VERTS 10000
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struct render_vert {
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f32 x, y, tx, ty;
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};
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static i32 next_render_vert;
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static struct render_vert render_verts[MAX_RENDER_VERTS * 4];
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static sw_color32 palette[256];
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static f32 palette_gl[1024];
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static u32 tex;
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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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i32 max_components;
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sw_log("Initialising GameSkunkAdvance v0.0");
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_win = sw_window_create(sw_vec2i(304, 176), "Game Skunk Advance v0.0");
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program = sw_shaderprogram_create(vert_source, frag_source);
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &max_components);
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sw_log("GL_MAX_VERTEX_UNIFORM_COMPONENTS: %i", max_components);
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memcpy(palette, _gfx->palette, sizeof(_gfx->palette));
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sw_debug("%08X", _gfx->palette[1]);
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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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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);
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sw_log("setup gsa vao");
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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sw_log("setup gsa vbo");
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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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);
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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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);
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glEnableVertexAttribArray(glGetAttribLocation(program._program, "pos"));
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glEnableVertexAttribArray(glGetAttribLocation(program._program, "tex_coord")
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);
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glBindVertexArray(0);
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sw_log("gsa setup done");
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init();
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sw_window_run(_win, _gsa_tick);
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return 0;
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}
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static void add_render_vert(f32 x, f32 y, f32 tx, f32 ty) {
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render_verts[next_render_vert].x = x;
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render_verts[next_render_vert].y = y;
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render_verts[next_render_vert].tx = tx;
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render_verts[next_render_vert].ty = ty;
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++next_render_vert;
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}
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static void rect(f32 x, f32 y, f32 w, f32 h, i16 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 = ((tile % 256) * tilesize) / 4096.f;
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ty = ((tile / 256) * tilesize) / 4096.f;
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ts = 1.f / (4096.f / tilesize);
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if(next_render_vert >= MAX_RENDER_VERTS) {
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sw_error(
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"trying to draw more than the current max of %i vertices in a "
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"frame",
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MAX_RENDER_VERTS
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);
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}
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add_render_vert(x, y, tx, ty);
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add_render_vert(x + w, y, tx + ts, ty);
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add_render_vert(x, y + h, tx, ty + ts);
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add_render_vert(x + w, y, tx + ts, ty);
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add_render_vert(x, y + h, tx, ty + ts);
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add_render_vert(x + w, y + h, tx + ts, ty + ts);
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}
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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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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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palette_gl[i * 4 + 3] = sw_color32_get_af(palette[i]);
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}
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}
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void _gsa_tick() {
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i32 i, x, y, startx, starty, endx, endy, tcmult, tilesize;
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_gsa_input_tick();
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tick();
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next_render_vert = 0;
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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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starty = maps[i].scrolly / tilesize;
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endx = i32_min(TILEMAP_MAX_SIZE, startx + 20 * tcmult);
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endy = i32_min(TILEMAP_MAX_SIZE, starty + 12 * tcmult);
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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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u16 tile = maps[i].tiles[x][y];
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if(tile) {
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rect(
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x * tilesize - maps[i].scrollx,
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y * tilesize - maps[i].scrolly,
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tilesize,
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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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rect(sprites[i].x, sprites[i].y, 16, 16, sprites[i].tile, false);
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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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);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindVertexArray(vao);
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sw_shaderprogram_use(program);
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glBindTexture(GL_TEXTURE_2D, tex);
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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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);
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glBufferData(
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GL_ARRAY_BUFFER,
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sizeof(struct render_vert) * (next_render_vert),
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render_verts,
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GL_DYNAMIC_DRAW
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);
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glDrawArrays(GL_TRIANGLES, 0, next_render_vert);
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glBindVertexArray(0);
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/* glEnd(); */
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}
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