skunkworks-c/src/gsa.c

248 lines
5.9 KiB
C

#include "color32.h"
#include "error.h"
#include "gl.h"
#include "image8.h"
#include "renderer.h"
#include "shader.h"
#include "skip.h"
#include "types.h"
#include "vertex_buffer.h"
#include "window.h"
#include <gl/gl.h>
#include <string.h>
#define GSA_NOMAIN
#include "gsa.h"
#include "gsa_input.h"
struct gsa_sprite sprites[256];
struct sw_image8 *_gfx;
struct sw_window *_win;
static struct sw_shaderprogram program;
static u32 vbo, vao;
struct render_vert {
f32 x, y, tx, ty;
};
sw_color32 palette[GSA_PALETTE_SIZE];
static f32 palette_gl[1024];
static u32 tex;
#define GSA_LOOP_STACK_SIZE 16
static bool (*loop_stack[GSA_LOOP_STACK_SIZE])();
static i8 loop_stack_i;
static struct sw_vertex_buffer *vertex_buffer;
int gsa_main(int argc, char *argv[]) {
(void)argc;
(void)argv;
i32 max_components;
u32 size;
u8 *data, *frag_data, *vert_data;
sw_log("Initialising GameSkunkAdvance v0.0");
sw_init(argc, argv);
sw_log("Grab data");
data = sw_skip_get(sw_skip_self, "gfx.png", &size);
_gfx = sw_image8_load_png_data(data, size);
vertex_buffer = sw_vertex_buffer_create(sizeof(struct render_vert));
memset(loop_stack, 0, sizeof(loop_stack));
loop_stack_i = -1;
_win = sw_window_create(sw_vec2i(304, 176), "Game Skunk Advance v0.0", 0);
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &max_components);
sw_log("GL_MAX_VERTEX_UNIFORM_COMPONENTS: %i", max_components);
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &max_components);
sw_log("GL_NUM_PROGRAM_BINARY_FORMATS: %i", max_components);
frag_data = sw_skip_get_string(sw_skip_self, "gsa_frag.glsl");
vert_data = sw_skip_get_string(sw_skip_self, "gsa_vert.glsl");
program = sw_shaderprogram_create(vert_data, 0, frag_data, 0, false);
memcpy(palette, _gfx->palette, sizeof(_gfx->palette));
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_R8,
4096,
4096,
0,
GL_RED,
GL_UNSIGNED_BYTE,
_gfx->_data
);
sw_log("setup gsa vao");
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
sw_log("setup gsa vbo");
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(
glGetAttribLocation(program._program, "pos"),
2,
GL_FLOAT,
GL_FALSE,
sizeof(struct render_vert),
0
);
glVertexAttribPointer(
glGetAttribLocation(program._program, "tex_coord"),
2,
GL_FLOAT,
GL_FALSE,
sizeof(struct render_vert),
(void *)(2 * sizeof(float))
);
glEnableVertexAttribArray(glGetAttribLocation(program._program, "pos"));
glEnableVertexAttribArray(glGetAttribLocation(program._program, "tex_coord")
);
glBindVertexArray(0);
sw_log("gsa setup done");
init();
sw_window_add_renderer(_win, sw_renderer_create(0, 0, 0), _gsa_tick);
sw_window_run(_win);
return 0;
}
void gsa_copy_palette_to(sw_color32 *dst) {
memcpy(dst, palette, sizeof(palette));
}
void gsa_copy_palette_from(sw_color32 *src) {
memcpy(palette, src, sizeof(palette));
}
void gsa_run_loop(bool (*loopfun)()) {
++loop_stack_i;
if(loop_stack_i >= GSA_LOOP_STACK_SIZE) {
sw_error("exceeded loop stack size");
}
loop_stack[loop_stack_i] = loopfun;
}
static void add_render_vert(f32 x, f32 y, f32 tx, f32 ty) {
struct render_vert v;
v.x = x;
v.y = y;
v.tx = tx;
v.ty = ty;
sw_vertex_buffer_add(vertex_buffer, &v);
}
static void rect(f32 x, f32 y, f32 w, f32 h, i16 tile, bool half) {
f32 tx, ty, ts;
f32 tilesize = half ? 8.f : 16.f;
tx = ((tile % 256) * tilesize) / 4096.f;
ty = ((tile / 256) * tilesize) / 4096.f;
ts = 1.f / (4096.f / tilesize);
add_render_vert(x, y, tx, ty);
add_render_vert(x + w, y, tx + ts, ty);
add_render_vert(x, y + h, tx, ty + ts);
add_render_vert(x + w, y, tx + ts, ty);
add_render_vert(x, y + h, tx, ty + ts);
add_render_vert(x + w, y + h, tx + ts, ty + ts);
}
static void update_palette_gl() {
int i;
for(i = 0; i < 256; ++i) {
palette_gl[i * 4 + 0] = sw_color32_get_rf(palette[i]);
palette_gl[i * 4 + 1] = sw_color32_get_gf(palette[i]);
palette_gl[i * 4 + 2] = sw_color32_get_bf(palette[i]);
palette_gl[i * 4 + 3] = sw_color32_get_af(palette[i]);
}
}
void _gsa_tick() {
i32 i, x, y, startx, starty, endx, endy, tcmult, tilesize;
_gsa_input_tick();
if(loop_stack_i == -1) {
tick();
} else {
if(!loop_stack[loop_stack_i]()) {
--loop_stack_i;
}
}
sw_vertex_buffer_clear(vertex_buffer);
for(i = 0; i < MAX_TILEMAPS; ++i) {
tcmult = maps[i].half_tile ? 2 : 1;
tilesize = maps[i].half_tile ? 8 : 16;
startx = maps[i].scrollx / tilesize;
starty = maps[i].scrolly / tilesize;
endx = i32_min(TILEMAP_MAX_SIZE, startx + 20 * tcmult);
endy = i32_min(TILEMAP_MAX_SIZE, starty + 12 * tcmult);
startx = i32_max(0, startx);
starty = i32_max(0, starty);
for(x = startx; x <= endx; ++x) {
for(y = starty; y <= endy; ++y) {
u16 tile = maps[i].tiles[x][y];
if(tile) {
rect(
x * tilesize - maps[i].scrollx,
y * tilesize - maps[i].scrolly,
tilesize,
tilesize,
tile,
maps[i].half_tile
);
}
}
}
}
for(i = 0; i < MAX_SPRITES; ++i) {
if(sprites[i].tile > 0) {
rect(sprites[i].x, sprites[i].y, 16, 16, sprites[i].tile, false);
}
}
glClearColor(
sw_color32_get_rf(palette[0]),
sw_color32_get_gf(palette[0]),
sw_color32_get_bf(palette[0]),
sw_color32_get_af(palette[0])
);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(vao);
sw_shaderprogram_use(program);
glBindTexture(GL_TEXTURE_2D, tex);
/* TODO: only do when palette changed */
update_palette_gl();
glUniform4fv(
glGetUniformLocation(program._program, "palette"), 256, palette_gl
);
glBufferData(
GL_ARRAY_BUFFER,
sizeof(struct render_vert) * vertex_buffer->elem_count,
vertex_buffer->data,
GL_DYNAMIC_DRAW
);
glDrawArrays(GL_TRIANGLES, 0, vertex_buffer->elem_count);
glBindVertexArray(0);
/* glEnd(); */
}