VT redraw on request

Former-commit-id: 3ada71215d9291760704a982cc3952061dbc7afe
Former-commit-id: ca1495e668e88bc7214429472ad918621a650189
This commit is contained in:
Song Minjae
2017-01-24 00:50:12 +09:00
parent 1b83e7deb7
commit 225f2f2235
9 changed files with 189 additions and 43 deletions

1
assets/.gitattributes vendored Normal file
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@@ -0,0 +1 @@
*.{psd,tga,ogg} filter=lfs diff=lfs merge=lfs -text

16
assets/test.frag Normal file
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@@ -0,0 +1,16 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform mat4 u_projTrans;
void main() {
vec3 color = texture2D(u_texture, v_texCoords).rgb;
float gray = (3.0 * color.r + 4.0 * color.g + color.b) / 8.0;
vec3 grayscale = vec3(gray);
gl_FragColor = vec4(grayscale, 1.0);
}

14
assets/test.vert Normal file
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@@ -0,0 +1,14 @@
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}

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@@ -798,6 +798,3 @@ constructor() : BasicGameState() {
}
}
}
fun Color.toInt() = redByte.shl(16) or greenByte.shl(8) or blueByte
fun Color.to10bit() = redByte.shl(20) or greenByte.shl(10) or blueByte

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@@ -0,0 +1,100 @@
package net.torvald.terrarum
import net.torvald.terrarum.Terrarum.Companion.STATE_ID_TEST_SHADER
import org.lwjgl.opengl.*
import org.newdawn.slick.GameContainer
import org.newdawn.slick.Graphics
import org.newdawn.slick.Image
import org.newdawn.slick.opengl.renderer.SGL
import org.newdawn.slick.state.BasicGameState
import org.newdawn.slick.state.StateBasedGame
import shader.Shader
import org.lwjgl.opengl.GL11
import org.lwjgl.opengl.ARBShaderObjects
import com.sun.xml.internal.ws.streaming.XMLStreamReaderUtil.close
import jdk.nashorn.internal.runtime.ScriptingFunctions.readLine
import net.torvald.terrarum.gameworld.fmod
import org.newdawn.slick.Color
import org.newdawn.slick.opengl.TextureImpl
import java.io.InputStreamReader
import java.io.BufferedReader
import java.io.File
import java.io.FileInputStream
/**
* Created by SKYHi14 on 2017-01-23.
*/
class StateShaderTest : BasicGameState() {
override fun getID() = STATE_ID_TEST_SHADER
override fun init(container: GameContainer?, game: StateBasedGame?) {
}
private lateinit var shaderTest: Shader
private lateinit var testImage: Image
override fun enter(container: GameContainer?, game: StateBasedGame?) {
shaderTest = Shader.makeShader("./assets/test.vert", "./assets/test.frag")
testImage = Image("./assets/test_texture.tga")
//testImage = Image("./logo_repository.png")
}
override fun update(container: GameContainer?, game: StateBasedGame?, delta: Int) {
Terrarum.appgc.setTitle("${Terrarum.NAME} — F: ${Terrarum.appgc.fps}")
}
override fun render(container: GameContainer?, game: StateBasedGame?, g: Graphics?) {
val x = 10f
val y = 10f
val width = testImage.width
val height = testImage.height
val textureWidth = testImage.textureWidth
val textureHeight = testImage.textureHeight
val textureOffsetX = testImage.textureOffsetX
val textureOffsetY = testImage.textureOffsetY
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT)
// bind texture
// glBegin(SGL.GL_QUADS)
// do shader
// glEnd()
//testImage.bind()
GL11.glBegin(GL11.GL_QUADS)
//GL20.glUseProgram(0)
shaderTest.startShader()
//GL13.glActiveTexture(testImage.texture.textureID)
//GL11.glBindTexture(GL13.GL_TEXTURE0, testImage.texture.textureID)
//testImage.bind()
shaderTest.setUniformIntVariable("u_texture", 0)
/*GL11.glTexCoord2f(textureOffsetX, textureOffsetY)
GL11.glVertex3f(x, y, 0f)
GL11.glTexCoord2f(textureOffsetX, textureOffsetY + textureHeight)
GL11.glVertex3f(x, y + height, 0f)
GL11.glTexCoord2f(textureOffsetX + textureWidth, textureOffsetY + textureHeight)
GL11.glVertex3f(x + width, y + height, 0f)
GL11.glTexCoord2f(textureOffsetX + textureWidth, textureOffsetY)
GL11.glVertex3f(x + width, y, 0f)*/
g!!.color = Color.orange
g!!.fillRect(10f, 10f, 512f, 512f)
GL20.glUseProgram(0)
GL11.glEnd()
}
}

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@@ -21,8 +21,8 @@ class StateVTTest : BasicGameState() {
// HiRes: 100x64, LoRes: 80x25
val computerInside = BaseTerrarumComputer(8)
val vt = SimpleTextTerminal(SimpleTextTerminal.WHITE, 80, 25,
computerInside, colour = true, hires = false)
val vt = SimpleTextTerminal(SimpleTextTerminal.AMETHYST_NOVELTY, 80, 25,
computerInside, colour = false, hires = false)
val vtUI = Image(vt.displayW, vt.displayH)
@@ -56,31 +56,6 @@ class StateVTTest : BasicGameState() {
blendNormal()
g.drawImage(vtUI, vtUIrenderX, vtUIrenderY)
// cursor
if (vt.cursorBlinkOn) {
g.color = vt.getColor(if (vt.cursorBlink) vt.foreDefault else vt.backDefault)
g.fillRect(
vt.fontW * vt.cursorX.toFloat() + vt.borderSize + vtUIrenderX,
vt.fontH * vt.cursorY.toFloat() + vt.borderSize + vtUIrenderY,
vt.fontW.toFloat(),
vt.fontH.toFloat()
)
}
// not-pure-black screen
/*g.color = vt.colourScreen
blendScreen()
g.fillRect(vtUIrenderX, vtUIrenderY, vt.displayW.toFloat(), vt.displayH.toFloat())
// colour overlay
g.color = vt.phosphor
blendMul()
g.fillRect(vtUIrenderX, vtUIrenderY, vt.displayW.toFloat(), vt.displayH.toFloat())*/
}
override fun keyPressed(key: Int, c: Char) {

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@@ -132,6 +132,7 @@ constructor(gamename: String) : StateBasedGame(gamename) {
//addState(StateFontTester())
//addState(StateNoiseTexGen())
//addState(StateBlurTest())
//addState(StateShaderTest())
ingame = StateInGame()
addState(ingame)
@@ -241,6 +242,7 @@ constructor(gamename: String) : StateBasedGame(gamename) {
val STATE_ID_TEST_LIGHTNING_GFX = 0x101
val STATE_ID_TEST_TTY = 0x102
val STATE_ID_TEST_BLUR = 0x103
val STATE_ID_TEST_SHADER = 0x104
val STATE_ID_TOOL_NOISEGEN = 0x200
@@ -538,4 +540,21 @@ fun Image.getPixel(x: Int, y: Int): IntArray {
else 255
)
}
}
}
fun Color.toInt() = redByte.shl(16) or greenByte.shl(8) or blueByte
fun Color.to10bit() = redByte.shl(20) or greenByte.shl(10) or blueByte
infix fun Color.screen(other: Color) = Color(
1f - (1f - this.r) * (1f - other.r),
1f - (1f - this.g) * (1f - other.g),
1f - (1f - this.b) * (1f - other.b),
1f - (1f - this.a) * (1f - other.a)
)
infix fun Color.mul(other: Color) = Color(
this.r * other.r,
this.g * other.g,
this.b * other.b,
this.a * other.a
)

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@@ -480,10 +480,6 @@ end
-- END OF LEXER ---------------------------------------------------------------
local testprogram = [[
10 PRINT "Hello, world!"
]]
_G._TBASIC.EXEC = function(cmdstring) -- you can access this interpreter with this global function
_TBASIC._INTPRTR.RESET()

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@@ -2,9 +2,7 @@ package net.torvald.terrarum.virtualcomputer.terminal
import net.torvald.aa.AAFrame
import net.torvald.aa.ColouredFastFont
import net.torvald.terrarum.blendNormal
import net.torvald.terrarum.blendMul
import net.torvald.terrarum.blendScreen
import net.torvald.terrarum.*
import net.torvald.terrarum.gameactors.abs
import net.torvald.terrarum.virtualcomputer.computer.BaseTerrarumComputer
import org.lwjgl.BufferUtils
@@ -178,13 +176,11 @@ open class SimpleTextTerminal(
}
}
redrawSemaphore = false
}
// cursor
/*if (cursorBlinkOn) {
g.color = getColor(if (cursorBlink) foreDefault else backDefault)
if (cursorBlinkOn) {
g.color = getColor(if (cursorBlink) foreDefault else backDefault) screen colourScreen mul phosphor
g.fillRect(
fontW * cursorX.toFloat() + borderSize,
@@ -192,8 +188,40 @@ open class SimpleTextTerminal(
fontW.toFloat(),
fontH.toFloat()
)
}*/
}
else {
val x = cursorX
val y = cursorY
val ch = screenBuffer.getChar(x, y)
// background
g.color = getColor(screenBuffer.getBackgroundColour(x, y)) screen colourScreen mul phosphor
g.fillRect(fontW * x.toFloat() + borderSize, fontH * y.toFloat() + borderSize,
fontW.toFloat(), fontH.toFloat())
// foreground
if (ch.toInt() != 0 && ch.toInt() != 32) {
g.color = getColor(screenBuffer.getForegroundColour(x, y)) screen colourScreen mul phosphor
g.drawString(
Character.toString(ch),
fontW * x.toFloat() + borderSize, fontH * y.toFloat() + borderSize)
}
}
if (redrawSemaphore) {
// colour base
g.color = colourScreen
blendScreen()
g.fillRect(0f, 0f, fontW * width.toFloat() + 2 * borderSize, fontH * height.toFloat() + 2 * borderSize)
// colour overlay
g.color = phosphor
blendMul()
g.fillRect(0f, 0f, fontW * width.toFloat() + 2 * borderSize, fontH * height.toFloat() + 2 * borderSize)
redrawSemaphore = false
}
blendNormal()