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@@ -15,12 +15,33 @@ import java.io.InputStream
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import java.io.OutputStream
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import kotlin.experimental.and
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open class GraphicsAdapter(val vm: VM, val theme: String = "") : GlassTty(Companion.TEXT_ROWS, Companion.TEXT_COLS), PeriBase {
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data class AdapterConfig(
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val theme: String,
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val width: Int,
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val height: Int,
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val textCols: Int,
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val textRows: Int,
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val ttyDefaultFore: Int,
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val ttyDefaultBack: Int,
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val vramSize: Long,
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val chrRomPath: String,
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val decay: Float
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)
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open class GraphicsAdapter(val vm: VM, val config: AdapterConfig) :
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GlassTty(config.textRows, config.textCols), PeriBase {
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override fun getVM(): VM {
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return vm
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}
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private val WIDTH = config.width
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private val HEIGHT = config.height
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private val VRAM_SIZE = config.vramSize
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private val TTY_FORE_DEFAULT = config.ttyDefaultFore
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private val TTY_BACK_DEFAULT = config.ttyDefaultBack
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private val theme = config.theme
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internal val framebuffer = Pixmap(WIDTH, HEIGHT, Pixmap.Format.Alpha)
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protected var rendertex = Texture(1, 1, Pixmap.Format.RGBA8888)
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internal val paletteOfFloats = FloatArray(1024) {
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@@ -28,7 +49,7 @@ open class GraphicsAdapter(val vm: VM, val theme: String = "") : GlassTty(Compan
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val channel = it % 4
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rgba.shr((3 - channel) * 8).and(255) / 255f
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}
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private val chrrom0 = Texture("./FontROM7x14.png")
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protected val chrrom0 = Texture(config.chrRomPath)
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private val faketex: Texture
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internal val spriteAndTextArea = UnsafeHelper.allocate(10660L)
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@@ -43,7 +64,9 @@ open class GraphicsAdapter(val vm: VM, val theme: String = "") : GlassTty(Compan
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DRAW_SHADER_FRAG
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)
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protected val textShader = AppLoader.loadShaderInline(DRAW_SHADER_VERT,
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if (theme.startsWith("pmlcd") && !theme.endsWith("_inverted"))
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if (theme.startsWith("crt_") && !theme.endsWith("color"))
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TEXT_TILING_SHADER_MONOCHROME
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else if (theme.startsWith("pmlcd") && !theme.endsWith("_inverted"))
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TEXT_TILING_SHADER_LCD_NOINV
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else if (theme.startsWith("pmlcd"))
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TEXT_TILING_SHADER_LCD
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@@ -125,6 +148,10 @@ open class GraphicsAdapter(val vm: VM, val theme: String = "") : GlassTty(Compan
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// when in text mode, and that's undesired behaviour
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// -1 is preferred because it points to the colour CLEAR, and it's constant.
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spriteAndTextArea.fillWith(-1)
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// fill text area with 0
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for (k in 0 until TEXT_ROWS * TEXT_COLS) {
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spriteAndTextArea[k + memTextOffset] = 0
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}
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unusedArea[0] = 2
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unusedArea[1] = 3
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@@ -539,7 +566,7 @@ open class GraphicsAdapter(val vm: VM, val theme: String = "") : GlassTty(Compan
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private var textCursorBlinkTimer = 0f
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private val textCursorBlinkInterval = 0.5f
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private var textCursorIsOn = true
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private var glowDecay = if (theme.startsWith("pmlcd")) 0.63f else 0.32f
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private var glowDecay = config.decay
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private var decayColor = Color(1f, 1f, 1f, 1f - glowDecay)
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fun render(delta: Float, batch: SpriteBatch, x: Float, y: Float) {
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@@ -597,7 +624,7 @@ open class GraphicsAdapter(val vm: VM, val theme: String = "") : GlassTty(Compan
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val drawCursor = blinkCursor && textCursorIsOn && cx == x && cy == y
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val addr = y.toLong() * TEXT_COLS + x
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val char =
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if (drawCursor) 0xDB else spriteAndTextArea[memTextOffset + addr].toInt().and(255)
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if (drawCursor) 0xFF else spriteAndTextArea[memTextOffset + addr].toInt().and(255)
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val back =
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if (drawCursor) ttyBack else spriteAndTextArea[memTextBackOffset + addr].toInt()
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.and(255)
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@@ -732,20 +759,22 @@ open class GraphicsAdapter(val vm: VM, val theme: String = "") : GlassTty(Compan
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private fun Boolean.toInt() = if (this) 1 else 0
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companion object {
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val VRAM_SIZE = 256.kB()
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val DEFAULT_CONFIG_COLOR_CRT = AdapterConfig(
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"crt_color",
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560, 448, 80, 32, 254, 255, 256.kB(), "./FontROM7x14.png", 0.32f
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)
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val DEFAULT_CONFIG_PMLCD = AdapterConfig(
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"pmlcd_inverted",
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560, 448, 80, 32, 254, 255, 256.kB(), "./FontROM7x14.png", 0.64f
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)
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const val THEME_COLORCRT = "crt_color"
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const val THEME_GREYCRT = "crt"
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const val THEME_LCD = "pmlcd"
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const val THEME_LCD_INVERTED = "pmlcd_inverted"
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const val WIDTH = 560
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const val HEIGHT = 448
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const val TEXT_COLS = 80
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const val TEXT_ROWS = 32
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val VRAM_SIZE = 256.kB()
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const val TTY_FORE_DEFAULT = 254
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const val TTY_BACK_DEFAULT = 255
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private val LCD_BASE_COL = Color(0xa1a99cff.toInt())
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val DRAW_SHADER_FRAG = """
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@@ -911,6 +940,87 @@ void main() {
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gl_FragColor = backColFromMap;
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}
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}
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""".trimIndent()
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val TEXT_TILING_SHADER_MONOCHROME = """
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#version 130
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#ifdef GL_ES
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precision mediump float;
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#endif
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#extension GL_EXT_gpu_shader4 : enable
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//layout(origin_upper_left) in vec4 gl_FragCoord; // commented; requires #version 150 or later
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// gl_FragCoord is origin to bottom-left
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform vec2 screenDimension;
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uniform vec2 tilesInAxes; // size of the tilemap texture; vec2(tiles_in_horizontal, tiles_in_vertical)
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uniform sampler2D tilesAtlas;
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uniform sampler2D foreColours;
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uniform sampler2D backColours;
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uniform sampler2D tilemap;
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uniform vec2 tilesInAtlas = ivec2(16.0, 16.0);
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uniform vec2 atlasTexSize = ivec2(128.0, 224.0);
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vec2 tileSizeInPx = atlasTexSize / tilesInAtlas; // should be like ivec2(16, 16)
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ivec2 getTileXY(int tileNumber) {
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return ivec2(tileNumber % int(tilesInAtlas.x), tileNumber / int(tilesInAtlas.x));
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}
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// return: int=0xaarrggbb
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int _colToInt(vec4 color) {
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return int(color.b * 255) | (int(color.g * 255) << 8) | (int(color.r * 255) << 16) | (int(color.a * 255) << 24);
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}
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// 0x0rggbb where int=0xaarrggbb
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// return: [0..1048575]
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int getTileFromColor(vec4 color) {
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return _colToInt(color) & 0xFFFFF;
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}
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void main() {
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// READ THE FUCKING MANUAL, YOU DONKEY !! //
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// This code purposedly uses flipped fragcoord. //
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// Make sure you don't use gl_FragCoord unknowingly! //
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// Remember, if there's a compile error, shader SILENTLY won't do anything //
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// default gl_FragCoord takes half-integer (represeting centre of the pixel) -- could be useful for phys solver?
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// This one, however, takes exact integer by rounding down. //
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vec2 flippedFragCoord = vec2(gl_FragCoord.x, screenDimension.y - gl_FragCoord.y); // NO IVEC2!!; this flips Y
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// get required tile numbers //
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vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / screenDimension); // raw tile number
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int tile = getTileFromColor(tileFromMap);
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ivec2 tileXY = getTileXY(tile);
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// calculate the UV coord value for texture sampling //
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// don't really need highp here; read the GLES spec
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vec2 uvCoordForTile = (mod(flippedFragCoord, tileSizeInPx) / tileSizeInPx) / tilesInAtlas; // 0..0.00390625 regardless of tile position in atlas
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vec2 uvCoordOffsetTile = tileXY / tilesInAtlas; // where the tile starts in the atlas, using uv coord (0..1)
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// get final UV coord for the actual sampling //
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vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffsetTile;// where we should be actually looking for in atlas, using UV coord (0..1)
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// blending a breakage tex with main tex //
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vec4 tileCol = texture2D(tilesAtlas, finalUVCoordForTile);
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// apply colour
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gl_FragColor = tileCol;
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}
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""".trimIndent()
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val TEXT_TILING_SHADER_LCD = """
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