working tiling for text draw

This commit is contained in:
minjaesong
2020-04-13 02:24:34 +09:00
parent 596086a4b0
commit e35dad635f
4 changed files with 35 additions and 26 deletions

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@@ -90,11 +90,11 @@ class VMGUI(val appConfig: LwjglApplicationConfiguration) : ApplicationAdapter()
for (k in 0 until 2240) {
// text foreground
vm.poke(-(254820 + k + 1) - hwoff, 239.toByte()) // white
vm.poke(-(254912 + k + 1) - hwoff, (Math.random().times(255f).roundToInt()).toByte()) // white
// text background
vm.poke(-(257060 + k + 1) - hwoff, -1) // transparent
vm.poke(-(254912 + 2240 + k + 1) - hwoff, (Math.random().times(255f).roundToInt()).toByte()) // transparent
// texts
vm.poke(-(259300 + k + 1) - hwoff, k.toByte())
vm.poke(-(254912 + 2240*2 + k + 1) - hwoff, (Math.random().times(255f).roundToInt()).toByte())
}
}

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@@ -148,8 +148,14 @@ class GraphicsAdapter : PeriBase {
rendertex = Texture(framebuffer)
batch.shader = null
batch.begin()
// clear screen
batch.color = Color.BLACK
batch.draw(faketex, 0f, 0f, WIDTH.toFloat(), HEIGHT.toFloat())
// initiialise draw
batch.color = Color.WHITE
batch.shader = paletteShader
@@ -181,7 +187,7 @@ class GraphicsAdapter : PeriBase {
val back = spriteAndTextArea[3940 + 2240 + addr].toInt().and(255)
val fore = spriteAndTextArea[3940 + addr].toInt().and(255)
textPixmap.setColor(Color(paletteOfFloats[4 * char], paletteOfFloats[4 * char + 1], paletteOfFloats[4 * char + 2], paletteOfFloats[4 * char + 3]))
textPixmap.setColor(Color(0f, 0f, char / 255f, 1f))
textPixmap.drawPixel(x, y)
textBackPixmap.setColor(Color(paletteOfFloats[4 * back], paletteOfFloats[4 * back + 1], paletteOfFloats[4 * back + 2], paletteOfFloats[4 * back + 3]))
textBackPixmap.drawPixel(x, y)
@@ -205,13 +211,15 @@ class GraphicsAdapter : PeriBase {
faketex.bind(0)
batch.shader = textShader
textShader.setUniformi("tilesAtlas", 1)
textShader.setUniformi("foreColours", 4)
textShader.setUniformi("backColours", 3)
textShader.setUniformi("tilemap", 2)
textShader.setUniformi("tilesAtlas", 1)
textShader.setUniformi("u_texture", 0)
textShader.setUniformf("tilesInAxes", TEXT_COLS.toFloat(), TEXT_ROWS.toFloat())
textShader.setUniformf("screenDimension", WIDTH.toFloat(), HEIGHT.toFloat())
textShader.setUniformf("tilesInAtlas", 16f, 16f)
textShader.setUniformf("atlasTexSize", chrrom0.width.toFloat(), chrrom0.height.toFloat())
batch.draw(faketex, 0f, 0f, WIDTH.toFloat(), HEIGHT.toFloat())
}
@@ -233,17 +241,22 @@ class GraphicsAdapter : PeriBase {
}
private fun peekPalette(offset: Int): Byte {
if (offset == 255) return 0 // palette 255 is always transparent
val highvalue = paletteOfFloats[offset * 2] // R, B
val lowvalue = paletteOfFloats[offset * 2 + 1] // G, A
return (highvalue.div(15f).toInt().shl(4) or lowvalue.div(15f).toInt()).toByte()
}
private fun pokePalette(offset: Int, byte: Byte) {
val highvalue = byte.toInt().and(0xF0).ushr(4) / 15f
val lowvalue = byte.toInt().and(0x0F) / 15f
// palette 255 is always transparent
if (offset < 255) {
val highvalue = byte.toInt().and(0xF0).ushr(4) / 15f
val lowvalue = byte.toInt().and(0x0F) / 15f
paletteOfFloats[offset * 2] = highvalue
paletteOfFloats[offset * 2 + 1] = lowvalue
paletteOfFloats[offset * 2] = highvalue
paletteOfFloats[offset * 2 + 1] = lowvalue
}
}
@@ -316,9 +329,9 @@ uniform sampler2D foreColours;
uniform sampler2D backColours;
uniform sampler2D tilemap;
uniform ivec2 tilesInAtlas = ivec2(16, 16);
uniform ivec2 atlasTexSize = ivec2(128, 224);
ivec2 tileSizeInPx = atlasTexSize / tilesInAtlas; // should be like ivec2(16, 16)
uniform vec2 tilesInAtlas = ivec2(16.0, 16.0);
uniform vec2 atlasTexSize = ivec2(128.0, 224.0);
vec2 tileSizeInPx = atlasTexSize / tilesInAtlas; // should be like ivec2(16, 16)
ivec2 getTileXY(int tileNumber) {
return ivec2(tileNumber % int(tilesInAtlas.x), tileNumber / int(tilesInAtlas.x));
@@ -345,44 +358,39 @@ void main() {
// default gl_FragCoord takes half-integer (represeting centre of the pixel) -- could be useful for phys solver?
// This one, however, takes exact integer by rounding down. //
vec2 overscannedScreenDimension = tilesInAxes * tileSizeInPx; // how many tiles will fit into a screen; one used by the tileFromMap
vec2 flippedFragCoord = vec2(gl_FragCoord.x, screenDimension.y - gl_FragCoord.y); // NO IVEC2!!; this flips Y
// get required tile numbers //
vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / tilesInAxes); // raw tile number
vec4 foreColFromMap = texture2D(foreColours, flippedFragCoord / tilesInAxes);
vec4 backColFromMap = texture2D(backColours, flippedFragCoord / tilesInAxes);
vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / overscannedScreenDimension); // raw tile number
vec4 foreColFromMap = texture2D(foreColours, flippedFragCoord / overscannedScreenDimension);
vec4 backColFromMap = texture2D(backColours, flippedFragCoord / overscannedScreenDimension);
int tile = getTileFromColor(tileFromMap);
ivec2 tileXY = getTileXY(tile);
// cauculate the UV coord value for texture sampling //
vec2 coordInTile = mod(flippedFragCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas
// calculate the UV coord value for texture sampling //
// don't really need highp here; read the GLES spec
vec2 singleTileSizeInUV = vec2(1) / tilesInAtlas; // constant 0.00390625 for unmodified default uniforms
vec2 uvCoordForTile = coordInTile * singleTileSizeInUV; // 0..0.00390625 regardless of tile position in atlas
vec2 uvCoordOffsetTile = tileXY * singleTileSizeInUV; // where the tile starts in the atlas, using uv coord (0..1)
vec2 uvCoordForTile = (mod(flippedFragCoord, tileSizeInPx) / tileSizeInPx) / tilesInAtlas; // 0..0.00390625 regardless of tile position in atlas
vec2 uvCoordOffsetTile = tileXY / tilesInAtlas; // where the tile starts in the atlas, using uv coord (0..1)
// get final UV coord for the actual sampling //
vec2 finalUVCoordForTile = (uvCoordForTile + uvCoordOffsetTile);// where we should be actually looking for in atlas, using UV coord (0..1)
vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffsetTile;// where we should be actually looking for in atlas, using UV coord (0..1)
// blending a breakage tex with main tex //
vec4 tileCol = texture2D(tilesAtlas, finalUVCoordForTile);
// apply colour
if (tileCol.a > 0.1) {
if (tileCol.r > 0) {
gl_FragColor = foreColFromMap;
}
else {
gl_FragColor = backColFromMap;
}
}

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@@ -67,6 +67,7 @@ ELSE
FI
512 bytes
Palette stored in following pattern: 0b rrrr gggg, 0b bbbb aaaa, ....
Palette number 255 is always full transparent (bits being all zero)
MMIO