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https://github.com/curioustorvald/tsvm.git
synced 2026-03-07 19:51:51 +09:00
working tiling for text draw
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Before Width: | Height: | Size: 4.0 KiB After Width: | Height: | Size: 4.2 KiB |
@@ -90,11 +90,11 @@ class VMGUI(val appConfig: LwjglApplicationConfiguration) : ApplicationAdapter()
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for (k in 0 until 2240) {
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// text foreground
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vm.poke(-(254820 + k + 1) - hwoff, 239.toByte()) // white
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vm.poke(-(254912 + k + 1) - hwoff, (Math.random().times(255f).roundToInt()).toByte()) // white
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// text background
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vm.poke(-(257060 + k + 1) - hwoff, -1) // transparent
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vm.poke(-(254912 + 2240 + k + 1) - hwoff, (Math.random().times(255f).roundToInt()).toByte()) // transparent
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// texts
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vm.poke(-(259300 + k + 1) - hwoff, k.toByte())
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vm.poke(-(254912 + 2240*2 + k + 1) - hwoff, (Math.random().times(255f).roundToInt()).toByte())
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}
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}
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@@ -148,8 +148,14 @@ class GraphicsAdapter : PeriBase {
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rendertex = Texture(framebuffer)
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batch.shader = null
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batch.begin()
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// clear screen
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batch.color = Color.BLACK
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batch.draw(faketex, 0f, 0f, WIDTH.toFloat(), HEIGHT.toFloat())
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// initiialise draw
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batch.color = Color.WHITE
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batch.shader = paletteShader
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@@ -181,7 +187,7 @@ class GraphicsAdapter : PeriBase {
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val back = spriteAndTextArea[3940 + 2240 + addr].toInt().and(255)
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val fore = spriteAndTextArea[3940 + addr].toInt().and(255)
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textPixmap.setColor(Color(paletteOfFloats[4 * char], paletteOfFloats[4 * char + 1], paletteOfFloats[4 * char + 2], paletteOfFloats[4 * char + 3]))
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textPixmap.setColor(Color(0f, 0f, char / 255f, 1f))
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textPixmap.drawPixel(x, y)
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textBackPixmap.setColor(Color(paletteOfFloats[4 * back], paletteOfFloats[4 * back + 1], paletteOfFloats[4 * back + 2], paletteOfFloats[4 * back + 3]))
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textBackPixmap.drawPixel(x, y)
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@@ -205,13 +211,15 @@ class GraphicsAdapter : PeriBase {
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faketex.bind(0)
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batch.shader = textShader
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textShader.setUniformi("tilesAtlas", 1)
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textShader.setUniformi("foreColours", 4)
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textShader.setUniformi("backColours", 3)
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textShader.setUniformi("tilemap", 2)
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textShader.setUniformi("tilesAtlas", 1)
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textShader.setUniformi("u_texture", 0)
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textShader.setUniformf("tilesInAxes", TEXT_COLS.toFloat(), TEXT_ROWS.toFloat())
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textShader.setUniformf("screenDimension", WIDTH.toFloat(), HEIGHT.toFloat())
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textShader.setUniformf("tilesInAtlas", 16f, 16f)
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textShader.setUniformf("atlasTexSize", chrrom0.width.toFloat(), chrrom0.height.toFloat())
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batch.draw(faketex, 0f, 0f, WIDTH.toFloat(), HEIGHT.toFloat())
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}
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@@ -233,17 +241,22 @@ class GraphicsAdapter : PeriBase {
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}
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private fun peekPalette(offset: Int): Byte {
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if (offset == 255) return 0 // palette 255 is always transparent
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val highvalue = paletteOfFloats[offset * 2] // R, B
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val lowvalue = paletteOfFloats[offset * 2 + 1] // G, A
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return (highvalue.div(15f).toInt().shl(4) or lowvalue.div(15f).toInt()).toByte()
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}
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private fun pokePalette(offset: Int, byte: Byte) {
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val highvalue = byte.toInt().and(0xF0).ushr(4) / 15f
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val lowvalue = byte.toInt().and(0x0F) / 15f
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// palette 255 is always transparent
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if (offset < 255) {
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val highvalue = byte.toInt().and(0xF0).ushr(4) / 15f
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val lowvalue = byte.toInt().and(0x0F) / 15f
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paletteOfFloats[offset * 2] = highvalue
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paletteOfFloats[offset * 2 + 1] = lowvalue
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paletteOfFloats[offset * 2] = highvalue
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paletteOfFloats[offset * 2 + 1] = lowvalue
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}
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}
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@@ -316,9 +329,9 @@ uniform sampler2D foreColours;
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uniform sampler2D backColours;
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uniform sampler2D tilemap;
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uniform ivec2 tilesInAtlas = ivec2(16, 16);
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uniform ivec2 atlasTexSize = ivec2(128, 224);
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ivec2 tileSizeInPx = atlasTexSize / tilesInAtlas; // should be like ivec2(16, 16)
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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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@@ -345,44 +358,39 @@ void main() {
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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 overscannedScreenDimension = tilesInAxes * tileSizeInPx; // how many tiles will fit into a screen; one used by the tileFromMap
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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 / tilesInAxes); // raw tile number
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vec4 foreColFromMap = texture2D(foreColours, flippedFragCoord / tilesInAxes);
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vec4 backColFromMap = texture2D(backColours, flippedFragCoord / tilesInAxes);
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vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / overscannedScreenDimension); // raw tile number
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vec4 foreColFromMap = texture2D(foreColours, flippedFragCoord / overscannedScreenDimension);
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vec4 backColFromMap = texture2D(backColours, flippedFragCoord / overscannedScreenDimension);
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int tile = getTileFromColor(tileFromMap);
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ivec2 tileXY = getTileXY(tile);
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// cauculate the UV coord value for texture sampling //
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vec2 coordInTile = mod(flippedFragCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas
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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 singleTileSizeInUV = vec2(1) / tilesInAtlas; // constant 0.00390625 for unmodified default uniforms
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vec2 uvCoordForTile = coordInTile * singleTileSizeInUV; // 0..0.00390625 regardless of tile position in atlas
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vec2 uvCoordOffsetTile = tileXY * singleTileSizeInUV; // where the tile starts in the atlas, using uv coord (0..1)
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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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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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if (tileCol.a > 0.1) {
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if (tileCol.r > 0) {
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gl_FragColor = foreColFromMap;
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}
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else {
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gl_FragColor = backColFromMap;
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}
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}
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@@ -67,6 +67,7 @@ ELSE
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FI
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512 bytes
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Palette stored in following pattern: 0b rrrr gggg, 0b bbbb aaaa, ....
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Palette number 255 is always full transparent (bits being all zero)
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MMIO
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