示例#1
0
        public CharacterShader( Texture2D texture )
        {
            ShaderBuilder vert = new ShaderBuilder( ShaderType.VertexShader, true );
            vert.AddUniform( ShaderVarType.Int, "blink_phase" );
            vert.AddAttribute( ShaderVarType.Vec2, "in_position" );
            vert.AddAttribute( ShaderVarType.Vec2, "in_value" );
            vert.AddVarying( ShaderVarType.Vec2, "var_texture" );
            vert.AddVarying( ShaderVarType.Vec3, "var_fore_colour" );
            vert.AddVarying( ShaderVarType.Vec3, "var_back_colour" );
            vert.Logic = @"
                void main( void )
                {
                    gl_Position = in_position;

                    int ch = int( in_value.x ) & 0x7f;
                    int corner = int( in_value.y );
                    var_texture = vec2( ( ( ch % 16 ) + ( corner % 2 ) ) * 4.0, ( ( ch / 16 ) + ( corner / 2 ) ) * 8.0 ) / 64.0;
                    int fore = ( int( in_value ) >> 12 ) & 0xf;
                    int back = ( int( in_value ) >> 8 ) & 0xf;

                    var_back_colour = vec3( ( back >> 2 ) & 1, ( back >> 1 ) & 1, back & 1 ) * 2.0 / 3.0;
                    if( ( back & 0x8 ) != 0 )
                        var_back_colour += vec3( 1.0, 1.0, 1.0 ) / 3.0;
                    if( blink_phase == 1 || ( int( in_value.x ) & 0x80 ) == 0 )
                    {
                        var_fore_colour = vec3( ( fore >> 2 ) & 1, ( fore >> 1 ) & 1, fore & 1 ) * 2.0 / 3.0;
                        if( ( fore & 0x8 ) != 0 )
                            var_fore_colour += vec3( 1.0, 1.0, 1.0 ) / 3.0;
                    }
                    else
                        var_fore_colour = var_back_colour;
                }
            ";

            ShaderBuilder frag = new ShaderBuilder( ShaderType.FragmentShader, true );
            frag.AddUniform( ShaderVarType.Sampler2D, "texture0" );
            frag.AddVarying( ShaderVarType.Vec2, "var_texture" );
            frag.AddVarying( ShaderVarType.Vec3, "var_fore_colour" );
            frag.AddVarying( ShaderVarType.Vec3, "var_back_colour" );
            frag.Logic = @"
                void main( void )
                {
                    if( texture2D( texture0, var_texture ).r > 0.5 )
                        out_frag_colour = vec4( var_fore_colour.rgb, 1.0 );
                    else
                        out_frag_colour = vec4( var_back_colour.rgb, 1.0 );
                }
            ";

            VertexSource = vert.Generate( GL3 );
            FragmentSource = frag.Generate( GL3 );

            myTexture = texture;

            BeginMode = BeginMode.Quads;
        }
示例#2
0
        protected override void OnLoad( EventArgs e )
        {
            String exePath = Path.GetDirectoryName( Assembly.GetExecutingAssembly().GetName().CodeBase );
            if ( exePath.StartsWith( "file:\\" ) )
                exePath = exePath.Substring( 6 );
            myCharacterSet = new Texture2D( new Bitmap( exePath + Path.DirectorySeparatorChar + "charset.png" ) );
            myDefaultCharSet = new ushort[ 256 ];
            for ( int i = 0; i < 127; ++i )
            {
                for ( int w = 0; w < 2; ++w )
                {
                    ushort word = 0x0000;
                    for ( int j = 0; j < 16; ++j )
                    {
                        int x = ( ( i & 0xf ) << 2 ) + ( w << 1 ) + ( j >> 3 );
                        int y = ( ( i >> 4 ) << 3 ) + ( j & 7 );
                        if ( myCharacterSet.GetPixel( x, y ).R >= 128 )
                            word |= (ushort) ( 1 << ( 15 - j ) );
                    }
                    myDefaultCharSet[ ( i << 1 ) + w ] = word;
                }
            }

            myCharShader = new CharacterShader( myCharacterSet, Width, Height );
            myCharMap = new Character[ VideoBufferLength ];
            for ( int i = 0; i < VideoBufferLength; ++i )
            {
                myCharMap[ i ] = new Character( Scale );
                myCharMap[ i ].Position = new Vector2( ( i % Columns + 2 ) * 4 * Scale,
                    ( i / Columns + 1 ) * 8 * Scale );
                myCharMap[ i ].Value = 0x0000;
            }

            CPU.MemoryChanged += delegate( object sender, MemoryChangedEventArgs me )
            {
                if ( myDumping )
                    return;

                if ( VideoBufferLoc != 0 && me.Location >= VideoBufferLoc && me.Location < VideoBufferLoc + VideoBufferLength )
                {
                    int index = me.Location - VideoBufferLoc;
                    myCharMap[ index ].Value = me.Value;
                }
                else if ( CharacterSetLoc != 0 && me.Location >= CharacterSetLoc && me.Location < CharacterSetLoc + 256 )
                {
                    int index = me.Location - CharacterSetLoc;
                    int x = ( index % 32 ) * 2;
                    int y = ( index / 32 ) * 8;
                    ushort val = me.Value;
                    for ( int i = 0; i < 16; ++i )
                    {
                        if ( ( ( val >> i ) & 1 ) == 1 )
                            myCharacterSet.SetPixel( x + 1 - i / 8, y + i % 8, Color.White );
                        else
                            myCharacterSet.SetPixel( x + 1 - i / 8, y + i % 8, Color.Black );
                    }
                }
            };

            Ready = true;
        }
示例#3
0
 public CharacterShader( Texture2D texture, int width, int height )
     : this(texture)
 {
     Create();
     SetScreenSize( width, height );
 }
示例#4
0
 static Texture2D()
 {
     Bitmap blankBmp = new Bitmap( 1, 1 );
     blankBmp.SetPixel( 0, 0, Color.White );
     Blank = new Texture2D( blankBmp );
 }