Update render, spritebatch and input stuffs.
This commit is contained in:
@@ -1,6 +1,6 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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@@ -9,6 +9,7 @@
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#include "assert/assert.h"
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#include "util/memory.h"
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#include "util/math.h"
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#include "display/shader/shaderunlit.h"
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meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
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spritebatch_t SPRITEBATCH;
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@@ -25,6 +26,59 @@ errorret_t spriteBatchInit() {
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errorOk();
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}
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errorret_t spriteBatchBuffer(
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const spritebatchsprite_t *sprites,
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const uint32_t count
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) {
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for(uint32_t i = 0; i < count; i++) {
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const spritebatchsprite_t *s = &sprites[i];
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// if(s->texture != SPRITEBATCH.currentTexture) {
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// errorChain(spriteBatchFlush());
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// }
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if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX_PER_FLUSH) {
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errorChain(spriteBatchFlush());
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}
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meshvertex_t *v = &SPRITEBATCH_VERTICES[
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(SPRITEBATCH.spriteCount + (SPRITEBATCH.spriteFlush *
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SPRITEBATCH_SPRITES_MAX_PER_FLUSH)) * QUAD_VERTEX_COUNT
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];
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v[0].pos[0] = s->min[0]; v[0].pos[1] = s->min[1]; v[0].pos[2] = s->min[2];
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v[0].uv[0] = s->uvMin[0]; v[0].uv[1] = s->uvMin[1];
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v[1].pos[0] = s->max[0]; v[1].pos[1] = s->min[1]; v[1].pos[2] = s->min[2];
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v[1].uv[0] = s->uvMax[0]; v[1].uv[1] = s->uvMin[1];
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v[2].pos[0] = s->max[0]; v[2].pos[1] = s->max[1]; v[2].pos[2] = s->min[2];
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v[2].uv[0] = s->uvMax[0]; v[2].uv[1] = s->uvMax[1];
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v[3].pos[0] = s->min[0]; v[3].pos[1] = s->min[1]; v[3].pos[2] = s->min[2];
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v[3].uv[0] = s->uvMin[0]; v[3].uv[1] = s->uvMin[1];
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v[4].pos[0] = s->max[0]; v[4].pos[1] = s->max[1]; v[4].pos[2] = s->min[2];
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v[4].uv[0] = s->uvMax[0]; v[4].uv[1] = s->uvMax[1];
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v[5].pos[0] = s->min[0]; v[5].pos[1] = s->max[1]; v[5].pos[2] = s->min[2];
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v[5].uv[0] = s->uvMin[0]; v[5].uv[1] = s->uvMax[1];
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#if MESH_ENABLE_COLOR
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for(uint8_t vi = 0; vi < QUAD_VERTEX_COUNT; vi++) {
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v[vi].color = s->color;
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}
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#endif
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SPRITEBATCH.spriteCount++;
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}
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errorOk();
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}
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errorret_t spriteBatchBufferSprite(const spritebatchsprite_t *sprite) {
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return spriteBatchBuffer(sprite, 1);
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}
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errorret_t spriteBatchPushv(
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const float_t *minX,
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const float_t *minY,
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@@ -40,92 +94,17 @@ errorret_t spriteBatchPushv(
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const float_t *v1,
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const size_t count
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) {
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size_t offset = 0;
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while(offset < count) {
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if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX_PER_FLUSH) {
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errorChain(spriteBatchFlush());
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}
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size_t available = (size_t)(
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SPRITEBATCH_SPRITES_MAX_PER_FLUSH - SPRITEBATCH.spriteCount
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);
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size_t toPush = mathMin(count - offset, available);
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meshvertex_t *start = &SPRITEBATCH_VERTICES[
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(SPRITEBATCH.spriteCount + (SPRITEBATCH.spriteFlush *
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SPRITEBATCH_SPRITES_MAX_PER_FLUSH)) * QUAD_VERTEX_COUNT
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];
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// Fill all toPush sprites field-by-field, one memoryCopyInterleaved per
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// vertex-slot per field. Vertex layout matches quadBuffer3D:
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// v0=(minX,minY,z,u0,v0) v1=(maxX,minY,z,u1,v0) v2=(maxX,maxY,z,u1,v1)
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// v3=(minX,minY,z,u0,v0) v4=(maxX,maxY,z,u1,v1) v5=(minX,maxY,z,u0,v1)
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const size_t dstStride = sizeof(meshvertex_t) * QUAD_VERTEX_COUNT;
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const size_t fSz = sizeof(float_t);
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const float_t *sMinX = minX + offset;
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const float_t *sMaxX = maxX + offset;
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const float_t *sMinY = minY + offset;
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const float_t *sMaxY = maxY + offset;
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const float_t *sZ = z + offset;
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const float_t *sU0 = u0 + offset;
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const float_t *sU1 = u1 + offset;
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const float_t *sV0 = v0 + offset;
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const float_t *sV1 = v1 + offset;
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#define memshVertCopy(vi, field, srcArr) \
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memoryCopyInterleaved( \
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&start[vi].field, dstStride, srcArr, fSz, fSz, toPush \
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)
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memshVertCopy(0, pos[0], sMinX);
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memshVertCopy(0, pos[1], sMinY);
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memshVertCopy(0, pos[2], sZ);
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memshVertCopy(0, uv[0], sU0);
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memshVertCopy(0, uv[1], sV0);
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memshVertCopy(1, pos[0], sMaxX);
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memshVertCopy(1, pos[1], sMinY);
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memshVertCopy(1, pos[2], sZ);
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memshVertCopy(1, uv[0], sU1);
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memshVertCopy(1, uv[1], sV0);
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memshVertCopy(2, pos[0], sMaxX);
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memshVertCopy(2, pos[1], sMaxY);
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memshVertCopy(2, pos[2], sZ);
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memshVertCopy(2, uv[0], sU1);
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memshVertCopy(2, uv[1], sV1);
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memshVertCopy(3, pos[0], sMinX);
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memshVertCopy(3, pos[1], sMinY);
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memshVertCopy(3, pos[2], sZ);
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memshVertCopy(3, uv[0], sU0);
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memshVertCopy(3, uv[1], sV0);
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memshVertCopy(4, pos[0], sMaxX);
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memshVertCopy(4, pos[1], sMaxY);
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memshVertCopy(4, pos[2], sZ);
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memshVertCopy(4, uv[0], sU1);
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memshVertCopy(4, uv[1], sV1);
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memshVertCopy(5, pos[0], sMinX);
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memshVertCopy(5, pos[1], sMaxY);
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memshVertCopy(5, pos[2], sZ);
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memshVertCopy(5, uv[0], sU0);
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memshVertCopy(5, uv[1], sV1);
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#undef memshVertCopy
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for(size_t i = 0; i < count; i++) {
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spritebatchsprite_t sprite;
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sprite.min[0] = minX[i]; sprite.min[1] = minY[i]; sprite.min[2] = z[i];
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sprite.max[0] = maxX[i]; sprite.max[1] = maxY[i]; sprite.max[2] = z[i];
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sprite.uvMin[0] = u0[i]; sprite.uvMin[1] = v0[i];
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sprite.uvMax[0] = u1[i]; sprite.uvMax[1] = v1[i];
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sprite.texture = SPRITEBATCH.currentTexture;
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#if MESH_ENABLE_COLOR
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for(uint8_t vi = 0; vi < QUAD_VERTEX_COUNT; vi++) {
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memoryCopyInterleaved(
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&start[vi].color, dstStride,
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color + offset, sizeof(color_t), sizeof(color_t), toPush
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);
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}
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sprite.color = color[i];
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#endif
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SPRITEBATCH.spriteCount += (int32_t)toPush;
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offset += toPush;
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errorChain(spriteBatchBuffer(&sprite, 1));
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}
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errorOk();
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}
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@@ -143,52 +122,37 @@ errorret_t spriteBatchPush(
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const float_t u1,
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const float_t v1
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) {
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return spriteBatchPushv(
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&minX, &minY, &maxX, &maxY, &(float_t){0},
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#if MESH_ENABLE_COLOR
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&color,
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#endif
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&u0, &v0, &u1, &v1,
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1
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);
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spritebatchsprite_t sprite;
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sprite.min[0] = minX; sprite.min[1] = minY; sprite.min[2] = 0;
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sprite.max[0] = maxX; sprite.max[1] = maxY; sprite.max[2] = 0;
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sprite.uvMin[0] = u0; sprite.uvMin[1] = v0;
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sprite.uvMax[0] = u1; sprite.uvMax[1] = v1;
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sprite.texture = SPRITEBATCH.currentTexture;
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#if MESH_ENABLE_COLOR
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sprite.color = color;
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#endif
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return spriteBatchBuffer(&sprite, 1);
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}
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errorret_t spriteBatchPush3D(
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errorret_t spriteBatchPushZ(
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const vec3 min,
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const vec3 max,
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#if MESH_ENABLE_COLOR
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const color_t color,
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#endif
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const vec2 uv0,
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const vec2 uv1
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const vec2 uvMin,
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const vec2 uvMax
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) {
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return spriteBatchPushv(
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&min[0], &min[1],
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&max[0], &max[1],
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&min[2],
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#if MESH_ENABLE_COLOR
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&color,
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#endif
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&uv0[0], &uv0[1],
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&uv1[0], &uv1[1],
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1
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);
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}
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errorret_t spriteBatchBufferSprite(const spritebatchsprite_t *sprite) {
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if(sprite->texture != SPRITEBATCH.currentTexture) {
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errorChain(spriteBatchFlush());
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SPRITEBATCH.currentTexture = sprite->texture;
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}
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return spriteBatchPush3D(
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sprite->min,
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sprite->max,
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#if MESH_ENABLE_COLOR
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sprite->color,
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#endif
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sprite->uvMin,
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sprite->uvMax
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);
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spritebatchsprite_t sprite;
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sprite.min[0] = min[0]; sprite.min[1] = min[1]; sprite.min[2] = min[2];
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sprite.max[0] = max[0]; sprite.max[1] = max[1]; sprite.max[2] = max[2];
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sprite.uvMin[0] = uvMin[0]; sprite.uvMin[1] = uvMin[1];
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sprite.uvMax[0] = uvMax[0]; sprite.uvMax[1] = uvMax[1];
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sprite.texture = SPRITEBATCH.currentTexture;
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#if MESH_ENABLE_COLOR
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sprite.color = color;
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#endif
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return spriteBatchBuffer(&sprite, 1);
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}
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void spriteBatchClear() {
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@@ -1,6 +1,6 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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@@ -40,14 +40,34 @@ extern spritebatch_t SPRITEBATCH;
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/**
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* Initializes a sprite batch.
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*
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* @param spriteBatch The sprite batch to initialize.
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*
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* @return An error code indicating success or failure.
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*/
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errorret_t spriteBatchInit();
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/**
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* Pushes multiple sprites to the batch using arrays of values.
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* Buffers an array of sprites. Flushes automatically when the texture changes
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* or the per-flush limit is reached.
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*
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* @param sprites Pointer to the sprite array.
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* @param count Number of sprites to buffer.
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* @return An error code indicating success or failure.
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*/
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errorret_t spriteBatchBuffer(
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const spritebatchsprite_t *sprites,
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const uint32_t count
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);
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/**
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* Convenience wrapper — buffers a single sprite.
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*
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* @param sprite The sprite to buffer.
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* @return An error code indicating success or failure.
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*/
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errorret_t spriteBatchBufferSprite(const spritebatchsprite_t *sprite);
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/**
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* Pushes multiple sprites to the batch using parallel arrays of values.
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*
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* @param minX Array of minimum x coordinates.
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* @param minY Array of minimum y coordinates.
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@@ -79,22 +99,17 @@ errorret_t spriteBatchPushv(
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);
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/**
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* Pushes a sprite to the batch. This basically "queues" it to render (well
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* technically it is buffering the vertices to the mesh at the moment, but
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* that is likely to change when we switch to VAOs or VBOs or even Shader UBOs).
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*
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* Currently changing texture pointer will cause the buffer to flush but this is
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* also likely to change in the future.
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*
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* Pushes a 2D sprite (z=0) to the batch.
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*
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* @param minX The minimum x coordinate of the sprite.
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* @param minY The minimum y coordinate of the sprite.
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* @param maxX The maximum x coordinate of the sprite.
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* @param maxY The maximum y coordinate of the sprite.
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* @param color The color to tint the sprite with.
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* @param u0 The texture coordinate for the top-left corner of the sprite.
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* @param v0 The texture coordinate for the top-left corner of the sprite.
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* @param u1 The texture coordinate for the bottom-right corner of the sprite.
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* @param v1 The texture coordinate for the bottom-right corner of the sprite.
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* @param u0 Texture u coordinate for the top-left corner.
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* @param v0 Texture v coordinate for the top-left corner.
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* @param u1 Texture u coordinate for the bottom-right corner.
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* @param v1 Texture v coordinate for the bottom-right corner.
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* @return An error code indicating success or failure.
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*/
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errorret_t spriteBatchPush(
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@@ -112,17 +127,16 @@ errorret_t spriteBatchPush(
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);
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/**
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* Pushes a 3D sprite to the batch. This is like spriteBatchPush but takes
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* 3D coordinates instead of 2D.
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*
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* Pushes a 3D sprite to the batch.
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*
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* @param min The minimum (x,y,z) coordinate of the sprite.
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* @param max The maximum (x,y,z) coordinate of the sprite.
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* @param color The color to tint the sprite with.
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* @param uvMin The texture coordinate for the top-left corner of the sprite.
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* @param uvMax The texture coordinate for the bottom-right corner of the sprite
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* @param uvMin Texture coordinate for the top-left corner.
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* @param uvMax Texture coordinate for the bottom-right corner.
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* @return An error code indicating success or failure.
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*/
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errorret_t spriteBatchPush3D(
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errorret_t spriteBatchPushZ(
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const vec3 min,
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const vec3 max,
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#if MESH_ENABLE_COLOR
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@@ -133,29 +147,20 @@ errorret_t spriteBatchPush3D(
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);
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/**
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* Buffers a sprite defined by a spritebatchsprite_t. Automatically flushes
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* if the texture changes from the previously buffered sprite.
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*
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* @param sprite The sprite to buffer.
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* @return An error code indicating success or failure.
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*/
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errorret_t spriteBatchBufferSprite(const spritebatchsprite_t *sprite);
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/**
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* Clears the sprite batch. This will mean calling flush renders nothing.
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* Clears the sprite batch. Calling flush after this renders nothing.
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*/
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void spriteBatchClear();
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/**
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* Flushes the sprite batch, rendering all queued sprites.
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*
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*
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* @return An error code indicating success or failure.
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*/
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errorret_t spriteBatchFlush();
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/**
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* Disposes of the sprite batch, freeing any allocated resources.
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*
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*
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* @return An error code indicating success or failure.
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*/
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errorret_t spriteBatchDispose();
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errorret_t spriteBatchDispose();
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@@ -7,6 +7,10 @@
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#include "initialscene.h"
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#include "console/console.h"
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#include "display/spritebatch/spritebatch.h"
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#include "display/screen/screen.h"
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#include "display/shader/shaderunlit.h"
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void initialSceneInit(void) {
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consolePrint("Initial scene initialized");
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@@ -17,6 +21,42 @@ errorret_t initialSceneUpdate(void) {
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}
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errorret_t initialSceneDraw(void) {
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{
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mat4 view, proj;
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glm_perspective(
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glm_rad(45.0f),
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(float_t)SCREEN.width / (float_t)SCREEN.height,
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0.1f,
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100.0f,
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proj
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);
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shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj);
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glm_lookat(
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(vec3){ 3.0f, 3.0f, 3.0f },
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(vec3){ 0.0f, 0.0f, 0.0f },
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(vec3){ 0.0f, 1.0f, 0.0f },
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view
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);
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shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view);
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}
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errorChain(displaySetState((displaystate_t){
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.flags = DISPLAY_STATE_FLAG_BLEND | DISPLAY_STATE_FLAG_DEPTH_TEST
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}));
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// Draw entities
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spriteBatchPushZ(
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(vec3){ 0.0f, 0.0f, 0.0f },
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(vec3){ 32.0f, 32.0f, 0.0f },
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#if MESH_ENABLE_COLOR
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COLOR_WHITE,
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||||
#endif
|
||||
(vec2){ 0.0f, 0.0f },
|
||||
(vec2){ 1.0f, 1.0f }
|
||||
);
|
||||
spriteBatchFlush();
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
|
||||
+46
-29
@@ -34,27 +34,39 @@ errorret_t sceneInit(void) {
|
||||
}
|
||||
|
||||
errorret_t sceneUpdate(void) {
|
||||
if(SCENE.nextType == SCENE_TYPE_NULL) {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// Handle scene change
|
||||
if(SCENE.nextType != SCENE_TYPE_NULL) {
|
||||
// Dispose current scene.
|
||||
if(SCENE.type != SCENE_TYPE_NULL) {
|
||||
if(SCENE_FUNCTIONS[SCENE.type].dispose) {
|
||||
SCENE_FUNCTIONS[SCENE.type].dispose();
|
||||
}
|
||||
}
|
||||
|
||||
// Init new scene
|
||||
SCENE.type = SCENE.nextType;
|
||||
SCENE.nextType = SCENE_TYPE_NULL;
|
||||
|
||||
if(SCENE.type != SCENE_TYPE_NULL) {
|
||||
if(SCENE_FUNCTIONS[SCENE.type].init) {
|
||||
SCENE_FUNCTIONS[SCENE.type].init();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update scene
|
||||
#ifdef DUSK_TIME_DYNAMIC
|
||||
if(TIME.dynamicUpdate) {
|
||||
errorOk();
|
||||
}
|
||||
#endif
|
||||
|
||||
// Dispose current scene.
|
||||
if(SCENE.type != SCENE_TYPE_NULL) {
|
||||
if(SCENE_FUNCTIONS[SCENE.type].dispose) {
|
||||
SCENE_FUNCTIONS[SCENE.type].dispose();
|
||||
}
|
||||
}
|
||||
|
||||
// Init new scene
|
||||
SCENE.type = SCENE.nextType;
|
||||
SCENE.nextType = SCENE_TYPE_NULL;
|
||||
|
||||
if(SCENE.type != SCENE_TYPE_NULL) {
|
||||
if(SCENE_FUNCTIONS[SCENE.type].init) {
|
||||
SCENE_FUNCTIONS[SCENE.type].init();
|
||||
}
|
||||
if(SCENE.type != SCENE_TYPE_NULL && SCENE_FUNCTIONS[SCENE.type].update) {
|
||||
errorChain(SCENE_FUNCTIONS[SCENE.type].update());
|
||||
}
|
||||
|
||||
errorOk();
|
||||
@@ -63,25 +75,34 @@ errorret_t sceneUpdate(void) {
|
||||
dusktimeepoch_t LAST;
|
||||
|
||||
errorret_t sceneRender(void) {
|
||||
mat4 view, proj;
|
||||
glm_ortho(
|
||||
0.0f, SCREEN.width,
|
||||
SCREEN.height, 0.0f,
|
||||
0.1f, 100.0f,
|
||||
proj
|
||||
);
|
||||
mat4 model;
|
||||
glm_mat4_identity(model);
|
||||
|
||||
errorChain(shaderBind(&SHADER_UNLIT));
|
||||
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
|
||||
|
||||
// Perform soft reset
|
||||
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
|
||||
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
|
||||
errorChain(shaderSetColor(&SHADER_UNLIT, SHADER_UNLIT_COLOR, COLOR_WHITE));
|
||||
|
||||
// Render scene.
|
||||
if(SCENE.type != SCENE_TYPE_NULL && SCENE_FUNCTIONS[SCENE.type].render) {
|
||||
glm_mat4_identity(view);
|
||||
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
|
||||
errorChain(SCENE_FUNCTIONS[SCENE.type].render());
|
||||
}
|
||||
|
||||
// UI Rendering
|
||||
{
|
||||
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
|
||||
|
||||
mat4 view, proj;
|
||||
glm_ortho(
|
||||
0.0f, SCREEN.width,
|
||||
SCREEN.height, 0.0f,
|
||||
0.1f, 100.0f,
|
||||
proj
|
||||
);
|
||||
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
|
||||
|
||||
glm_lookat(
|
||||
(vec3){ 0.0f, 0.0f, 1.0f },
|
||||
(vec3){ 0.0f, 0.0f, 0.0f },
|
||||
@@ -89,10 +110,6 @@ errorret_t sceneRender(void) {
|
||||
view
|
||||
);
|
||||
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
|
||||
|
||||
mat4 model;
|
||||
glm_mat4_identity(model);
|
||||
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
|
||||
|
||||
errorChain(displaySetState((displaystate_t){
|
||||
.flags = DISPLAY_STATE_FLAG_BLEND
|
||||
|
||||
@@ -38,7 +38,6 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
|
||||
{ .name = "lstick_right", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = false } } },
|
||||
{ .name = "ltrigger", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_TRIGGER_LEFT, .positive = true } } },
|
||||
{ .name = "rtrigger", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_TRIGGER_RIGHT, .positive = true } } },
|
||||
|
||||
#endif
|
||||
|
||||
{ .name = NULL }
|
||||
@@ -47,6 +46,47 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
|
||||
errorret_t inputInitDolphin(void) {
|
||||
PAD_Init();
|
||||
|
||||
#define X(buttonName, buttonAction) \
|
||||
inputBind(inputButtonGetByName(buttonName), buttonAction);
|
||||
|
||||
#if defined(DUSK_GAMECUBE)
|
||||
X("up", INPUT_ACTION_UP);
|
||||
X("down", INPUT_ACTION_DOWN);
|
||||
X("left", INPUT_ACTION_LEFT);
|
||||
X("right", INPUT_ACTION_RIGHT);
|
||||
X("lstick_up", INPUT_ACTION_UP);
|
||||
X("lstick_down", INPUT_ACTION_DOWN);
|
||||
X("lstick_left", INPUT_ACTION_LEFT);
|
||||
X("lstick_right", INPUT_ACTION_RIGHT);
|
||||
|
||||
X("a", INPUT_ACTION_ACCEPT);
|
||||
X("b", INPUT_ACTION_CANCEL);
|
||||
X("z", INPUT_ACTION_CONSOLE);
|
||||
X("start", INPUT_ACTION_RAGEQUIT);
|
||||
|
||||
#elif defined(DUSK_WII)
|
||||
X("up", INPUT_ACTION_UP);
|
||||
X("down", INPUT_ACTION_DOWN);
|
||||
X("left", INPUT_ACTION_LEFT);
|
||||
X("right", INPUT_ACTION_RIGHT);
|
||||
X("lstick_up", INPUT_ACTION_UP);
|
||||
X("lstick_down", INPUT_ACTION_DOWN);
|
||||
X("lstick_left", INPUT_ACTION_LEFT);
|
||||
X("lstick_right", INPUT_ACTION_RIGHT);
|
||||
|
||||
X("a", INPUT_ACTION_ACCEPT);
|
||||
X("b", INPUT_ACTION_CANCEL);
|
||||
X("z", INPUT_ACTION_CONSOLE);
|
||||
X("start", INPUT_ACTION_RAGEQUIT);
|
||||
|
||||
// TODO: Wiimote, USB Keyboard, probably more.
|
||||
|
||||
#else
|
||||
#error "Unknown Dolphin platform?"
|
||||
#endif
|
||||
|
||||
#undef X
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
|
||||
@@ -184,6 +184,52 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
|
||||
{ .name = NULL },
|
||||
};
|
||||
|
||||
errorret_t inputInitLinux(void) {
|
||||
#define X(buttonName, buttonAction) \
|
||||
inputBind(inputButtonGetByName(buttonName), buttonAction);
|
||||
|
||||
#ifdef DUSK_INPUT_KEYBOARD
|
||||
X("w", INPUT_ACTION_UP);
|
||||
X("s", INPUT_ACTION_DOWN);
|
||||
X("a", INPUT_ACTION_LEFT);
|
||||
X("d", INPUT_ACTION_RIGHT);
|
||||
X("left", INPUT_ACTION_LEFT);
|
||||
X("right", INPUT_ACTION_RIGHT);
|
||||
X("up", INPUT_ACTION_UP);
|
||||
X("down", INPUT_ACTION_DOWN);
|
||||
X("enter", INPUT_ACTION_ACCEPT);
|
||||
X("e", INPUT_ACTION_ACCEPT);
|
||||
X("space", INPUT_ACTION_ACCEPT);
|
||||
X("tab", INPUT_ACTION_CANCEL);
|
||||
X("q", INPUT_ACTION_CANCEL);
|
||||
X("escape", INPUT_ACTION_RAGEQUIT);
|
||||
X("`", INPUT_ACTION_CONSOLE);
|
||||
#endif
|
||||
|
||||
#ifdef DUSK_INPUT_GAMEPAD
|
||||
X("gamepad_up", INPUT_ACTION_UP);
|
||||
X("gamepad_down", INPUT_ACTION_DOWN);
|
||||
X("gamepad_left", INPUT_ACTION_LEFT);
|
||||
X("gamepad_right", INPUT_ACTION_RIGHT);
|
||||
X("gamepad_a", INPUT_ACTION_ACCEPT);
|
||||
X("gamepad_b", INPUT_ACTION_CANCEL);
|
||||
X("gamepad_back", INPUT_ACTION_RAGEQUIT);
|
||||
X("gamepad_lstick_up", INPUT_ACTION_UP);
|
||||
X("gamepad_lstick_down", INPUT_ACTION_DOWN);
|
||||
X("gamepad_lstick_left", INPUT_ACTION_LEFT);
|
||||
X("gamepad_lstick_right", INPUT_ACTION_RIGHT);
|
||||
#endif
|
||||
|
||||
#ifdef DUSK_INPUT_POINTER
|
||||
X("mouse_x", INPUT_ACTION_POINTERX);
|
||||
X("mouse_y", INPUT_ACTION_POINTERY);
|
||||
#endif
|
||||
|
||||
#undef X
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
float_t inputGetDeadzoneSDL2(const inputbutton_t button) {
|
||||
return 0.17f;
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "error/error.h"
|
||||
#include "input/inputsdl2.h"
|
||||
|
||||
/**
|
||||
* Initializes the input system on Linux.
|
||||
*
|
||||
* @return An error code indicating success or failure.
|
||||
*/
|
||||
errorret_t inputInitLinux(void);
|
||||
@@ -0,0 +1,11 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "input/inputlinux.h"
|
||||
|
||||
#define inputInitPlatform inputInitLinux
|
||||
@@ -0,0 +1,11 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "input/inputpsp.h"
|
||||
|
||||
#define inputInitPlatform inputInitPSP
|
||||
@@ -36,6 +36,26 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
|
||||
{ .name = NULL }
|
||||
};
|
||||
|
||||
errorret_t inputInitPSP(void) {
|
||||
#define X(buttonName, buttonAction) \
|
||||
inputBind(inputButtonGetByName(buttonName), buttonAction);
|
||||
X("up", INPUT_ACTION_UP);
|
||||
X("down", INPUT_ACTION_DOWN);
|
||||
X("left", INPUT_ACTION_LEFT);
|
||||
X("right", INPUT_ACTION_RIGHT);
|
||||
X("accept", INPUT_ACTION_ACCEPT);
|
||||
X("cancel", INPUT_ACTION_CANCEL);
|
||||
X("triangle", INPUT_ACTION_CONSOLE);
|
||||
X("select", INPUT_ACTION_RAGEQUIT);
|
||||
X("lstick_up", INPUT_ACTION_UP);
|
||||
X("lstick_down", INPUT_ACTION_DOWN);
|
||||
X("lstick_left", INPUT_ACTION_LEFT);
|
||||
X("lstick_right", INPUT_ACTION_RIGHT);
|
||||
#undef X
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
float_t inputGetDeadzoneSDL2(const inputbutton_t button) {
|
||||
return 0.2f;
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "error/error.h"
|
||||
#include "input/inputsdl2.h"
|
||||
|
||||
/**
|
||||
* Initializes the input system on PSP.
|
||||
*
|
||||
* @return An error code indicating success or failure.
|
||||
*/
|
||||
errorret_t inputInitPSP(void);
|
||||
@@ -1,27 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "inputsdl2.h"
|
||||
|
||||
#ifdef DUSK_INPUT_KEYBOARD
|
||||
typedef inputscancodesdl2_t inputscancodeplatform_t;
|
||||
#endif
|
||||
|
||||
#ifdef DUSK_INPUT_GAMEPAD
|
||||
typedef inputgamepadbuttonsdl2_t inputgamepadbuttonplatform_t;
|
||||
typedef inputgamepadaxissdl2_t inputgamepadaxissplatform_t;
|
||||
#endif
|
||||
|
||||
#ifdef DUSK_INPUT_POINTER
|
||||
typedef inputpointeraxissdl2_t inputpointeraxisplatform_t;
|
||||
#endif
|
||||
|
||||
#define inputUpdatePlatform inputUpdateSDL2
|
||||
#define inputButtonGetValuePlatform inputButtonGetValueSDL2
|
||||
|
||||
typedef inputsdl2_t inputplatform_t;
|
||||
@@ -44,6 +44,25 @@ typedef struct {
|
||||
#endif
|
||||
} inputsdl2_t;
|
||||
|
||||
// Setup platform variables for input.
|
||||
#ifdef DUSK_INPUT_KEYBOARD
|
||||
typedef inputscancodesdl2_t inputscancodeplatform_t;
|
||||
#endif
|
||||
|
||||
#ifdef DUSK_INPUT_GAMEPAD
|
||||
typedef inputgamepadbuttonsdl2_t inputgamepadbuttonplatform_t;
|
||||
typedef inputgamepadaxissdl2_t inputgamepadaxissplatform_t;
|
||||
#endif
|
||||
|
||||
#ifdef DUSK_INPUT_POINTER
|
||||
typedef inputpointeraxissdl2_t inputpointeraxisplatform_t;
|
||||
#endif
|
||||
|
||||
#define inputUpdatePlatform inputUpdateSDL2
|
||||
#define inputButtonGetValuePlatform inputButtonGetValueSDL2
|
||||
|
||||
typedef inputsdl2_t inputplatform_t;
|
||||
|
||||
/**
|
||||
* Updates the input state for SDL2.
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user