A lot of PSP optimizations

This commit is contained in:
2026-06-30 21:01:11 -05:00
parent 55352805ee
commit 84ebaa0751
44 changed files with 287 additions and 863 deletions
+1 -1
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@@ -341,7 +341,7 @@ errorret_t assetUpdate(void) {
continue;
}
consolePrint("Reaping asset %s", entry->name);
// consolePrint("Reaping asset %s", entry->name);
errorChain(assetEntryDispose(entry));
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
-6
View File
@@ -45,10 +45,4 @@ assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT] = {
.loadAsync = assetChunkLoaderAsync,
.dispose = assetChunkDispose
},
[ASSET_LOADER_TYPE_DMF] = {
.loadSync = assetDmfLoaderSync,
.loadAsync = assetDmfLoaderAsync,
.dispose = assetDmfDispose
},
};
+12 -18
View File
@@ -1,18 +1,17 @@
/**
* Copyright (c) 2026 Dominic Masters
*
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/loader/display/assetmeshloader.h"
#include "asset/loader/dmf/assetmeshloader.h"
#include "asset/loader/display/assettextureloader.h"
#include "asset/loader/display/assettilesetloader.h"
#include "asset/loader/locale/assetlocaleloader.h"
#include "asset/loader/json/assetjsonloader.h"
#include "asset/loader/chunk/assetchunkloader.h"
#include "asset/loader/dmf/assetdmfloader.h"
typedef enum {
ASSET_LOADER_TYPE_NULL,
@@ -23,21 +22,10 @@ typedef enum {
ASSET_LOADER_TYPE_LOCALE,
ASSET_LOADER_TYPE_JSON,
ASSET_LOADER_TYPE_CHUNK,
ASSET_LOADER_TYPE_DMF,
ASSET_LOADER_TYPE_COUNT
} assetloadertype_t;
typedef union {
assetmeshloaderinput_t mesh;
assettextureloaderinput_t texture;
assettilesetloaderinput_t tileset;
assetlocaleloaderinput_t locale;
assetjsonloaderinput_t json;
assetchunkloaderinput_t chunk;
assetdmfloaderinput_t dmf;
} assetloaderinput_t;
typedef union {
assetmeshloaderloading_t mesh;
assettextureloaderloading_t texture;
@@ -45,7 +33,6 @@ typedef union {
assetlocaleloaderloading_t locale;
assetjsonloaderloading_t json;
assetchunkloaderloading_t chunk;
assetdmfloaderloading_t dmf;
} assetloaderloading_t;
typedef union {
@@ -55,9 +42,16 @@ typedef union {
assetlocaleoutput_t locale;
assetjsonoutput_t json;
assetchunkoutput_t chunk;
assetdmfoutput_t dmf;
} assetloaderoutput_t;
typedef union {
assettextureloaderinput_t texture;
assettilesetloaderinput_t tileset;
assetlocaleloaderinput_t locale;
assetjsonloaderinput_t json;
assetchunkloaderinput_t chunk;
} assetloaderinput_t;
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
@@ -76,7 +70,7 @@ extern assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT];
/**
* Shorthand method to both chain an error (against the loader state) and to
* set the asset entry state to error.
*
*
* @param loading The asset loading slot.
* @param ret The error return value to check and chain if it's an error.
*/
@@ -91,7 +85,7 @@ extern assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT];
/**
* Shorthand method to both throw an error (against the loader state) and to
* set the asset entry state to error.
*
*
* @param loading The asset loading slot.
* @param ... Format string and arguments for the error message.
*/
@@ -6,7 +6,6 @@
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
assetmeshloader.c
assettextureloader.c
assettilesetloader.c
)
@@ -1,180 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetmeshloader.h"
#include "assert/assert.h"
#include "util/endian.h"
#include "util/memory.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
errorret_t assetMeshLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
if(loading->loading.mesh.state != ASSET_MESH_LOADING_STATE_READ_FILE) {
errorOk();
}
assetmeshoutput_t *out = &loading->entry->data.mesh;
assetfile_t *file = &loading->loading.mesh.file;
assetmeshinputaxis_t axis = loading->entry->inputData.mesh;
assetLoaderErrorChain(loading,
assetFileInit(file, loading->entry->name, NULL, NULL)
);
assetLoaderErrorChain(loading, assetFileOpen(file));
// Skip the 80-byte STL header.
assetLoaderErrorChain(loading, assetFileRead(file, NULL, 80));
if(file->lastRead != 80) {
assetLoaderErrorThrow(loading, "Failed to skip STL header.");
}
uint32_t triangleCount;
assetLoaderErrorChain(loading,
assetFileRead(file, &triangleCount, sizeof(uint32_t))
);
if(file->lastRead != sizeof(uint32_t)) {
assetLoaderErrorThrow(loading, "Failed to read tri count");
}
triangleCount = endianLittleToHost32(triangleCount);
out->vertices = memoryAllocate(sizeof(meshvertex_t) * triangleCount * 3);
meshvertex_t *verts = out->vertices;
errorret_t ret;
for(uint32_t i = 0; i < triangleCount; i++) {
assetmeshstltriangle_t triData;
ret = assetFileRead(file, &triData, sizeof(triData));
if(errorIsNotOk(ret)) {
memoryFree(verts);
out->vertices = NULL;
assetLoaderErrorChain(loading, ret);
}
if(file->lastRead != sizeof(triData)) {
memoryFree(verts);
out->vertices = NULL;
assetLoaderErrorThrow(loading, "Failed to read triangle data");
}
for(uint8_t j = 0; j < 3; j++) {
#if MESH_ENABLE_COLOR
verts[i * 3 + j].color.r = (
(uint8_t)(endianLittleToHostFloat(triData.normal[0]) * 255.0f)
);
verts[i * 3 + j].color.g = (
(uint8_t)(endianLittleToHostFloat(triData.normal[1]) * 255.0f)
);
verts[i * 3 + j].color.b = (
(uint8_t)(endianLittleToHostFloat(triData.normal[2]) * 255.0f)
);
verts[i * 3 + j].color.a = 0xFF;
#endif
verts[i * 3 + j].uv[0] = 0.0f;
verts[i * 3 + j].uv[1] = 0.0f;
for(uint8_t k = 0; k < 3; k++) {
verts[i * 3 + j].pos[k] = endianLittleToHostFloat(
triData.positions[j][k]
);
}
switch(axis) {
case MESH_INPUT_AXIS_Z_UP: {
float_t temp = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
break;
}
case MESH_INPUT_AXIS_X_UP: {
float_t temp = verts[i * 3 + j].pos[0];
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = temp;
break;
}
case MESH_INPUT_AXIS_Y_DOWN:
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[1];
break;
case MESH_INPUT_AXIS_Z_DOWN: {
float_t temp = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
break;
}
case MESH_INPUT_AXIS_X_DOWN: {
float_t temp = verts[i * 3 + j].pos[0];
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = -temp;
break;
}
case MESH_INPUT_AXIS_Y_UP:
default:
break;
}
}
}
ret = assetFileClose(file);
if(errorIsNotOk(ret)) {
memoryFree(verts);
out->vertices = NULL;
assetLoaderErrorChain(loading, ret);
}
assetFileDispose(file);
loading->loading.mesh.triangleCount = triangleCount;
loading->loading.mesh.state = ASSET_MESH_LOADING_STATE_CREATE_MESH;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetMeshLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_MESH, "Invalid type.");
switch(loading->loading.mesh.state) {
case ASSET_MESH_LOADING_STATE_INITIAL:
loading->loading.mesh.state = ASSET_MESH_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_MESH_LOADING_STATE_CREATE_MESH:
break;
default:
errorOk();
}
assetmeshoutput_t *out = &loading->entry->data.mesh;
assertNotNull(out->vertices, "Mesh vertices should have been loaded by now.");
errorret_t ret = meshInit(
&out->mesh,
MESH_PRIMITIVE_TYPE_TRIANGLES,
loading->loading.mesh.triangleCount * 3,
out->vertices
);
if(errorIsNotOk(ret)) {
loading->entry->state = ASSET_ENTRY_STATE_ERROR;
memoryFree(out->vertices);
out->vertices = NULL;
assetLoaderErrorChain(loading, ret);
}
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetMeshDispose(assetentry_t *entry) {
assertNotNull(entry, "Asset entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_MESH, "Invalid type.");
errorChain(meshDispose(&entry->data.mesh.mesh));
memoryFree(entry->data.mesh.vertices);
errorOk();
}
@@ -1,58 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/assetfile.h"
#include "display/mesh/mesh.h"
#include "assert/assert.h"
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef enum {
MESH_INPUT_AXIS_Y_UP,
MESH_INPUT_AXIS_Z_UP,
MESH_INPUT_AXIS_X_UP,
MESH_INPUT_AXIS_Y_DOWN,
MESH_INPUT_AXIS_Z_DOWN,
MESH_INPUT_AXIS_X_DOWN,
} assetmeshinputaxis_t;
typedef assetmeshinputaxis_t assetmeshloaderinput_t;
typedef enum {
ASSET_MESH_LOADING_STATE_INITIAL,
ASSET_MESH_LOADING_STATE_READ_FILE,
ASSET_MESH_LOADING_STATE_CREATE_MESH,
ASSET_MESH_LOADING_STATE_DONE
} assetmeshloadingstate_t;
typedef struct {
assetfile_t file;
assetmeshloadingstate_t state;
uint32_t triangleCount;
} assetmeshloaderloading_t;
typedef struct {
mesh_t mesh;
meshvertex_t *vertices;
} assetmeshoutput_t;
#pragma pack(push, 1)
typedef struct {
vec3 normal;
float_t positions[3][3];
uint16_t attributeByteCount;
} assetmeshstltriangle_t;
#pragma pack(pop)
assertStructSize(assetmeshstltriangle_t, 50);
errorret_t assetMeshLoaderAsync(assetloading_t *loading);
errorret_t assetMeshLoaderSync(assetloading_t *loading);
errorret_t assetMeshDispose(assetentry_t *entry);
+1 -1
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@@ -5,5 +5,5 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
assetdmfloader.c
assetmeshloader.c
)
@@ -1,65 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/assetfile.h"
#include "display/mesh/mesh.h"
#define ASSET_DMF_FILE_VERSION 1
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef struct {
void *nothing;
} assetdmfloaderinput_t;
typedef enum {
ASSET_DMF_LOADING_STATE_INITIAL,
ASSET_DMF_LOADING_STATE_READ_FILE,
ASSET_DMF_LOADING_STATE_CREATE_MESH,
ASSET_DMF_LOADING_STATE_DONE
} assetdmfloadingstate_t;
typedef struct {
assetfile_t file;
assetdmfloadingstate_t state;
uint8_t *data;
} assetdmfloaderloading_t;
typedef struct {
mesh_t mesh;
meshvertex_t *vertices;
} assetdmfoutput_t;
/**
* Asynchronous loader for DMF mesh assets. Reads the raw DMF file bytes
* into the loading buffer so the sync phase can parse without blocking
* the main thread on I/O.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure.
*/
errorret_t assetDmfLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader for DMF mesh assets. Parses the DMF binary read by
* the async phase, then initializes and flushes the mesh to the GPU.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure.
*/
errorret_t assetDmfLoaderSync(assetloading_t *loading);
/**
* Disposer for DMF mesh assets. Disposes the mesh and frees the vertex
* buffer.
*
* @param entry Asset entry containing the DMF data to dispose.
* @return Error code indicating success or failure.
*/
errorret_t assetDmfDispose(assetentry_t *entry);
@@ -5,96 +5,92 @@
* https://opensource.org/licenses/MIT
*/
#include "assetdmfloader.h"
#include "assetmeshloader.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/endian.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
errorret_t assetDmfLoaderAsync(assetloading_t *loading) {
errorret_t assetMeshLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertNotMainThread("Should be called from an async thread.");
if(loading->loading.dmf.state != ASSET_DMF_LOADING_STATE_READ_FILE) {
if(loading->loading.mesh.state != ASSET_MESH_LOADING_STATE_READ_FILE) {
errorOk();
}
assertNull(loading->loading.dmf.data, "Data already defined?");
assertNull(loading->loading.mesh.data, "Data already defined?");
assetfile_t *file = &loading->loading.dmf.file;
assetfile_t *file = &loading->loading.mesh.file;
assetLoaderErrorChain(loading,
assetFileInit(file, loading->entry->name, NULL, NULL)
);
uint8_t *data = memoryAllocate(file->size);
uint8_t *raw = memoryAllocate(file->size);
assetLoaderErrorChain(loading, assetFileOpen(file));
assetLoaderErrorChain(loading, assetFileRead(file, data, file->size));
assetLoaderErrorChain(loading, assetFileRead(file, raw, file->size));
assetLoaderErrorChain(loading, assetFileClose(file));
assetLoaderErrorChain(loading, assetFileDispose(file));
assertTrue(
file->lastRead == file->size,
"Failed to read entire DMF file."
);
assertTrue(file->lastRead == file->size, "Failed to read entire DMF file.");
loading->loading.dmf.data = data;
loading->loading.dmf.state = ASSET_DMF_LOADING_STATE_CREATE_MESH;
if(raw[0] != 'D' || raw[1] != 'M' || raw[2] != 'F') {
memoryFree(raw);
assetLoaderErrorThrow(loading, "Invalid DMF file header");
}
uint32_t version = endianLittleToHost32(*(uint32_t *)(raw + 4));
if(version != ASSET_MESH_FILE_VERSION) {
memoryFree(raw);
assetLoaderErrorThrow(loading, "Unsupported DMF version %u", version);
}
uint32_t vertCount = endianLittleToHost32(*(uint32_t *)(raw + 8));
meshvertex_t *vertices = NULL;
if(vertCount > 0) {
vertices = memoryAllocate(vertCount * sizeof(meshvertex_t));
memoryCopy(vertices, raw + 12, vertCount * sizeof(meshvertex_t));
}
memoryFree(raw);
loading->loading.mesh.vertCount = vertCount;
loading->loading.mesh.data = (uint8_t *)vertices;
loading->loading.mesh.state = ASSET_MESH_LOADING_STATE_CREATE_MESH;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetDmfLoaderSync(assetloading_t *loading) {
errorret_t assetMeshLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_DMF, "Invalid type.");
assertTrue(loading->type == ASSET_LOADER_TYPE_MESH, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
switch(loading->loading.dmf.state) {
case ASSET_DMF_LOADING_STATE_INITIAL:
loading->loading.dmf.state = ASSET_DMF_LOADING_STATE_READ_FILE;
switch(loading->loading.mesh.state) {
case ASSET_MESH_LOADING_STATE_INITIAL:
loading->loading.mesh.state = ASSET_MESH_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_DMF_LOADING_STATE_CREATE_MESH:
case ASSET_MESH_LOADING_STATE_CREATE_MESH:
break;
default:
errorOk();
}
uint8_t *data = loading->loading.dmf.data;
assertNotNull(data, "DMF data should have been loaded by now.");
uint32_t vertCount = loading->loading.mesh.vertCount;
meshvertex_t *vertices = (meshvertex_t *)loading->loading.mesh.data;
loading->loading.mesh.data = NULL;
if(data[0] != 'D' || data[1] != 'M' || data[2] != 'F') {
memoryFree(data);
assetLoaderErrorThrow(loading, "Invalid DMF file header");
}
uint32_t version = endianLittleToHost32(*(uint32_t *)(data + 4));
if(version != ASSET_DMF_FILE_VERSION) {
memoryFree(data);
assetLoaderErrorThrow(
loading, "Unsupported DMF version %u", version
);
}
uint32_t vertCount = endianLittleToHost32(*(uint32_t *)(data + 8));
assetdmfoutput_t *out = &loading->entry->data.dmf;
assetmeshoutput_t *out = &loading->entry->data.mesh;
out->vertices = vertices;
if(vertCount == 0) {
memoryFree(data);
loading->loading.dmf.data = NULL;
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
out->vertices = memoryAllocate(vertCount * sizeof(meshvertex_t));
memoryCopy(
out->vertices, data + 12, vertCount * sizeof(meshvertex_t)
);
memoryFree(data);
loading->loading.dmf.data = NULL;
errorret_t ret = meshInit(
&out->mesh,
MESH_PRIMITIVE_TYPE_TRIANGLES,
@@ -121,15 +117,15 @@ errorret_t assetDmfLoaderSync(assetloading_t *loading) {
errorOk();
}
errorret_t assetDmfDispose(assetentry_t *entry) {
errorret_t assetMeshDispose(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_DMF, "Invalid type.");
assertTrue(entry->type == ASSET_LOADER_TYPE_MESH, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
assetdmfoutput_t *out = &entry->data.dmf;
assetmeshoutput_t *out = &entry->data.mesh;
if(out->vertices != NULL) {
errorChain(meshDispose(&out->mesh));
memoryFree(out->vertices);
// memoryFree(out->vertices);
out->vertices = NULL;
}
errorOk();
@@ -0,0 +1,62 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/assetfile.h"
#include "display/mesh/mesh.h"
#define ASSET_MESH_FILE_VERSION 1
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef enum {
ASSET_MESH_LOADING_STATE_INITIAL,
ASSET_MESH_LOADING_STATE_READ_FILE,
ASSET_MESH_LOADING_STATE_CREATE_MESH,
ASSET_MESH_LOADING_STATE_DONE
} assetmeshloadingstate_t;
typedef struct {
assetfile_t file;
assetmeshloadingstate_t state;
uint32_t vertCount;
uint8_t *data;
} assetmeshloaderloading_t;
typedef struct {
mesh_t mesh;
meshvertex_t *vertices;
} assetmeshoutput_t;
/**
* Asynchronous loader for DMF mesh assets. Reads the file, validates the
* header, and prepares a ready-to-use vertex buffer so the sync phase only
* needs to upload to the GPU.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure.
*/
errorret_t assetMeshLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader for DMF mesh assets. Initializes the mesh from the
* vertex buffer prepared by the async phase and flushes it to the GPU.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure.
*/
errorret_t assetMeshLoaderSync(assetloading_t *loading);
/**
* Disposer for DMF mesh assets. Disposes the mesh and frees the vertex
* buffer.
*
* @param entry Asset entry containing the mesh data to dispose.
* @return Error code indicating success or failure.
*/
errorret_t assetMeshDispose(assetentry_t *entry);
+1 -1
View File
@@ -17,7 +17,7 @@ console_t CONSOLE;
void consoleInit(void) {
memoryZero(&CONSOLE, sizeof(console_t));
CONSOLE.visible = true;
CONSOLE.visible = false;
#ifdef DUSK_CONSOLE_POSIX
threadMutexInit(&CONSOLE.printMutex);
+7 -25
View File
@@ -20,9 +20,6 @@ errorret_t capsuleInit() {
0.5f,
CAPSULE_CAP_RINGS,
CAPSULE_SECTORS
#if MESH_ENABLE_COLOR
, COLOR_WHITE_4B
#endif
);
errorChain(meshInit(
&CAPSULE_MESH_SIMPLE,
@@ -40,9 +37,6 @@ void capsuleBuffer(
const float_t halfHeight,
const int32_t capRings,
const int32_t sectors
#if MESH_ENABLE_COLOR
, const color_t color
#endif
) {
assertNotNull(vertices, "Vertices cannot be NULL");
assertNotNull(center, "Center vector cannot be NULL");
@@ -53,25 +47,13 @@ void capsuleBuffer(
const float_t sectorStep = 2.0f * (float_t)GLM_PI / (float_t)sectors;
int32_t vi = 0;
/* Helper macro: write one vertex. */
#if MESH_ENABLE_COLOR
#define CAP_VERT(px, py, pz, u, v) \
vertices[vi].color = color; \
vertices[vi].pos[0] = (px); \
vertices[vi].pos[1] = (py); \
vertices[vi].pos[2] = (pz); \
vertices[vi].uv[0] = (u); \
vertices[vi].uv[1] = (v); \
vi++;
#else
#define CAP_VERT(px, py, pz, u, v) \
vertices[vi].pos[0] = (px); \
vertices[vi].pos[1] = (py); \
vertices[vi].pos[2] = (pz); \
vertices[vi].uv[0] = (u); \
vertices[vi].uv[1] = (v); \
vi++;
#endif
#define CAP_VERT(px, py, pz, u, v) \
vertices[vi].pos[0] = (px); \
vertices[vi].pos[1] = (py); \
vertices[vi].pos[2] = (pz); \
vertices[vi].uv[0] = (u); \
vertices[vi].uv[1] = (v); \
vi++;
/* ---- Top hemisphere ---- */
/* phi ranges from PI/2 (top pole) down to 0 (equator). */
-4
View File
@@ -7,7 +7,6 @@
#pragma once
#include "display/mesh/mesh.h"
#include "display/color.h"
#define CAPSULE_CAP_RINGS 4
#define CAPSULE_SECTORS 16
@@ -46,7 +45,4 @@ void capsuleBuffer(
const float_t halfHeight,
const int32_t capRings,
const int32_t sectors
#if MESH_ENABLE_COLOR
, const color_t color
#endif
);
+7 -26
View File
@@ -14,12 +14,7 @@ meshvertex_t CUBE_MESH_SIMPLE_VERTICES[CUBE_VERTEX_COUNT];
errorret_t cubeInit() {
vec3 min = { 0.0f, 0.0f, 0.0f };
vec3 max = { 1.0f, 1.0f, 1.0f };
cubeBuffer(
CUBE_MESH_SIMPLE_VERTICES, min, max
#if MESH_ENABLE_COLOR
, COLOR_WHITE_4B
#endif
);
cubeBuffer(CUBE_MESH_SIMPLE_VERTICES, min, max);
errorChain(meshInit(
&CUBE_MESH_SIMPLE,
CUBE_PRIMITIVE_TYPE,
@@ -29,31 +24,17 @@ errorret_t cubeInit() {
errorOk();
}
// Helper macro: set one vertex position, UV and color.
#if MESH_ENABLE_COLOR
#define CUBE_VERT(i, px, py, pz, u, v) \
vertices[i].color = color; \
vertices[i].pos[0] = (px); \
vertices[i].pos[1] = (py); \
vertices[i].pos[2] = (pz); \
vertices[i].uv[0] = (u); \
vertices[i].uv[1] = (v);
#else
#define CUBE_VERT(i, px, py, pz, u, v) \
vertices[i].pos[0] = (px); \
vertices[i].pos[1] = (py); \
vertices[i].pos[2] = (pz); \
vertices[i].uv[0] = (u); \
vertices[i].uv[1] = (v);
#endif
#define CUBE_VERT(i, px, py, pz, u, v) \
vertices[i].pos[0] = (px); \
vertices[i].pos[1] = (py); \
vertices[i].pos[2] = (pz); \
vertices[i].uv[0] = (u); \
vertices[i].uv[1] = (v);
void cubeBuffer(
meshvertex_t *vertices,
const vec3 min,
const vec3 max
#if MESH_ENABLE_COLOR
, const color_t color
#endif
) {
assertNotNull(vertices, "Vertices cannot be NULL");
assertNotNull(min, "Min vector cannot be NULL");
-4
View File
@@ -7,7 +7,6 @@
#pragma once
#include "display/mesh/mesh.h"
#include "display/color.h"
#define CUBE_FACE_COUNT 6
#define CUBE_VERTICES_PER_FACE 6
@@ -37,7 +36,4 @@ void cubeBuffer(
meshvertex_t *vertices,
const vec3 min,
const vec3 max
#if MESH_ENABLE_COLOR
, const color_t color
#endif
);
+2 -11
View File
@@ -1,26 +1,17 @@
/**
* Copyright (c) 2026 Dominic Masters
*
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "display/color.h"
#ifndef MESH_ENABLE_COLOR
#define MESH_ENABLE_COLOR 0
#endif
#define MESH_VERTEX_UV_SIZE 2
#define MESH_VERTEX_POS_SIZE 3
typedef struct {
#if MESH_ENABLE_COLOR
color_t color;
#endif
float_t uv[MESH_VERTEX_UV_SIZE];
float_t pos[MESH_VERTEX_POS_SIZE];
} meshvertex_t;
} meshvertex_t;
+10 -27
View File
@@ -20,11 +20,8 @@ errorret_t planeInit() {
PLANE_MESH_SIMPLE_VERTICES,
PLANE_AXIS_XZ,
min,
max
#if MESH_ENABLE_COLOR
, COLOR_WHITE_4B
#endif
, uvMin,
max,
uvMin,
uvMax
);
errorChain(meshInit(
@@ -36,33 +33,19 @@ errorret_t planeInit() {
errorOk();
}
/* Helper macro to write one vertex. */
#if MESH_ENABLE_COLOR
#define PLANE_VERT(i, px, py, pz, u, v) \
vertices[i].color = color; \
vertices[i].pos[0] = (px); \
vertices[i].pos[1] = (py); \
vertices[i].pos[2] = (pz); \
vertices[i].uv[0] = (u); \
vertices[i].uv[1] = (v);
#else
#define PLANE_VERT(i, px, py, pz, u, v) \
vertices[i].pos[0] = (px); \
vertices[i].pos[1] = (py); \
vertices[i].pos[2] = (pz); \
vertices[i].uv[0] = (u); \
vertices[i].uv[1] = (v);
#endif
#define PLANE_VERT(i, px, py, pz, u, v) \
vertices[i].pos[0] = (px); \
vertices[i].pos[1] = (py); \
vertices[i].pos[2] = (pz); \
vertices[i].uv[0] = (u); \
vertices[i].uv[1] = (v);
void planeBuffer(
meshvertex_t *vertices,
const planeaxis_t axis,
const vec3 min,
const vec3 max
#if MESH_ENABLE_COLOR
, const color_t color
#endif
, const vec2 uvMin,
const vec3 max,
const vec2 uvMin,
const vec2 uvMax
) {
assertNotNull(vertices, "Vertices cannot be NULL");
+2 -6
View File
@@ -7,7 +7,6 @@
#pragma once
#include "display/mesh/mesh.h"
#include "display/color.h"
#define PLANE_VERTEX_COUNT 6
#define PLANE_PRIMITIVE_TYPE MESH_PRIMITIVE_TYPE_TRIANGLES
@@ -52,10 +51,7 @@ void planeBuffer(
meshvertex_t *vertices,
const planeaxis_t axis,
const vec3 min,
const vec3 max
#if MESH_ENABLE_COLOR
, const color_t color
#endif
, const vec2 uvMin,
const vec3 max,
const vec2 uvMin,
const vec2 uvMax
);
+31 -150
View File
@@ -10,55 +10,12 @@
mesh_t QUAD_MESH_SIMPLE;
meshvertex_t QUAD_MESH_SIMPLE_VERTICES[QUAD_VERTEX_COUNT] = {
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 0.0f, 0.0f },
.pos = { 0.0f, 0.0f, 0.0f }
},
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 1.0f, 0.0f },
.pos = { 1.0f, 0.0f, 0.0f }
},
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 1.0f, 1.0f },
.pos = { 1.0f, 1.0f, 0.0f }
},
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 0.0f, 0.0f },
.pos = { 0.0f, 0.0f, 0.0f }
},
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 1.0f, 1.0f },
.pos = { 1.0f, 1.0f, 0.0f }
},
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 0.0f, 1.0f },
.pos = { 0.0f, 1.0f, 0.0f }
}
{ .uv = { 0.0f, 0.0f }, .pos = { 0.0f, 0.0f, 0.0f } },
{ .uv = { 1.0f, 0.0f }, .pos = { 1.0f, 0.0f, 0.0f } },
{ .uv = { 1.0f, 1.0f }, .pos = { 1.0f, 1.0f, 0.0f } },
{ .uv = { 0.0f, 0.0f }, .pos = { 0.0f, 0.0f, 0.0f } },
{ .uv = { 1.0f, 1.0f }, .pos = { 1.0f, 1.0f, 0.0f } },
{ .uv = { 0.0f, 1.0f }, .pos = { 0.0f, 1.0f, 0.0f } }
};
errorret_t quadInit() {
@@ -81,68 +38,27 @@ void quadBuffer(
const float_t v0,
const float_t u1,
const float_t v1
#if MESH_ENABLE_COLOR
, const color_t color
#endif
) {
const float_t z = 0.0f; // Z coordinate for 2D rendering
const float_t z = 0.0f;
assertNotNull(vertices, "Vertices cannot be NULL");
// First triangle
#if MESH_ENABLE_COLOR
vertices[0].color = color;
#endif
vertices[0].uv[0] = u0;
vertices[0].uv[1] = v1;
vertices[0].pos[0] = minX;
vertices[0].pos[1] = maxY;
vertices[0].pos[2] = z;
vertices[0].uv[0] = u0; vertices[0].uv[1] = v1;
vertices[0].pos[0] = minX; vertices[0].pos[1] = maxY; vertices[0].pos[2] = z;
#if MESH_ENABLE_COLOR
vertices[1].color = color;
#endif
vertices[1].uv[0] = u1;
vertices[1].uv[1] = v0;
vertices[1].pos[0] = maxX;
vertices[1].pos[1] = minY;
vertices[1].pos[2] = z;
vertices[1].uv[0] = u1; vertices[1].uv[1] = v0;
vertices[1].pos[0] = maxX; vertices[1].pos[1] = minY; vertices[1].pos[2] = z;
#if MESH_ENABLE_COLOR
vertices[2].color = color;
#endif
vertices[2].uv[0] = u0;
vertices[2].uv[1] = v0;
vertices[2].pos[0] = minX;
vertices[2].pos[1] = minY;
vertices[2].pos[2] = z;
vertices[2].uv[0] = u0; vertices[2].uv[1] = v0;
vertices[2].pos[0] = minX; vertices[2].pos[1] = minY; vertices[2].pos[2] = z;
// Second triangle
#if MESH_ENABLE_COLOR
vertices[3].color = color;
#endif
vertices[3].uv[0] = u0;
vertices[3].uv[1] = v1;
vertices[3].pos[0] = minX;
vertices[3].pos[1] = maxY;
vertices[3].pos[2] = z;
vertices[3].uv[0] = u0; vertices[3].uv[1] = v1;
vertices[3].pos[0] = minX; vertices[3].pos[1] = maxY; vertices[3].pos[2] = z;
#if MESH_ENABLE_COLOR
vertices[4].color = color;
#endif
vertices[4].uv[0] = u1;
vertices[4].uv[1] = v1;
vertices[4].pos[0] = maxX;
vertices[4].pos[1] = maxY;
vertices[4].pos[2] = z;
vertices[4].uv[0] = u1; vertices[4].uv[1] = v1;
vertices[4].pos[0] = maxX; vertices[4].pos[1] = maxY; vertices[4].pos[2] = z;
#if MESH_ENABLE_COLOR
vertices[5].color = color;
#endif
vertices[5].uv[0] = u1;
vertices[5].uv[1] = v0;
vertices[5].pos[0] = maxX;
vertices[5].pos[1] = minY;
vertices[5].pos[2] = z;
vertices[5].uv[0] = u1; vertices[5].uv[1] = v0;
vertices[5].pos[0] = maxX; vertices[5].pos[1] = minY; vertices[5].pos[2] = z;
}
void quadBuffer3D(
@@ -151,9 +67,6 @@ void quadBuffer3D(
const vec3 max,
const vec2 uvMin,
const vec2 uvMax
#if MESH_ENABLE_COLOR
, const color_t color
#endif
) {
assertNotNull(vertices, "Vertices cannot be NULL");
assertNotNull(min, "Min vector cannot be NULL");
@@ -161,59 +74,27 @@ void quadBuffer3D(
assertNotNull(uvMin, "UV Min vector cannot be NULL");
assertNotNull(uvMax, "UV Max vector cannot be NULL");
// First triangle
#if MESH_ENABLE_COLOR
vertices[0].color = color;
#endif
vertices[0].uv[0] = uvMin[0];
vertices[0].uv[1] = uvMin[1];
vertices[0].pos[0] = min[0];
vertices[0].pos[1] = min[1];
vertices[0].uv[0] = uvMin[0]; vertices[0].uv[1] = uvMin[1];
vertices[0].pos[0] = min[0]; vertices[0].pos[1] = min[1];
vertices[0].pos[2] = min[2];
#if MESH_ENABLE_COLOR
vertices[1].color = color;
#endif
vertices[1].uv[0] = uvMax[0];
vertices[1].uv[1] = uvMin[1];
vertices[1].pos[0] = max[0];
vertices[1].pos[1] = min[1];
vertices[1].uv[0] = uvMax[0]; vertices[1].uv[1] = uvMin[1];
vertices[1].pos[0] = max[0]; vertices[1].pos[1] = min[1];
vertices[1].pos[2] = min[2];
#if MESH_ENABLE_COLOR
vertices[2].color = color;
#endif
vertices[2].uv[0] = uvMax[0];
vertices[2].uv[1] = uvMax[1];
vertices[2].pos[0] = max[0];
vertices[2].pos[1] = max[1];
vertices[2].uv[0] = uvMax[0]; vertices[2].uv[1] = uvMax[1];
vertices[2].pos[0] = max[0]; vertices[2].pos[1] = max[1];
vertices[2].pos[2] = min[2];
// Second triangle
#if MESH_ENABLE_COLOR
vertices[3].color = color;
#endif
vertices[3].uv[0] = uvMin[0];
vertices[3].uv[1] = uvMin[1];
vertices[3].pos[0] = min[0];
vertices[3].pos[1] = min[1];
vertices[3].uv[0] = uvMin[0]; vertices[3].uv[1] = uvMin[1];
vertices[3].pos[0] = min[0]; vertices[3].pos[1] = min[1];
vertices[3].pos[2] = min[2];
#if MESH_ENABLE_COLOR
vertices[4].color = color;
#endif
vertices[4].uv[0] = uvMax[0];
vertices[4].uv[1] = uvMax[1];
vertices[4].pos[0] = max[0];
vertices[4].pos[1] = max[1];
vertices[4].uv[0] = uvMax[0]; vertices[4].uv[1] = uvMax[1];
vertices[4].pos[0] = max[0]; vertices[4].pos[1] = max[1];
vertices[4].pos[2] = min[2];
#if MESH_ENABLE_COLOR
vertices[5].color = color;
#endif
vertices[5].uv[0] = uvMin[0];
vertices[5].uv[1] = uvMax[1];
vertices[5].pos[0] = min[0];
vertices[5].pos[1] = max[1];
vertices[5].uv[0] = uvMin[0]; vertices[5].uv[1] = uvMax[1];
vertices[5].pos[0] = min[0]; vertices[5].pos[1] = max[1];
vertices[5].pos[2] = min[2];
}
+1 -9
View File
@@ -7,7 +7,6 @@
#pragma once
#include "mesh.h"
#include "display/color.h"
#define QUAD_VERTEX_COUNT 6
#define QUAD_PRIMITIVE_TYPE MESH_PRIMITIVE_TYPE_TRIANGLES
@@ -46,18 +45,14 @@ void quadBuffer(
const float_t v0,
const float_t u1,
const float_t v1
#if MESH_ENABLE_COLOR
, const color_t color
#endif
);
/**
* Buffers a 3D quad into the provided vertex array.
*
*
* @param vertices The vertex array to buffer into.
* @param min The minimum XYZ coordinates of the quad.
* @param max The maximum XYZ coordinates of the quad.
* @param color The color of the quad.
* @param uvMin The minimum UV coordinates of the quad.
* @param uvMax The maximum UV coordinates of the quad.
*/
@@ -67,7 +62,4 @@ void quadBuffer3D(
const vec3 max,
const vec2 uvMin,
const vec2 uvMax
#if MESH_ENABLE_COLOR
, const color_t color
#endif
);
+12 -56
View File
@@ -19,9 +19,6 @@ errorret_t sphereInit() {
0.5f,
SPHERE_STACKS,
SPHERE_SECTORS
#if MESH_ENABLE_COLOR
, COLOR_WHITE_4B
#endif
);
errorChain(meshInit(
&SPHERE_MESH_SIMPLE,
@@ -38,9 +35,6 @@ void sphereBuffer(
const float_t radius,
const int32_t stacks,
const int32_t sectors
#if MESH_ENABLE_COLOR
, const color_t color
#endif
) {
assertNotNull(vertices, "Vertices cannot be NULL");
assertNotNull(center, "Center vector cannot be NULL");
@@ -79,67 +73,29 @@ void sphereBuffer(
const float_t u1 = (float_t)j / (float_t)sectors;
const float_t u2 = (float_t)(j + 1) / (float_t)sectors;
/* Triangle 1: top-left, bottom-left, top-right */
#if MESH_ENABLE_COLOR
vertices[vi].color = color;
#endif
vertices[vi].pos[0] = center[0] + x11;
vertices[vi].pos[1] = center[1] + y1;
vertices[vi].pos[0] = center[0] + x11; vertices[vi].pos[1] = center[1] + y1;
vertices[vi].pos[2] = center[2] + z11;
vertices[vi].uv[0] = u1;
vertices[vi].uv[1] = v1;
vi++;
vertices[vi].uv[0] = u1; vertices[vi].uv[1] = v1; vi++;
#if MESH_ENABLE_COLOR
vertices[vi].color = color;
#endif
vertices[vi].pos[0] = center[0] + x21;
vertices[vi].pos[1] = center[1] + y2;
vertices[vi].pos[0] = center[0] + x21; vertices[vi].pos[1] = center[1] + y2;
vertices[vi].pos[2] = center[2] + z21;
vertices[vi].uv[0] = u1;
vertices[vi].uv[1] = v2;
vi++;
vertices[vi].uv[0] = u1; vertices[vi].uv[1] = v2; vi++;
#if MESH_ENABLE_COLOR
vertices[vi].color = color;
#endif
vertices[vi].pos[0] = center[0] + x12;
vertices[vi].pos[1] = center[1] + y1;
vertices[vi].pos[0] = center[0] + x12; vertices[vi].pos[1] = center[1] + y1;
vertices[vi].pos[2] = center[2] + z12;
vertices[vi].uv[0] = u2;
vertices[vi].uv[1] = v1;
vi++;
vertices[vi].uv[0] = u2; vertices[vi].uv[1] = v1; vi++;
/* Triangle 2: top-right, bottom-left, bottom-right */
#if MESH_ENABLE_COLOR
vertices[vi].color = color;
#endif
vertices[vi].pos[0] = center[0] + x12;
vertices[vi].pos[1] = center[1] + y1;
vertices[vi].pos[0] = center[0] + x12; vertices[vi].pos[1] = center[1] + y1;
vertices[vi].pos[2] = center[2] + z12;
vertices[vi].uv[0] = u2;
vertices[vi].uv[1] = v1;
vi++;
vertices[vi].uv[0] = u2; vertices[vi].uv[1] = v1; vi++;
#if MESH_ENABLE_COLOR
vertices[vi].color = color;
#endif
vertices[vi].pos[0] = center[0] + x21;
vertices[vi].pos[1] = center[1] + y2;
vertices[vi].pos[0] = center[0] + x21; vertices[vi].pos[1] = center[1] + y2;
vertices[vi].pos[2] = center[2] + z21;
vertices[vi].uv[0] = u1;
vertices[vi].uv[1] = v2;
vi++;
vertices[vi].uv[0] = u1; vertices[vi].uv[1] = v2; vi++;
#if MESH_ENABLE_COLOR
vertices[vi].color = color;
#endif
vertices[vi].pos[0] = center[0] + x22;
vertices[vi].pos[1] = center[1] + y2;
vertices[vi].pos[0] = center[0] + x22; vertices[vi].pos[1] = center[1] + y2;
vertices[vi].pos[2] = center[2] + z22;
vertices[vi].uv[0] = u2;
vertices[vi].uv[1] = v2;
vi++;
vertices[vi].uv[0] = u2; vertices[vi].uv[1] = v2; vi++;
}
}
}
-4
View File
@@ -7,7 +7,6 @@
#pragma once
#include "display/mesh/mesh.h"
#include "display/color.h"
#define SPHERE_STACKS 8
#define SPHERE_SECTORS 16
@@ -41,7 +40,4 @@ void sphereBuffer(
const float_t radius,
const int32_t stacks,
const int32_t sectors
#if MESH_ENABLE_COLOR
, const color_t color
#endif
);
+11 -29
View File
@@ -14,13 +14,10 @@ meshvertex_t TRIPRISM_MESH_SIMPLE_VERTICES[TRIPRISM_VERTEX_COUNT];
errorret_t triPrismInit() {
triPrismBuffer(
TRIPRISM_MESH_SIMPLE_VERTICES,
0.0f, 0.0f, /* p0: bottom-left */
1.0f, 0.0f, /* p1: bottom-right */
0.5f, 1.0f, /* p2: apex */
0.0f, 1.0f /* minZ, maxZ */
#if MESH_ENABLE_COLOR
, COLOR_WHITE_4B
#endif
0.0f, 0.0f,
1.0f, 0.0f,
0.5f, 1.0f,
0.0f, 1.0f
);
errorChain(meshInit(
&TRIPRISM_MESH_SIMPLE,
@@ -38,32 +35,17 @@ void triPrismBuffer(
const float_t x2, const float_t y2,
const float_t minZ,
const float_t maxZ
#if MESH_ENABLE_COLOR
, const color_t color
#endif
) {
assertNotNull(vertices, "Vertices cannot be NULL");
/* Helper macro: write one vertex then advance index. */
int32_t vi = 0;
#if MESH_ENABLE_COLOR
#define PRISM_VERT(px, py, pz, u, v) \
vertices[vi].color = color; \
vertices[vi].pos[0] = (px); \
vertices[vi].pos[1] = (py); \
vertices[vi].pos[2] = (pz); \
vertices[vi].uv[0] = (u); \
vertices[vi].uv[1] = (v); \
vi++;
#else
#define PRISM_VERT(px, py, pz, u, v) \
vertices[vi].pos[0] = (px); \
vertices[vi].pos[1] = (py); \
vertices[vi].pos[2] = (pz); \
vertices[vi].uv[0] = (u); \
vertices[vi].uv[1] = (v); \
vi++;
#endif
#define PRISM_VERT(px, py, pz, u, v) \
vertices[vi].pos[0] = (px); \
vertices[vi].pos[1] = (py); \
vertices[vi].pos[2] = (pz); \
vertices[vi].uv[0] = (u); \
vertices[vi].uv[1] = (v); \
vi++;
/* --- Front face (z = maxZ), CCW from +Z --- */
PRISM_VERT(x0, y0, maxZ, 0.0f, 0.0f)
-4
View File
@@ -7,7 +7,6 @@
#pragma once
#include "display/mesh/mesh.h"
#include "display/color.h"
#define TRIPRISM_VERTEX_COUNT 24
#define TRIPRISM_PRIMITIVE_TYPE MESH_PRIMITIVE_TYPE_TRIANGLES
@@ -44,7 +43,4 @@ void triPrismBuffer(
const float_t x2, const float_t y2,
const float_t minZ,
const float_t maxZ
#if MESH_ENABLE_COLOR
, const color_t color
#endif
);
+2 -8
View File
@@ -37,9 +37,6 @@ errorret_t screenInit() {
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f
#if MESH_ENABLE_COLOR
, COLOR_WHITE
#endif
);
errorChain(meshInit(
&SCREEN.frameBufferMesh,
@@ -383,13 +380,10 @@ errorret_t screenRender() {
quadBuffer(
SCREEN.frameBufferMeshVertices,
centerX - fbWidth * 0.5f, centerY + fbHeight * 0.5f, // top-left
centerX + fbWidth * 0.5f, centerY - fbHeight * 0.5f, // bottom-right
centerX - fbWidth * 0.5f, centerY + fbHeight * 0.5f,
centerX + fbWidth * 0.5f, centerY - fbHeight * 0.5f,
0.0f, 0.0f,
1.0f, 1.0f
#if MESH_ENABLE_COLOR
, COLOR_WHITE
#endif
);
frameBufferClear(
+7
View File
@@ -46,6 +46,13 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
errorChain(sceneInit());
consolePrint("Engine initialized");
#ifdef DUSK_ASSERTIONS_FAKED
consolePrint("Assertions faked");
#else
consolePrint("Assertions real");
#endif
sceneSet(SCENE_TYPE_OVERWORLD);
+1
View File
@@ -24,6 +24,7 @@ typedef struct chunk_s {
uint8_t meshCount;
char_t meshNames[CHUNK_MESH_COUNT_MAX][CHUNK_MESH_NAME_MAX];
vec3 meshOffsets[CHUNK_MESH_COUNT_MAX];
mat4 meshModels[CHUNK_MESH_COUNT_MAX];
assetentry_t *meshEntries[CHUNK_MESH_COUNT_MAX];
uint8_t entities[CHUNK_ENTITY_COUNT_MAX];
+14 -3
View File
@@ -140,6 +140,8 @@ void mapChunkUnload(chunk_t *chunk) {
}
}
memorySet(chunk->entities, 0xFF, sizeof(chunk->entities));
if(chunk->dcfEntry != NULL) {
assetUnlockEntry(chunk->dcfEntry);
chunk->dcfEntry = NULL;
@@ -199,6 +201,10 @@ errorret_t mapWaitForChunks() {
chunk->dcfEntry->data.chunk.tiles,
sizeof(chunk->tiles)
);
worldpos_t wp;
chunkPosToWorldPos(&chunk->position, &wp);
vec3 wpf = { (float_t)wp.x, (float_t)wp.y, (float_t)wp.z };
for(uint8_t m = 0; m < meshCount; m++) {
stringCopy(
chunk->meshNames[m],
@@ -209,13 +215,16 @@ errorret_t mapWaitForChunks() {
chunk->dcfEntry->data.chunk.meshOffsets[m],
chunk->meshOffsets[m]
);
vec3 pos;
glm_vec3_add(wpf, chunk->meshOffsets[m], pos);
glm_translate_make(chunk->meshModels[m], pos);
}
assetUnlockEntry(chunk->dcfEntry);
chunk->dcfEntry = NULL;
for(uint8_t m = 0; m < meshCount; m++) {
chunk->meshEntries[m] = assetLock(
chunk->meshNames[m], ASSET_LOADER_TYPE_DMF, NULL
chunk->meshNames[m], ASSET_LOADER_TYPE_MESH, NULL
);
if(chunk->meshEntries[m] == NULL) {
for(uint8_t j = 0; j < m; j++) {
@@ -226,16 +235,18 @@ errorret_t mapWaitForChunks() {
}
}
chunk->meshCount = meshCount;
anyPending = true;
// Fall through to the mesh-state check below so cached meshes
// don't force an unnecessary extra sleep iteration.
} else if(state == ASSET_ENTRY_STATE_ERROR) {
assetUnlockEntry(chunk->dcfEntry);
chunk->dcfEntry = NULL;
memorySet(chunk->tiles, TILE_SHAPE_GROUND, sizeof(chunk->tiles));
continue;
} else {
anyPending = true;
continue;
}
continue;
}
for(uint8_t m = 0; m < chunk->meshCount; m++) {
+4 -4
View File
@@ -13,13 +13,13 @@
#define CHUNK_WIDTH 16
#define CHUNK_HEIGHT 16
#define CHUNK_DEPTH 32
#define CHUNK_DEPTH 4
#define CHUNK_TILE_COUNT (CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH)
#define MAP_CHUNK_WIDTH mathCeilDiv(6, DUSK_DISPLAY_SCALE_3D)
#define MAP_CHUNK_HEIGHT mathCeilDiv(4, DUSK_DISPLAY_SCALE_3D)
#define MAP_CHUNK_DEPTH 2
#define MAP_CHUNK_WIDTH 3
#define MAP_CHUNK_HEIGHT 3
#define MAP_CHUNK_DEPTH 4
#define MAP_CHUNK_COUNT (MAP_CHUNK_WIDTH * MAP_CHUNK_HEIGHT * MAP_CHUNK_DEPTH)
#define ENTITY_COUNT 32
+19 -7
View File
@@ -17,6 +17,7 @@ rpgcamera_t RPG_CAMERA;
void rpgCameraInit(void) {
memoryZero(&RPG_CAMERA, sizeof(rpgcamera_t));
RPG_CAMERA.projectionDirty = true;
}
void rpgCameraGetPosition(vec3 out) {
@@ -40,20 +41,31 @@ void rpgCameraGetPosition(vec3 out) {
}
}
void rpgCameraUpdateProjection(void) {
#ifdef DUSK_DISPLAY_WIDTH
if(!RPG_CAMERA.projectionDirty) return;
RPG_CAMERA.projectionDirty = false;
#endif
glm_perspective(
glm_rad(45.0f),
SCREEN.aspect,
0.1f,
100.0f,
RPG_CAMERA.projection
);
}
errorret_t rpgCameraUpdate(void) {
if(!mapIsLoaded()) errorOk();
vec3 pos;
rpgCameraGetPosition(pos);
// Round to the nearest chunk center rather than flooring, so the
// loaded window is always most centered on what the camera sees.
// Adding half the chunk dimension before flooring snaps at the
// midpoint of each chunk instead of at the boundary.
chunkpos_t chunkPos = {
.x = (chunkunit_t)floorf(pos[0] / CHUNK_WIDTH + 0.5f),
.y = (chunkunit_t)floorf(pos[1] / CHUNK_HEIGHT + 0.5f),
.z = (chunkunit_t)floorf(pos[2] / CHUNK_DEPTH + 0.5f)
.x = (chunkunit_t)floorf(pos[0] / CHUNK_WIDTH),
.y = (chunkunit_t)floorf(pos[1] / CHUNK_HEIGHT),
.z = (chunkunit_t)floorf(pos[2] / CHUNK_DEPTH)
};
errorChain(mapPositionSet((chunkpos_t){
+12 -2
View File
@@ -26,6 +26,8 @@ typedef struct {
};
mat4 eye;
mat4 projection;
bool_t projectionDirty;
} rpgcamera_t;
extern rpgcamera_t RPG_CAMERA;
@@ -44,7 +46,15 @@ void rpgCameraGetPosition(vec3 out);
/**
* Updates the RPG camera.
*
*
* @return An error code.
*/
errorret_t rpgCameraUpdate(void);
errorret_t rpgCameraUpdate(void);
/**
* Recomputes the camera projection matrix and stores it in
* RPG_CAMERA.projection. On platforms with a fixed display size the
* matrix is computed once and cached; on dynamic-display platforms it
* is recomputed every call.
*/
void rpgCameraUpdateProjection(void);
+10 -22
View File
@@ -63,8 +63,7 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
.flags = DISPLAY_STATE_FLAG_DEPTH_TEST | DISPLAY_STATE_FLAG_CULL
}));
mat4 proj, model, eye;
mat4 model, eye;
errorChain(shaderBind(&SHADER_UNLIT));
@@ -73,17 +72,13 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
// Camera projection
float_t fov = glm_rad(45.0f);
glm_perspective(
fov,
SCREEN.aspect,
0.1f,
100.0f,
proj
);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
rpgCameraUpdateProjection();
errorChain(shaderSetMatrix(
&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, RPG_CAMERA.projection
));
// Camera Eye
float_t fov = glm_rad(45.0f);
float_t pixelsPerUnit = TILE_SIZE_PIXELS;
float_t worldH = (float_t)(SCREEN.height / SCREEN.scale3d) / pixelsPerUnit;
float_t z = (worldH * 0.5f) / tanf(fov * 0.5f);
@@ -122,7 +117,6 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
glm_vec2_copy((vec2){ 0, 0 }, sprite.uvMin);
glm_vec2_copy((vec2){ 1, 1 }, sprite.uvMax);
color_t color;
switch(ent->direction) {
case ENTITY_DIR_NORTH: color = COLOR_YELLOW; break;
@@ -155,20 +149,14 @@ errorret_t sceneOverworldDrawChunks() {
chunk_t *chunk = &MAP.chunks[i];
if(chunk->meshCount == 0) continue;
worldpos_t wp;
chunkPosToWorldPos(&chunk->position, &wp);
vec3 wpf = { (float_t)wp.x, (float_t)wp.y, (float_t)wp.z };
for(uint8_t m = 0; m < chunk->meshCount; m++) {
if(chunk->meshEntries[m] == NULL) continue;
vec3 pos;
glm_vec3_add(wpf, chunk->meshOffsets[m], pos);
mat4 model;
glm_translate_make(model, pos);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
errorChain(shaderSetMatrix(
&SHADER_UNLIT, SHADER_UNLIT_MODEL, chunk->meshModels[m]
));
errorChain(shaderSetMaterial(&SHADER_UNLIT, &chunkMaterial));
errorChain(meshDraw(&chunk->meshEntries[m]->data.dmf.mesh, 0, -1));
errorChain(meshDraw(&chunk->meshEntries[m]->data.mesh.mesh, 0, -1));
}
}
+1
View File
@@ -10,6 +10,7 @@
#include "util/memory.h"
#include "display/spritebatch/spritebatch.h"
#include "display/text/text.h"
#include "assert/assert.h"
uisettings_t UI_SETTINGS;
-6
View File
@@ -81,14 +81,8 @@ errorret_t displayInitDolphin(void) {
// Describe mesh vertex format.
GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
#if MESH_ENABLE_COLOR
GX_SetVtxDesc(GX_VA_CLR0, GX_INDEX16);
#endif
GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
#if MESH_ENABLE_COLOR
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
#endif
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
errorOk();
+4 -20
View File
@@ -42,15 +42,8 @@ errorret_t meshDrawDolphin(
assertTrue(vertexCount <= UINT16_MAX, "Vertex count exceeds GX limit");
// Matches vertex format described in displaydolphin.c
assertTrue(sizeof(color_t) == 4, "color_t must be exactly 4 bytes");
#if MESH_ENABLE_COLOR
assertTrue(offsetof(meshvertex_t, color) == 0, "color offset wrong");
assertTrue(offsetof(meshvertex_t, uv) == 4, "uv offset wrong");
assertTrue(offsetof(meshvertex_t, pos) == 12, "pos offset wrong");
#else
assertTrue(offsetof(meshvertex_t, uv) == 0, "uv offset wrong");
assertTrue(offsetof(meshvertex_t, pos) == 8, "pos offset wrong");
#endif
assertTrue(offsetof(meshvertex_t, uv) == 0, "uv offset wrong");
assertTrue(offsetof(meshvertex_t, pos) == 8, "pos offset wrong");
// Flush vertex data to GPU. This is required before drawing with GX.
DCFlushRange(
@@ -63,22 +56,13 @@ errorret_t meshDrawDolphin(
const uint8_t stride = (uint8_t)sizeof(meshvertex_t);
GX_SetArray(GX_VA_POS, (void*)&mesh->vertices[vertexOffset].pos[0], stride);
#if MESH_ENABLE_COLOR
GX_SetArray(
GX_VA_CLR0,
(void*)&mesh->vertices[vertexOffset].color.r, stride
);
#endif
GX_SetArray(GX_VA_TEX0, (void*)&mesh->vertices[vertexOffset].uv[0], stride);
GX_InvVtxCache();
GX_Begin(mesh->primitiveType, GX_VTXFMT0, (uint16_t)vertexCount);
for(uint16_t i = 0; i < (uint16_t)vertexCount; ++i) {
GX_Position1x16(i);
#if MESH_ENABLE_COLOR
GX_Color1x16(i);
#endif
GX_TexCoord1x16(i);
}
GX_End();
+4
View File
@@ -16,6 +16,10 @@ errorret_t displayOpenGLInit(void) {
errorChain(errorGLCheck());
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
errorChain(errorGLCheck());
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
errorChain(errorGLCheck());
glEnableClientState(GL_VERTEX_ARRAY);
errorChain(errorGLCheck());
#endif
errorOk();
+1 -33
View File
@@ -25,16 +25,7 @@ errorret_t meshInitGL(
mesh->vertices = vertices;
#ifdef DUSK_OPENGL_LEGACY
// Nothing needed.
#if MESH_ENABLE_COLOR
glEnableClientState(GL_COLOR_ARRAY);
errorChain(errorGLCheck());
#endif
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
errorChain(errorGLCheck());
glEnableClientState(GL_VERTEX_ARRAY);
errorChain(errorGLCheck());
// Nothing needed; client state is enabled once globally in displayOpenGLInit.
#else
// Generate Vertex Buffer Object
glGenBuffers(1, &mesh->vboId);
@@ -82,20 +73,6 @@ errorret_t meshInitGL(
glEnableVertexAttribArray(1);
errorChain(errorGLCheck());
#if MESH_ENABLE_COLOR
glVertexAttribPointer(
2,
sizeof(color_t) / sizeof(GLubyte),
GL_UNSIGNED_BYTE,
GL_TRUE,
sizeof(meshvertex_t),
(const GLvoid*)offsetof(meshvertex_t, color)
);
errorChain(errorGLCheck());
glEnableVertexAttribArray(2);
errorChain(errorGLCheck());
#endif
// Unbind VAO and VBO to prevent accidental modification
glBindBuffer(GL_ARRAY_BUFFER, 0);
errorChain(errorGLCheck());
@@ -138,15 +115,6 @@ errorret_t meshDrawGL(
// Legacy pointer style rendering
const GLsizei stride = sizeof(meshvertex_t);
#if MESH_ENABLE_COLOR
glColorPointer(
sizeof(color4b_t),
GL_UNSIGNED_BYTE,
stride,
(const GLvoid*)&mesh->vertices[offset].color
);
#endif
glTexCoordPointer(
MESH_VERTEX_UV_SIZE,
GL_FLOAT,
+1 -21
View File
@@ -87,50 +87,30 @@
#ifdef DUSK_OPENGL_ES
"#version 300 es\n"
"precision mediump float;\n"
// Attributes
"layout(location = 0) in vec3 a_Pos;\n"
"layout(location = 1) in vec2 a_TexCoord;\n"
#if MESH_ENABLE_COLOR
"layout(location = 2) in vec4 a_Color;\n"
#endif
// Uniforms
"uniform mat4 u_Proj;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
// Vertex shader outputs
"out vec4 v_Color;\n"
"out vec2 v_TexCoord;\n"
"void main() {\n"
" gl_Position = u_Proj * u_View * u_Model * vec4(a_Pos, 1.0);\n"
#if MESH_ENABLE_COLOR
" v_Color = a_Color;\n"
#else
" v_Color = vec4(1.0);\n"
#endif
" v_TexCoord = a_TexCoord;\n"
"}\n",
#else
"#version 330 core\n"
// Attributes
"layout(location = 0) in vec3 a_Pos;\n"
"layout(location = 1) in vec2 a_TexCoord;\n"
#if MESH_ENABLE_COLOR
"layout(location = 2) in vec4 a_Color;\n"
#endif
// Uniforms
"uniform mat4 u_Proj;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
// Vertex shader outputs
"out vec4 v_Color;\n"
"out vec2 v_TexCoord;\n"
"void main() {\n"
" gl_Position = u_Proj * u_View * u_Model * vec4(a_Pos, 1.0);\n"
#if MESH_ENABLE_COLOR
" v_Color = a_Color;\n"
#else
" v_Color = vec4(1.0);\n"
#endif
" v_Color = vec4(1.0);\n"
" v_TexCoord = a_TexCoord;\n"
"}\n",
#endif