Fixed GLES support (partially), PSP still not working

This commit is contained in:
2026-03-28 10:51:50 -05:00
parent 9ba0ceb000
commit d5b0441e6f
7 changed files with 122 additions and 43 deletions

View File

@@ -28,6 +28,7 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
# DUSK_OPENGL_LEGACY
DUSK_LINUX
DUSK_DISPLAY_SIZE_DYNAMIC
DUSK_DISPLAY_WIDTH_DEFAULT=640

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@@ -44,34 +44,52 @@ errorret_t displayInit(void) {
PALETTES[0].colors[1] = COLOR_GREEN;
PALETTES[0].colors[2] = COLOR_BLUE;
PALETTES[0].colors[3] = COLOR_WHITE;
PALETTES[0].count = 4;
PALETTES[0].colors[4] = COLOR_MAGENTA;
PALETTES[0].colors[5] = COLOR_CYAN;
PALETTES[0].colors[6] = COLOR_YELLOW;
PALETTES[0].colors[7] = COLOR_BLACK;
PALETTES[0].count = 8;
uint8_t indices[64] = {
0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1,
2,2,2,2,2,2,2,2,
3,3,3,3,3,3,3,3,
4,4,4,4,4,4,4,4,
5,5,5,5,5,5,5,5,
6,6,6,6,6,6,6,6,
7,7,7,7,7,7,7,7
};
errorChain(textureInit(
&PALETTE_TEXTURE,
2, 2,
8, 8,
TEXTURE_FORMAT_PALETTE,
(texturedata_t){
.paletted = {
.indices = (uint8_t[]){
0, 1,
2, 3
},
.indices = indices,
.palette = &PALETTES[0]
}
}
));
errorChain(textureInit(
&UNCOMPRESSED_TEXTURE,
2, 2,
TEXTURE_FORMAT_RGBA,
(texturedata_t){
.rgbaColors = (color_t[]){
COLOR_RED, COLOR_GREEN,
COLOR_BLUE, COLOR_WHITE
}
}
));
// errorChain(textureInit(
// &UNCOMPRESSED_TEXTURE,
// 8, 8,
// TEXTURE_FORMAT_RGBA,
// (texturedata_t){
// .rgbaColors = (color_t[]){
// COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK,
// COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED,
// COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN,
// COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE,
// COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE,
// COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA,
// COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN,
// COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW
// }
// }
// ));
errorOk();
}
@@ -112,7 +130,7 @@ errorret_t displayUpdate(void) {
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, &UNCOMPRESSED_TEXTURE));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, &PALETTE_TEXTURE));
errorChain(spriteBatchPush(
0.0f, 0.0f,
1.0f, 1.0f,

View File

@@ -12,8 +12,8 @@
#define PALETTE_COUNT 6
typedef struct {
uint8_t count;
color_t colors[PALETTE_COLOR_COUNT];
uint8_t count;
} palette_t;
extern palette_t PALETTES[PALETTE_COUNT];

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@@ -29,8 +29,6 @@ errorret_t displayOpenGLInit(void) {
errorChain(errorGLCheck());
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
errorChain(errorGLCheck());
glPixelStorei(GL_PACK_ALIGNMENT, 1);
errorChain(errorGLCheck());
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
errorChain(errorGLCheck());

View File

@@ -221,7 +221,7 @@ errorret_t shaderSetTextureGL(
name,
SHADER_UNLIT_TEXTURE,
"Only one texture supported in legacy opengl."
)
);
if(texture == NULL) {
glDisable(GL_TEXTURE_2D);
@@ -233,8 +233,6 @@ errorret_t shaderSetTextureGL(
errorChain(errorGLCheck());
glBindTexture(GL_TEXTURE_2D, texture->id);
errorChain(errorGLCheck());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
errorChain(errorGLCheck());
#else
if(shader->setTexture == NULL) {

View File

@@ -47,6 +47,9 @@
// Set texture type
if(texture->format == TEXTURE_FORMAT_PALETTE) {
glUniform1i(locType, 2);
errorChain(errorGLCheck());
shaderParamGetLocationGL(shader, "u_ColorCount", &locColorCount);
glUniform1i(locColorCount, texture->palette->count);
errorChain(errorGLCheck());
@@ -75,7 +78,24 @@
shaderdefinition_t SHADER_UNLIT_DEFINITION = {
.vert =
#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"
"layout(location = 2) in vec4 a_Color;\n"
// 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"
" v_Color = a_Color;\n"
" v_TexCoord = a_TexCoord;\n"
"}\n",
#else
"#version 330 core\n"
// Attributes
@@ -97,7 +117,36 @@
#endif
.frag =
#ifdef DUSK_OPENGL_ES
"#version 300 es\n"
"precision mediump float;\n"
// Uniforms
"uniform sampler2D u_Texture;\n"
"uniform int u_TextureType;\n"
"uniform vec4 u_Colors[256];\n"// For paletted textures.
"uniform int u_ColorCount;\n"
// Fragment shader inputs
"in vec4 v_Color;\n"
"in vec2 v_TexCoord;\n"
// Fragment shader output
"out vec4 FragColor;\n"
"void main() {\n"
" if(u_TextureType == 0) {\n"// No texture
" FragColor = v_Color;\n"
" return;\n"
" }\n"
" if(u_TextureType == 1) {\n"// Regular texture
" FragColor = texture(u_Texture, v_TexCoord) * v_Color;\n"
" return;\n"
" }\n"
" if(u_TextureType == 2) {\n"// Paletted texture
" vec4 texColor = texture(u_Texture, v_TexCoord);\n"
" int index = int(floor(texColor.r * 255.0));\n"
" vec4 paletteColor = u_Colors[index];\n"
" FragColor = paletteColor;\n"
" return;\n"
" }\n"
" FragColor = v_Color;\n"// Unknown texture type?
"}\n",
#else
"#version 330 core\n"
// Uniforms

View File

@@ -17,16 +17,33 @@ errorret_t textureInitGL(
const textureformatgl_t format,
const texturedata_t data
) {
glEnable(GL_TEXTURE_2D);
errorChain(errorGLCheck());
glGenTextures(1, &texture->id);
errorChain(errorGLCheck());
glBindTexture(GL_TEXTURE_2D, texture->id);
errorChain(errorGLCheck());
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
errorChain(errorGLCheck());
#ifdef DUSK_OPENGL_LEGACY
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
#endif
switch(format) {
case TEXTURE_FORMAT_RGBA:
glTexImage2D(
GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, (void*)data.rgbaColors
GL_TEXTURE_2D, 0, 4, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, (void*)data.rgbaColors
);
errorChain(errorGLCheck());
break;
@@ -34,7 +51,20 @@ errorret_t textureInitGL(
case TEXTURE_FORMAT_PALETTE:
texture->palette = data.paletted.palette;
assertTrue(
texture->palette == &PALETTES[0],
"Only the first palette is supported in legacy opengl."
);
printf("sizeof(color_t)=%zu\n", sizeof(color_t));
printf("count=%u\n", texture->palette->count);
#ifdef DUSK_OPENGL_LEGACY
glColorTableEXT(
GL_TEXTURE_2D, GL_RGBA, texture->palette->count, GL_RGBA,
GL_UNSIGNED_BYTE, (const void*)texture->palette->colors
);
errorChain(errorGLCheck());
glTexImage2D(
GL_TEXTURE_2D,
0, GL_COLOR_INDEX8_EXT,
@@ -42,13 +72,7 @@ errorret_t textureInitGL(
0, GL_COLOR_INDEX8_EXT,
GL_UNSIGNED_BYTE, (void*)data.paletted.indices
);
glColorTableEXT(
GL_TEXTURE_2D, GL_RGBA, texture->palette->count, GL_RGBA,
GL_UNSIGNED_BYTE, (const void*)texture->palette->colors
);
errorChain(errorGLCheck());
#else
// For modern systems we send to only the R channel and the shader does
// the rest.
@@ -65,15 +89,6 @@ errorret_t textureInitGL(
break;
}
errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
errorChain(errorGLCheck());
glBindTexture(GL_TEXTURE_2D, 0);
errorChain(errorGLCheck());