Getting shaders working with lua.

This commit is contained in:
2026-03-28 21:50:59 -05:00
parent cbb68a399d
commit dbb7e9f53c
49 changed files with 305 additions and 114 deletions

View File

@@ -9,6 +9,7 @@ module('text')
module('tileset')
module('texture')
module('input')
module('shader')
CELL_STATE_DEFAULT = 0
CELL_STATE_HOVER = 1
@@ -179,19 +180,23 @@ end
function sceneUpdate()
x = x + inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT)
y = y + inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN)
y = y - inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN)
end
function sceneRender()
-- Update camera
cameraPushMatrix(camera)
camera.bottom = screenGetHeight()
camera.right = screenGetWidth()
shaderBind(SHADER_UNLIT)
proj = cameraGetProjectionMatrix(camera)
shaderSetMatrix(SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj)
view = cameraGetViewMatrix(camera)
shaderSetMatrix(SHADER_UNLIT, SHADER_UNLIT_VIEW, view)
spriteBatchPush(
nil,
x, y, x + 32, y + 32,
x, y,
x + 32, y + 32,
colorWhite()
)
@@ -251,6 +256,4 @@ function sceneRender()
-- end
-- end
spriteBatchFlush()
cameraPopMatrix()
end

View File

@@ -4,6 +4,7 @@
# https://opensource.org/licenses/MIT
add_subdirectory(dusk)
add_subdirectory(duskrpg)
if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
add_subdirectory(dusklinux)

View File

@@ -52,12 +52,9 @@ add_subdirectory(engine)
add_subdirectory(error)
add_subdirectory(event)
add_subdirectory(input)
add_subdirectory(item)
add_subdirectory(locale)
add_subdirectory(map)
add_subdirectory(scene)
add_subdirectory(script)
add_subdirectory(story)
add_subdirectory(time)
add_subdirectory(ui)
add_subdirectory(util)

View File

@@ -20,11 +20,9 @@
#include "display/shader/shaderunlit.h"
#include "time/time.h"
display_t DISPLAY = { 0 };
#include "script/module/display/moduleshader.h"
texture_t PALETTE_TEXTURE;
texture_t UNCOMPRESSED_TEXTURE;
texture_t COMPRESSED_TEXTURE;
display_t DISPLAY = { 0 };
errorret_t displayInit(void) {
memoryZero(&DISPLAY, sizeof(DISPLAY));
@@ -33,68 +31,33 @@ errorret_t displayInit(void) {
errorChain(displayPlatformInit());
#endif
// Setup initial shader with default values
errorChain(shaderInit(&SHADER_UNLIT, &SHADER_UNLIT_DEFINITION));
camera_t cam;
cameraInit(&cam);
mat4 mat;
cameraGetProjectionMatrix(&cam, mat);
errorChain(shaderBind(&SHADER_UNLIT));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, mat));
cameraGetViewMatrix(&cam, mat);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, mat));
glm_mat4_identity(mat);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, mat));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
errorChain(quadInit());
errorChain(frameBufferInitBackBuffer());
errorChain(spriteBatchInit());
errorChain(textInit());
errorChain(screenInit());
// PALETTES[0].colors[0] = COLOR_RED;
// PALETTES[0].colors[1] = COLOR_GREEN;
// PALETTES[0].colors[2] = COLOR_BLUE;
// PALETTES[0].colors[3] = COLOR_WHITE;
// 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,
// 8, 8,
// TEXTURE_FORMAT_PALETTE,
// (texturedata_t){
// .paletted = {
// .indices = indices,
// .palette = &PALETTES[0]
// }
// }
// ));
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
}
}
));
assertTrue(SHADER_UNLIT.shaderProgramId != 0, "Unlit shader must be initialized before display init.");
errorOk();
}
errorret_t displayUpdate(void) {
assertTrue(SHADER_UNLIT.shaderProgramId != 0, "Unlit shader must be initialized before display update.");
#ifdef displayPlatformUpdate
errorChain(displayPlatformUpdate());
#endif
@@ -110,38 +73,7 @@ errorret_t displayUpdate(void) {
SCREEN.background
);
camera_t camera;
// cameraInitOrthographic(&camera);
// camera.orthographic.left = 0.0f;
// camera.orthographic.right = SCREEN.width;
// camera.orthographic.top = SCREEN.height;
// camera.orthographic.bottom = 0.0f;
cameraInitPerspective(&camera);
camera.lookat.position[0] = 3.0f;
camera.lookat.position[1] = 3.0f;
camera.lookat.position[2] = 3.0f;
mat4 proj, view, model;
cameraGetProjectionMatrix(&camera, proj);
cameraGetViewMatrix(&camera, view);
glm_mat4_identity(model);
errorChain(shaderBind(&SHADER_UNLIT));
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, &PALETTE_TEXTURE));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, &UNCOMPRESSED_TEXTURE));
errorChain(spriteBatchPush(
0.0f, 0.0f,
1.0f, 1.0f,
COLOR_WHITE,
0.0f, 0.0f,
1.0f, 1.0f
));
errorChain(spriteBatchFlush());
// errorCatch(errorPrint(sceneRender()));
errorChain(sceneRender());
// Render UI
// uiRender();

View File

@@ -7,4 +7,5 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
shader.c
shaderunlit.c
)

View File

@@ -8,15 +8,19 @@
#include "shader.h"
#include "assert/assert.h"
shader_t *bound = NULL;
errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def) {
assertNotNull(shader, "Shader cannot be null");
errorChain(shaderInitPlatform(shader, def));
bound = NULL;
errorOk();
}
errorret_t shaderBind(shader_t *shader) {
assertNotNull(shader, "Shader cannot be null");
errorChain(shaderBindPlatform(shader));
bound = shader;
errorOk();
}
@@ -28,6 +32,7 @@ errorret_t shaderSetMatrix(
assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertNotNull(matrix, "Matrix cannot be null");
assertTrue(bound == shader, "Shader must be bound.");
errorChain(shaderSetMatrixPlatform(shader, name, matrix));
errorOk();
}
@@ -39,6 +44,7 @@ errorret_t shaderSetTexture(
) {
assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertTrue(bound == shader, "Shader must be bound.");
errorChain(shaderSetTexturePlatform(shader, name, texture));
errorOk();
}
@@ -56,6 +62,7 @@ errorret_t shaderSetTexture(
errorret_t shaderDispose(shader_t *shader) {
assertNotNull(shader, "Shader cannot be null");
bound = NULL;
errorChain(shaderDisposePlatform(shader));
errorOk();
}

View File

@@ -0,0 +1,10 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shaderunlit.h"
shader_t SHADER_UNLIT = { 0 };

View File

@@ -15,4 +15,4 @@
// #define SHADER_UNLIT_COLOR "u_Color"
extern shaderdefinition_t SHADER_UNLIT_DEFINITION;
static shader_t SHADER_UNLIT;
extern shader_t SHADER_UNLIT;

View File

@@ -7,11 +7,8 @@
add_subdirectory(display)
add_subdirectory(event)
add_subdirectory(input)
add_subdirectory(item)
add_subdirectory(locale)
add_subdirectory(map)
add_subdirectory(system)
add_subdirectory(scene)
add_subdirectory(story)
add_subdirectory(time)
add_subdirectory(ui)

View File

@@ -15,4 +15,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
modulescreen.c
moduletileset.c
moduletexture.c
moduleshader.c
)

View File

@@ -69,6 +69,16 @@ void moduleCamera(scriptcontext_t *context) {
// Methods
lua_register(context->luaState, "cameraCreate", moduleCameraCreate);
lua_register(
context->luaState,
"cameraGetProjectionMatrix",
moduleCameraGetProjectionMatrix
);
lua_register(
context->luaState,
"cameraGetViewMatrix",
moduleCameraGetViewMatrix
);
}
int moduleCameraCreate(lua_State *L) {
@@ -289,3 +299,35 @@ int moduleCameraNewIndex(lua_State *l) {
return 0;
}
int moduleCameraGetProjectionMatrix(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL.");
camera_t *cam = (camera_t *)luaL_checkudata(L, 1, "camera_mt");
assertNotNull(cam, "Camera pointer cannot be NULL.");
// Create mat4
mat4 test;
cameraGetProjectionMatrix(cam, test);
// Lua needs to own this matrix now
mat4 *m = (mat4 *)lua_newuserdata(L, sizeof(mat4));
memoryCopy(m, test, sizeof(mat4));
return 1;
}
int moduleCameraGetViewMatrix(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL.");
camera_t *cam = (camera_t *)luaL_checkudata(L, 1, "camera_mt");
assertNotNull(cam, "Camera pointer cannot be NULL.");
// Create mat4
mat4 test;
cameraGetViewMatrix(cam, test);
// Lua needs to own this matrix now
mat4 *m = (mat4 *)lua_newuserdata(L, sizeof(mat4));
memoryCopy(m, test, sizeof(mat4));
return 1;
}

View File

@@ -36,3 +36,19 @@ int moduleCameraIndex(lua_State *l);
* @param l The Lua state.
*/
int moduleCameraNewIndex(lua_State *l);
/**
* Script binding for getting a camera's projection matrix.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleCameraGetProjectionMatrix(lua_State *L);
/**
* Script binding for getting a camera's view matrix.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleCameraGetViewMatrix(lua_State *L);

View File

@@ -0,0 +1,94 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "moduleshader.h"
#include "assert/assert.h"
#include "display/shader/shader.h"
#include "display/shader/shaderunlit.h"
#include "display/camera/camera.h"
void moduleShader(scriptcontext_t *context) {
assertNotNull(context, "Context cannot be NULL.");
// Shader unlit defs
lua_pushlightuserdata(context->luaState, &SHADER_UNLIT);
lua_setglobal(context->luaState, "SHADER_UNLIT");
lua_pushstring(context->luaState, SHADER_UNLIT_PROJECTION);
lua_setglobal(context->luaState, "SHADER_UNLIT_PROJECTION");
lua_pushstring(context->luaState, SHADER_UNLIT_VIEW);
lua_setglobal(context->luaState, "SHADER_UNLIT_VIEW");
lua_pushstring(context->luaState, SHADER_UNLIT_MODEL);
lua_setglobal(context->luaState, "SHADER_UNLIT_MODEL");
lua_pushstring(context->luaState, SHADER_UNLIT_TEXTURE);
lua_setglobal(context->luaState, "SHADER_UNLIT_TEXTURE");
// Shader methods
lua_register(context->luaState, "shaderBind", moduleShaderBind);
lua_register(context->luaState, "shaderSetMatrix", moduleShaderSetMatrix);
lua_register(context->luaState, "shaderSetTexture", moduleShaderSetTexture);
}
int moduleShaderBind(lua_State *l) {
assertNotNull(l, "Lua state cannot be NULL.");
// Should be passed a shader userdata pointer only.
shader_t *shader = (shader_t *)lua_touserdata(l, 1);
assertNotNull(shader, "Shader pointer cannot be NULL.");
errorret_t ret = shaderBind(shader);
if(ret.code != ERROR_OK) {
luaL_error(l, "Failed to bind shader: %s", ret.state->message);
errorCatch(errorPrint(ret));
return 0;
}
return 0;
}
int moduleShaderSetMatrix(lua_State *l) {
assertNotNull(l, "Lua state cannot be NULL.");
// Expect shader, string and matrix.
if(!lua_isuserdata(l, 1)) {
luaL_error(l, "First argument must be a shader_mt userdata.");
return 0;
}
if(!lua_isstring(l, 2)) {
luaL_error(l, "Second argument must be a string.");
return 0;
}
if(!lua_isuserdata(l, 3)) {
luaL_error(l, "Third argument must be a mat4_mt userdata.");
return 0;
}
shader_t *shader = (shader_t *)lua_touserdata(l, 1);
assertNotNull(shader, "Shader pointer cannot be NULL.");
const char_t *uniformName = luaL_checkstring(l, 2);
assertStrLenMin(uniformName, 1, "Uniform name cannot be empty.");
mat4 *mat = (mat4 *)lua_touserdata(l, 3);
assertNotNull(mat, "Matrix pointer cannot be NULL.");
errorret_t ret = shaderSetMatrix(shader, uniformName, *mat);
if(ret.code != ERROR_OK) {
luaL_error(l, "Failed to set shader matrix: %s", ret.state->message);
errorCatch(errorPrint(ret));
return 0;
}
return 0;
}
int moduleShaderSetTexture(lua_State *l) {
assertNotNull(l, "Lua state cannot be NULL.");
return 0;
}

View File

@@ -0,0 +1,42 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "script/scriptcontext.h"
/**
* Register shader functions to the given script context.
*
* @param context The script context to register shader functions to.
*/
void moduleShader(scriptcontext_t *context);
/**
* Script binding for binding a shader.
*
* @param l The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleShaderBind(lua_State *l);
/**
* Script binding for setting a matrix uniform in a shader.
*
* @param l The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleShaderSetMatrix(lua_State *l);
/**
* Script binding for setting a texture uniform in a shader.
*
* @param l The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleShaderSetTexture(lua_State *l);
errorret_t doThing();

View File

@@ -10,7 +10,6 @@
#include "script/module/input/moduleinput.h"
#include "script/module/moduleplatform.h"
#include "script/module/scene/modulescene.h"
#include "script/module/item/moduleitem.h"
#include "script/module/locale/modulelocale.h"
#include "script/module/time/moduletime.h"
#include "script/module/event/moduleevent.h"
@@ -18,13 +17,13 @@
#include "script/module/display/modulespritebatch.h"
#include "script/module/display/modulecamera.h"
#include "script/module/display/moduleglm.h"
#include "script/module/display/moduleshader.h"
#include "script/module/ui/moduleui.h"
#include "script/module/display/moduletext.h"
#include "script/module/display/modulescreen.h"
#include "script/module/story/modulestoryflag.h"
#include "script/module/map/modulemap.h"
#include "script/module/display/moduletexture.h"
#include "script/module/display/moduletileset.h"
#include "script/scriptgame.h"
#include "util/string.h"
const scriptmodule_t SCRIPT_MODULE_LIST[] = {
@@ -33,7 +32,6 @@ const scriptmodule_t SCRIPT_MODULE_LIST[] = {
{ .name = "platform", .callback = modulePlatform },
{ .name = "color", .callback = moduleColor },
{ .name = "scene", .callback = moduleScene },
{ .name = "item", .callback = moduleItem },
{ .name = "locale", .callback = moduleLocale },
{ .name = "time", .callback = moduleTime },
{ .name = "event", .callback = moduleEvent },
@@ -43,10 +41,13 @@ const scriptmodule_t SCRIPT_MODULE_LIST[] = {
{ .name = "ui", .callback = moduleUi },
{ .name = "text", .callback = moduleText },
{ .name = "screen", .callback = moduleScreen },
{ .name = "storyflag", .callback = moduleStoryFlag },
{ .name = "map", .callback = moduleMap },
{ .name = "texture", .callback = moduleTexture },
{ .name = "tileset", .callback = moduleTileset },
{ .name = "shader", .callback = moduleShader },
#ifdef SCRIPT_GAME_LIST
SCRIPT_GAME_LIST
#endif
};
#define SCRIPT_MODULE_COUNT ( \

View File

@@ -157,11 +157,10 @@ errorret_t shaderParamGetLocationGL(
#ifdef DUSK_OPENGL_LEGACY
assertUnreachable("Cannot get uniform locations on legacy opengl.");
#else
shadergl_t *shaderGL = (shadergl_t *)shader;
*location = glGetUniformLocation(shaderGL->shaderProgramId, name);
errorret_t err = errorGLCheck();
if(err.code != ERROR_OK) {
errorChain(err);
*location = glGetUniformLocation(shader->shaderProgramId, name);
errorChain(errorGLCheck());
if(*location == -1) {
errorThrow("Uniform '%s' not found in shader.", name);
}
#endif
@@ -174,8 +173,8 @@ errorret_t shaderSetMatrixGL(
mat4 mat
) {
assertNotNull(shader, "Shader cannot be null");
assertNotNull(mat, "Matrix data cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertNotNull(mat, "Matrix data cannot be null");
#ifdef DUSK_OPENGL_LEGACY
assertTrue(

View File

@@ -0,0 +1,16 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Includes
target_include_directories(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
)
# Subdirs
add_subdirectory(item)
add_subdirectory(map)
add_subdirectory(story)
add_subdirectory(script)

View File

@@ -0,0 +1,7 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Subdirs
add_subdirectory(module)

View File

@@ -0,0 +1,9 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Subdirectories
add_subdirectory(item)
add_subdirectory(map)
add_subdirectory(story)

View File

@@ -0,0 +1,16 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "script/module/item/moduleitem.h"
#include "script/module/story/modulestoryflag.h"
#include "script/module/map/modulemap.h"
#define SCRIPT_GAME_LIST \
{ .name = "item", .callback = moduleItem }, \
{ .name = "storyflag", .callback = moduleStoryFlag }, \
{ .name = "map", .callback = moduleMap },