Getting shaders working with lua.
This commit is contained in:
@@ -9,6 +9,7 @@ module('text')
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module('tileset')
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module('texture')
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module('input')
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module('shader')
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CELL_STATE_DEFAULT = 0
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CELL_STATE_HOVER = 1
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@@ -179,19 +180,23 @@ end
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function sceneUpdate()
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x = x + inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT)
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y = y + inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN)
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y = y - inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN)
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end
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function sceneRender()
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-- Update camera
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cameraPushMatrix(camera)
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camera.bottom = screenGetHeight()
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camera.right = screenGetWidth()
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shaderBind(SHADER_UNLIT)
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proj = cameraGetProjectionMatrix(camera)
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shaderSetMatrix(SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj)
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view = cameraGetViewMatrix(camera)
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shaderSetMatrix(SHADER_UNLIT, SHADER_UNLIT_VIEW, view)
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spriteBatchPush(
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nil,
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x, y, x + 32, y + 32,
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x, y,
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x + 32, y + 32,
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colorWhite()
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)
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@@ -251,6 +256,4 @@ function sceneRender()
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-- end
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-- end
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spriteBatchFlush()
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cameraPopMatrix()
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end
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@@ -4,6 +4,7 @@
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# https://opensource.org/licenses/MIT
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add_subdirectory(dusk)
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add_subdirectory(duskrpg)
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if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
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add_subdirectory(dusklinux)
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@@ -52,12 +52,9 @@ add_subdirectory(engine)
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add_subdirectory(error)
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add_subdirectory(event)
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add_subdirectory(input)
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add_subdirectory(item)
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add_subdirectory(locale)
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add_subdirectory(map)
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add_subdirectory(scene)
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add_subdirectory(script)
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add_subdirectory(story)
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add_subdirectory(time)
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add_subdirectory(ui)
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add_subdirectory(util)
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@@ -20,11 +20,9 @@
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#include "display/shader/shaderunlit.h"
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#include "time/time.h"
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display_t DISPLAY = { 0 };
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#include "script/module/display/moduleshader.h"
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texture_t PALETTE_TEXTURE;
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texture_t UNCOMPRESSED_TEXTURE;
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texture_t COMPRESSED_TEXTURE;
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display_t DISPLAY = { 0 };
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errorret_t displayInit(void) {
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memoryZero(&DISPLAY, sizeof(DISPLAY));
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@@ -33,68 +31,33 @@ errorret_t displayInit(void) {
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errorChain(displayPlatformInit());
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#endif
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// Setup initial shader with default values
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errorChain(shaderInit(&SHADER_UNLIT, &SHADER_UNLIT_DEFINITION));
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camera_t cam;
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cameraInit(&cam);
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mat4 mat;
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cameraGetProjectionMatrix(&cam, mat);
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errorChain(shaderBind(&SHADER_UNLIT));
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, mat));
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cameraGetViewMatrix(&cam, mat);
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, mat));
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glm_mat4_identity(mat);
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, mat));
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errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
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errorChain(quadInit());
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errorChain(frameBufferInitBackBuffer());
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errorChain(spriteBatchInit());
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errorChain(textInit());
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errorChain(screenInit());
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// PALETTES[0].colors[0] = COLOR_RED;
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// PALETTES[0].colors[1] = COLOR_GREEN;
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// PALETTES[0].colors[2] = COLOR_BLUE;
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// PALETTES[0].colors[3] = COLOR_WHITE;
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// PALETTES[0].colors[4] = COLOR_MAGENTA;
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// PALETTES[0].colors[5] = COLOR_CYAN;
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// PALETTES[0].colors[6] = COLOR_YELLOW;
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// PALETTES[0].colors[7] = COLOR_BLACK;
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// PALETTES[0].count = 8;
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// uint8_t indices[64] = {
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// 0,0,0,0,0,0,0,0,
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// 1,1,1,1,1,1,1,1,
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// 2,2,2,2,2,2,2,2,
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// 3,3,3,3,3,3,3,3,
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// 4,4,4,4,4,4,4,4,
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// 5,5,5,5,5,5,5,5,
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// 6,6,6,6,6,6,6,6,
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// 7,7,7,7,7,7,7,7
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// };
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// errorChain(textureInit(
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// &PALETTE_TEXTURE,
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// 8, 8,
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// TEXTURE_FORMAT_PALETTE,
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// (texturedata_t){
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// .paletted = {
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// .indices = indices,
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// .palette = &PALETTES[0]
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// }
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// }
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// ));
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errorChain(textureInit(
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&UNCOMPRESSED_TEXTURE,
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8, 8,
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TEXTURE_FORMAT_RGBA,
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(texturedata_t){
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.rgbaColors = (color_t[]){
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COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK,
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COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED,
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COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN,
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COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE,
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COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE,
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COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA,
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COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN,
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COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW
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}
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}
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));
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assertTrue(SHADER_UNLIT.shaderProgramId != 0, "Unlit shader must be initialized before display init.");
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errorOk();
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}
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errorret_t displayUpdate(void) {
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assertTrue(SHADER_UNLIT.shaderProgramId != 0, "Unlit shader must be initialized before display update.");
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#ifdef displayPlatformUpdate
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errorChain(displayPlatformUpdate());
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#endif
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@@ -110,38 +73,7 @@ errorret_t displayUpdate(void) {
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SCREEN.background
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);
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camera_t camera;
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// cameraInitOrthographic(&camera);
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// camera.orthographic.left = 0.0f;
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// camera.orthographic.right = SCREEN.width;
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// camera.orthographic.top = SCREEN.height;
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// camera.orthographic.bottom = 0.0f;
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cameraInitPerspective(&camera);
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camera.lookat.position[0] = 3.0f;
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camera.lookat.position[1] = 3.0f;
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camera.lookat.position[2] = 3.0f;
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mat4 proj, view, model;
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cameraGetProjectionMatrix(&camera, proj);
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cameraGetViewMatrix(&camera, view);
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glm_mat4_identity(model);
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errorChain(shaderBind(&SHADER_UNLIT));
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
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// errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, &PALETTE_TEXTURE));
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errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, &UNCOMPRESSED_TEXTURE));
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errorChain(spriteBatchPush(
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0.0f, 0.0f,
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1.0f, 1.0f,
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COLOR_WHITE,
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0.0f, 0.0f,
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1.0f, 1.0f
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));
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errorChain(spriteBatchFlush());
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// errorCatch(errorPrint(sceneRender()));
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errorChain(sceneRender());
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// Render UI
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// uiRender();
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@@ -7,4 +7,5 @@
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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shader.c
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shaderunlit.c
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)
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@@ -8,15 +8,19 @@
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#include "shader.h"
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#include "assert/assert.h"
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shader_t *bound = NULL;
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errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def) {
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assertNotNull(shader, "Shader cannot be null");
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errorChain(shaderInitPlatform(shader, def));
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bound = NULL;
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errorOk();
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}
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errorret_t shaderBind(shader_t *shader) {
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assertNotNull(shader, "Shader cannot be null");
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errorChain(shaderBindPlatform(shader));
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bound = shader;
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errorOk();
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}
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@@ -28,6 +32,7 @@ errorret_t shaderSetMatrix(
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assertNotNull(shader, "Shader cannot be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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assertNotNull(matrix, "Matrix cannot be null");
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assertTrue(bound == shader, "Shader must be bound.");
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errorChain(shaderSetMatrixPlatform(shader, name, matrix));
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errorOk();
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}
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@@ -39,6 +44,7 @@ errorret_t shaderSetTexture(
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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assertTrue(bound == shader, "Shader must be bound.");
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errorChain(shaderSetTexturePlatform(shader, name, texture));
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errorOk();
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}
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@@ -56,6 +62,7 @@ errorret_t shaderSetTexture(
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errorret_t shaderDispose(shader_t *shader) {
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assertNotNull(shader, "Shader cannot be null");
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bound = NULL;
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errorChain(shaderDisposePlatform(shader));
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errorOk();
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}
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10
src/dusk/display/shader/shaderunlit.c
Normal file
10
src/dusk/display/shader/shaderunlit.c
Normal file
@@ -0,0 +1,10 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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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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#include "shaderunlit.h"
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shader_t SHADER_UNLIT = { 0 };
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@@ -15,4 +15,4 @@
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// #define SHADER_UNLIT_COLOR "u_Color"
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extern shaderdefinition_t SHADER_UNLIT_DEFINITION;
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static shader_t SHADER_UNLIT;
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extern shader_t SHADER_UNLIT;
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@@ -7,11 +7,8 @@
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add_subdirectory(display)
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add_subdirectory(event)
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add_subdirectory(input)
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add_subdirectory(item)
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add_subdirectory(locale)
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add_subdirectory(map)
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add_subdirectory(system)
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add_subdirectory(scene)
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add_subdirectory(story)
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add_subdirectory(time)
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add_subdirectory(ui)
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@@ -15,4 +15,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
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modulescreen.c
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moduletileset.c
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moduletexture.c
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moduleshader.c
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)
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@@ -69,6 +69,16 @@ void moduleCamera(scriptcontext_t *context) {
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// Methods
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lua_register(context->luaState, "cameraCreate", moduleCameraCreate);
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lua_register(
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context->luaState,
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"cameraGetProjectionMatrix",
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moduleCameraGetProjectionMatrix
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);
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lua_register(
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context->luaState,
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"cameraGetViewMatrix",
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moduleCameraGetViewMatrix
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);
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}
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int moduleCameraCreate(lua_State *L) {
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@@ -116,7 +126,7 @@ int moduleCameraCreate(lua_State *L) {
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return 1;
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}
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int moduleCameraIndex(lua_State *l) {
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int moduleCameraIndex(lua_State *l) {
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assertNotNull(l, "Lua state cannot be NULL.");
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const char_t *key = luaL_checkstring(l, 2);
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@@ -289,3 +299,35 @@ int moduleCameraNewIndex(lua_State *l) {
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return 0;
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}
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int moduleCameraGetProjectionMatrix(lua_State *L) {
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assertNotNull(L, "Lua state cannot be NULL.");
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camera_t *cam = (camera_t *)luaL_checkudata(L, 1, "camera_mt");
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assertNotNull(cam, "Camera pointer cannot be NULL.");
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// Create mat4
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mat4 test;
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cameraGetProjectionMatrix(cam, test);
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// Lua needs to own this matrix now
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mat4 *m = (mat4 *)lua_newuserdata(L, sizeof(mat4));
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memoryCopy(m, test, sizeof(mat4));
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return 1;
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}
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int moduleCameraGetViewMatrix(lua_State *L) {
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assertNotNull(L, "Lua state cannot be NULL.");
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camera_t *cam = (camera_t *)luaL_checkudata(L, 1, "camera_mt");
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assertNotNull(cam, "Camera pointer cannot be NULL.");
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// Create mat4
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mat4 test;
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cameraGetViewMatrix(cam, test);
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// Lua needs to own this matrix now
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mat4 *m = (mat4 *)lua_newuserdata(L, sizeof(mat4));
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memoryCopy(m, test, sizeof(mat4));
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return 1;
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}
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@@ -36,3 +36,19 @@ int moduleCameraIndex(lua_State *l);
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* @param l The Lua state.
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*/
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int moduleCameraNewIndex(lua_State *l);
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/**
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* Script binding for getting a camera's projection matrix.
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*
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* @param L The Lua state.
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* @return Number of return values on the Lua stack.
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*/
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int moduleCameraGetProjectionMatrix(lua_State *L);
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/**
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* Script binding for getting a camera's view matrix.
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*
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* @param L The Lua state.
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* @return Number of return values on the Lua stack.
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*/
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int moduleCameraGetViewMatrix(lua_State *L);
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94
src/dusk/script/module/display/moduleshader.c
Normal file
94
src/dusk/script/module/display/moduleshader.c
Normal file
@@ -0,0 +1,94 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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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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#include "moduleshader.h"
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#include "assert/assert.h"
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#include "display/shader/shader.h"
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#include "display/shader/shaderunlit.h"
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#include "display/camera/camera.h"
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void moduleShader(scriptcontext_t *context) {
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assertNotNull(context, "Context cannot be NULL.");
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// Shader unlit defs
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lua_pushlightuserdata(context->luaState, &SHADER_UNLIT);
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lua_setglobal(context->luaState, "SHADER_UNLIT");
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lua_pushstring(context->luaState, SHADER_UNLIT_PROJECTION);
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lua_setglobal(context->luaState, "SHADER_UNLIT_PROJECTION");
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lua_pushstring(context->luaState, SHADER_UNLIT_VIEW);
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lua_setglobal(context->luaState, "SHADER_UNLIT_VIEW");
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lua_pushstring(context->luaState, SHADER_UNLIT_MODEL);
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lua_setglobal(context->luaState, "SHADER_UNLIT_MODEL");
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lua_pushstring(context->luaState, SHADER_UNLIT_TEXTURE);
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lua_setglobal(context->luaState, "SHADER_UNLIT_TEXTURE");
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// Shader methods
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lua_register(context->luaState, "shaderBind", moduleShaderBind);
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lua_register(context->luaState, "shaderSetMatrix", moduleShaderSetMatrix);
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lua_register(context->luaState, "shaderSetTexture", moduleShaderSetTexture);
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}
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int moduleShaderBind(lua_State *l) {
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assertNotNull(l, "Lua state cannot be NULL.");
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// Should be passed a shader userdata pointer only.
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shader_t *shader = (shader_t *)lua_touserdata(l, 1);
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assertNotNull(shader, "Shader pointer cannot be NULL.");
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errorret_t ret = shaderBind(shader);
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if(ret.code != ERROR_OK) {
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luaL_error(l, "Failed to bind shader: %s", ret.state->message);
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errorCatch(errorPrint(ret));
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return 0;
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}
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return 0;
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}
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int moduleShaderSetMatrix(lua_State *l) {
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assertNotNull(l, "Lua state cannot be NULL.");
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// Expect shader, string and matrix.
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if(!lua_isuserdata(l, 1)) {
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luaL_error(l, "First argument must be a shader_mt userdata.");
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return 0;
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}
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if(!lua_isstring(l, 2)) {
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luaL_error(l, "Second argument must be a string.");
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return 0;
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}
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if(!lua_isuserdata(l, 3)) {
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luaL_error(l, "Third argument must be a mat4_mt userdata.");
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return 0;
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}
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||||
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;
|
||||
}
|
||||
42
src/dusk/script/module/display/moduleshader.h
Normal file
42
src/dusk/script/module/display/moduleshader.h
Normal 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();
|
||||
@@ -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 ( \
|
||||
|
||||
@@ -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(
|
||||
|
||||
16
src/duskrpg/CMakeLists.txt
Normal file
16
src/duskrpg/CMakeLists.txt
Normal 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)
|
||||
7
src/duskrpg/script/CMakeLists.txt
Normal file
7
src/duskrpg/script/CMakeLists.txt
Normal 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)
|
||||
9
src/duskrpg/script/module/CMakeLists.txt
Normal file
9
src/duskrpg/script/module/CMakeLists.txt
Normal 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)
|
||||
16
src/duskrpg/script/scriptgame.h
Normal file
16
src/duskrpg/script/scriptgame.h
Normal 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 },
|
||||
Reference in New Issue
Block a user