Merge pull request 'Pull shader code into main' (#1) from shader into main
Some checks failed
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
Build Dusk / build-gamecube (push) Has been cancelled
Build Dusk / build-wii (push) Has been cancelled
Some checks failed
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
Build Dusk / build-gamecube (push) Has been cancelled
Build Dusk / build-wii (push) Has been cancelled
Reviewed-on: #1
This commit was merged in pull request #1.
This commit is contained in:
@@ -156,7 +156,7 @@ class Map:
|
||||
newTopLeftChunkY = y // CHUNK_HEIGHT - (MAP_HEIGHT // 2)
|
||||
newTopLeftChunkZ = z // CHUNK_DEPTH - (MAP_DEPTH // 2)
|
||||
|
||||
if (newTopLeftChunkX != self.topLeftX or
|
||||
if(newTopLeftChunkX != self.topLeftX or
|
||||
newTopLeftChunkY != self.topLeftY or
|
||||
newTopLeftChunkZ != self.topLeftZ):
|
||||
|
||||
@@ -166,7 +166,7 @@ class Map:
|
||||
chunkWorldX = chunk.x
|
||||
chunkWorldY = chunk.y
|
||||
chunkWorldZ = chunk.z
|
||||
if (chunkWorldX < newTopLeftChunkX or
|
||||
if(chunkWorldX < newTopLeftChunkX or
|
||||
chunkWorldX >= newTopLeftChunkX + MAP_WIDTH or
|
||||
chunkWorldY < newTopLeftChunkY or
|
||||
chunkWorldY >= newTopLeftChunkY + MAP_HEIGHT or
|
||||
|
||||
@@ -192,7 +192,7 @@ function sceneRender()
|
||||
spriteBatchPush(
|
||||
nil,
|
||||
x, y, x + 32, y + 32,
|
||||
colorBlue()
|
||||
colorWhite()
|
||||
)
|
||||
|
||||
-- Update mouse position
|
||||
|
||||
@@ -29,6 +29,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_SDL2
|
||||
DUSK_OPENGL
|
||||
DUSK_LINUX
|
||||
DUSK_OPENGL_LEGACY
|
||||
DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
DUSK_DISPLAY_WIDTH_DEFAULT=640
|
||||
DUSK_DISPLAY_HEIGHT_DEFAULT=480
|
||||
|
||||
@@ -36,6 +36,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_PSP
|
||||
DUSK_INPUT_GAMEPAD
|
||||
DUSK_PLATFORM_ENDIAN_LITTLE
|
||||
DUSK_OPENGL_LEGACY
|
||||
DUSK_DISPLAY_WIDTH=480
|
||||
DUSK_DISPLAY_HEIGHT=272
|
||||
)
|
||||
|
||||
@@ -14,6 +14,7 @@ add_subdirectory(camera)
|
||||
add_subdirectory(framebuffer)
|
||||
add_subdirectory(mesh)
|
||||
add_subdirectory(screen)
|
||||
add_subdirectory(shader)
|
||||
add_subdirectory(spritebatch)
|
||||
add_subdirectory(text)
|
||||
add_subdirectory(texture)
|
||||
|
||||
@@ -45,13 +45,63 @@ void cameraInitOrthographic(camera_t *camera) {
|
||||
camera->_2d.zoom = 1.0f;
|
||||
}
|
||||
|
||||
void cameraPushMatrix(camera_t *camera) {
|
||||
assertNotNull(camera, "Invalid camera");
|
||||
cameraPushMatrixPlatform(camera);
|
||||
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
assertNotNull(dest, "Destination matrix must not be null");
|
||||
|
||||
if(
|
||||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
|
||||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
|
||||
) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_perspective(
|
||||
camera->perspective.fov,
|
||||
SCREEN.aspect,
|
||||
camera->nearClip,
|
||||
camera->farClip,
|
||||
dest
|
||||
);
|
||||
|
||||
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
|
||||
dest[1][1] *= -1.0f;
|
||||
}
|
||||
} else if(camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_ortho(
|
||||
camera->orthographic.left,
|
||||
camera->orthographic.right,
|
||||
camera->orthographic.top,
|
||||
camera->orthographic.bottom,
|
||||
camera->nearClip,
|
||||
camera->farClip,
|
||||
dest
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void cameraPopMatrix(void) {
|
||||
#ifdef cameraPopMatrixPlatform
|
||||
cameraPopMatrixPlatform();
|
||||
#endif
|
||||
void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
assertNotNull(dest, "Destination matrix must not be null");
|
||||
|
||||
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
|
||||
glm_mat4_copy(camera->view, dest);
|
||||
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_lookat(
|
||||
camera->lookat.position,
|
||||
camera->lookat.target,
|
||||
camera->lookat.up,
|
||||
dest
|
||||
);
|
||||
} else if(camera->viewType == CAMERA_VIEW_TYPE_2D) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_lookat(
|
||||
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.5f },
|
||||
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.0f },
|
||||
(vec3){ 0.0f, 1.0f, 0.0f },
|
||||
dest
|
||||
);
|
||||
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT) {
|
||||
assertUnreachable("LOOKAT_PIXEL_PERFECT view type is not implemented yet");
|
||||
}
|
||||
}
|
||||
@@ -86,13 +86,17 @@ void cameraInitPerspective(camera_t *camera);
|
||||
void cameraInitOrthographic(camera_t *camera);
|
||||
|
||||
/**
|
||||
* Pushes the camera's view matrix onto the matrix stack.
|
||||
* Gets the projection matrix for a camera.
|
||||
*
|
||||
* @param id The ID of the camera entity to use.
|
||||
* @param camera Camera to get the projection matrix for
|
||||
* @param dest Matrix to store the projection matrix in
|
||||
*/
|
||||
void cameraPushMatrix(camera_t *camera);
|
||||
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest);
|
||||
|
||||
/**
|
||||
* Pops the camera's view matrix off the matrix stack.
|
||||
* Gets the view matrix for a camera.
|
||||
*
|
||||
* @param camera Camera to get the view matrix for
|
||||
* @param dest Matrix to store the view matrix in
|
||||
*/
|
||||
void cameraPopMatrix(void);
|
||||
void cameraGetViewMatrix(camera_t *camera, mat4 dest);
|
||||
@@ -17,6 +17,8 @@
|
||||
#include "util/memory.h"
|
||||
#include "util/string.h"
|
||||
#include "asset/asset.h"
|
||||
#include "display/shader/shaderunlit.h"
|
||||
#include "time/time.h"
|
||||
|
||||
display_t DISPLAY = { 0 };
|
||||
|
||||
@@ -27,6 +29,7 @@ errorret_t displayInit(void) {
|
||||
errorChain(displayPlatformInit());
|
||||
#endif
|
||||
|
||||
errorChain(shaderInit(&SHADER_UNLIT, &SHADER_UNLIT_DEFINITION));
|
||||
errorChain(quadInit());
|
||||
errorChain(frameBufferInitBackBuffer());
|
||||
errorChain(spriteBatchInit());
|
||||
@@ -46,16 +49,40 @@ errorret_t displayUpdate(void) {
|
||||
errorChain(frameBufferBind(NULL));
|
||||
|
||||
// Bind screen and render scene
|
||||
screenBind();
|
||||
errorChain(screenBind());
|
||||
frameBufferClear(
|
||||
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
|
||||
SCREEN.background
|
||||
);
|
||||
|
||||
errorChain(sceneRender());
|
||||
errorChain(shaderBind(&SHADER_UNLIT));
|
||||
|
||||
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;
|
||||
|
||||
mat4 proj, view, model;
|
||||
cameraGetProjectionMatrix(&camera, proj);
|
||||
cameraGetViewMatrix(&camera, view);
|
||||
glm_mat4_identity(model);
|
||||
|
||||
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(spriteBatchPush(
|
||||
NULL,
|
||||
TIME.time * 2.0f, TIME.time * 3.0f, 100, 100, COLOR_WHITE, 0, 0, 1, 1
|
||||
));
|
||||
errorChain(spriteBatchFlush());
|
||||
|
||||
// errorCatch(errorPrint(sceneRender()));
|
||||
|
||||
// Render UI
|
||||
uiRender();
|
||||
// uiRender();
|
||||
|
||||
// Finish up
|
||||
screenUnbind();
|
||||
@@ -69,6 +96,7 @@ errorret_t displayUpdate(void) {
|
||||
}
|
||||
|
||||
errorret_t displayDispose(void) {
|
||||
errorChain(shaderDispose(&SHADER_UNLIT));
|
||||
errorChain(spriteBatchDispose());
|
||||
screenDispose();
|
||||
errorChain(textDispose());
|
||||
|
||||
@@ -25,6 +25,29 @@ errorret_t meshInit(
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t meshFlush(
|
||||
mesh_t *mesh,
|
||||
const int32_t vertexOffset,
|
||||
const int32_t vertexCount
|
||||
) {
|
||||
#ifdef meshFlushPlatform
|
||||
assertNotNull(mesh, "Mesh cannot be NULL");
|
||||
assertTrue(vertexOffset >= 0, "Vertex offset must be non-negative.");
|
||||
assertTrue(vertexCount == -1 || vertexCount > 0, "Vertex count incorrect.");
|
||||
|
||||
int32_t vertCount = meshGetVertexCount(mesh);
|
||||
assertTrue(vertexOffset < (vertCount - 1), "Need at least one vert to draw");
|
||||
|
||||
int32_t drawCount = vertexCount;
|
||||
if(vertexCount == -1) {
|
||||
drawCount = vertCount - vertexOffset;
|
||||
}
|
||||
|
||||
errorChain(meshFlushPlatform(mesh, vertexOffset, vertexCount));
|
||||
#endif
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t meshDraw(
|
||||
const mesh_t *mesh,
|
||||
const int32_t vertexOffset,
|
||||
@@ -32,7 +55,7 @@ errorret_t meshDraw(
|
||||
) {
|
||||
assertNotNull(mesh, "Mesh cannot be NULL");
|
||||
assertTrue(vertexOffset >= 0, "Vertex offset must be non-negative");
|
||||
assertTrue(vertexCount >= -1, "Vertex count must be -1 or non-negative");
|
||||
assertTrue(vertexCount == -1 || vertexCount > 0, "Incorrect vert count");
|
||||
|
||||
int32_t vertDrawCount = vertexCount;
|
||||
if(vertexCount == -1) {
|
||||
|
||||
@@ -40,6 +40,22 @@ errorret_t meshInit(
|
||||
const meshvertex_t *vertices
|
||||
);
|
||||
|
||||
/**
|
||||
* Instructs the mesh to flush the vertices to the GPU. This is surprisingly
|
||||
* only really necessary on modern devices, as we tend to let older devices
|
||||
* read the vertices from the main memory directly.
|
||||
*
|
||||
* @param mesh Mesh to flush the vertices for.
|
||||
* @param vertexOffset Start vertex to flush.
|
||||
* @param vertexCount Count of vertices to flush, set to -1 for all.
|
||||
* @return Error state.
|
||||
*/
|
||||
errorret_t meshFlush(
|
||||
mesh_t *mesh,
|
||||
const int32_t vertexOffset,
|
||||
const int32_t vertexCount
|
||||
);
|
||||
|
||||
/**
|
||||
* Draws a mesh.
|
||||
*
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "display/mesh/quad.h"
|
||||
#include "display/shader/shaderunlit.h"
|
||||
|
||||
screen_t SCREEN;
|
||||
|
||||
@@ -44,11 +45,11 @@ errorret_t screenInit() {
|
||||
#endif
|
||||
|
||||
// Init screen to backbuffer mode by default
|
||||
screenBind();
|
||||
errorChain(screenBind());
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void screenBind() {
|
||||
errorret_t screenBind() {
|
||||
// Assume backbuffer is currently bound.
|
||||
switch(SCREEN.mode) {
|
||||
case SCREEN_MODE_BACKBUFFER: {
|
||||
@@ -59,7 +60,7 @@ void screenBind() {
|
||||
// No needd for a framebuffer.
|
||||
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
if(SCREEN.framebufferReady) {
|
||||
frameBufferDispose(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferDispose(&SCREEN.framebuffer));
|
||||
SCREEN.framebufferReady = false;
|
||||
}
|
||||
#endif
|
||||
@@ -79,19 +80,21 @@ void screenBind() {
|
||||
curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
|
||||
if(curFbWidth == SCREEN.width && curFbHeight == SCREEN.height) {
|
||||
// Correct size, nothing to do.
|
||||
frameBufferBind(&SCREEN.framebuffer);
|
||||
return;
|
||||
errorChain(frameBufferBind(&SCREEN.framebuffer));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// Need a new framebuffer.
|
||||
frameBufferDispose(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferDispose(&SCREEN.framebuffer));
|
||||
SCREEN.framebufferReady = false;
|
||||
}
|
||||
|
||||
// Create new framebuffer
|
||||
frameBufferInit(&SCREEN.framebuffer, SCREEN.width, SCREEN.height);
|
||||
errorChain(frameBufferInit(
|
||||
&SCREEN.framebuffer, SCREEN.width, SCREEN.height
|
||||
));
|
||||
SCREEN.framebufferReady = true;
|
||||
frameBufferBind(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferBind(&SCREEN.framebuffer));
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -109,10 +112,10 @@ void screenBind() {
|
||||
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
|
||||
|
||||
if(SCREEN.framebufferReady) {
|
||||
frameBufferDispose(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferDispose(&SCREEN.framebuffer));
|
||||
SCREEN.framebufferReady = false;
|
||||
}
|
||||
return;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
int32_t newFbWidth, newFbHeight;
|
||||
@@ -136,24 +139,26 @@ void screenBind() {
|
||||
SCREEN.width = newFbWidth;
|
||||
SCREEN.height = newFbHeight;
|
||||
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
|
||||
frameBufferBind(&SCREEN.framebuffer);
|
||||
return;
|
||||
errorChain(frameBufferBind(&SCREEN.framebuffer));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// Need a new framebuffer.
|
||||
frameBufferDispose(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferDispose(&SCREEN.framebuffer));
|
||||
SCREEN.framebufferReady = false;
|
||||
}
|
||||
|
||||
// Create new framebuffer
|
||||
frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
|
||||
errorChain(frameBufferInit(
|
||||
&SCREEN.framebuffer, newFbWidth, newFbHeight
|
||||
));
|
||||
SCREEN.width = newFbWidth;
|
||||
SCREEN.height = newFbHeight;
|
||||
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
|
||||
SCREEN.framebufferReady = true;
|
||||
|
||||
// Bind FB
|
||||
frameBufferBind(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferBind(&SCREEN.framebuffer));
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -173,10 +178,10 @@ void screenBind() {
|
||||
if(fbWidth == newFbWidth && fbHeight == newFbHeight) {
|
||||
// No need to use framebuffer.
|
||||
if(SCREEN.framebufferReady) {
|
||||
frameBufferDispose(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferDispose(&SCREEN.framebuffer));
|
||||
SCREEN.framebufferReady = false;
|
||||
}
|
||||
return;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
if(SCREEN.framebufferReady) {
|
||||
@@ -185,19 +190,21 @@ void screenBind() {
|
||||
curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer);
|
||||
curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
|
||||
if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) {
|
||||
frameBufferBind(&SCREEN.framebuffer);
|
||||
return;
|
||||
errorChain(frameBufferBind(&SCREEN.framebuffer));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// Need a new framebuffer.
|
||||
frameBufferDispose(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferDispose(&SCREEN.framebuffer));
|
||||
SCREEN.framebufferReady = false;
|
||||
}
|
||||
|
||||
// Create a new framebuffer.
|
||||
frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
|
||||
errorChain(frameBufferInit(
|
||||
&SCREEN.framebuffer, newFbWidth, newFbHeight
|
||||
));
|
||||
SCREEN.framebufferReady = true;
|
||||
frameBufferBind(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferBind(&SCREEN.framebuffer));
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -217,10 +224,10 @@ void screenBind() {
|
||||
if(fbWidth == newFbWidth && fbHeight == newFbHeight) {
|
||||
// No need to use framebuffer.
|
||||
if(SCREEN.framebufferReady) {
|
||||
frameBufferDispose(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferDispose(&SCREEN.framebuffer));
|
||||
SCREEN.framebufferReady = false;
|
||||
}
|
||||
return;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
if(SCREEN.framebufferReady) {
|
||||
@@ -229,19 +236,21 @@ void screenBind() {
|
||||
curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer);
|
||||
curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
|
||||
if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) {
|
||||
frameBufferBind(&SCREEN.framebuffer);
|
||||
return;
|
||||
errorChain(frameBufferBind(&SCREEN.framebuffer));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// Need a new framebuffer.
|
||||
frameBufferDispose(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferDispose(&SCREEN.framebuffer));
|
||||
SCREEN.framebufferReady = false;
|
||||
}
|
||||
|
||||
// Create a new framebuffer.
|
||||
frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
|
||||
errorChain(frameBufferInit(
|
||||
&SCREEN.framebuffer, newFbWidth, newFbHeight
|
||||
));
|
||||
SCREEN.framebufferReady = true;
|
||||
frameBufferBind(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferBind(&SCREEN.framebuffer));
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -262,9 +271,11 @@ void screenBind() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void screenUnbind() {
|
||||
errorret_t screenUnbind() {
|
||||
switch(SCREEN.mode) {
|
||||
// Nothing to do here.
|
||||
case SCREEN_MODE_BACKBUFFER:
|
||||
@@ -275,7 +286,9 @@ void screenUnbind() {
|
||||
case SCREEN_MODE_FIXED_HEIGHT:
|
||||
case SCREEN_MODE_FIXED_SIZE:
|
||||
case SCREEN_MODE_FIXED_WIDTH:
|
||||
if(SCREEN.framebufferReady) frameBufferBind(NULL);
|
||||
if(SCREEN.framebufferReady) {
|
||||
errorChain(frameBufferBind(NULL));
|
||||
}
|
||||
break;
|
||||
|
||||
case SCREEN_MODE_FIXED_VIEWPORT_HEIGHT:
|
||||
@@ -286,17 +299,19 @@ void screenUnbind() {
|
||||
assertUnreachable("Invalid screen mode.");
|
||||
break;
|
||||
}
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void screenRender() {
|
||||
errorret_t screenRender() {
|
||||
if(SCREEN.mode == SCREEN_MODE_BACKBUFFER) {
|
||||
return;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
if(SCREEN.mode == SCREEN_MODE_FIXED_VIEWPORT_HEIGHT) {
|
||||
glViewport(0, 0, SCREEN.width, SCREEN.height);
|
||||
return;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
if(
|
||||
@@ -307,7 +322,7 @@ void screenRender() {
|
||||
) {
|
||||
if(!SCREEN.framebufferReady) {
|
||||
// Nothing to do here.
|
||||
return;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
float_t bbWidth, bbHeight;
|
||||
@@ -356,23 +371,34 @@ void screenRender() {
|
||||
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
|
||||
COLOR_BLACK
|
||||
);
|
||||
cameraPushMatrix(&SCREEN.framebufferCamera);
|
||||
textureBind(&SCREEN.framebuffer.texture);
|
||||
meshDraw(&SCREEN.frameBufferMesh, 0, -1);
|
||||
cameraPopMatrix();
|
||||
|
||||
return;
|
||||
shaderBind(&SHADER_UNLIT);
|
||||
mat4 proj, view, model;
|
||||
cameraGetProjectionMatrix(&SCREEN.framebufferCamera, proj);
|
||||
cameraGetViewMatrix(&SCREEN.framebufferCamera, view);
|
||||
glm_mat4_identity(model);
|
||||
shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj);
|
||||
shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view);
|
||||
shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model);
|
||||
|
||||
// errorChain(textureBind(&SCREEN.framebuffer.texture));
|
||||
errorChain(meshDraw(&SCREEN.frameBufferMesh, 0, -1));
|
||||
|
||||
errorOk();
|
||||
};
|
||||
#endif
|
||||
|
||||
assertUnreachable("Invalid screen mode.");
|
||||
errorThrow("Invalid screen mode.");
|
||||
}
|
||||
|
||||
void screenDispose() {
|
||||
errorret_t screenDispose() {
|
||||
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
if(SCREEN.framebufferReady) {
|
||||
frameBufferDispose(&SCREEN.framebuffer);
|
||||
errorChain(frameBufferDispose(&SCREEN.framebuffer));
|
||||
SCREEN.framebufferReady = false;
|
||||
}
|
||||
#endif
|
||||
|
||||
errorOk();
|
||||
}
|
||||
@@ -90,20 +90,28 @@ errorret_t screenInit();
|
||||
|
||||
/**
|
||||
* Binds the screen, this is done before rendering game content.
|
||||
*
|
||||
* @return Error code and state, if error occurs.
|
||||
*/
|
||||
void screenBind();
|
||||
errorret_t screenBind();
|
||||
|
||||
/**
|
||||
* Unbinds the screen, does nothing for now.
|
||||
*
|
||||
* @return Error code and state, if error occurs.
|
||||
*/
|
||||
void screenUnbind();
|
||||
errorret_t screenUnbind();
|
||||
|
||||
/**
|
||||
* Renders the screen to the current framebuffer.
|
||||
*
|
||||
* @return Error code and state, if error occurs.
|
||||
*/
|
||||
void screenRender();
|
||||
errorret_t screenRender();
|
||||
|
||||
/**
|
||||
* Disposes the screen system.
|
||||
*
|
||||
* @return Error code and state, if error occurs.
|
||||
*/
|
||||
void screenDispose();
|
||||
errorret_t screenDispose();
|
||||
10
src/dusk/display/shader/CMakeLists.txt
Normal file
10
src/dusk/display/shader/CMakeLists.txt
Normal file
@@ -0,0 +1,10 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
shader.c
|
||||
)
|
||||
39
src/dusk/display/shader/shader.c
Normal file
39
src/dusk/display/shader/shader.c
Normal file
@@ -0,0 +1,39 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "shader.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
errorChain(shaderInitPlatform(shader, def));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderBind(shader_t *shader) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
errorChain(shaderBindPlatform(shader));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderSetMatrix(
|
||||
shader_t *shader,
|
||||
const char_t *name,
|
||||
mat4 matrix
|
||||
) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
assertStrLenMin(name, 1, "Uniform name cannot be empty");
|
||||
assertNotNull(matrix, "Matrix cannot be null");
|
||||
errorChain(shaderSetMatrixPlatform(shader, name, matrix));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderDispose(shader_t *shader) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
errorChain(shaderDisposePlatform(shader));
|
||||
errorOk();
|
||||
}
|
||||
80
src/dusk/display/shader/shader.h
Normal file
80
src/dusk/display/shader/shader.h
Normal file
@@ -0,0 +1,80 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "error/error.h"
|
||||
#include "display/texture/texture.h"
|
||||
#include "display/shader/shaderplatform.h"
|
||||
|
||||
#ifndef shaderInitPlatform
|
||||
#error "shaderInitPlatform must be defined to use shader.h"
|
||||
#endif
|
||||
#ifndef shaderBindPlatform
|
||||
#error "shaderBindPlatform must be defined to use shader.h"
|
||||
#endif
|
||||
#ifndef shaderSetMatrixPlatform
|
||||
#error "shaderSetMatrixPlatform must be defined to use shader.h"
|
||||
#endif
|
||||
#ifndef shaderDisposePlatform
|
||||
#error "shaderDisposePlatform must be defined to use shader.h"
|
||||
#endif
|
||||
|
||||
typedef shaderplatform_t shader_t;
|
||||
typedef shaderdefinitionplatform_t shaderdefinition_t;
|
||||
|
||||
/**
|
||||
* Initializes a shader. This is platform dependant.
|
||||
*
|
||||
* @param shader Shader to initialize
|
||||
* @param def Definition of the shader to initialize with.
|
||||
* @return Error if failure, otherwise errorOk
|
||||
*/
|
||||
errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def);
|
||||
|
||||
/**
|
||||
* Binds a shader. This is platform dependant.
|
||||
*
|
||||
* @param shader Shader to bind
|
||||
* @return Error if failure, otherwise errorOk
|
||||
*/
|
||||
errorret_t shaderBind(shader_t *shader);
|
||||
|
||||
/**
|
||||
* Sets a matrix uniform in the shader. This is platform dependant.
|
||||
*
|
||||
* @param shader Shader to set the matrix in
|
||||
* @param name Name of the uniform to set
|
||||
* @param matrix Matrix to set
|
||||
* @return Error if failure, otherwise errorOk
|
||||
*/
|
||||
errorret_t shaderSetMatrix(
|
||||
shader_t *shader,
|
||||
const char_t *name,
|
||||
mat4 matrix
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets a texture uniform in the shader. This is platform dependant.
|
||||
*
|
||||
* @param shader Shader to set the texture in
|
||||
* @param name Name of the uniform to set
|
||||
* @param texture Texture to set
|
||||
* @return Error if failure, otherwise errorOk
|
||||
*/
|
||||
errorret_t shaderSetTexture(
|
||||
shader_t *shader,
|
||||
const char_t *name,
|
||||
texture_t *texture
|
||||
);
|
||||
|
||||
/**
|
||||
* Disposes of a shader. This is platform dependant.
|
||||
*
|
||||
* @param shader Shader to dispose
|
||||
* @return Error if failure, otherwise errorOk
|
||||
*/
|
||||
errorret_t shaderDispose(shader_t *shader);
|
||||
16
src/dusk/display/shader/shaderunlit.h
Normal file
16
src/dusk/display/shader/shaderunlit.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 "shader.h"
|
||||
|
||||
#define SHADER_UNLIT_PROJECTION "u_Proj"
|
||||
#define SHADER_UNLIT_VIEW "u_View"
|
||||
#define SHADER_UNLIT_MODEL "u_Model"
|
||||
|
||||
extern shaderdefinition_t SHADER_UNLIT_DEFINITION;
|
||||
static shader_t SHADER_UNLIT;
|
||||
@@ -19,7 +19,7 @@ errorret_t spriteBatchInit() {
|
||||
&SPRITEBATCH.mesh,
|
||||
QUAD_PRIMITIVE_TYPE,
|
||||
SPRITEBATCH_VERTEX_COUNT,
|
||||
&SPRITEBATCH_VERTICES[0]
|
||||
SPRITEBATCH_VERTICES
|
||||
));
|
||||
errorOk();
|
||||
}
|
||||
@@ -83,10 +83,10 @@ errorret_t spriteBatchFlush() {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
size_t vertexCount = QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount;
|
||||
errorChain(meshFlush(&SPRITEBATCH.mesh, 0, vertexCount));
|
||||
errorChain(textureBind(SPRITEBATCH.currentTexture));
|
||||
errorChain(meshDraw(
|
||||
&SPRITEBATCH.mesh, 0, QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount
|
||||
));
|
||||
errorChain(meshDraw(&SPRITEBATCH.mesh, 0, vertexCount));
|
||||
spriteBatchClear();
|
||||
errorOk();
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
#include "display/mesh/quad.h"
|
||||
#include "display/texture/texture.h"
|
||||
|
||||
#define SPRITEBATCH_SPRITES_MAX 16
|
||||
#define SPRITEBATCH_SPRITES_MAX 1
|
||||
#define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT)
|
||||
|
||||
|
||||
|
||||
@@ -69,8 +69,6 @@ void moduleCamera(scriptcontext_t *context) {
|
||||
|
||||
// Methods
|
||||
lua_register(context->luaState, "cameraCreate", moduleCameraCreate);
|
||||
lua_register(context->luaState, "cameraPushMatrix", moduleCameraPushMatrix);
|
||||
lua_register(context->luaState, "cameraPopMatrix", moduleCameraPopMatrix);
|
||||
}
|
||||
|
||||
int moduleCameraCreate(lua_State *L) {
|
||||
@@ -118,26 +116,7 @@ int moduleCameraCreate(lua_State *L) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
int moduleCameraPushMatrix(lua_State *L) {
|
||||
assertNotNull(L, "Lua state cannot be NULL.");
|
||||
assertTrue(lua_gettop(L) >= 1, "cameraPushMatrix requires 1 arg.");
|
||||
assertTrue(lua_isuserdata(L, 1), "cameraPushMatrix arg must be userdata.");
|
||||
|
||||
// Camera should be provided (pointer to camera_t).
|
||||
camera_t *cam = (camera_t *)luaL_checkudata(L, 1, "camera_mt");
|
||||
assertNotNull(cam, "Camera pointer cannot be NULL.");
|
||||
|
||||
cameraPushMatrix(cam);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int moduleCameraPopMatrix(lua_State *L) {
|
||||
assertNotNull(L, "Lua state cannot be NULL.");
|
||||
cameraPopMatrix();
|
||||
return 0;
|
||||
}
|
||||
|
||||
int moduleCameraIndex(lua_State *l) {
|
||||
int moduleCameraIndex(lua_State *l) {
|
||||
assertNotNull(l, "Lua state cannot be NULL.");
|
||||
|
||||
const char_t *key = luaL_checkstring(l, 2);
|
||||
|
||||
@@ -23,22 +23,6 @@ void moduleCamera(scriptcontext_t *context);
|
||||
*/
|
||||
int moduleCameraCreate(lua_State *L);
|
||||
|
||||
/**
|
||||
* Script binding for pushing the camera matrix onto the matrix stack.
|
||||
*
|
||||
* @param L The Lua state.
|
||||
* @return Number of return values on the Lua stack.
|
||||
*/
|
||||
int moduleCameraPushMatrix(lua_State *L);
|
||||
|
||||
/**
|
||||
* Script binding for popping the camera matrix from the matrix stack.
|
||||
*
|
||||
* @param L The Lua state.
|
||||
* @return Number of return values on the Lua stack.
|
||||
*/
|
||||
int moduleCameraPopMatrix(lua_State *L);
|
||||
|
||||
/**
|
||||
* Getter for camera structure fields.
|
||||
*
|
||||
|
||||
@@ -91,7 +91,7 @@ int moduleSpriteBatchPush(lua_State *L) {
|
||||
float_t maxX = (float_t)lua_tonumber(L, 4);
|
||||
float_t maxY = (float_t)lua_tonumber(L, 5);
|
||||
|
||||
spriteBatchPush(
|
||||
errorret_t ret = spriteBatchPush(
|
||||
tex,
|
||||
minX,
|
||||
minY,
|
||||
@@ -103,6 +103,14 @@ int moduleSpriteBatchPush(lua_State *L) {
|
||||
u1,
|
||||
v1
|
||||
);
|
||||
if(ret.code != ERROR_OK) {
|
||||
int err = luaL_error(L,
|
||||
"Failed to push sprite to batch: %s",
|
||||
ret.state->message
|
||||
);
|
||||
errorCatch(errorPrint(ret));
|
||||
return err;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -19,7 +19,7 @@ int moduleSceneSet(lua_State *L) {
|
||||
assertNotNull(L, "Lua state cannot be NULL");
|
||||
|
||||
// Need string
|
||||
if (!lua_isstring(L, 1)) {
|
||||
if(!lua_isstring(L, 1)) {
|
||||
luaL_error(L, "sceneSet requires a string argument");
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -26,12 +26,12 @@ int moduleSysPrint(lua_State *L) {
|
||||
luaL_Buffer b;
|
||||
luaL_buffinit(L, &b);
|
||||
|
||||
for (int i = 1; i <= n; ++i) {
|
||||
for(int i = 1; i <= n; ++i) {
|
||||
size_t len;
|
||||
const char *s = luaL_tolstring(L, i, &len); // converts any value to string
|
||||
luaL_addlstring(&b, s, len);
|
||||
lua_pop(L, 1); // pop result of luaL_tolstring
|
||||
if (i < n) luaL_addlstring(&b, "\t", 1);
|
||||
if(i < n) luaL_addlstring(&b, "\t", 1);
|
||||
}
|
||||
|
||||
luaL_pushresult(&b);
|
||||
|
||||
@@ -30,11 +30,11 @@ void uiRender(void) {
|
||||
UI.camera.orthographic.right = SCREEN.width;
|
||||
UI.camera.orthographic.top = SCREEN.height;
|
||||
|
||||
cameraPushMatrix(&UI.camera);
|
||||
// cameraPushMatrix(&UI.camera);
|
||||
spriteBatchClear();
|
||||
|
||||
spriteBatchFlush();
|
||||
cameraPopMatrix();
|
||||
// cameraPopMatrix();
|
||||
}
|
||||
|
||||
void uiDispose(void) {
|
||||
|
||||
15
src/duskgl/assert/assertgl.h
Normal file
15
src/duskgl/assert/assertgl.h
Normal file
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "assert/assert.h"
|
||||
#include "error/errorgl.h"
|
||||
|
||||
#define assertNoGLError(message) \
|
||||
assertTrue(errorGLCheck().code == ERROR_OK, message)
|
||||
|
||||
// EOF
|
||||
@@ -14,3 +14,4 @@ add_subdirectory(camera)
|
||||
add_subdirectory(framebuffer)
|
||||
add_subdirectory(texture)
|
||||
add_subdirectory(mesh)
|
||||
add_subdirectory(shader)
|
||||
@@ -8,7 +8,7 @@
|
||||
#include "display/camera/camera.h"
|
||||
#include "display/framebuffer/framebuffer.h"
|
||||
#include "display/screen/screen.h"
|
||||
#include "assert/assert.h"
|
||||
#include "assert/assertgl.h"
|
||||
|
||||
void cameraPushMatrixGL(camera_t *camera) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
@@ -117,16 +117,19 @@ void cameraPushMatrixGL(camera_t *camera) {
|
||||
assertUnreachable("Invalid camera view type");
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glLoadMatrixf((const GLfloat*)projection);
|
||||
// glPushMatrix();
|
||||
// glMatrixMode(GL_PROJECTION);
|
||||
// glLoadIdentity();
|
||||
// glLoadMatrixf((const GLfloat*)projection);
|
||||
assertNoGLError("Failed to set projection matrix");
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glLoadMatrixf((const GLfloat*)view);
|
||||
// glMatrixMode(GL_MODELVIEW);
|
||||
// glLoadIdentity();
|
||||
// glLoadMatrixf((const GLfloat*)view);
|
||||
assertNoGLError("Failed to set view matrix");
|
||||
}
|
||||
|
||||
void cameraPopMatrixGL(void) {
|
||||
glPopMatrix();
|
||||
// glPopMatrix();
|
||||
assertNoGLError("Failed to pop camera matrix");
|
||||
}
|
||||
@@ -9,8 +9,8 @@
|
||||
|
||||
errorret_t displayOpenGLInit(void) {
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_LIGHTING);// PSP defaults this on?
|
||||
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
|
||||
// glDisable(GL_LIGHTING);// PSP defaults this on?
|
||||
// glShadeModel(GL_SMOOTH); // Fixes color on PSP?
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
@@ -24,9 +24,5 @@ errorret_t displayOpenGLInit(void) {
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
errorChain(errorGLCheck());
|
||||
errorOk();
|
||||
}
|
||||
@@ -10,5 +10,7 @@
|
||||
|
||||
/**
|
||||
* Initializes the OpenGL specific contexts for rendering.
|
||||
*
|
||||
* @return An errorret_t indicating success or failure of the initialization.
|
||||
*/
|
||||
errorret_t displayOpenGLInit(void);
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
#include "display/display.h"
|
||||
#include "display/framebuffer/framebuffer.h"
|
||||
#include "assert/assert.h"
|
||||
#include "assert/assertgl.h"
|
||||
#include "util/memory.h"
|
||||
|
||||
errorret_t frameBufferGLInitBackBuffer(void) {
|
||||
@@ -86,6 +86,7 @@ void frameBufferGLClear(const uint8_t flags, const color_t color) {
|
||||
color.b / 255.0f,
|
||||
color.a / 255.0f
|
||||
);
|
||||
assertNoGLError("Failed to set clear color");
|
||||
}
|
||||
|
||||
if(flags & FRAMEBUFFER_CLEAR_DEPTH) {
|
||||
@@ -93,6 +94,7 @@ void frameBufferGLClear(const uint8_t flags, const color_t color) {
|
||||
}
|
||||
|
||||
glClear(glFlags);
|
||||
assertNoGLError("Failed to clear framebuffer");
|
||||
}
|
||||
|
||||
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
|
||||
@@ -6,7 +6,9 @@
|
||||
*/
|
||||
|
||||
#include "display/mesh/mesh.h"
|
||||
#include "assert/assert.h"
|
||||
#include "assert/assertgl.h"
|
||||
#include "error/errorgl.h"
|
||||
#include "display/shader/shadergl.h"
|
||||
|
||||
errorret_t meshInitGL(
|
||||
meshgl_t *mesh,
|
||||
@@ -22,6 +24,99 @@ errorret_t meshInitGL(
|
||||
mesh->vertexCount = vertexCount;
|
||||
mesh->vertices = vertices;
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
// Nothing needed.
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
errorChain(errorGLCheck());
|
||||
#else
|
||||
// Generate Vertex Buffer Object
|
||||
glGenBuffers(1, &mesh->vboId);
|
||||
errorChain(errorGLCheck());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId);
|
||||
errorChain(errorGLCheck());
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vertexCount * sizeof(meshvertex_t),
|
||||
vertices,
|
||||
GL_DYNAMIC_DRAW
|
||||
);
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
// Generate Vertex Array Object
|
||||
glGenVertexArrays(1, &mesh->vaoId);
|
||||
errorChain(errorGLCheck());
|
||||
glBindVertexArray(mesh->vaoId);
|
||||
errorChain(errorGLCheck());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId);
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
// Set up vertex attribute pointers
|
||||
glVertexAttribPointer(
|
||||
0,
|
||||
MESH_VERTEX_POS_SIZE,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
sizeof(meshvertex_t),
|
||||
(const GLvoid*)offsetof(meshvertex_t, pos)
|
||||
);
|
||||
errorChain(errorGLCheck());
|
||||
glEnableVertexAttribArray(0);
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
glVertexAttribPointer(
|
||||
1,
|
||||
MESH_VERTEX_UV_SIZE,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
sizeof(meshvertex_t),
|
||||
(const GLvoid*)offsetof(meshvertex_t, uv)
|
||||
);
|
||||
errorChain(errorGLCheck());
|
||||
glEnableVertexAttribArray(1);
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
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());
|
||||
|
||||
// Unbind VAO and VBO to prevent accidental modification
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
errorChain(errorGLCheck());
|
||||
glBindVertexArray(0);
|
||||
errorChain(errorGLCheck());
|
||||
#endif
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t meshFlushGL(
|
||||
meshgl_t *mesh,
|
||||
const int32_t vertOffset,
|
||||
const int32_t vertCount
|
||||
) {
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
// Nothing doing, we use the glClientState stuff.
|
||||
#else
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId);
|
||||
errorChain(errorGLCheck());
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vertCount * sizeof(meshvertex_t),
|
||||
&mesh->vertices[vertOffset],
|
||||
GL_DYNAMIC_DRAW
|
||||
);
|
||||
errorChain(errorGLCheck());
|
||||
#endif
|
||||
errorOk();
|
||||
}
|
||||
|
||||
@@ -30,7 +125,8 @@ errorret_t meshDrawGL(
|
||||
const int32_t offset,
|
||||
const int32_t count
|
||||
) {
|
||||
// PSP style pointer legacy OpenGL
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
// Legacy pointer style rendering
|
||||
const GLsizei stride = sizeof(meshvertex_t);
|
||||
|
||||
glColorPointer(
|
||||
@@ -52,7 +148,22 @@ errorret_t meshDrawGL(
|
||||
(const GLvoid*)&mesh->vertices[offset].pos
|
||||
);
|
||||
|
||||
// Shader may have model matrix here
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
errorChain(shaderLegacyMatrixUpdate());
|
||||
#endif
|
||||
|
||||
glDrawArrays(mesh->primitiveType, offset, count);
|
||||
errorChain(errorGLCheck());
|
||||
#else
|
||||
// Modern VAO/VBO rendering
|
||||
glBindVertexArray(mesh->vaoId);
|
||||
errorChain(errorGLCheck());
|
||||
glDrawArrays(mesh->primitiveType, offset, count);
|
||||
errorChain(errorGLCheck());
|
||||
glBindVertexArray(0);
|
||||
errorChain(errorGLCheck());
|
||||
#endif
|
||||
|
||||
errorOk();
|
||||
}
|
||||
@@ -62,6 +173,13 @@ int32_t meshGetVertexCountGL(const meshgl_t *mesh) {
|
||||
}
|
||||
|
||||
errorret_t meshDisposeGL(meshgl_t *mesh) {
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
// No dynamic resources to free for this mesh implementation
|
||||
#else
|
||||
glDeleteBuffers(1, &mesh->vboId);
|
||||
errorChain(errorGLCheck());
|
||||
glDeleteVertexArrays(1, &mesh->vaoId);
|
||||
errorChain(errorGLCheck());
|
||||
#endif
|
||||
errorOk();
|
||||
}
|
||||
@@ -16,9 +16,16 @@ typedef enum {
|
||||
} meshprimitivetypegl_t;
|
||||
|
||||
typedef struct {
|
||||
const meshvertex_t *vertices;
|
||||
int32_t vertexCount;
|
||||
meshprimitivetypegl_t primitiveType;
|
||||
const meshvertex_t *vertices;
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
// Nothing needed
|
||||
#else
|
||||
GLuint vaoId;
|
||||
GLuint vboId;
|
||||
#endif
|
||||
} meshgl_t;
|
||||
|
||||
/**
|
||||
@@ -37,6 +44,20 @@ errorret_t meshInitGL(
|
||||
const meshvertex_t *vertices
|
||||
);
|
||||
|
||||
/**
|
||||
* Flushes the vertices (stored in memory) to the GPU.
|
||||
*
|
||||
* @param mesh Mesh to flush vertices for.
|
||||
* @param vertOffset First vertice index to flush.
|
||||
* @param vertCount Count of vertices to flush.
|
||||
* @return Error state.
|
||||
*/
|
||||
errorret_t meshFlushGL(
|
||||
meshgl_t *mesh,
|
||||
const int32_t vertOffset,
|
||||
const int32_t vertCount
|
||||
);
|
||||
|
||||
/**
|
||||
* Draws a mesh using OpenGL.
|
||||
*
|
||||
|
||||
@@ -12,6 +12,7 @@ typedef meshprimitivetypegl_t meshprimitivetypeplatform_t;
|
||||
typedef meshgl_t meshplatform_t;
|
||||
|
||||
#define meshInitPlatform meshInitGL
|
||||
#define meshFlushPlatform meshFlushGL
|
||||
#define meshDrawPlatform meshDrawGL
|
||||
#define meshGetVertexCountPlatform meshGetVertexCountGL
|
||||
#define meshDisposePlatform meshDisposeGL
|
||||
11
src/duskgl/display/shader/CMakeLists.txt
Normal file
11
src/duskgl/display/shader/CMakeLists.txt
Normal file
@@ -0,0 +1,11 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
shadergl.c
|
||||
shaderunlitgl.c
|
||||
)
|
||||
282
src/duskgl/display/shader/shadergl.c
Normal file
282
src/duskgl/display/shader/shadergl.c
Normal file
@@ -0,0 +1,282 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "shadergl.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/string.h"
|
||||
#include "assert/assertgl.h"
|
||||
#include "display/shader/shaderunlit.h"
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
shaderlegacygl_t SHADER_LEGACY = { 0 };
|
||||
#endif
|
||||
|
||||
errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
assertNotNull(def, "Shader definition cannot be null");
|
||||
memoryZero(shader, sizeof(shadergl_t));
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
glm_mat4_identity(shader->view);
|
||||
glm_mat4_identity(shader->proj);
|
||||
glm_mat4_identity(shader->model);
|
||||
|
||||
SHADER_LEGACY.boundShader = NULL;
|
||||
errorOk();
|
||||
#else
|
||||
// Create vertex shader
|
||||
shader->vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
|
||||
errorret_t err = errorGLCheck();
|
||||
errorChain(err);
|
||||
|
||||
glShaderSource(shader->vertexShaderId, 1, &def->vert, NULL);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glCompileShader(shader->vertexShaderId);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
GLint ok = 0;
|
||||
glGetShaderiv(shader->vertexShaderId, GL_COMPILE_STATUS, &ok);
|
||||
if(!ok) {
|
||||
GLchar log[1024];
|
||||
glGetShaderInfoLog(shader->vertexShaderId, sizeof(log), NULL, log);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
errorThrow("Vertex shader compilation failed: %s", log);
|
||||
}
|
||||
|
||||
// Create fragment shader
|
||||
shader->fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glShaderSource(shader->fragmentShaderId, 1, &def->frag, NULL);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glCompileShader(shader->fragmentShaderId);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glGetShaderiv(shader->fragmentShaderId, GL_COMPILE_STATUS, &ok);
|
||||
if(!ok) {
|
||||
GLchar log[1024];
|
||||
glGetShaderInfoLog(shader->fragmentShaderId, sizeof(log), NULL, log);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorThrow("Fragment shader compilation failed: %s", log);
|
||||
}
|
||||
|
||||
// Create shader program
|
||||
shader->shaderProgramId = glCreateProgram();
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glAttachShader(shader->shaderProgramId, shader->vertexShaderId);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteProgram(shader->shaderProgramId);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glAttachShader(shader->shaderProgramId, shader->fragmentShaderId);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteProgram(shader->shaderProgramId);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glLinkProgram(shader->shaderProgramId);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteProgram(shader->shaderProgramId);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
ok = 0;
|
||||
glGetProgramiv(shader->shaderProgramId, GL_LINK_STATUS, &ok);
|
||||
if(!ok) {
|
||||
GLchar log[1024];
|
||||
glGetProgramInfoLog(shader->shaderProgramId, sizeof(log), NULL, log);
|
||||
glDeleteProgram(shader->shaderProgramId);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorThrow("Shader program linking failed: %s", log);
|
||||
}
|
||||
#endif
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderParamGetLocationGL(
|
||||
shadergl_t *shader,
|
||||
const char_t *name,
|
||||
GLint *location
|
||||
) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
assertStrLenMin(name, 1, "Uniform name cannot be empty");
|
||||
assertNotNull(location, "Location cannot be null");
|
||||
|
||||
#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);
|
||||
}
|
||||
#endif
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderSetMatrixGL(
|
||||
shadergl_t *shader,
|
||||
const char_t *name,
|
||||
mat4 mat
|
||||
) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
assertNotNull(mat, "Matrix data cannot be null");
|
||||
assertStrLenMin(name, 1, "Uniform name cannot be empty");
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
assertTrue(
|
||||
SHADER_LEGACY.boundShader == shader,
|
||||
"Shader must be bound to set legacy matrices."
|
||||
);
|
||||
if(stringCompare(name, SHADER_UNLIT_PROJECTION) == 0) {
|
||||
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_PROJ;
|
||||
glm_mat4_copy(mat, shader->proj);
|
||||
|
||||
} else if(stringCompare(name, SHADER_UNLIT_VIEW) == 0) {
|
||||
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_VIEW;
|
||||
glm_mat4_copy(mat, shader->view);
|
||||
|
||||
} else if(stringCompare(name, SHADER_UNLIT_MODEL) == 0) {
|
||||
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_MODEL;
|
||||
glm_mat4_copy(mat, shader->model);
|
||||
|
||||
} else {
|
||||
assertUnreachable("Cannot use a custom matrix on legacy opengl.");
|
||||
}
|
||||
#else
|
||||
GLint location;
|
||||
errorChain(shaderParamGetLocationGL(shader, name, &location));
|
||||
|
||||
glUniformMatrix4fv(location, 1, GL_FALSE, (const GLfloat *)mat);
|
||||
errorChain(errorGLCheck());
|
||||
#endif
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
|
||||
errorret_t shaderBindGL(shadergl_t *shader) {
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
assertNotNull(shader, "Cannot bind a null shader.");
|
||||
SHADER_LEGACY.boundShader = shader;
|
||||
SHADER_LEGACY.dirty = (
|
||||
SHADER_LEGACY_DIRTY_MODEL |
|
||||
SHADER_LEGACY_DIRTY_PROJ |
|
||||
SHADER_LEGACY_DIRTY_VIEW
|
||||
);
|
||||
#else
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
glUseProgram(shader->shaderProgramId);
|
||||
errorChain(errorGLCheck());
|
||||
#endif
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderDisposeGL(shadergl_t *shader) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
SHADER_LEGACY.boundShader = NULL;
|
||||
#else
|
||||
if(shader->shaderProgramId != 0) {
|
||||
glDeleteProgram(shader->shaderProgramId);
|
||||
}
|
||||
|
||||
if(shader->vertexShaderId != 0) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
}
|
||||
|
||||
if(shader->fragmentShaderId != 0) {
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
}
|
||||
|
||||
assertNoGLError("Failed disposing shader");
|
||||
#endif
|
||||
|
||||
memoryZero(shader, sizeof(shadergl_t));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
errorret_t shaderLegacyMatrixUpdate() {
|
||||
assertNotNull(SHADER_LEGACY.boundShader, "No shader is currently bound.");
|
||||
|
||||
if((SHADER_LEGACY.dirty & SHADER_LEGACY_DIRTY_PROJ) != 0) {
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
errorChain(errorGLCheck());
|
||||
glLoadIdentity();
|
||||
errorChain(errorGLCheck());
|
||||
glMultMatrixf((const GLfloat *)SHADER_LEGACY.boundShader->proj);
|
||||
errorChain(errorGLCheck());
|
||||
}
|
||||
|
||||
if((SHADER_LEGACY.dirty & SHADER_LEGACY_DIRTY_VIEW) != 0) {
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
errorChain(errorGLCheck());
|
||||
glLoadIdentity();
|
||||
errorChain(errorGLCheck());
|
||||
glMultMatrixf((const GLfloat *)SHADER_LEGACY.boundShader->view);
|
||||
errorChain(errorGLCheck());
|
||||
}
|
||||
|
||||
if((SHADER_LEGACY.dirty & SHADER_LEGACY_DIRTY_MODEL) != 0) {
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
errorChain(errorGLCheck());
|
||||
glMultMatrixf((const GLfloat *)SHADER_LEGACY.boundShader->model);
|
||||
errorChain(errorGLCheck());
|
||||
}
|
||||
|
||||
SHADER_LEGACY.dirty = 0;
|
||||
errorOk();
|
||||
}
|
||||
#endif
|
||||
109
src/duskgl/display/shader/shadergl.h
Normal file
109
src/duskgl/display/shader/shadergl.h
Normal file
@@ -0,0 +1,109 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "error/errorgl.h"
|
||||
|
||||
typedef struct {
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
void *nothing;
|
||||
#else
|
||||
GLuint shaderProgramId;
|
||||
GLuint vertexShaderId;
|
||||
GLuint fragmentShaderId;
|
||||
#endif
|
||||
|
||||
#if DUSK_OPENGL_LEGACY
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
mat4 model;
|
||||
#endif
|
||||
} shadergl_t;
|
||||
|
||||
typedef struct {
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
void *nothing;
|
||||
#else
|
||||
const char_t *vert;
|
||||
const char_t *frag;
|
||||
#endif
|
||||
} shaderdefinitiongl_t;
|
||||
|
||||
#if DUSK_OPENGL_LEGACY
|
||||
typedef struct {
|
||||
shadergl_t *boundShader;
|
||||
uint_fast8_t dirty;
|
||||
} shaderlegacygl_t;
|
||||
|
||||
extern shaderlegacygl_t SHADER_LEGACY;
|
||||
|
||||
#define SHADER_LEGACY_DIRTY_PROJ (1 << 0)
|
||||
#define SHADER_LEGACY_DIRTY_VIEW (1 << 1)
|
||||
#define SHADER_LEGACY_DIRTY_MODEL (1 << 2)
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Initializes a shader.
|
||||
*
|
||||
* @param shader The shader to initialize.
|
||||
* @param def The definition of the shader to initialize with.
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def);
|
||||
|
||||
/**
|
||||
* Binds a shader for use in rendering.
|
||||
*
|
||||
* @param shader The shader to bind.
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
errorret_t shaderBindGL(shadergl_t *shader);
|
||||
|
||||
/**
|
||||
* Retrieves the location of a shader uniform parameter.
|
||||
*
|
||||
* @param shader The shader to query.
|
||||
* @param name The name of the uniform parameter.
|
||||
* @param location Output parameter to receive the location of the uniform.
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
errorret_t shaderParamGetLocationGL(
|
||||
shadergl_t *shader,
|
||||
const char_t *name,
|
||||
GLint *location
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets a mat4 uniform parameter in the shader.
|
||||
*
|
||||
* @param shader The shader to update.
|
||||
* @param name The name of the uniform parameter.
|
||||
* @param mat The 4x4 matrix data to set.
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
errorret_t shaderSetMatrixGL(
|
||||
shadergl_t *shader,
|
||||
const char_t *name,
|
||||
mat4 matrix
|
||||
);
|
||||
|
||||
/**
|
||||
* Disposes of a shader, freeing any associated resources.
|
||||
*
|
||||
* @param shader The shader to dispose.
|
||||
*/
|
||||
errorret_t shaderDisposeGL(shadergl_t *shader);
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
/**
|
||||
* During mesh rendering, this is requesting the legacy system to push all
|
||||
* shaders necessary to render the currently bound shader's matrices.
|
||||
*
|
||||
* @return Any error state.
|
||||
*/
|
||||
errorret_t shaderLegacyMatrixUpdate();
|
||||
#endif
|
||||
18
src/duskgl/display/shader/shaderplatform.h
Normal file
18
src/duskgl/display/shader/shaderplatform.h
Normal file
@@ -0,0 +1,18 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "shadergl.h"
|
||||
|
||||
typedef shadergl_t shaderplatform_t;
|
||||
typedef shaderdefinitiongl_t shaderdefinitionplatform_t;
|
||||
|
||||
#define shaderInitPlatform shaderInitGL
|
||||
#define shaderBindPlatform shaderBindGL
|
||||
#define shaderSetMatrixPlatform shaderSetMatrixGL
|
||||
// #define shaderSetTexturePlatform shaderSetTextureGL
|
||||
#define shaderDisposePlatform shaderDisposeGL
|
||||
31
src/duskgl/display/shader/shaderunlitgl.c
Normal file
31
src/duskgl/display/shader/shaderunlitgl.c
Normal file
@@ -0,0 +1,31 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "display/shader/shaderunlit.h"
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
shaderdefinition_t SHADER_UNLIT_DEFINITION = { 0 };
|
||||
#else
|
||||
shaderdefinition_t SHADER_UNLIT_DEFINITION = {
|
||||
.vert =
|
||||
"#version 330 core\n"
|
||||
"layout(location = 0) in vec3 aPos;\n"
|
||||
"uniform mat4 u_Proj;\n"
|
||||
"uniform mat4 u_View;\n"
|
||||
"uniform mat4 u_Model;\n"
|
||||
"void main() {\n"
|
||||
" gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
|
||||
"}\n",
|
||||
|
||||
.frag =
|
||||
"#version 330 core\n"
|
||||
"out vec4 FragColor;\n"
|
||||
"void main() {\n"
|
||||
" FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
|
||||
"}\n"
|
||||
};
|
||||
#endif
|
||||
@@ -19,7 +19,7 @@ void logDebug(const char_t *message, ...) {
|
||||
|
||||
// print to file
|
||||
FILE *file = fopen("ms0:/PSP/GAME/Dusk/debug.log", "a");
|
||||
if (file) {
|
||||
if(file) {
|
||||
va_copy(copy, args);
|
||||
vfprintf(file, message, copy);
|
||||
va_end(copy);
|
||||
@@ -41,7 +41,7 @@ void logError(const char_t *message, ...) {
|
||||
|
||||
// print to file
|
||||
FILE *file = fopen("ms0:/PSP/GAME/Dusk/error.log", "a");
|
||||
if (file) {
|
||||
if(file) {
|
||||
va_copy(copy, args);
|
||||
vfprintf(file, message, copy);
|
||||
va_end(copy);
|
||||
|
||||
@@ -21,6 +21,16 @@ errorret_t displaySDL2Init(void) {
|
||||
|
||||
// Set OpenGL attributes (Needs to be done now or later?)
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
// SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
// SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
|
||||
#else
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
#endif
|
||||
|
||||
// Create window with OpenGL flag.
|
||||
DISPLAY.window = SDL_CreateWindow(
|
||||
@@ -44,7 +54,6 @@ errorret_t displaySDL2Init(void) {
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
errorChain(displayOpenGLInit());
|
||||
@@ -82,6 +91,9 @@ errorret_t displaySDL2Update(void) {
|
||||
}
|
||||
|
||||
SDL_GL_MakeCurrent(DISPLAY.window, DISPLAY.glContext);
|
||||
|
||||
// errorChain(shaderPaletteTextureBindGL(&testShader));
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
|
||||
@@ -247,13 +247,13 @@
|
||||
|
||||
// Draw red grid lines for tile boundaries
|
||||
ctx.strokeStyle = 'rgba(255,0,0,1)';
|
||||
for (let x = v.scaledTileWidth; x < elOutputPreview.width; x += v.scaledTileWidth) {
|
||||
for(let x = v.scaledTileWidth; x < elOutputPreview.width; x += v.scaledTileWidth) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x, 0);
|
||||
ctx.lineTo(x, elOutputPreview.height);
|
||||
ctx.stroke();
|
||||
}
|
||||
for (let y = v.scaledTileHeight; y < elOutputPreview.height; y += v.scaledTileHeight) {
|
||||
for(let y = v.scaledTileHeight; y < elOutputPreview.height; y += v.scaledTileHeight) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, y);
|
||||
ctx.lineTo(elOutputPreview.width, y);
|
||||
@@ -289,7 +289,7 @@
|
||||
btnBackgroundGreen.addEventListener('click', () => document.body.style.background = 'green');
|
||||
|
||||
elDefineBySize.addEventListener('change', () => {
|
||||
if (elDefineBySize.checked) {
|
||||
if(elDefineBySize.checked) {
|
||||
elTileSizes.style.display = '';
|
||||
elTileCounts.style.display = 'none';
|
||||
}
|
||||
@@ -297,7 +297,7 @@
|
||||
});
|
||||
|
||||
elDefineByCount.addEventListener('change', () => {
|
||||
if (elDefineByCount.checked) {
|
||||
if(elDefineByCount.checked) {
|
||||
elTileSizes.style.display = 'none';
|
||||
elTileCounts.style.display = '';
|
||||
}
|
||||
@@ -332,7 +332,7 @@
|
||||
elOutputError.style.display = 'none';
|
||||
pixels = null;
|
||||
|
||||
if (!elFileInput.files.length) {
|
||||
if(!elFileInput.files.length) {
|
||||
elOutputError.textContent = 'No file selected';
|
||||
elOutputError.style.display = 'block';
|
||||
return;
|
||||
@@ -340,18 +340,18 @@
|
||||
|
||||
const file = elFileInput.files[0];
|
||||
|
||||
if (file.name.endsWith('.dpt')) {
|
||||
if(file.name.endsWith('.dpt')) {
|
||||
// Load DPT file
|
||||
const reader = new FileReader();
|
||||
|
||||
reader.onload = () => {
|
||||
const arrayBuffer = reader.result;
|
||||
const data = new Uint8Array(arrayBuffer);
|
||||
if (data[0] !== 'D'.charCodeAt(0) || data[1] !== 'P'.charCodeAt(0) || data[2] !== 'T'.charCodeAt(0)) {
|
||||
if(data[0] !== 'D'.charCodeAt(0) || data[1] !== 'P'.charCodeAt(0) || data[2] !== 'T'.charCodeAt(0)) {
|
||||
elOutputError.textContent = 'Invalid DPT file';
|
||||
elOutputError.style.display = 'block';
|
||||
return;
|
||||
} else if (data[3] !== 0x01) {
|
||||
} else if(data[3] !== 0x01) {
|
||||
elOutputError.textContent = 'Unsupported DPT version';
|
||||
elOutputError.style.display = 'block';
|
||||
return;
|
||||
@@ -381,15 +381,15 @@
|
||||
}
|
||||
|
||||
const uniqueIndexes = [];
|
||||
for (let i = 0; i < width * height; i++) {
|
||||
for(let i = 0; i < width * height; i++) {
|
||||
const colorIndex = data[12 + i];
|
||||
if (!uniqueIndexes.includes(colorIndex)) {
|
||||
if(!uniqueIndexes.includes(colorIndex)) {
|
||||
uniqueIndexes.push(colorIndex);
|
||||
}
|
||||
}
|
||||
|
||||
const adhocPalette = [];
|
||||
for (let i = 0; i < uniqueIndexes.length; i++) {
|
||||
for(let i = 0; i < uniqueIndexes.length; i++) {
|
||||
const index = uniqueIndexes[i];
|
||||
// Get the most different possible color for this index
|
||||
const color = [
|
||||
@@ -402,7 +402,7 @@
|
||||
}
|
||||
|
||||
pixels = new Uint8Array(width * height * 4);
|
||||
for (let i = 0; i < width * height; i++) {
|
||||
for(let i = 0; i < width * height; i++) {
|
||||
const colorIndex = data[12 + i];
|
||||
const color = adhocPalette[colorIndex];
|
||||
pixels[i * 4] = color[0];
|
||||
@@ -487,13 +487,13 @@
|
||||
input.accept = '.dtf';
|
||||
input.addEventListener('change', (e) => {
|
||||
const files = e?.target?.files;
|
||||
if (!files || !files.length || !files[0]) {
|
||||
if(!files || !files.length || !files[0]) {
|
||||
alert('No file selected');
|
||||
return;
|
||||
}
|
||||
|
||||
const file = files[0];
|
||||
if (!file.name.endsWith('.dtf')) {
|
||||
if(!file.name.endsWith('.dtf')) {
|
||||
alert('Invalid file type. Please select a .dtf file.');
|
||||
return;
|
||||
}
|
||||
@@ -502,12 +502,12 @@
|
||||
reader.onload = () => {
|
||||
const arrayBuffer = reader.result;
|
||||
const data = new Uint8Array(arrayBuffer);
|
||||
if (data[0] !== 'D'.charCodeAt(0) || data[1] !== 'T'.charCodeAt(0) || data[2] !== 'F'.charCodeAt(0)) {
|
||||
if(data[0] !== 'D'.charCodeAt(0) || data[1] !== 'T'.charCodeAt(0) || data[2] !== 'F'.charCodeAt(0)) {
|
||||
alert('Invalid DTF file');
|
||||
return;
|
||||
}
|
||||
|
||||
if (data[3] !== 0x00) {
|
||||
if(data[3] !== 0x00) {
|
||||
alert('Unsupported DTF version');
|
||||
return;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user