PSP rendering
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@@ -10,8 +10,8 @@ set(CMAKE_C_STANDARD_REQUIRED ON)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
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if(NOT DEFINED DUSK_TARGET_SYSTEM)
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# set(DUSK_TARGET_SYSTEM "linux")
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set(DUSK_TARGET_SYSTEM "psp")
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set(DUSK_TARGET_SYSTEM "linux")
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# set(DUSK_TARGET_SYSTEM "psp")
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endif()
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# Prep cache
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@@ -19,33 +19,20 @@ SDL_Renderer *RENDER_RENDERER;
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SDL_GLContext RENDER_GL_CONTEXT;
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bool_t RENDER_RUNNING;
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// Add VAO and VBO handles
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static GLuint TRIANGLE_VAO = 0;
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static GLuint TRIANGLE_VBO = 0;
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GLuint TRIANGLE_VAO = 0;
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GLuint TRIANGLE_VBO = 0;
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// Shader handles
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static GLuint TRIANGLE_SHADER_PROGRAM = 0;
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static GLuint TRIANGLE_VERTEX_SHADER = 0;
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static GLuint TRIANGLE_FRAGMENT_SHADER = 0;
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typedef struct {
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GLubyte color[4]; // GL_COLOR_ARRAY: 4 x GL_UNSIGNED_BYTE (RGBA)
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GLfloat pos[3]; // GL_VERTEX_ARRAY: 3 x GL_FLOAT (XYZ)
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} VertexCV;
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// Vertex and Fragment shader sources
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static const char* TRIANGLE_VERTEX_SHADER_SRC =
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"#version 130\n"
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"in vec2 position;\n"
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"in vec3 color;\n"
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"out vec3 vColor;\n"
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"void main() {\n"
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" vColor = color;\n"
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" gl_Position = vec4(position, 0.0, 1.0);\n"
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"}\n";
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static const char* TRIANGLE_FRAGMENT_SHADER_SRC =
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"#version 130\n"
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"in vec3 vColor;\n"
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"out vec4 fragColor;\n"
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"void main() {\n"
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" fragColor = vec4(vColor, 1.0);\n"
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"}\n";
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// Interleaved in native order: COLOR -> VERTEX
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static const VertexCV tri[3] = {
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{{255, 0, 0, 255}, { -0.6f, -0.4f, 0.0f }}, // Red
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{{ 0, 255, 0, 255}, { 0.6f, -0.4f, 0.0f }}, // Green
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{{ 0, 0, 255, 255}, { 0.0f, 0.6f, 0.0f }} // Blue
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};
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errorret_t renderInit(void) {
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// Init SDL
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@@ -63,9 +50,9 @@ errorret_t renderInit(void) {
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}
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// Set OpenGL attributes (optional, adjust as needed)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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// SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// Create window with OpenGL flag.
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@@ -98,67 +85,12 @@ errorret_t renderInit(void) {
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDisable(GL_LIGHTING);// PSP defaults this on?
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glShadeModel(GL_SMOOTH);
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// --- Compile and link shaders ---
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GLint success;
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char infoLog[512];
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// Vertex shader
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TRIANGLE_VERTEX_SHADER = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(TRIANGLE_VERTEX_SHADER, 1, &TRIANGLE_VERTEX_SHADER_SRC, NULL);
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glCompileShader(TRIANGLE_VERTEX_SHADER);
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glGetShaderiv(TRIANGLE_VERTEX_SHADER, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(TRIANGLE_VERTEX_SHADER, 512, NULL, infoLog);
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errorThrow("Vertex shader compilation failed: %s", infoLog);
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}
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// Fragment shader
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TRIANGLE_FRAGMENT_SHADER = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(TRIANGLE_FRAGMENT_SHADER, 1, &TRIANGLE_FRAGMENT_SHADER_SRC, NULL);
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glCompileShader(TRIANGLE_FRAGMENT_SHADER);
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glGetShaderiv(TRIANGLE_FRAGMENT_SHADER, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(TRIANGLE_FRAGMENT_SHADER, 512, NULL, infoLog);
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errorThrow("Fragment shader compilation failed: %s", infoLog);
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}
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// Shader program
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TRIANGLE_SHADER_PROGRAM = glCreateProgram();
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glAttachShader(TRIANGLE_SHADER_PROGRAM, TRIANGLE_VERTEX_SHADER);
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glAttachShader(TRIANGLE_SHADER_PROGRAM, TRIANGLE_FRAGMENT_SHADER);
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glBindAttribLocation(TRIANGLE_SHADER_PROGRAM, 0, "position");
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glBindAttribLocation(TRIANGLE_SHADER_PROGRAM, 1, "color");
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glLinkProgram(TRIANGLE_SHADER_PROGRAM);
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glGetProgramiv(TRIANGLE_SHADER_PROGRAM, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(TRIANGLE_SHADER_PROGRAM, 512, NULL, infoLog);
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errorThrow("Shader program linking failed: %s", infoLog);
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}
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// --- VAO/VBO Setup for Triangle ---
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GLfloat triangleVertices[] = {
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// Positions // Colors
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-0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // Red
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // Green
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0.0f, 0.5f, 0.0f, 0.0f, 1.0f // Blue
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};
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glGenVertexArrays(1, &TRIANGLE_VAO);
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glGenBuffers(1, &TRIANGLE_VBO);
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glBindVertexArray(TRIANGLE_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, TRIANGLE_VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
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// Attribute pointers
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glEnableVertexAttribArray(0); // position
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1); // color
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// Create back buffer.
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// renderBackBufferInit();
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@@ -200,12 +132,28 @@ errorret_t renderDraw(void) {
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glClearColor(0.392f, 0.584f, 0.929f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// --- Draw Triangle using VAO/VBO and shader ---
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glUseProgram(TRIANGLE_SHADER_PROGRAM);
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glBindVertexArray(TRIANGLE_VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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glUseProgram(0);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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// Stride is the size of one interleaved record.
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GLsizei stride = (GLsizei)sizeof(VertexCV);
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// Pointers into the interleaved struct
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glColorPointer (4, GL_UNSIGNED_BYTE, stride, (const GLvoid*)&tri[0].color[0]);
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glVertexPointer(3, GL_FLOAT, stride, (const GLvoid*)&tri[0].pos[0]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// Present the renderer (swap OpenGL buffers)
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SDL_GL_SwapWindow(RENDER_WINDOW);
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@@ -218,15 +166,6 @@ errorret_t renderDispose(void) {
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// renderSceneDispose();
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// renderBackBufferDispose();
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// Delete shader program and shaders
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if(TRIANGLE_SHADER_PROGRAM) glDeleteProgram(TRIANGLE_SHADER_PROGRAM);
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if(TRIANGLE_VERTEX_SHADER) glDeleteShader(TRIANGLE_VERTEX_SHADER);
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if(TRIANGLE_FRAGMENT_SHADER) glDeleteShader(TRIANGLE_FRAGMENT_SHADER);
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// Delete VAO and VBO
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if(TRIANGLE_VBO) glDeleteBuffers(1, &TRIANGLE_VBO);
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if(TRIANGLE_VAO) glDeleteVertexArrays(1, &TRIANGLE_VAO);
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// Destroy OpenGL context
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SDL_GL_DeleteContext(RENDER_GL_CONTEXT);
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SDL_DestroyWindow(RENDER_WINDOW);
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