PSP rendering

This commit is contained in:
2025-08-12 20:01:54 -05:00
parent 6eeb203110
commit f9affee522
2 changed files with 40 additions and 101 deletions

View File

@@ -10,8 +10,8 @@ set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
if(NOT DEFINED DUSK_TARGET_SYSTEM)
# set(DUSK_TARGET_SYSTEM "linux")
set(DUSK_TARGET_SYSTEM "psp")
set(DUSK_TARGET_SYSTEM "linux")
# set(DUSK_TARGET_SYSTEM "psp")
endif()
# Prep cache

View File

@@ -19,33 +19,20 @@ SDL_Renderer *RENDER_RENDERER;
SDL_GLContext RENDER_GL_CONTEXT;
bool_t RENDER_RUNNING;
// Add VAO and VBO handles
static GLuint TRIANGLE_VAO = 0;
static GLuint TRIANGLE_VBO = 0;
GLuint TRIANGLE_VAO = 0;
GLuint TRIANGLE_VBO = 0;
// Shader handles
static GLuint TRIANGLE_SHADER_PROGRAM = 0;
static GLuint TRIANGLE_VERTEX_SHADER = 0;
static GLuint TRIANGLE_FRAGMENT_SHADER = 0;
typedef struct {
GLubyte color[4]; // GL_COLOR_ARRAY: 4 x GL_UNSIGNED_BYTE (RGBA)
GLfloat pos[3]; // GL_VERTEX_ARRAY: 3 x GL_FLOAT (XYZ)
} VertexCV;
// Vertex and Fragment shader sources
static const char* TRIANGLE_VERTEX_SHADER_SRC =
"#version 130\n"
"in vec2 position;\n"
"in vec3 color;\n"
"out vec3 vColor;\n"
"void main() {\n"
" vColor = color;\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
"}\n";
static const char* TRIANGLE_FRAGMENT_SHADER_SRC =
"#version 130\n"
"in vec3 vColor;\n"
"out vec4 fragColor;\n"
"void main() {\n"
" fragColor = vec4(vColor, 1.0);\n"
"}\n";
// Interleaved in native order: COLOR -> VERTEX
static const VertexCV tri[3] = {
{{255, 0, 0, 255}, { -0.6f, -0.4f, 0.0f }}, // Red
{{ 0, 255, 0, 255}, { 0.6f, -0.4f, 0.0f }}, // Green
{{ 0, 0, 255, 255}, { 0.0f, 0.6f, 0.0f }} // Blue
};
errorret_t renderInit(void) {
// Init SDL
@@ -63,9 +50,9 @@ errorret_t renderInit(void) {
}
// Set OpenGL attributes (optional, adjust as needed)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Create window with OpenGL flag.
@@ -98,67 +85,12 @@ errorret_t renderInit(void) {
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);// PSP defaults this on?
glShadeModel(GL_SMOOTH);
// --- Compile and link shaders ---
GLint success;
char infoLog[512];
// Vertex shader
TRIANGLE_VERTEX_SHADER = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(TRIANGLE_VERTEX_SHADER, 1, &TRIANGLE_VERTEX_SHADER_SRC, NULL);
glCompileShader(TRIANGLE_VERTEX_SHADER);
glGetShaderiv(TRIANGLE_VERTEX_SHADER, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(TRIANGLE_VERTEX_SHADER, 512, NULL, infoLog);
errorThrow("Vertex shader compilation failed: %s", infoLog);
}
// Fragment shader
TRIANGLE_FRAGMENT_SHADER = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(TRIANGLE_FRAGMENT_SHADER, 1, &TRIANGLE_FRAGMENT_SHADER_SRC, NULL);
glCompileShader(TRIANGLE_FRAGMENT_SHADER);
glGetShaderiv(TRIANGLE_FRAGMENT_SHADER, GL_COMPILE_STATUS, &success);
if(!success) {
glGetShaderInfoLog(TRIANGLE_FRAGMENT_SHADER, 512, NULL, infoLog);
errorThrow("Fragment shader compilation failed: %s", infoLog);
}
// Shader program
TRIANGLE_SHADER_PROGRAM = glCreateProgram();
glAttachShader(TRIANGLE_SHADER_PROGRAM, TRIANGLE_VERTEX_SHADER);
glAttachShader(TRIANGLE_SHADER_PROGRAM, TRIANGLE_FRAGMENT_SHADER);
glBindAttribLocation(TRIANGLE_SHADER_PROGRAM, 0, "position");
glBindAttribLocation(TRIANGLE_SHADER_PROGRAM, 1, "color");
glLinkProgram(TRIANGLE_SHADER_PROGRAM);
glGetProgramiv(TRIANGLE_SHADER_PROGRAM, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(TRIANGLE_SHADER_PROGRAM, 512, NULL, infoLog);
errorThrow("Shader program linking failed: %s", infoLog);
}
// --- VAO/VBO Setup for Triangle ---
GLfloat triangleVertices[] = {
// Positions // Colors
-0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // Red
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // Green
0.0f, 0.5f, 0.0f, 0.0f, 1.0f // Blue
};
glGenVertexArrays(1, &TRIANGLE_VAO);
glGenBuffers(1, &TRIANGLE_VBO);
glBindVertexArray(TRIANGLE_VAO);
glBindBuffer(GL_ARRAY_BUFFER, TRIANGLE_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
// Attribute pointers
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1); // color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(2 * sizeof(GLfloat)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Create back buffer.
// renderBackBufferInit();
@@ -200,12 +132,28 @@ errorret_t renderDraw(void) {
glClearColor(0.392f, 0.584f, 0.929f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// --- Draw Triangle using VAO/VBO and shader ---
glUseProgram(TRIANGLE_SHADER_PROGRAM);
glBindVertexArray(TRIANGLE_VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glUseProgram(0);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
// Stride is the size of one interleaved record.
GLsizei stride = (GLsizei)sizeof(VertexCV);
// Pointers into the interleaved struct
glColorPointer (4, GL_UNSIGNED_BYTE, stride, (const GLvoid*)&tri[0].color[0]);
glVertexPointer(3, GL_FLOAT, stride, (const GLvoid*)&tri[0].pos[0]);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Present the renderer (swap OpenGL buffers)
SDL_GL_SwapWindow(RENDER_WINDOW);
@@ -218,15 +166,6 @@ errorret_t renderDispose(void) {
// renderSceneDispose();
// renderBackBufferDispose();
// Delete shader program and shaders
if(TRIANGLE_SHADER_PROGRAM) glDeleteProgram(TRIANGLE_SHADER_PROGRAM);
if(TRIANGLE_VERTEX_SHADER) glDeleteShader(TRIANGLE_VERTEX_SHADER);
if(TRIANGLE_FRAGMENT_SHADER) glDeleteShader(TRIANGLE_FRAGMENT_SHADER);
// Delete VAO and VBO
if(TRIANGLE_VBO) glDeleteBuffers(1, &TRIANGLE_VBO);
if(TRIANGLE_VAO) glDeleteVertexArrays(1, &TRIANGLE_VAO);
// Destroy OpenGL context
SDL_GL_DeleteContext(RENDER_GL_CONTEXT);
SDL_DestroyWindow(RENDER_WINDOW);