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93 changed files with 1151 additions and 337 deletions

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@@ -106,7 +106,7 @@ jobs:
- name: Copy output files. - name: Copy output files.
run: | run: |
mkdir -p ./git-artifcats/Dusk/apps/Dusk mkdir -p ./git-artifcats/Dusk/apps/Dusk
cp build-wii/Dusk.dol ./git-artifcats/Dusk/apps/Dusk/Dusk.dol cp build-wii/Dusk.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
cp build-wii/dusk.dsk ./git-artifcats/Dusk/apps/Dusk/dusk.dsk cp build-wii/dusk.dsk ./git-artifcats/Dusk/apps/Dusk/dusk.dsk
cp docker/dolphin/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml cp docker/dolphin/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
- name: Upload Wii binary - name: Upload Wii binary

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@@ -70,6 +70,7 @@ elseif LINUX then
inputBind("mouse_x", INPUT_ACTION_POINTERX) inputBind("mouse_x", INPUT_ACTION_POINTERX)
inputBind("mouse_y", INPUT_ACTION_POINTERY) inputBind("mouse_y", INPUT_ACTION_POINTERY)
end end
else else
print("Unknown platform, no default input bindings set.") print("Unknown platform, no default input bindings set.")
end end

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@@ -9,6 +9,7 @@ module('text')
module('tileset') module('tileset')
module('texture') module('texture')
module('input') module('input')
module('shader')
CELL_STATE_DEFAULT = 0 CELL_STATE_DEFAULT = 0
CELL_STATE_HOVER = 1 CELL_STATE_HOVER = 1
@@ -62,7 +63,7 @@ function cellDraw(x, y, type)
slice = cellSliceDisabled slice = cellSliceDisabled
end end
spriteBatchPush(textureCell, spriteBatchPush(
x, y, x, y,
x + tilesetCell.tileWidth, y + tilesetCell.tileHeight, x + tilesetCell.tileWidth, y + tilesetCell.tileHeight,
colorWhite(), colorWhite(),
@@ -182,18 +183,28 @@ function sceneUpdate()
y = y + inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN) y = y + inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN)
end end
function sceneRender() function sceneRender()
-- Update camera -- Update camera
cameraPushMatrix(camera) camera.bottom = 0
camera.bottom = screenGetHeight() camera.top = screenGetHeight()
camera.right = screenGetWidth() camera.right = screenGetWidth()
shaderBind(SHADER_UNLIT)
proj = cameraGetProjectionMatrix(camera)
shaderSetMatrix(SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj)
view = cameraGetViewMatrix(camera)
shaderSetMatrix(SHADER_UNLIT, SHADER_UNLIT_VIEW, view)
shaderSetTexture(SHADER_UNLIT, SHADER_UNLIT_TEXTURE, nil)
spriteBatchPush( spriteBatchPush(
nil, x, y,
x, y, x + 32, y + 32, x + 32, y + 32,
colorWhite() colorWhite()
) )
spriteBatchFlush()
textDraw(10, 10, "Hello World\nHow are you?", colorRed())
spriteBatchFlush()
-- Update mouse position -- Update mouse position
-- if INPUT_POINTER then -- if INPUT_POINTER then
@@ -250,7 +261,4 @@ function sceneRender()
-- ) -- )
-- end -- end
-- end -- end
spriteBatchFlush()
cameraPopMatrix()
end end

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assets/ui/minogram.dtx Normal file

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41
editor/.gitignore vendored Normal file
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@@ -0,0 +1,41 @@
# See https://help.github.com/articles/ignoring-files/ for more about ignoring files.
# dependencies
/node_modules
/.pnp
.pnp.*
.yarn/*
!.yarn/patches
!.yarn/plugins
!.yarn/releases
!.yarn/versions
# testing
/coverage
# next.js
/.next/
/out/
# production
/build
# misc
.DS_Store
*.pem
# debug
npm-debug.log*
yarn-debug.log*
yarn-error.log*
.pnpm-debug.log*
# env files (can opt-in for committing if needed)
.env*
# vercel
.vercel
# typescript
*.tsbuildinfo
next-env.d.ts

8
editor/next.config.ts Normal file
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@@ -0,0 +1,8 @@
import type { NextConfig } from "next";
const nextConfig: NextConfig = {
/* config options here */
reactCompiler: true,
};
export default nextConfig;

23
editor/package.json Normal file
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@@ -0,0 +1,23 @@
{
"name": "dusk-editor",
"version": "0.1.0",
"private": true,
"scripts": {
"start:dev": "next dev",
"build:prod": "next build",
"start:prod": "next start"
},
"dependencies": {
"next": "16.2.1",
"react": "19.2.4",
"react-dom": "19.2.4",
"sass": "^1.98.0"
},
"devDependencies": {
"@types/node": "^20",
"@types/react": "^19",
"@types/react-dom": "^19",
"babel-plugin-react-compiler": "1.0.0",
"typescript": "^5"
}
}

23
editor/src/app/layout.tsx Normal file
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@@ -0,0 +1,23 @@
import type { Metadata } from "next";
import "@/styles/styles.scss";
import Navbar from "@/components/Navbar/Navbar";
export const metadata: Metadata = {
title: "Dusk Editor",
description: "Editor for the Dusk Game Engine",
};
export default function RootLayout({
children,
}: Readonly<{
children: React.ReactNode;
}>) {
return (
<html lang="en">
<body>
<Navbar />
{children}
</body>
</html>
);
}

9
editor/src/app/page.tsx Normal file
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@@ -0,0 +1,9 @@
import Link from "next/link";
export default function Home() {
return (
<div>
<Link href="/texture-creator">Go to Texture Creator</Link>
</div>
);
}

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@@ -0,0 +1,17 @@
'use client';
import React, { createContext, useContext, useState } from "react";
type TexturePageContextType = {
};
const TexturePageContext = createContext<TexturePageContextType | undefined>(undefined);
const TextureCreatorPage: React.FC<{ children: React.ReactNode }> = (props) => {
return (
<TexturePageContext.Provider value={{ }}>
<Typography</Typography>
</TexturePageContext.Provider>
);
}
export default TextureCreatorPage;

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@@ -0,0 +1,12 @@
import React from 'react';
import * as styles from './Navbar.module.scss';
const Navbar:React.FC<{}> = (props) => {
return (
<nav className={styles.navbar}>
navbar
</nav>
);
}
export default Navbar;

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@@ -0,0 +1,14 @@
const Typography:React.FC<{
element?:string|React.JSXElementConstructor<any>;
}> = (props) => {
const Element = props.element || 'p';
return (
<Element>
{props.children}
</Element>
)
};
export default Typography;

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@@ -0,0 +1,17 @@
import React, { createContext, useContext, useState } from "react";
type TextureContextType = {
};
const TextureContext = createContext<TextureContextType | undefined>(undefined);
const TextureCreator: React.FC<{ children: React.ReactNode }> = (props) => {
return (
<TextureContext.Provider value={{ }}>
{props.children}
</TextureContext.Provider>
);
}
export default TextureCreator;

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@@ -0,0 +1,4 @@
a {
color: inherit;
text-decoration: none;
}

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@@ -0,0 +1,3 @@
* {
box-sizing: border-box;
}

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@@ -0,0 +1,8 @@
body {
margin: 0;
padding: 0;
max-width: 100vw;
overflow-x: hidden;
font-size: 16px;
font-family: Arial, Helvetica, sans-serif;
}

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@@ -0,0 +1,6 @@
html {
margin: 0;
padding: 0;
max-width: 100vw;
overflow-x: hidden;
}

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@@ -0,0 +1,3 @@
:root {
}

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@@ -0,0 +1,12 @@
// Elements
@use './elements/root.scss';
@use './elements/all.scss';
@use './elements/a.scss';
@use './elements/html.scss';
@use './elements/body.scss';
// Objects
// Components
// Utilities

34
editor/tsconfig.json Normal file
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@@ -0,0 +1,34 @@
{
"compilerOptions": {
"target": "ES2017",
"lib": ["dom", "dom.iterable", "esnext"],
"allowJs": true,
"skipLibCheck": true,
"strict": true,
"noEmit": true,
"esModuleInterop": true,
"module": "esnext",
"moduleResolution": "bundler",
"resolveJsonModule": true,
"isolatedModules": true,
"jsx": "react-jsx",
"incremental": true,
"plugins": [
{
"name": "next"
}
],
"paths": {
"@/*": ["./src/*"]
}
},
"include": [
"next-env.d.ts",
"**/*.ts",
"**/*.tsx",
".next/types/**/*.ts",
".next/dev/types/**/*.ts",
"**/*.mts"
],
"exclude": ["node_modules"]
}

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

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@@ -40,9 +40,6 @@ target_sources(${DUSK_BINARY_TARGET_NAME}
main.c main.c
) )
# Defs
dusk_env_to_h(duskdefs.env duskdefs.h)
# Subdirs # Subdirs
add_subdirectory(assert) add_subdirectory(assert)
add_subdirectory(asset) add_subdirectory(asset)
@@ -52,12 +49,9 @@ add_subdirectory(engine)
add_subdirectory(error) add_subdirectory(error)
add_subdirectory(event) add_subdirectory(event)
add_subdirectory(input) add_subdirectory(input)
add_subdirectory(item)
add_subdirectory(locale) add_subdirectory(locale)
add_subdirectory(map)
add_subdirectory(scene) add_subdirectory(scene)
add_subdirectory(script) add_subdirectory(script)
add_subdirectory(story)
add_subdirectory(time) add_subdirectory(time)
add_subdirectory(ui) add_subdirectory(ui)
add_subdirectory(util) add_subdirectory(util)

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@@ -19,12 +19,9 @@ typedef enum {
ASSET_TYPE_NULL, ASSET_TYPE_NULL,
ASSET_TYPE_TEXTURE, ASSET_TYPE_TEXTURE,
// ASSET_TYPE_PALETTE,
ASSET_TYPE_TILESET, ASSET_TYPE_TILESET,
ASSET_TYPE_LANGUAGE, ASSET_TYPE_LANGUAGE,
ASSET_TYPE_SCRIPT, ASSET_TYPE_SCRIPT,
ASSET_TYPE_MAP,
ASSET_TYPE_MAP_CHUNK,
ASSET_TYPE_COUNT, ASSET_TYPE_COUNT,
} assettype_t; } assettype_t;
@@ -60,21 +57,14 @@ static const assettypedef_t ASSET_TYPE_DEFINITIONS[ASSET_TYPE_COUNT] = {
}, },
[ASSET_TYPE_TEXTURE] = { [ASSET_TYPE_TEXTURE] = {
.extension = "dpt", .extension = "DTX",
.loadStrategy = ASSET_LOAD_STRAT_ENTIRE, .loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
.dataSize = sizeof(assettexture_t), .dataSize = sizeof(assettexture_t),
.entire = assetTextureLoad .entire = assetTextureLoad
}, },
// [ASSET_TYPE_PALETTE] = {
// .extension = "dpf",
// .loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
// .dataSize = sizeof(palette_t),
// .entire = assetPaletteLoad
// },
[ASSET_TYPE_TILESET] = { [ASSET_TYPE_TILESET] = {
.extension = "dtf", .extension = "DTF",
.loadStrategy = ASSET_LOAD_STRAT_ENTIRE, .loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
.dataSize = sizeof(assettileset_t), .dataSize = sizeof(assettileset_t),
.entire = assetTilesetLoad .entire = assetTilesetLoad
@@ -91,16 +81,4 @@ static const assettypedef_t ASSET_TYPE_DEFINITIONS[ASSET_TYPE_COUNT] = {
.loadStrategy = ASSET_LOAD_STRAT_CUSTOM, .loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
.custom = assetScriptHandler .custom = assetScriptHandler
}, },
// [ASSET_TYPE_MAP] = {
// .extension = "DMF",
// .loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
// .custom = assetMapHandler
// },
// [ASSET_TYPE_MAP_CHUNK] = {
// .extension = "DMC",
// .loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
// .custom = assetMapChunkHandler
// },
}; };

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@@ -12,50 +12,67 @@
#include "util/endian.h" #include "util/endian.h"
errorret_t assetTextureLoad(assetentire_t entire) { errorret_t assetTextureLoad(assetentire_t entire) {
// assertNotNull(entire.data, "Data pointer cannot be NULL."); assertNotNull(entire.data, "Data pointer cannot be NULL.");
// assertNotNull(entire.output, "Output pointer cannot be NULL."); assertNotNull(entire.output, "Output pointer cannot be NULL.");
// assettexture_t *assetData = (assettexture_t *)entire.data; assettexture_t *assetData = (assettexture_t *)entire.data;
// texture_t *texture = (texture_t *)entire.output; texture_t *texture = (texture_t *)entire.output;
// // Read header and version (first 4 bytes) // Read header and version (first 4 bytes)
// if( if(
// assetData->header[0] != 'D' || assetData->header[0] != 'D' ||
// assetData->header[1] != 'P' || assetData->header[1] != 'T' ||
// assetData->header[2] != 'T' assetData->header[2] != 'X'
// ) { ) {
// errorThrow("Invalid texture header"); errorThrow("Invalid texture header");
// } }
// // Version (can only be 1 atm) // Version (can only be 1 atm)
// if(assetData->version != 0x01) { if(assetData->version != 0x01) {
// errorThrow("Unsupported texture version"); errorThrow("Unsupported texture version");
// } }
// // Fix endian // Fix endian
// assetData->width = endianLittleToHost32(assetData->width); assetData->width = endianLittleToHost32(assetData->width);
// assetData->height = endianLittleToHost32(assetData->height); assetData->height = endianLittleToHost32(assetData->height);
// // Check dimensions. // Check dimensions.
// if( if(
// assetData->width == 0 || assetData->width > ASSET_TEXTURE_WIDTH_MAX || assetData->width == 0 || assetData->width > ASSET_TEXTURE_WIDTH_MAX ||
// assetData->height == 0 || assetData->height > ASSET_TEXTURE_HEIGHT_MAX assetData->height == 0 || assetData->height > ASSET_TEXTURE_HEIGHT_MAX
// ) { ) {
// errorThrow("Invalid texture dimensions"); errorThrow("Invalid texture dimensions");
// } }
// textureInit(
// texture,
// assetData->width,
// assetData->height,
// TEXTURE_FORMAT_PALETTE,
// (texturedata_t){
// .paletted = {
// .indices = NULL,
// .palette = NULL
// }
// }
// );
// errorOk(); // Validate format
textureformat_t format;
texturedata_t data;
switch(assetData->type) {
case 0x00: // RGBA8888
format = TEXTURE_FORMAT_RGBA;
data.rgbaColors = (color_t *)assetData->data;
break;
// case 0x01:
// format = TEXTURE_FORMAT_RGB;
// break;
// case 0x02:
// format = TEXTURE_FORMAT_RGB565;
// break;
// case 0x03:
// format = TEXTURE_FORMAT_RGB5A3;
// break;
default:
errorThrow("Unsupported texture format");
}
errorChain(textureInit(
texture, assetData->width, assetData->height, format, data
));
errorOk();
} }

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@@ -7,6 +7,7 @@
#pragma once #pragma once
#include "error/error.h" #include "error/error.h"
#include "display/color.h"
#define ASSET_TEXTURE_WIDTH_MAX 2048 #define ASSET_TEXTURE_WIDTH_MAX 2048
#define ASSET_TEXTURE_HEIGHT_MAX 2048 #define ASSET_TEXTURE_HEIGHT_MAX 2048
@@ -20,9 +21,10 @@ typedef struct assetentire_s assetentire_t;
typedef struct { typedef struct {
char_t header[3]; char_t header[3];
uint8_t version; uint8_t version;
uint8_t type;
uint32_t width; uint32_t width;
uint32_t height; uint32_t height;
uint8_t palette[ASSET_TEXTURE_SIZE_MAX]; uint8_t data[ASSET_TEXTURE_SIZE_MAX * sizeof(color4b_t)];
} assettexture_t; } assettexture_t;
#pragma pack(pop) #pragma pack(pop)

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@@ -37,7 +37,7 @@ void cameraInitOrthographic(camera_t *camera) {
camera->orthographic.right = SCREEN.width; camera->orthographic.right = SCREEN.width;
camera->orthographic.top = 0.0f; camera->orthographic.top = 0.0f;
camera->orthographic.bottom = SCREEN.height; camera->orthographic.bottom = SCREEN.height;
camera->nearClip = -1.0f; camera->nearClip = 0.1f;
camera->farClip = 1.0f; camera->farClip = 1.0f;
camera->viewType = CAMERA_VIEW_TYPE_2D; camera->viewType = CAMERA_VIEW_TYPE_2D;
@@ -84,7 +84,7 @@ void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
assertNotNull(dest, "Destination matrix must not be null"); assertNotNull(dest, "Destination matrix must not be null");
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) { if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
glm_mat4_copy(camera->view, dest); glm_mat4_ucopy(camera->view, dest);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) { } else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
glm_mat4_identity(dest); glm_mat4_identity(dest);
glm_lookat( glm_lookat(

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@@ -20,11 +20,27 @@
#include "display/shader/shaderunlit.h" #include "display/shader/shaderunlit.h"
#include "time/time.h" #include "time/time.h"
display_t DISPLAY = { 0 }; #include "script/module/display/moduleshader.h"
texture_t PALETTE_TEXTURE; display_t DISPLAY = { 0 };
texture_t UNCOMPRESSED_TEXTURE; mesh_t mesh;
texture_t COMPRESSED_TEXTURE; meshvertex_t vertices[3] = {
{
.color = { 255, 0, 0, 255 },
.uv = { 0.0f, 0.0f },
.pos = { 0.0f, 0.5f, 0.0f }
},
{
.color = { 0, 255, 0, 255 },
.uv = { 0.5f, 1.0f },
.pos = { -0.5f, -0.5f, 0.0f }
},
{
.color = { 0, 0, 255, 255 },
.uv = { 1.0f, 0.0f },
.pos = { 0.5f, -0.5f, 0.0f }
}
};
errorret_t displayInit(void) { errorret_t displayInit(void) {
memoryZero(&DISPLAY, sizeof(DISPLAY)); memoryZero(&DISPLAY, sizeof(DISPLAY));
@@ -32,64 +48,27 @@ errorret_t displayInit(void) {
#ifdef displayPlatformInit #ifdef displayPlatformInit
errorChain(displayPlatformInit()); errorChain(displayPlatformInit());
#endif #endif
errorChain(shaderInit(&SHADER_UNLIT, &SHADER_UNLIT_DEFINITION));
errorChain(quadInit()); errorChain(quadInit());
errorChain(frameBufferInitBackBuffer()); errorChain(frameBufferInitBackBuffer());
errorChain(spriteBatchInit()); errorChain(spriteBatchInit());
errorChain(textInit()); errorChain(textInit());
errorChain(screenInit()); errorChain(screenInit());
// PALETTES[0].colors[0] = COLOR_RED; // Setup initial shader with default values
// PALETTES[0].colors[1] = COLOR_GREEN; errorChain(shaderInit(&SHADER_UNLIT, &SHADER_UNLIT_DEFINITION));
// PALETTES[0].colors[2] = COLOR_BLUE; camera_t cam;
// PALETTES[0].colors[3] = COLOR_WHITE; cameraInit(&cam);
// PALETTES[0].colors[4] = COLOR_MAGENTA; mat4 mat;
// PALETTES[0].colors[5] = COLOR_CYAN; cameraGetProjectionMatrix(&cam, mat);
// PALETTES[0].colors[6] = COLOR_YELLOW; errorChain(shaderBind(&SHADER_UNLIT));
// PALETTES[0].colors[7] = COLOR_BLACK; errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, mat));
// PALETTES[0].count = 8; cameraGetViewMatrix(&cam, mat);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, mat));
glm_mat4_identity(mat);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, mat));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
// uint8_t indices[64] = { errorChain(meshInit(&mesh, MESH_PRIMITIVE_TYPE_TRIANGLES, 3, vertices));
// 0,0,0,0,0,0,0,0,
// 1,1,1,1,1,1,1,1,
// 2,2,2,2,2,2,2,2,
// 3,3,3,3,3,3,3,3,
// 4,4,4,4,4,4,4,4,
// 5,5,5,5,5,5,5,5,
// 6,6,6,6,6,6,6,6,
// 7,7,7,7,7,7,7,7
// };
// errorChain(textureInit(
// &PALETTE_TEXTURE,
// 8, 8,
// TEXTURE_FORMAT_PALETTE,
// (texturedata_t){
// .paletted = {
// .indices = indices,
// .palette = &PALETTES[0]
// }
// }
// ));
errorChain(textureInit(
&UNCOMPRESSED_TEXTURE,
8, 8,
TEXTURE_FORMAT_RGBA,
(texturedata_t){
.rgbaColors = (color_t[]){
COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK,
COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED,
COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN,
COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE,
COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE,
COLOR_CYAN, COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA,
COLOR_YELLOW, COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN,
COLOR_BLACK, COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_WHITE, COLOR_MAGENTA, COLOR_CYAN, COLOR_YELLOW
}
}
));
errorOk(); errorOk();
} }
@@ -110,38 +89,7 @@ errorret_t displayUpdate(void) {
SCREEN.background SCREEN.background
); );
camera_t camera; errorChain(sceneRender());
// cameraInitOrthographic(&camera);
// camera.orthographic.left = 0.0f;
// camera.orthographic.right = SCREEN.width;
// camera.orthographic.top = SCREEN.height;
// camera.orthographic.bottom = 0.0f;
cameraInitPerspective(&camera);
camera.lookat.position[0] = 3.0f;
camera.lookat.position[1] = 3.0f;
camera.lookat.position[2] = 3.0f;
mat4 proj, view, model;
cameraGetProjectionMatrix(&camera, proj);
cameraGetViewMatrix(&camera, view);
glm_mat4_identity(model);
errorChain(shaderBind(&SHADER_UNLIT));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
// errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, &PALETTE_TEXTURE));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, &UNCOMPRESSED_TEXTURE));
errorChain(spriteBatchPush(
0.0f, 0.0f,
1.0f, 1.0f,
COLOR_WHITE,
0.0f, 0.0f,
1.0f, 1.0f
));
errorChain(spriteBatchFlush());
// errorCatch(errorPrint(sceneRender()));
// Render UI // Render UI
// uiRender(); // uiRender();

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

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

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

View File

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

View File

@@ -35,14 +35,13 @@ errorret_t spriteBatchPush(
const float_t u1, const float_t u1,
const float_t v1 const float_t v1
) { ) {
errorChain(spriteBatchPush3D( return spriteBatchPush3D(
(vec3){ minX, minY, 0 }, (vec3){ minX, minY, 0 },
(vec3){ maxX, maxY, 0 }, (vec3){ maxX, maxY, 0 },
color, color,
(vec2){ u0, v0 }, (vec2){ u0, v0 },
(vec2){ u1, v1 } (vec2){ u1, v1 }
)); );
errorOk();
} }
errorret_t spriteBatchPush3D( errorret_t spriteBatchPush3D(
@@ -53,11 +52,14 @@ errorret_t spriteBatchPush3D(
const vec2 uv1 const vec2 uv1
) { ) {
// Need to flush? // Need to flush?
if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX) { if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX_PER_FLUSH) {
errorChain(spriteBatchFlush()); errorChain(spriteBatchFlush());
} }
size_t vertexOffset = SPRITEBATCH.spriteCount * QUAD_VERTEX_COUNT; size_t vertexOffset = (
SPRITEBATCH.spriteCount +
(SPRITEBATCH.spriteFlush * SPRITEBATCH_SPRITES_MAX_PER_FLUSH)
) * QUAD_VERTEX_COUNT;
quadBuffer3D( quadBuffer3D(
&SPRITEBATCH_VERTICES[vertexOffset], &SPRITEBATCH_VERTICES[vertexOffset],
min, max, color, uv0, uv1 min, max, color, uv0, uv1
@@ -68,6 +70,7 @@ errorret_t spriteBatchPush3D(
void spriteBatchClear() { void spriteBatchClear() {
SPRITEBATCH.spriteCount = 0; SPRITEBATCH.spriteCount = 0;
SPRITEBATCH.spriteFlush = 0;
} }
errorret_t spriteBatchFlush() { errorret_t spriteBatchFlush() {
@@ -76,9 +79,19 @@ errorret_t spriteBatchFlush() {
} }
size_t vertexCount = QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount; size_t vertexCount = QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount;
errorChain(meshFlush(&SPRITEBATCH.mesh, 0, vertexCount)); size_t vertexOffset = (
errorChain(meshDraw(&SPRITEBATCH.mesh, 0, vertexCount)); SPRITEBATCH.spriteFlush * SPRITEBATCH_SPRITES_MAX_PER_FLUSH *
spriteBatchClear(); QUAD_VERTEX_COUNT
);
errorChain(meshFlush(&SPRITEBATCH.mesh, vertexOffset, vertexCount));
errorChain(meshDraw(&SPRITEBATCH.mesh, vertexOffset, vertexCount));
SPRITEBATCH.spriteFlush++;
if(SPRITEBATCH.spriteFlush >= SPRITEBATCH_FLUSH_COUNT) {
SPRITEBATCH.spriteFlush = 0;
}
SPRITEBATCH.spriteCount = 0;
errorOk(); errorOk();
} }

View File

@@ -8,12 +8,17 @@
#pragma once #pragma once
#include "display/mesh/quad.h" #include "display/mesh/quad.h"
#define SPRITEBATCH_SPRITES_MAX 16 #define SPRITEBATCH_SPRITES_MAX 32
#define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT) #define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT)
#define SPRITEBATCH_FLUSH_COUNT 4
#define SPRITEBATCH_SPRITES_MAX_PER_FLUSH (\
SPRITEBATCH_SPRITES_MAX / SPRITEBATCH_FLUSH_COUNT \
)
typedef struct { typedef struct {
mesh_t mesh; mesh_t mesh;
int32_t spriteCount; int32_t spriteCount;
int32_t spriteFlush;
} spritebatch_t; } spritebatch_t;
// Have to define these seperately because of alignment in certain platforms. // Have to define these seperately because of alignment in certain platforms.

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@@ -11,17 +11,19 @@
#include "display/spritebatch/spritebatch.h" #include "display/spritebatch/spritebatch.h"
#include "asset/asset.h" #include "asset/asset.h"
#include "display/shader/shaderunlit.h"
texture_t DEFAULT_FONT_TEXTURE; texture_t DEFAULT_FONT_TEXTURE;
tileset_t DEFAULT_FONT_TILESET; tileset_t DEFAULT_FONT_TILESET;
errorret_t textInit(void) { errorret_t textInit(void) {
// errorChain(assetLoad("ui/minogram.dpt", &DEFAULT_FONT_TEXTURE)); errorChain(assetLoad("ui/minogram.dtx", &DEFAULT_FONT_TEXTURE));
// errorChain(assetLoad("ui/minogram.dtf", &DEFAULT_FONT_TILESET)); errorChain(assetLoad("ui/minogram.dtf", &DEFAULT_FONT_TILESET));
errorOk(); errorOk();
} }
errorret_t textDispose(void) { errorret_t textDispose(void) {
// errorChain(textureDispose(&DEFAULT_FONT_TEXTURE)); errorChain(textureDispose(&DEFAULT_FONT_TEXTURE));
errorOk(); errorOk();
} }
@@ -45,6 +47,7 @@ errorret_t textDrawChar(
vec4 uv; vec4 uv;
tilesetTileGetUV(tileset, tileIndex, uv); tilesetTileGetUV(tileset, tileIndex, uv);
errorChain(spriteBatchPush( errorChain(spriteBatchPush(
// texture, // texture,
x, y, x, y,
@@ -70,6 +73,8 @@ errorret_t textDraw(
float_t posX = x; float_t posX = x;
float_t posY = y; float_t posY = y;
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, texture));
char_t c; char_t c;
int32_t i = 0; int32_t i = 0;
while((c = text[i++]) != '\0') { while((c = text[i++]) != '\0') {

View File

@@ -1,45 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
ENTITY_DIR_SOUTH = 0
ENTITY_DIR_WEST = 1
ENTITY_DIR_EAST = 2
ENTITY_DIR_NORTH = 3
ENTITY_COUNT = 128
ENTITY_TYPE_NULL = 0
ENTITY_TYPE_PLAYER = 1
ENTITY_TYPE_NPC = 2
ENTITY_TYPE_COUNT = 3
CHUNK_WIDTH = 16
CHUNK_HEIGHT = 16
CHUNK_DEPTH = 4
# CHUNK_VERTEX_COUNT_MAX = QUAD_VERTEXES * CHUNK_WIDTH * CHUNK_HEIGHT * 4
CHUNK_VERTEX_COUNT_MAX=6144
CHUNK_MESH_COUNT_MAX = 14
CHUNK_ENTITY_COUNT_MAX = 8
TILE_WIDTH = 16.0
TILE_HEIGHT = 16.0
TILE_DEPTH = 16.0
TILE_SHAPE_NULL = 0
TILE_SHAPE_FLOOR = 1
TILE_SHAPE_RAMP_SOUTH = 2
TILE_SHAPE_RAMP_WEST = 3
TILE_SHAPE_RAMP_EAST = 4
TILE_SHAPE_RAMP_NORTH = 5
TILE_SHAPE_RAMP_SOUTHWEST = 6
TILE_SHAPE_RAMP_SOUTHEAST = 7
TILE_SHAPE_RAMP_NORTHWEST = 8
TILE_SHAPE_RAMP_NORTHEAST = 9
RPG_CAMERA_FOV = 70
RPG_CAMERA_PIXELS_PER_UNIT = 1.0
RPG_CAMERA_Z_OFFSET = 24.0
ASSET_LANG_CHUNK_CHAR_COUNT = 6144

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@@ -22,7 +22,7 @@ errorret_t sceneInit(void) {
errorret_t sceneUpdate(void) { errorret_t sceneUpdate(void) {
#ifdef DUSK_TIME_DYNAMIC #ifdef DUSK_TIME_DYNAMIC
if(!TIME.dynamicUpdate) { if(TIME.dynamicUpdate) {
errorOk(); errorOk();
} }
#endif #endif

View File

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

View File

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

View File

@@ -69,6 +69,16 @@ void moduleCamera(scriptcontext_t *context) {
// Methods // Methods
lua_register(context->luaState, "cameraCreate", moduleCameraCreate); lua_register(context->luaState, "cameraCreate", moduleCameraCreate);
lua_register(
context->luaState,
"cameraGetProjectionMatrix",
moduleCameraGetProjectionMatrix
);
lua_register(
context->luaState,
"cameraGetViewMatrix",
moduleCameraGetViewMatrix
);
} }
int moduleCameraCreate(lua_State *L) { int moduleCameraCreate(lua_State *L) {
@@ -116,7 +126,7 @@ int moduleCameraCreate(lua_State *L) {
return 1; return 1;
} }
int moduleCameraIndex(lua_State *l) { int moduleCameraIndex(lua_State *l) {
assertNotNull(l, "Lua state cannot be NULL."); assertNotNull(l, "Lua state cannot be NULL.");
const char_t *key = luaL_checkstring(l, 2); const char_t *key = luaL_checkstring(l, 2);
@@ -288,4 +298,36 @@ int moduleCameraNewIndex(lua_State *l) {
} }
return 0; return 0;
}
int moduleCameraGetProjectionMatrix(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL.");
camera_t *cam = (camera_t *)luaL_checkudata(L, 1, "camera_mt");
assertNotNull(cam, "Camera pointer cannot be NULL.");
// Create mat4
mat4 test;
cameraGetProjectionMatrix(cam, test);
// Lua needs to own this matrix now
mat4 *m = (mat4 *)lua_newuserdata(L, sizeof(mat4));
memoryCopy(m, test, sizeof(mat4));
return 1;
}
int moduleCameraGetViewMatrix(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL.");
camera_t *cam = (camera_t *)luaL_checkudata(L, 1, "camera_mt");
assertNotNull(cam, "Camera pointer cannot be NULL.");
// Create mat4
mat4 test;
cameraGetViewMatrix(cam, test);
// Lua needs to own this matrix now
mat4 *m = (mat4 *)lua_newuserdata(L, sizeof(mat4));
memoryCopy(m, test, sizeof(mat4));
return 1;
} }

View File

@@ -35,4 +35,20 @@ int moduleCameraIndex(lua_State *l);
* *
* @param l The Lua state. * @param l The Lua state.
*/ */
int moduleCameraNewIndex(lua_State *l); int moduleCameraNewIndex(lua_State *l);
/**
* Script binding for getting a camera's projection matrix.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleCameraGetProjectionMatrix(lua_State *L);
/**
* Script binding for getting a camera's view matrix.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleCameraGetViewMatrix(lua_State *L);

View File

@@ -0,0 +1,120 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "moduleshader.h"
#include "assert/assert.h"
#include "display/shader/shader.h"
#include "display/shader/shaderunlit.h"
#include "display/camera/camera.h"
void moduleShader(scriptcontext_t *context) {
assertNotNull(context, "Context cannot be NULL.");
// Shader unlit defs
lua_pushlightuserdata(context->luaState, &SHADER_UNLIT);
lua_setglobal(context->luaState, "SHADER_UNLIT");
lua_pushstring(context->luaState, SHADER_UNLIT_PROJECTION);
lua_setglobal(context->luaState, "SHADER_UNLIT_PROJECTION");
lua_pushstring(context->luaState, SHADER_UNLIT_VIEW);
lua_setglobal(context->luaState, "SHADER_UNLIT_VIEW");
lua_pushstring(context->luaState, SHADER_UNLIT_MODEL);
lua_setglobal(context->luaState, "SHADER_UNLIT_MODEL");
lua_pushstring(context->luaState, SHADER_UNLIT_TEXTURE);
lua_setglobal(context->luaState, "SHADER_UNLIT_TEXTURE");
// Shader methods
lua_register(context->luaState, "shaderBind", moduleShaderBind);
lua_register(context->luaState, "shaderSetMatrix", moduleShaderSetMatrix);
lua_register(context->luaState, "shaderSetTexture", moduleShaderSetTexture);
}
int moduleShaderBind(lua_State *l) {
assertNotNull(l, "Lua state cannot be NULL.");
// Should be passed a shader userdata pointer only.
shader_t *shader = (shader_t *)lua_touserdata(l, 1);
assertNotNull(shader, "Shader pointer cannot be NULL.");
errorret_t ret = shaderBind(shader);
if(ret.code != ERROR_OK) {
luaL_error(l, "Failed to bind shader: %s", ret.state->message);
errorCatch(errorPrint(ret));
return 0;
}
return 0;
}
int moduleShaderSetMatrix(lua_State *l) {
assertNotNull(l, "Lua state cannot be NULL.");
// Expect shader, string and matrix.
if(!lua_isuserdata(l, 1)) {
luaL_error(l, "First argument must be a shader_mt userdata.");
return 0;
}
if(!lua_isstring(l, 2)) {
luaL_error(l, "Second argument must be a string.");
return 0;
}
if(!lua_isuserdata(l, 3)) {
luaL_error(l, "Third argument must be a mat4_mt userdata.");
return 0;
}
shader_t *shader = (shader_t *)lua_touserdata(l, 1);
assertNotNull(shader, "Shader pointer cannot be NULL.");
const char_t *uniformName = luaL_checkstring(l, 2);
assertStrLenMin(uniformName, 1, "Uniform name cannot be empty.");
mat4 *mat = (mat4 *)lua_touserdata(l, 3);
assertNotNull(mat, "Matrix pointer cannot be NULL.");
errorret_t ret = shaderSetMatrix(shader, uniformName, *mat);
if(ret.code != ERROR_OK) {
luaL_error(l, "Failed to set shader matrix: %s", ret.state->message);
errorCatch(errorPrint(ret));
return 0;
}
return 0;
}
int moduleShaderSetTexture(lua_State *l) {
assertNotNull(l, "Lua state cannot be NULL.");
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.");
texture_t *texture;
// Texture can be Nil or a pointer, if not nil it must be a texture pointer.
if(lua_isnil(l, 3)) {
texture = NULL;
} else if(lua_isuserdata(l, 3)) {
texture = (texture_t *)lua_touserdata(l, 3);
assertNotNull(texture, "Texture pointer cannot be NULL.");
} else {
luaL_error(l, "Third argument must be a texture_mt userdata or nil.");
return 0;
}
errorret_t ret = shaderSetTexture(shader, uniformName, texture);
if(ret.code != ERROR_OK) {
luaL_error(l, "Failed to set shader texture: %s", ret.state->message);
errorCatch(errorPrint(ret));
return 0;
}
return 0;
}

View File

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

View File

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

View File

@@ -11,6 +11,10 @@
void cameraPushMatrixDolphin(camera_t *camera) { void cameraPushMatrixDolphin(camera_t *camera) {
assertNotNull(camera, "Camera cannot be null"); assertNotNull(camera, "Camera cannot be null");
assertTrue(
camera->nearClip > 0.0f,
"Camera near clip must be greater than 0 for Dolphin"
);
Mtx44 guProjection; Mtx44 guProjection;
Mtx guView; Mtx guView;

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@@ -77,7 +77,8 @@ errorret_t displayInitDolphin(void) {
// Setup cull modes // Setup cull modes
GX_SetCullMode(GX_CULL_NONE); GX_SetCullMode(GX_CULL_NONE);
GX_SetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE); GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR);
GX_SetZMode(GX_TRUE, GX_ALWAYS, GX_FALSE);
GX_SetDispCopyGamma(GX_GM_1_0); GX_SetDispCopyGamma(GX_GM_1_0);
GX_SetColorUpdate(GX_TRUE); GX_SetColorUpdate(GX_TRUE);

View File

@@ -60,6 +60,8 @@ errorret_t meshDrawDolphin(
GX_SetArray(GX_VA_CLR0, (void*)&mesh->vertices[vertexOffset].color.r, stride); GX_SetArray(GX_VA_CLR0, (void*)&mesh->vertices[vertexOffset].color.r, stride);
GX_SetArray(GX_VA_TEX0, (void*)&mesh->vertices[vertexOffset].uv[0], stride); GX_SetArray(GX_VA_TEX0, (void*)&mesh->vertices[vertexOffset].uv[0], stride);
GX_InvVtxCache();
GX_Begin(mesh->primitiveType, GX_VTXFMT0, (uint16_t)vertexCount); GX_Begin(mesh->primitiveType, GX_VTXFMT0, (uint16_t)vertexCount);
for(uint16_t i = 0; i < (uint16_t)vertexCount; ++i) { for(uint16_t i = 0; i < (uint16_t)vertexCount; ++i) {
GX_Position1x16(i); GX_Position1x16(i);

View File

@@ -12,7 +12,7 @@ typedef union texturedata_u texturedata_t;
typedef enum { typedef enum {
TEXTURE_FORMAT_RGBA = GX_TF_RGBA8, TEXTURE_FORMAT_RGBA = GX_TF_RGBA8,
// TEXTURE_FORMAT_PALETTE = GX_TF_CI8, TEXTURE_FORMAT_PALETTE = GX_TF_CI8,
// TEXTURE_FORMAT_RGB4A3 = GX_TF_RGB5A3, // TEXTURE_FORMAT_RGB4A3 = GX_TF_RGB5A3,
// TEXTURE_FORMAT_RGB5 = GX_TF_RGB565, // TEXTURE_FORMAT_RGB5 = GX_TF_RGB565,
} textureformatdolphin_t; } textureformatdolphin_t;

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@@ -59,7 +59,7 @@ void cameraPushMatrixGL(camera_t *camera) {
switch(camera->viewType) { switch(camera->viewType) {
case CAMERA_VIEW_TYPE_MATRIX: case CAMERA_VIEW_TYPE_MATRIX:
glm_mat4_copy(camera->view, view); glm_mat4_ucopy(camera->view, view);
break; break;
case CAMERA_VIEW_TYPE_LOOKAT: case CAMERA_VIEW_TYPE_LOOKAT:

View File

@@ -11,13 +11,6 @@ errorret_t displayOpenGLInit(void) {
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
errorChain(errorGLCheck()); errorChain(errorGLCheck());
#if DUSK_OPENGL_LEGACY
glDisable(GL_LIGHTING);// PSP defaults this on?
errorChain(errorGLCheck());
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
errorChain(errorGLCheck());
#endif
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
errorChain(errorGLCheck()); errorChain(errorGLCheck());
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
@@ -32,5 +25,12 @@ errorret_t displayOpenGLInit(void) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
errorChain(errorGLCheck()); errorChain(errorGLCheck());
#if DUSK_OPENGL_LEGACY
glDisable(GL_LIGHTING);// PSP defaults this on?
errorChain(errorGLCheck());
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
errorChain(errorGLCheck());
#endif
errorOk(); errorOk();
} }

View File

@@ -113,8 +113,10 @@ errorret_t meshFlushGL(
errorChain(errorGLCheck()); errorChain(errorGLCheck());
glBufferData( glBufferData(
GL_ARRAY_BUFFER, GL_ARRAY_BUFFER,
vertCount * sizeof(meshvertex_t), mesh->vertexCount * sizeof(meshvertex_t),
&mesh->vertices[vertOffset], mesh->vertices,
// vertCount * sizeof(meshvertex_t),
// &mesh->vertices[vertOffset],
GL_DYNAMIC_DRAW GL_DYNAMIC_DRAW
); );
errorChain(errorGLCheck()); errorChain(errorGLCheck());

View File

@@ -157,11 +157,10 @@ errorret_t shaderParamGetLocationGL(
#ifdef DUSK_OPENGL_LEGACY #ifdef DUSK_OPENGL_LEGACY
assertUnreachable("Cannot get uniform locations on legacy opengl."); assertUnreachable("Cannot get uniform locations on legacy opengl.");
#else #else
shadergl_t *shaderGL = (shadergl_t *)shader; *location = glGetUniformLocation(shader->shaderProgramId, name);
*location = glGetUniformLocation(shaderGL->shaderProgramId, name); errorChain(errorGLCheck());
errorret_t err = errorGLCheck(); if(*location == -1) {
if(err.code != ERROR_OK) { errorThrow("Uniform '%s' not found in shader.", name);
errorChain(err);
} }
#endif #endif
@@ -174,25 +173,26 @@ errorret_t shaderSetMatrixGL(
mat4 mat mat4 mat
) { ) {
assertNotNull(shader, "Shader cannot be null"); assertNotNull(shader, "Shader cannot be null");
assertNotNull(mat, "Matrix data cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty"); assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertNotNull(mat, "Matrix data cannot be null");
#ifdef DUSK_OPENGL_LEGACY #ifdef DUSK_OPENGL_LEGACY
assertTrue( assertTrue(
SHADER_LEGACY.boundShader == shader, SHADER_LEGACY.boundShader == shader,
"Shader must be bound to set legacy matrices." "Shader must be bound to set legacy matrices."
); );
// Use unaligned copy to safely handle possibly unaligned input matrices
if(stringCompare(name, SHADER_UNLIT_PROJECTION) == 0) { if(stringCompare(name, SHADER_UNLIT_PROJECTION) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_PROJ; SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_PROJ;
glm_mat4_copy(mat, shader->proj); glm_mat4_ucopy(mat, shader->proj);
} else if(stringCompare(name, SHADER_UNLIT_VIEW) == 0) { } else if(stringCompare(name, SHADER_UNLIT_VIEW) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_VIEW; SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_VIEW;
glm_mat4_copy(mat, shader->view); glm_mat4_ucopy(mat, shader->view);
} else if(stringCompare(name, SHADER_UNLIT_MODEL) == 0) { } else if(stringCompare(name, SHADER_UNLIT_MODEL) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_MODEL; SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_MODEL;
glm_mat4_copy(mat, shader->model); glm_mat4_ucopy(mat, shader->model);
} else { } else {
assertUnreachable("Cannot use a custom matrix on legacy opengl."); assertUnreachable("Cannot use a custom matrix on legacy opengl.");
@@ -233,6 +233,8 @@ errorret_t shaderSetTextureGL(
errorChain(errorGLCheck()); errorChain(errorGLCheck());
glBindTexture(GL_TEXTURE_2D, texture->id); glBindTexture(GL_TEXTURE_2D, texture->id);
errorChain(errorGLCheck()); errorChain(errorGLCheck());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
errorChain(errorGLCheck());
#else #else
if(shader->setTexture == NULL) { if(shader->setTexture == NULL) {

View File

@@ -122,7 +122,7 @@
// Uniforms // Uniforms
"uniform sampler2D u_Texture;\n" "uniform sampler2D u_Texture;\n"
"uniform int u_TextureType;\n" "uniform int u_TextureType;\n"
"uniform vec4 u_Colors[256];\n"// For paletted textures. "uniform uint u_Colors[256];\n"// For paletted textures.
"uniform int u_ColorCount;\n" "uniform int u_ColorCount;\n"
// Fragment shader inputs // Fragment shader inputs
"in vec4 v_Color;\n" "in vec4 v_Color;\n"
@@ -140,8 +140,13 @@
" }\n" " }\n"
" if(u_TextureType == 2) {\n"// Paletted texture " if(u_TextureType == 2) {\n"// Paletted texture
" vec4 texColor = texture(u_Texture, v_TexCoord);\n" " vec4 texColor = texture(u_Texture, v_TexCoord);\n"
" int index = int(floor(texColor.r * 255.0));\n" " uint index = uint(floor(texColor.r * 255.0));\n"
" vec4 paletteColor = u_Colors[index];\n" " uint palColor = u_Colors[index];\n"
" float r = float((palColor >> 24) & 0xFFu) / 255.0;\n"
" float g = float((palColor >> 16) & 0xFFu) / 255.0;\n"
" float b = float((palColor >> 8) & 0xFFu) / 255.0;\n"
" float a = float((palColor >> 0) & 0xFFu) / 255.0;\n"
" vec4 paletteColor = vec4(r, g, b, a);\n"
" FragColor = paletteColor;\n" " FragColor = paletteColor;\n"
" return;\n" " return;\n"
" }\n" " }\n"

View File

@@ -77,10 +77,6 @@ errorret_t textureInitGL(
errorChain(errorGLCheck()); errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
errorChain(errorGLCheck()); errorChain(errorGLCheck());
#ifdef DUSK_OPENGL_LEGACY
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
#endif
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
errorChain(errorGLCheck()); errorChain(errorGLCheck());

View File

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

View File

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

View File

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

View File

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

View File

@@ -3,5 +3,4 @@
# This software is released under the MIT License. # This software is released under the MIT License.
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
add_subdirectory(run_python) add_subdirectory(run_python)
add_subdirectory(env_to_h)

View File

@@ -1,15 +0,0 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
function(dusk_env_to_h INPUT_PATH OUTPUT_NAME_RELATIVE)
set(DUSK_DEFS_TARGET_NAME "DUSK_DEFS_${OUTPUT_NAME_RELATIVE}")
dusk_run_python(
${DUSK_DEFS_TARGET_NAME}
tools.env_to_h
--env "${CMAKE_CURRENT_LIST_DIR}/${INPUT_PATH}"
--output ${DUSK_GENERATED_HEADERS_DIR}/${OUTPUT_NAME_RELATIVE}
)
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} ${DUSK_DEFS_TARGET_NAME})
endfunction()

View File

@@ -1,46 +0,0 @@
import argparse
import os
from dotenv import load_dotenv, dotenv_values
parser = argparse.ArgumentParser(description="Convert .env to .h defines")
parser.add_argument("--env", required=True, help="Path to .env file")
parser.add_argument("--output", required=True, help="Path to output .h file")
args = parser.parse_args()
# Load .env file
load_dotenv(dotenv_path=args.env)
fileDefs = dotenv_values(dotenv_path=args.env)
outHeader = ""
outHeader += "#include \"dusk.h\"\n\n"
for key, value in fileDefs.items():
# Determine type and print out appropriate C type define.
# Integer
try:
asInt = int(value)
outHeader += f"#define {key} {asInt}\n"
continue
except:
pass
# Float
try:
asFloat = float(value)
outHeader += f"#define {key} {asFloat}f\n"
continue
except:
pass
# Boolean
if value.lower() in ['true', 'false']:
asBool = '1' if value.lower() == 'true' else '0'
outHeader += f"#define {key} {asBool}\n"
continue
# String
outHeader += f'#define {key} "{value}"\n'
# Write to output file
with open(args.output, 'w') as outFile:
outFile.write(outHeader)

417
tools/texture-creator.html Normal file
View File

@@ -0,0 +1,417 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Dusk Tools / Texture Creator</title>
<style type="text/css">
* {
box-sizing: border-box;
}
body {
font-size: 16px;
}
canvas {
image-rendering: pixelated;
}
</style>
</head>
<body>
<h1>Dusk Texture Creator</h1>
<p>
Creates texture files. This will not create palletized textures, use the
palette-indexer.html tool for that. This will instead work for all other
kinds of textures.
</p>
<div>
<div>
<input type="file" data-file-input />
</div>
</div>
<div>
<h2>Settings</h2>
<div>
Texture Format:
<div>
<label>
RGBA
<input type="radio" name="texture-type" value="rgba" />
</label><br />
<label>
RGB
<input type="radio" name="texture-type" value="rgb" />
</label><br />
<label>
RGB565
<input type="radio" name="texture-type" value="rgb565" checked />
</label><br />
<label>
RGB5A3 (Dolphin Only)
<input type="radio" name="texture-type" value="rgb5a3" />
</label><br />
</div>
</div>
<div>
<label for="pad-power-of-two">
Pad to power of two
<input type="checkbox" id="pad-power-of-two" name="pad-power-of-two" checked />
</label>
</div>
</div>
<div>
<h2>Preview</h2>
<div>
<label>
Preview Scale:
<input type="number" value="2" data-preview-scale min="1" step="1" />
</label>
</div>
<div>
<label>
Preview Background:
<button data-page-bg-white>White</button>
<button data-page-bg-transparent>Black</button>
<button data-page-bg-checkerboard>Checkerboard</button>
<button data-page-bg-magenta>Magenta</button>
<button data-page-bg-blue>Blue</button>
<button data-page-bg-green>Green</button>
</label>
</div>
<div>
<canvas data-output-preview style="border:1px solid black;"></canvas>
</div>
<div>
<textarea data-output-information readonly rows="15" style="width: 500px;"></textarea>
</div>
<div>
<button data-download>Download Texture</button>
</div>
</div>
</body>
<script type="text/javascript">
const elFileInput = document.querySelector('[data-file-input]');
const elFileError = document.querySelector('[data-file-error]');
const elPreviewScale = document.querySelector('[data-preview-scale]');
const elOutputPreview = document.querySelector('[data-output-preview]');
const elOutputInformation = document.querySelector('[data-output-information]');
const elTextureType = document.querySelectorAll('input[name="texture-type"]');
const elPadPowerOfTwo = document.querySelector('#pad-power-of-two');
const btnDownload = document.querySelector('[data-download]');
const btnBackgroundWhite = document.querySelector('[data-page-bg-white]');
const btnBackgroundTransparent = document.querySelector('[data-page-bg-transparent]');
const btnBackgroundCheckerboard = document.querySelector('[data-page-bg-checkerboard]');
const btnBackgroundMagenta = document.querySelector('[data-page-bg-magenta]');
const btnBackgroundBlue = document.querySelector('[data-page-bg-blue]');
const btnBackgroundGreen = document.querySelector('[data-page-bg-green]');
let image;
let imageName;
let textureData;
let rawData;
let width, height, paddedWidth, paddedHeight;
// Methods
const nextPowerOfTwo = n => {
if(n <= 0) return 1;
return 2 ** Math.ceil(Math.log2(n));
}
const updatePreview = () => {
if(!image) return;
console.log('Updating preview with image:', image);
const scale = parseInt(elPreviewScale.value) || 1;
const padToPowerOfTwo = elPadPowerOfTwo.checked;
const textureType = Array.from(elTextureType).find(r => r.checked)?.value || 'rgba';
width = image.width;
height = image.height;
let scaledWidth = width * scale;
let scaledHeight = height * scale;
paddedWidth = padToPowerOfTwo ? nextPowerOfTwo(width) : width;
paddedHeight = padToPowerOfTwo ? nextPowerOfTwo(height) : height;
let paddedScaledWidth = paddedWidth * scale;
let paddedScaledHeight = paddedHeight * scale;
const tempCanvas = document.createElement('canvas');
tempCanvas.width = paddedWidth;
tempCanvas.height = paddedHeight;
const tempCtx = tempCanvas.getContext('2d');
tempCtx.imageSmoothingEnabled = false;
tempCtx.clearRect(0, 0, tempCanvas.width, tempCanvas.height);
tempCtx.drawImage(image, 0, 0, width, height);
const pixels = tempCtx.getImageData(0, 0, paddedWidth, paddedHeight);
let sizeBytes;
let strTextureType = Array.from(elTextureType).find(r => r.checked)?.value || 'rgba';
strTextureType = strTextureType.toLowerCase();
rawData = new Uint8Array(paddedWidth * paddedHeight * 4);
if(strTextureType === 'rgba') {
textureData = new Uint8Array(pixels.data.buffer);
rawData = new Uint8Array(pixels.data.buffer);
sizeBytes = paddedWidth * paddedHeight * 4;
} else if(strTextureType === 'rgb') {
sizeBytes = paddedWidth * paddedHeight * 3;
textureData = new Uint8Array(sizeBytes);
for(let i = 0, j = 0; i < textureData.length; i += 4, j += 3) {
textureData[j] = pixels.data[i]; // R
textureData[j + 1] = pixels.data[i + 1]; // G
textureData[j + 2] = pixels.data[i + 2]; // B
rawData[i] = pixels.data[i]; // R
rawData[i + 1] = pixels.data[i + 1]; // G
rawData[i + 2] = pixels.data[i + 2]; // B
rawData[i + 3] = 255;
}
} else if(strTextureType === 'rgb565') {
sizeBytes = paddedWidth * paddedHeight * 2;
textureData = new Uint8Array(sizeBytes);
let j = 0;
for (let i = 0; i < pixels.data.length; i += 4) {
const r = pixels.data[i];
const g = pixels.data[i + 1];
const b = pixels.data[i + 2];
const value =
((r & 0xf8) << 8) |
((g & 0xfc) << 3) |
(b >> 3);
textureData[j++] = (value >> 8) & 0xff; // high byte
textureData[j++] = value & 0xff; // low byte
}
// Now convert back to RGBA for preview
for(let i = 0, j = 0; i < textureData.length; i += 2, j += 4) {
const value = (textureData[i] << 8) | textureData[i + 1];
const r = (value >> 11) & 0x1f;
const g = (value >> 5) & 0x3f;
const b = value & 0x1f;
rawData[j] = (r << 3) | (r >> 2); // R
rawData[j + 1] = (g << 2) | (g >> 4); // G
rawData[j + 2] = (b << 3) | (b >> 2); // B
rawData[j + 3] = 255; // A
}
} else if(strTextureType === 'rgb5a3') {
sizeBytes = paddedWidth * paddedHeight * 2;
textureData = new Uint8Array(sizeBytes);
let j = 0;
for (let i = 0; i < pixels.data.length; i += 4) {
const r8 = pixels.data[i];
const g8 = pixels.data[i + 1];
const b8 = pixels.data[i + 2];
const a8 = pixels.data[i + 3];
let value;
// Opaque: 1RRRRRGGGGGBBBBB
if (a8 >= 224) {
const r5 = r8 >> 3;
const g5 = g8 >> 3;
const b5 = b8 >> 3;
value =
0x8000 |
(r5 << 10) |
(g5 << 5) |
b5;
} else {
// Transparent/translucent: 0AAARRRRGGGGBBBB
const a3 = a8 >> 5;
const r4 = r8 >> 4;
const g4 = g8 >> 4;
const b4 = b8 >> 4;
value =
(a3 << 12) |
(r4 << 8) |
(g4 << 4) |
b4;
}
textureData[j++] = (value >> 8) & 0xff; // high byte
textureData[j++] = value & 0xff; // low byte
}
// Convert back to RGBA for preview
for (let i = 0, j = 0; i < textureData.length; i += 2, j += 4) {
const value = (textureData[i] << 8) | textureData[i + 1];
if (value & 0x8000) {
// 1RRRRRGGGGGBBBBB
const r5 = (value >> 10) & 0x1f;
const g5 = (value >> 5) & 0x1f;
const b5 = value & 0x1f;
rawData[j] = (r5 << 3) | (r5 >> 2);
rawData[j + 1] = (g5 << 3) | (g5 >> 2);
rawData[j + 2] = (b5 << 3) | (b5 >> 2);
rawData[j + 3] = 255;
} else {
// 0AAARRRRGGGGBBBB
const a3 = (value >> 12) & 0x7;
const r4 = (value >> 8) & 0xf;
const g4 = (value >> 4) & 0xf;
const b4 = value & 0xf;
rawData[j] = (r4 << 4) | r4;
rawData[j + 1] = (g4 << 4) | g4;
rawData[j + 2] = (b4 << 4) | b4;
rawData[j + 3] = (a3 << 5) | (a3 << 2) | (a3 >> 1);
}
}
} else {
return alert('Unsupported texture type selected.');
}
// Write out pixels.
const imageData = new ImageData(new Uint8ClampedArray(rawData.buffer), paddedWidth, paddedHeight);
tempCanvas.width = paddedWidth;
tempCanvas.height = paddedHeight;
const tempCtx2 = tempCanvas.getContext('2d');
tempCtx2.imageSmoothingEnabled = false;
tempCtx2.putImageData(imageData, 0, 0);
elOutputPreview.width = paddedScaledWidth;
elOutputPreview.height = paddedScaledHeight;
const ctx = elOutputPreview.getContext('2d');
ctx.imageSmoothingEnabled = false;
ctx.clearRect(0, 0, elOutputPreview.width, elOutputPreview.height);
ctx.drawImage(tempCanvas, 0, 0, paddedScaledWidth, paddedScaledHeight);
// Output information
elOutputInformation.value = `Original Size: ${width}x${height}\n`;
elOutputInformation.value += `New Size: ${paddedWidth}x${paddedHeight}\n`;
elOutputInformation.value += `Texture Format: ${textureType}\n`;
elOutputInformation.value += `Size: ${sizeBytes} bytes / (${(sizeBytes / 1024).toFixed(2)} KB)\n`;
}
const onFile = async file => {
elFileInput.disabled = true;
console.log('Selected file:', file);
imageName = file.name;
// Load as image
const img = new Image();
img.onload = () => {
image = img;
elFileInput.disabled = false;
updatePreview();
};
img.onerror = () => {
alert('Failed to load image. Please select a valid image file.');
elFileInput.disabled = false;
};
img.src = URL.createObjectURL(file);
}
// Listeners
elFileInput.addEventListener('change', event => {
if(!event.target.files || event.target.files.length <= 0) {
return alert('No file selected.');
}
const file = event.target.files[0];
if(!file.type.startsWith('image/')) {
return alert('Selected file is not an image.');
}
onFile(file);
});
btnBackgroundWhite.addEventListener('click', () => {
document.body.style.background = 'white';
});
btnBackgroundTransparent.addEventListener('click', () => {
document.body.style.background = 'black';
});
btnBackgroundCheckerboard.addEventListener('click', () => {
document.body.style.background = 'repeating-conic-gradient(#ccc 0% 25%, #eee 0% 50%) 50% / 20px 20px';
});
btnBackgroundMagenta.addEventListener('click', () => {
document.body.style.background = 'magenta';
});
btnBackgroundBlue.addEventListener('click', () => {
document.body.style.background = 'blue';
});
btnBackgroundGreen.addEventListener('click', () => {
document.body.style.background = 'green';
});
elPreviewScale.addEventListener('input', () => {
updatePreview();
});
elPadPowerOfTwo.addEventListener('change', () => {
updatePreview();
});
elTextureType.forEach(radio => {
radio.addEventListener('change', () => {
updatePreview();
});
})
btnDownload.addEventListener('click', () => {
if(!image) {
return alert('Please select an image file before downloading.');
}
// DTX, then texture type, then width, then height, then raw data
const dtfHeader = new TextEncoder().encode('DTX');
const versionHeader = new Uint8Array([1]); // Version 1
let strTextureType = Array.from(elTextureType).find(r => r.checked)?.value || 'rgba';
strTextureType = strTextureType.toLowerCase();
let typeHeader;
if(strTextureType === 'rgba') {
typeHeader = new Uint8Array([0]);
} else if(strTextureType === 'rgb') {
typeHeader = new Uint8Array([1]);
} else if(strTextureType === 'rgb565') {
typeHeader = new Uint8Array([2]);
} else if(strTextureType === 'rgb5a3') {
typeHeader = new Uint8Array([3]);
} else {
return alert('Unsupported texture type selected.');
}
const widthBytes = new Uint32Array([ paddedWidth ]);
const heightBytes = new Uint32Array([ paddedHeight ]);
const blob = new Blob([dtfHeader, versionHeader, typeHeader, widthBytes, heightBytes, textureData], { type: 'application/octet-stream' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `${imageName.replace(/\.[^/.]+$/, "")}.dtx`;
a.click();
URL.revokeObjectURL(url);
});
btnBackgroundCheckerboard.click();
</script>
</html>

View File

@@ -151,23 +151,24 @@
const getValues = () => { const getValues = () => {
if(!pixels) return null; if(!pixels) return null;
const right = parseInt(elRight.value) || 0;
const bottom = parseInt(elBottom.value) || 0;
let tileWidth, tileHeight, columnCount, rowCount; let tileWidth, tileHeight, columnCount, rowCount;
if(elDefineBySize.checked) { if(elDefineBySize.checked) {
console.log('Defining by size'); console.log('Defining by size');
tileWidth = parseInt(elTileWidth.value) || 0; tileWidth = parseInt(elTileWidth.value) || 0;
tileHeight = parseInt(elTileHeight.value) || 0; tileHeight = parseInt(elTileHeight.value) || 0;
columnCount = Math.floor(imageWidth / tileWidth); columnCount = Math.floor((imageWidth - right) / tileWidth);
rowCount = Math.floor(imageHeight / tileHeight); rowCount = Math.floor((imageHeight - bottom) / tileHeight);
} else { } else {
console.log('Defining by count'); console.log('Defining by count');
columnCount = parseInt(elColumnCount.value) || 0; columnCount = parseInt(elColumnCount.value) || 0;
rowCount = parseInt(elRowCount.value) || 0; rowCount = parseInt(elRowCount.value) || 0;
tileWidth = Math.floor(imageWidth / columnCount); tileWidth = Math.floor((imageWidth - right) / columnCount);
tileHeight = Math.floor(imageHeight / rowCount); tileHeight = Math.floor((imageHeight - bottom) / rowCount);
} }
const right = parseInt(elRight.value) || 0;
const bottom = parseInt(elBottom.value) || 0;
const scale = parseInt(elScale.value) || 1; const scale = parseInt(elScale.value) || 1;
const scaledWidth = imageWidth * scale; const scaledWidth = imageWidth * scale;