Compare commits
2 Commits
2916f53e65
...
3c908dc1ed
Author | SHA1 | Date | |
---|---|---|---|
3c908dc1ed | |||
217f00ff4c |
@@ -10,8 +10,8 @@ set(CMAKE_C_STANDARD_REQUIRED ON)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
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if(NOT DEFINED DUSK_TARGET_SYSTEM)
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# set(DUSK_TARGET_SYSTEM "linux")
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set(DUSK_TARGET_SYSTEM "psp")
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set(DUSK_TARGET_SYSTEM "linux")
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# set(DUSK_TARGET_SYSTEM "psp")
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endif()
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# Prep cache
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@@ -14,5 +14,7 @@ target_sources(${DUSK_TARGET_NAME}
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)
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# Subdirs
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add_subdirectory(camera)
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add_subdirectory(mesh)
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add_subdirectory(texture)
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add_subdirectory(texture)
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add_subdirectory(spritebatch)
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10
src/dusksdl2/display/camera/CMakeLists.txt
Normal file
10
src/dusksdl2/display/camera/CMakeLists.txt
Normal file
@@ -0,0 +1,10 @@
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# Copyright (c) 2025 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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camera.c
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)
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25
src/dusksdl2/display/camera/camera.c
Normal file
25
src/dusksdl2/display/camera/camera.c
Normal file
@@ -0,0 +1,25 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "camera.h"
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#include "display/render.h"
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void cameraUIPush(void) {
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// Push the UI camera matrix onto the stack.
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glPushMatrix();
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glLoadIdentity();
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glOrtho(
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0.0f, (float_t)RENDER_WIDTH,
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(float_t)RENDER_HEIGHT, 0.0f,
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-1.0f, 1.0f
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);
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}
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void cameraUIPop(void) {
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// Pop the UI camera matrix from the stack.
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glPopMatrix();
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}
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19
src/dusksdl2/display/camera/camera.h
Normal file
19
src/dusksdl2/display/camera/camera.h
Normal file
@@ -0,0 +1,19 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "dusksdl2.h"
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/**
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* Pushes the UI camera matrix onto the stack.
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*/
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void cameraUIPush(void);
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/**
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* Pops the UI camera matrix from the stack.
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*/
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void cameraUIPop(void);
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@@ -6,8 +6,6 @@
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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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mesh
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)
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# Subdirs
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# add_subdirectory(draw)
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mesh.c
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quad.c
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)
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@@ -18,6 +18,14 @@ typedef struct {
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GLenum primitiveType;
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} mesh_t;
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/**
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* Initializes a mesh.
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*
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* @param mesh The mesh to initialize.
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* @param primitiveType The OpenGL primitive type (e.g., GL_TRIANGLES).
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* @param vertexCount The number of vertices in the mesh.
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* @param vertices The vertex data for the mesh.
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*/
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void meshInit(
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mesh_t *mesh,
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const GLenum primitiveType,
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@@ -25,10 +33,22 @@ void meshInit(
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const meshvertex_t *vertices
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);
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/**
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* Draws a mesh.
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*
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* @param mesh The mesh to draw.
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* @param vertexOffset The offset in the vertex array to start drawing from.
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* @param vertexCount The number of vertices to draw. If -1, draws all vertices.
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*/
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void meshDraw(
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const mesh_t *mesh,
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const int32_t vertexOffset,
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const int32_t vertexCount
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);
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/**
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* Disposes a mesh.
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*
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* @param mesh The mesh to dispose.
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*/
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void meshDispose(mesh_t *mesh);
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61
src/dusksdl2/display/mesh/quad.c
Normal file
61
src/dusksdl2/display/mesh/quad.c
Normal file
@@ -0,0 +1,61 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "quad.h"
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#include "assert/assert.h"
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void quadBuffer(
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meshvertex_t *vertices,
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const float_t minX,
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const float_t minY,
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const float_t maxX,
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const float_t maxY,
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const uint8_t r,
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const uint8_t g,
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const uint8_t b,
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const uint8_t a,
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const float_t u0,
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const float_t v0,
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const float_t u1,
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const float_t v1
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) {
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assertNotNull(vertices, "Vertices cannot be NULL");
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// First triangle
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vertices[0] = (meshvertex_t) {
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{ r, g, b, a }, // Color
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{ u0, v0 }, // UV
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{ minX, minY, 0.0f } // Position
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};
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vertices[1] = (meshvertex_t) {
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{ r, g, b, a }, // Color
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{ u1, v0 }, // UV
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{ maxX, minY, 0.0f } // Position
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};
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vertices[2] = (meshvertex_t) {
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{ r, g, b, a }, // Color
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{ u1, v1 }, // UV
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{ maxX, maxY, 0.0f } // Position
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};
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// Second triangle
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vertices[3] = (meshvertex_t) {
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{ r, g, b, a }, // Color
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{ u0, v0 }, // UV
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{ minX, minY, 0.0f } // Position
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};
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vertices[4] = (meshvertex_t) {
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{ r, g, b, a }, // Color
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{ u1, v1 }, // UV
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{ maxX, maxY, 0.0f } // Position
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};
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vertices[5] = (meshvertex_t) {
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{ r, g, b, a }, // Color
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{ u0, v1 }, // UV
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{ minX, maxY, 0.0f } // Position
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};
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}
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44
src/dusksdl2/display/mesh/quad.h
Normal file
44
src/dusksdl2/display/mesh/quad.h
Normal file
@@ -0,0 +1,44 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "mesh.h"
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#define QUAD_VERTEX_COUNT 6
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/**
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* Buffers a quad into the provided vertex array.
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*
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* @param vertices The vertex array to buffer into.
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* @param minX The minimum X coordinate of the quad.
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* @param minY The minimum Y coordinate of the quad.
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* @param maxX The maximum X coordinate of the quad.
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* @param maxY The maximum Y coordinate of the quad.
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* @param r The red color component (0-255).
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* @param g The green color component (0-255).
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* @param b The blue color component (0-255).
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* @param a The alpha color component (0-255).
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* @param u0 The U texture coordinate for the first vertex.
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* @param v0 The V texture coordinate for the first vertex.
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* @param u1 The U texture coordinate for the second vertex.
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* @param v1 The V texture coordinate for the second vertex.
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*/
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void quadBuffer(
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meshvertex_t *vertices,
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const float_t minX,
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const float_t minY,
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const float_t maxX,
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const float_t maxY,
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const uint8_t r,
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const uint8_t g,
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const uint8_t b,
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const uint8_t a,
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const float_t u0,
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const float_t v0,
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const float_t u1,
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const float_t v1
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);
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@@ -13,37 +13,16 @@
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#include "console/console.h"
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#include "dusksdl2input.h"
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#include "renderscene.h"
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#include "display/spritebatch/spritebatch.h"
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#include "display/texture/texture.h"
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#include "display/mesh/mesh.h"
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#include "display/camera/camera.h"
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SDL_Window *RENDER_WINDOW;
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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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static texture_t TEST_TEXTURE;
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static mesh_t TRIANGLE_MESH;
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// Interleaved in native order: COORD -> COLOR -> VERTEX
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static const meshvertex_t tri[3] = {
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// Color then coord then vertex test
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{ { 0xFF, 0, 0, 0xFF }, { 0.0f, 0.0f }, { -0.6f, -0.4f, 0.0f } }, // Red
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{ { 0, 0xFF, 0, 0xFF }, { 1.0f, 0.0f }, { 0.6f, -0.4f, 0.0f } }, // Green
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{ { 0, 0, 0xFF, 0xFF }, { 1.0f, 1.0f }, { 0.0f, 0.6f, 0.0f } } // Blue
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};
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static const meshvertex_t quad[6] = {
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// First triangle
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 0.0f, 0.0f }, { -1.0f, -1.0f, 0.0f } }, // Red
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 1.0f, 0.0f }, { 1.0f, -1.0f, 0.0f } }, // Green
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 0.0f } }, // Blue
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// Second triangle
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 0.0f, 0.0f }, { -1.0f, -1.0f, 0.0f } }, // Red
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 0.0f } }, // Blue
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{ { 0xFF, 0xFF, 0xFF, 0xFF }, { 0.0f, 1.0f }, { -1.0f, 1.0f, 0.0f } } // Green
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};
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errorret_t renderInit(void) {
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// Init SDL
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uint32_t flags = SDL_INIT_VIDEO;
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@@ -90,36 +69,24 @@ errorret_t renderInit(void) {
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// Disable GL crap we don't need
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_LIGHTING);// PSP defaults this on?
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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meshInit(
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&TRIANGLE_MESH, GL_TRIANGLES, sizeof(quad) / sizeof(meshvertex_t), quad
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);
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glShadeModel(GL_SMOOTH); // Fixes color on PSP?
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// --- Create a simple 2x2 texture ---
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// To confirm: does this need to be done every frame?
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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static const uint8_t texData4x2[] = {
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// Row 0 (top/bottom depends on your convention):
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255, 0, 0, 255, // Red
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0, 255, 0, 255, // Green
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0, 255, 0, 255, // PAD: repeat Green
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0, 255, 0, 255, // PAD: repeat Green
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// Row 1:
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0, 0, 255, 255, // Blue
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255, 255, 255, 255, // White
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255, 255, 255, 255, // PAD: repeat White
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255, 255, 255, 255 // PAD: repeat White
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};
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textureInit(&TEST_TEXTURE, 4, 2, texData4x2);
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spriteBatchInit();
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// Create back buffer.
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// renderBackBufferInit();
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// Init other things
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// renderTextInit();
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renderTextInit();
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// renderSceneInit();
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// Mark ready.
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@@ -146,7 +113,6 @@ errorret_t renderDraw(void) {
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// Draw everything
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// renderSceneDraw();
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// renderConsoleDraw();
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// Unbind the backbuffer
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// renderBackBufferUnbind();
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@@ -154,25 +120,19 @@ 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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textureBind(&TEST_TEXTURE);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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cameraUIPush();
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renderConsoleDraw();
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spriteBatchFlush();
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cameraUIPop();
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meshDraw(&TRIANGLE_MESH, -1, -1);
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textureBind(NULL);
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// Present the renderer (swap OpenGL buffers)
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SDL_GL_SwapWindow(RENDER_WINDOW);
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errorOk();
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}
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errorret_t renderDispose(void) {
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meshDispose(&TRIANGLE_MESH);
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textureDispose(&TEST_TEXTURE);
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spriteBatchDispose();
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// renderTextDispose();
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// renderSceneDispose();
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|
@@ -22,7 +22,10 @@ void renderConsoleDraw(void) {
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i++;
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continue;
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}
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renderTextDraw(0, (CONSOLE_HISTORY_MAX - i - 1) * FONT_TILE_HEIGHT, line);
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renderTextDraw(
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0, (CONSOLE_HISTORY_MAX - i - 1) * FONT_TILE_HEIGHT, line,
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0xFF, 0xFF, 0xFF
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);
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i++;
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} while(i < CONSOLE_HISTORY_MAX);
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}
|
@@ -8,28 +8,31 @@
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#include "rendertext.h"
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#include "render.h"
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#include "assert/assert.h"
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#include "display/spritebatch/spritebatch.h"
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SDL_Texture* RENDER_TEXT_TEXTURE = NULL;
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texture_t RENDER_TEXT_TEXTURE;
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static mesh_t RENDER_TEXT_QUAD_MESH;
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void renderTextInit(void) {
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const int32_t cols = FONT_COLUMN_COUNT;
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const int32_t rows = (FONT_TILE_COUNT + cols - 1) / cols;
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const int32_t fontWidth = cols * FONT_TILE_WIDTH;
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const int32_t fontHeight = rows * FONT_TILE_HEIGHT;
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const int32_t inputFontWidth = cols * FONT_TILE_WIDTH;
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const int32_t inputFontHeight = rows * FONT_TILE_HEIGHT;
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|
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// RGBA8888 surface
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SDL_Surface* surface = SDL_CreateRGBSurfaceWithFormat(
|
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0,
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fontWidth,
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fontHeight,
|
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32,
|
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SDL_PIXELFORMAT_RGBA32
|
||||
);
|
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assertNotNull(surface, "Failed to create surface for text rendering");
|
||||
// Round up to nearest multiple of 4
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int32_t outputFontWidth = inputFontWidth;
|
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if(outputFontWidth % 4 != 0) {
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outputFontWidth += 4 - (outputFontWidth % 4);
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}
|
||||
|
||||
// Get the pixel format and pitch
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const int32_t pitch_px = surface->pitch / 4;
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uint32_t *pixels = (uint32_t *)surface->pixels;
|
||||
// Round up to nearest multiple of 2
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int32_t outputFontHeight = inputFontHeight;
|
||||
if(outputFontHeight % 2 != 0) {
|
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outputFontHeight += 2 - (outputFontHeight % 2);
|
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}
|
||||
|
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uint8_t pixels[outputFontWidth * outputFontHeight * sizeof(uint8_t) * 4];
|
||||
|
||||
// Buffer the pixels.
|
||||
for(int tileIndex = 0; tileIndex < FONT_TILE_COUNT; ++tileIndex) {
|
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@@ -39,61 +42,63 @@ void renderTextInit(void) {
|
||||
|
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for (int y = 0; y < FONT_TILE_HEIGHT; ++y) {
|
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for (int x = 0; x < FONT_TILE_WIDTH; ++x) {
|
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pixels[(tileY + y) * pitch_px + (tileX + x)] = (
|
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tile[y * FONT_TILE_WIDTH + x] ? 0xFFFFFFFF : 0x00000000
|
||||
);
|
||||
const int32_t pixel = (tileY + y) * outputFontWidth + (tileX + x);
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const int32_t pixelOffset = pixel * 4;
|
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uint8_t value = tile[y * FONT_TILE_WIDTH + x];
|
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pixels[pixelOffset + 0] = value ? 0xFF : 0x00; // Red channel
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pixels[pixelOffset + 1] = value ? 0xFF : 0x00; // Green channel
|
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pixels[pixelOffset + 2] = value ? 0xFF : 0x00; // Blue channel
|
||||
pixels[pixelOffset + 3] = value ? 0xFF : 0x00; // Alpha channel
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create texture from the surface
|
||||
RENDER_TEXT_TEXTURE = SDL_CreateTextureFromSurface(
|
||||
RENDER_RENDERER,
|
||||
surface
|
||||
textureInit(
|
||||
&RENDER_TEXT_TEXTURE,
|
||||
outputFontWidth,
|
||||
outputFontHeight,
|
||||
pixels
|
||||
);
|
||||
assertNotNull(RENDER_TEXT_TEXTURE, "Failed to create texture from surface");
|
||||
|
||||
// Cleanup the surface
|
||||
SDL_FreeSurface(surface);
|
||||
SDL_SetTextureBlendMode(RENDER_TEXT_TEXTURE, SDL_BLENDMODE_BLEND);
|
||||
}
|
||||
|
||||
void renderTextDrawChar(
|
||||
const float_t x,
|
||||
const float_t y,
|
||||
const char_t c
|
||||
const char_t c,
|
||||
const uint8_t r,
|
||||
const uint8_t g,
|
||||
const uint8_t b
|
||||
) {
|
||||
int32_t tileIndex = (int32_t)(c) - FONT_CHAR_START;
|
||||
|
||||
assertTrue(
|
||||
tileIndex >= 0 && tileIndex < FONT_TILE_COUNT,
|
||||
"Character is out of bounds for font tiles"
|
||||
);
|
||||
assertNotNull(RENDER_TEXT_TEXTURE, "Texture cannot be NULL");
|
||||
|
||||
const int32_t tileX = (tileIndex % FONT_COLUMN_COUNT) * FONT_TILE_WIDTH;
|
||||
const int32_t tileY = (tileIndex / FONT_COLUMN_COUNT) * FONT_TILE_HEIGHT;
|
||||
|
||||
SDL_Rect srcRect = {
|
||||
.x = tileX,
|
||||
.y = tileY,
|
||||
.w = FONT_TILE_WIDTH,
|
||||
.h = FONT_TILE_HEIGHT
|
||||
};
|
||||
const float_t w = (float)RENDER_TEXT_TEXTURE.width;
|
||||
const float_t h = (float)RENDER_TEXT_TEXTURE.height;
|
||||
const int32_t tileX = (tileIndex % FONT_COLUMN_COUNT);
|
||||
const int32_t tileY = (tileIndex / FONT_COLUMN_COUNT);
|
||||
|
||||
SDL_Rect dstRect = {
|
||||
.x = (int32_t)roundf(x),
|
||||
.y = (int32_t)roundf(y),
|
||||
.w = FONT_TILE_WIDTH,
|
||||
.h = FONT_TILE_HEIGHT
|
||||
};
|
||||
SDL_RenderCopy(RENDER_RENDERER, RENDER_TEXT_TEXTURE, &srcRect, &dstRect);
|
||||
spriteBatchPush(
|
||||
&RENDER_TEXT_TEXTURE,
|
||||
x, y,
|
||||
x + FONT_TILE_WIDTH, y + FONT_TILE_HEIGHT,
|
||||
r, g, b, 0xFF,
|
||||
(tileX * FONT_TILE_WIDTH) / w,
|
||||
(tileY * FONT_TILE_HEIGHT) / h,
|
||||
((tileX + 1) * FONT_TILE_WIDTH) / w,
|
||||
((tileY + 1) * FONT_TILE_HEIGHT) / h
|
||||
);
|
||||
}
|
||||
|
||||
void renderTextDraw(
|
||||
const float_t x,
|
||||
const float_t y,
|
||||
const char_t *text
|
||||
const char_t *text,
|
||||
const uint8_t r,
|
||||
const uint8_t g,
|
||||
const uint8_t b
|
||||
) {
|
||||
assertNotNull(text, "Text cannot be NULL");
|
||||
|
||||
@@ -109,13 +114,11 @@ void renderTextDraw(
|
||||
continue;
|
||||
}
|
||||
|
||||
renderTextDrawChar(posX, posY, c);
|
||||
renderTextDrawChar(posX, posY, c, r, g, b);
|
||||
posX += FONT_TILE_WIDTH;
|
||||
}
|
||||
}
|
||||
|
||||
void renderTextDispose(void) {
|
||||
assertNotNull(RENDER_TEXT_TEXTURE, "Texture cannot be NULL");
|
||||
SDL_DestroyTexture(RENDER_TEXT_TEXTURE);
|
||||
RENDER_TEXT_TEXTURE = NULL;
|
||||
textureDispose(&RENDER_TEXT_TEXTURE);
|
||||
}
|
@@ -8,8 +8,9 @@
|
||||
#pragma once
|
||||
#include "dusksdl2.h"
|
||||
#include "ui/font.h"
|
||||
#include "display/texture/texture.h"
|
||||
|
||||
extern SDL_Texture* RENDER_TEXT_TEXTURE;
|
||||
extern texture_t RENDER_TEXT_TEXTURE;
|
||||
|
||||
/**
|
||||
* Initializes the text rendering system.
|
||||
@@ -22,11 +23,17 @@ void renderTextInit(void);
|
||||
* @param x The x-coordinate to draw the character at.
|
||||
* @param y The y-coordinate to draw the character at.
|
||||
* @param c The character to draw.
|
||||
* @param r The red component of the color (0-255).
|
||||
* @param g The green component of the color (0-255).
|
||||
* @param b The blue component of the color (0-255).
|
||||
*/
|
||||
void renderTextDrawChar(
|
||||
const float_t x,
|
||||
const float_t y,
|
||||
const char_t c
|
||||
const char_t c,
|
||||
const uint8_t r,
|
||||
const uint8_t g,
|
||||
const uint8_t b
|
||||
);
|
||||
|
||||
/**
|
||||
@@ -35,11 +42,17 @@ void renderTextDrawChar(
|
||||
* @param x The x-coordinate to draw the text at.
|
||||
* @param y The y-coordinate to draw the text at.
|
||||
* @param text The null-terminated string of text to draw.
|
||||
* @param r The red component of the color (0-255).
|
||||
* @param g The green component of the color (0-255).
|
||||
* @param b The blue component of the color (0-255).
|
||||
*/
|
||||
void renderTextDraw(
|
||||
const float_t x,
|
||||
const float_t y,
|
||||
const char_t *text
|
||||
const char_t *text,
|
||||
const uint8_t r,
|
||||
const uint8_t g,
|
||||
const uint8_t b
|
||||
);
|
||||
|
||||
/**
|
||||
|
13
src/dusksdl2/display/spritebatch/CMakeLists.txt
Normal file
13
src/dusksdl2/display/spritebatch/CMakeLists.txt
Normal file
@@ -0,0 +1,13 @@
|
||||
# Copyright (c) 2025 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_TARGET_NAME}
|
||||
PRIVATE
|
||||
spritebatch.c
|
||||
)
|
||||
|
||||
# Subdirs
|
||||
# add_subdirectory(draw)
|
75
src/dusksdl2/display/spritebatch/spritebatch.c
Normal file
75
src/dusksdl2/display/spritebatch/spritebatch.c
Normal file
@@ -0,0 +1,75 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "spritebatch.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
|
||||
spritebatch_t SPRITEBATCH;
|
||||
|
||||
void spriteBatchInit() {
|
||||
SPRITEBATCH.spriteCount = 0;
|
||||
SPRITEBATCH.currentTexture = NULL;
|
||||
|
||||
meshInit(
|
||||
&SPRITEBATCH.mesh,
|
||||
GL_TRIANGLES,
|
||||
SPRITEBATCH_VERTEX_COUNT,
|
||||
SPRITEBATCH.vertices
|
||||
);
|
||||
}
|
||||
|
||||
void spriteBatchPush(
|
||||
texture_t *texture,
|
||||
const float_t minX,
|
||||
const float_t minY,
|
||||
const float_t maxX,
|
||||
const float_t maxY,
|
||||
const uint8_t r,
|
||||
const uint8_t g,
|
||||
const uint8_t b,
|
||||
const uint8_t a,
|
||||
const float_t u0,
|
||||
const float_t v0,
|
||||
const float_t u1,
|
||||
const float_t v1
|
||||
) {
|
||||
// Need to flush?
|
||||
if(
|
||||
SPRITEBATCH.currentTexture != texture ||
|
||||
SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX
|
||||
) {
|
||||
spriteBatchFlush();
|
||||
SPRITEBATCH.currentTexture = texture;
|
||||
}
|
||||
|
||||
// Get the vertex to buffer
|
||||
quadBuffer(
|
||||
&SPRITEBATCH.vertices[SPRITEBATCH.spriteCount * QUAD_VERTEX_COUNT],
|
||||
minX, minY, maxX, maxY,
|
||||
r, g, b, a,
|
||||
u0, v0, u1, v1
|
||||
);
|
||||
|
||||
SPRITEBATCH.spriteCount++;
|
||||
}
|
||||
|
||||
void spriteBatchClear() {
|
||||
SPRITEBATCH.spriteCount = 0;
|
||||
SPRITEBATCH.currentTexture = NULL;
|
||||
}
|
||||
|
||||
void spriteBatchFlush() {
|
||||
if(SPRITEBATCH.spriteCount == 0) return;
|
||||
textureBind(SPRITEBATCH.currentTexture);
|
||||
meshDraw(&SPRITEBATCH.mesh, -1, SPRITEBATCH.spriteCount * QUAD_VERTEX_COUNT);
|
||||
spriteBatchClear();
|
||||
}
|
||||
|
||||
void spriteBatchDispose() {
|
||||
meshDispose(&SPRITEBATCH.mesh);
|
||||
}
|
51
src/dusksdl2/display/spritebatch/spritebatch.h
Normal file
51
src/dusksdl2/display/spritebatch/spritebatch.h
Normal file
@@ -0,0 +1,51 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "display/mesh/quad.h"
|
||||
#include "display/texture/texture.h"
|
||||
|
||||
#define SPRITEBATCH_SPRITES_MAX 512
|
||||
#define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT)
|
||||
|
||||
typedef struct {
|
||||
mesh_t mesh;
|
||||
int32_t spriteCount;
|
||||
texture_t *currentTexture;
|
||||
meshvertex_t vertices[SPRITEBATCH_VERTEX_COUNT];
|
||||
} spritebatch_t;
|
||||
|
||||
extern spritebatch_t SPRITEBATCH;
|
||||
|
||||
/**
|
||||
* Initializes a sprite batch.
|
||||
*
|
||||
* @param spriteBatch The sprite batch to initialize.
|
||||
*/
|
||||
void spriteBatchInit();
|
||||
|
||||
void spriteBatchPush(
|
||||
texture_t *texture,
|
||||
const float_t minX,
|
||||
const float_t minY,
|
||||
const float_t maxX,
|
||||
const float_t maxY,
|
||||
const uint8_t r,
|
||||
const uint8_t g,
|
||||
const uint8_t b,
|
||||
const uint8_t a,
|
||||
const float_t u0,
|
||||
const float_t v0,
|
||||
const float_t u1,
|
||||
const float_t v1
|
||||
);
|
||||
|
||||
void spriteBatchClear();
|
||||
|
||||
void spriteBatchFlush();
|
||||
|
||||
void spriteBatchDispose();
|
@@ -19,7 +19,7 @@ void textureInit(
|
||||
assertTrue(width > 0 && height > 0, "Width and height must be greater than 0");
|
||||
assertNotNull(data, "Data cannot be NULL");
|
||||
|
||||
#if PSP
|
||||
#if PSP || 1
|
||||
assertTrue(
|
||||
width % 4 == 0,
|
||||
"Width must be multiples of 4 for PSP"
|
||||
@@ -33,7 +33,7 @@ void textureInit(
|
||||
memoryZero(texture, sizeof(texture_t));
|
||||
texture->width = width;
|
||||
texture->height = height;
|
||||
|
||||
|
||||
glGenTextures(1, &texture->id);
|
||||
glBindTexture(GL_TEXTURE_2D, texture->id);
|
||||
glTexImage2D(
|
||||
|
Reference in New Issue
Block a user