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15 Commits

Author SHA1 Message Date
a2113442cb Builds on knulli 2026-03-27 15:59:26 -05:00
d91808487f Allow texture to be NULL.
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2026-03-27 13:46:18 -05:00
933949cc19 Progress on PSP paletted textures
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2026-03-27 08:04:34 -05:00
407620387d Test paletted stuff
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2026-03-26 14:48:20 -05:00
98947dea26 starting textures
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2026-03-23 19:42:24 -05:00
ebff7af9b5 fix
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2026-03-23 15:37:53 -05:00
b23c4b83ae played around with color, will likely stick to textures.
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2026-03-22 23:53:23 -05:00
c0cff40628 Merge pull request 'shader' (#2) from shader into main
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Reviewed-on: #2
2026-03-23 04:33:20 +00:00
97513e354c Dolphin shaders
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2026-03-22 23:32:43 -05:00
c277ae7aff DOlphin shader prog 2026-03-22 18:14:56 -05:00
e1835e6282 Merge pull request 'Pull shader code into main' (#1) from shader into main
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Reviewed-on: #1
2026-03-22 15:46:37 +00:00
5ac21db997 Shaders adapted for Legacy GL
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2026-03-22 10:44:28 -05:00
ca0e9fc3b2 Implement spritebatch properly. 2026-03-22 09:13:42 -05:00
66ebcb1608 shader prog 2026-03-17 17:05:39 -05:00
ff92a78dda Shader first pass 2026-03-17 08:42:43 -05:00
65 changed files with 1801 additions and 284 deletions

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@@ -192,7 +192,7 @@ function sceneRender()
spriteBatchPush( spriteBatchPush(
nil, nil,
x, y, x + 32, y + 32, x, y, x + 32, y + 32,
colorBlue() colorWhite()
) )
-- Update mouse position -- Update mouse position

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@@ -0,0 +1,40 @@
# Find link platform-specific libraries
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
# Setup endianess at compile time to optimize.
include(TestBigEndian)
test_big_endian(IS_BIG_ENDIAN)
if(IS_BIG_ENDIAN)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_PLATFORM_ENDIAN_BIG
)
else()
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_PLATFORM_ENDIAN_LITTLE
)
endif()
# Link required libraries.
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
SDL2
pthread
OpenGL::GL
GL
m
)
# Define platform-specific macros.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
DUSK_LINUX
DUSK_DISPLAY_SIZE_DYNAMIC
DUSK_DISPLAY_WIDTH_DEFAULT=640
DUSK_DISPLAY_HEIGHT_DEFAULT=480
DUSK_DISPLAY_SCREEN_HEIGHT=240
DUSK_INPUT_KEYBOARD
DUSK_INPUT_POINTER
DUSK_INPUT_GAMEPAD
DUSK_TIME_DYNAMIC
)

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@@ -36,6 +36,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_PSP DUSK_PSP
DUSK_INPUT_GAMEPAD DUSK_INPUT_GAMEPAD
DUSK_PLATFORM_ENDIAN_LITTLE DUSK_PLATFORM_ENDIAN_LITTLE
DUSK_OPENGL_LEGACY
DUSK_DISPLAY_WIDTH=480 DUSK_DISPLAY_WIDTH=480
DUSK_DISPLAY_HEIGHT=272 DUSK_DISPLAY_HEIGHT=272
) )

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@@ -0,0 +1,5 @@
include(cmake/targets/knulli.cmake)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_RG35XXH
)

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@@ -0,0 +1,29 @@
set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_PROCESSOR aarch64)
set(CMAKE_C_COMPILER aarch64-linux-gnu-gcc)
set(CMAKE_CXX_COMPILER aarch64-linux-gnu-g++)
set(CMAKE_ASM_COMPILER aarch64-linux-gnu-gcc)
set(CMAKE_SYSROOT /)
set(CMAKE_C_COMPILER_TARGET aarch64-linux-gnu)
set(CMAKE_CXX_COMPILER_TARGET aarch64-linux-gnu)
set(CMAKE_FIND_ROOT_PATH
/usr/aarch64-linux-gnu
/usr/lib/aarch64-linux-gnu
/usr/include/aarch64-linux-gnu
)
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)
set(ENV{PKG_CONFIG_LIBDIR} "/usr/lib/aarch64-linux-gnu/pkgconfig:/usr/share/pkgconfig")
set(ENV{PKG_CONFIG_PATH} "/usr/lib/aarch64-linux-gnu/pkgconfig")
set(CMAKE_PREFIX_PATH "/usr/aarch64-linux-gnu;/usr/lib/aarch64-linux-gnu")
# Optional: helps some Find modules
set(SDL2_DIR "/usr/lib/aarch64-linux-gnu/cmake/SDL2" CACHE PATH "")

31
docker/knulli/Dockerfile Normal file
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@@ -0,0 +1,31 @@
FROM debian:bookworm
ENV DEBIAN_FRONTEND=noninteractive
WORKDIR /workdir
RUN dpkg --add-architecture arm64 && \
apt-get update && \
apt-get install -y --no-install-recommends \
crossbuild-essential-arm64 \
ca-certificates \
pkg-config \
cmake \
make \
ninja-build \
git \
file \
python3 \
python3-pip \
python3-polib \
python3-pil \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
liblua5.3-dev:arm64 \
xz-utils:arm64 \
libbz2-dev:arm64 \
zlib1g-dev:arm64 \
libzip-dev:arm64 \
libbz2-dev:arm64 \
libssl-dev:arm64 \
libsdl2-dev:arm64 \
libgl1-mesa-dev:arm64 && \
rm -rf /var/lib/apt/lists/*

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@@ -0,0 +1,3 @@
#!/bin/bash
docker build -t dusk-rg35xxh -f docker/knulli/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-rg35xxh /bin/bash -c "./scripts/build-rg35xxh.sh"

7
scripts/build-rg35xxh.sh Executable file
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@@ -0,0 +1,7 @@
#!/bin/bash
cmake -S . -B build-rg35xxh -G Ninja \
-DDUSK_BUILD_TESTS=ON \
-DDUSK_TARGET_SYSTEM=rg35xxh \
-DCMAKE_TOOLCHAIN_FILE=./cmake/toolchains/aarch64-linux-gnu.cmake \
-DCMAKE_BUILD_TYPE=Release
cmake --build build-rg35xxh -- -j$(nproc)

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@@ -10,6 +10,11 @@ if(DUSK_TARGET_SYSTEM STREQUAL "linux")
add_subdirectory(dusksdl2) add_subdirectory(dusksdl2)
add_subdirectory(duskgl) add_subdirectory(duskgl)
elseif(DUSK_TARGET_SYSTEM STREQUAL "rg35xxh")
add_subdirectory(dusklinux)
add_subdirectory(dusksdl2)
add_subdirectory(duskgl)
elseif(DUSK_TARGET_SYSTEM STREQUAL "psp") elseif(DUSK_TARGET_SYSTEM STREQUAL "psp")
add_subdirectory(duskpsp) add_subdirectory(duskpsp)
add_subdirectory(dusksdl2) add_subdirectory(dusksdl2)

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@@ -50,7 +50,10 @@ errorret_t assetTextureLoad(assetentire_t entire) {
assetData->height, assetData->height,
TEXTURE_FORMAT_PALETTE, TEXTURE_FORMAT_PALETTE,
(texturedata_t){ (texturedata_t){
.paletteData = assetData->palette .paletted = {
.indices = NULL,
.palette = NULL
}
} }
); );

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@@ -14,6 +14,7 @@ add_subdirectory(camera)
add_subdirectory(framebuffer) add_subdirectory(framebuffer)
add_subdirectory(mesh) add_subdirectory(mesh)
add_subdirectory(screen) add_subdirectory(screen)
add_subdirectory(shader)
add_subdirectory(spritebatch) add_subdirectory(spritebatch)
add_subdirectory(text) add_subdirectory(text)
add_subdirectory(texture) add_subdirectory(texture)

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@@ -45,13 +45,63 @@ void cameraInitOrthographic(camera_t *camera) {
camera->_2d.zoom = 1.0f; camera->_2d.zoom = 1.0f;
} }
void cameraPushMatrix(camera_t *camera) { void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Invalid camera"); assertNotNull(camera, "Not a camera component");
cameraPushMatrixPlatform(camera); assertNotNull(dest, "Destination matrix must not be null");
if(
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
) {
glm_mat4_identity(dest);
glm_perspective(
camera->perspective.fov,
SCREEN.aspect,
camera->nearClip,
camera->farClip,
dest
);
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
dest[1][1] *= -1.0f;
}
} else if(camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
glm_mat4_identity(dest);
glm_ortho(
camera->orthographic.left,
camera->orthographic.right,
camera->orthographic.top,
camera->orthographic.bottom,
camera->nearClip,
camera->farClip,
dest
);
}
} }
void cameraPopMatrix(void) { void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
#ifdef cameraPopMatrixPlatform assertNotNull(camera, "Not a camera component");
cameraPopMatrixPlatform(); assertNotNull(dest, "Destination matrix must not be null");
#endif
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
glm_mat4_copy(camera->view, dest);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
glm_mat4_identity(dest);
glm_lookat(
camera->lookat.position,
camera->lookat.target,
camera->lookat.up,
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_2D) {
glm_mat4_identity(dest);
glm_lookat(
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.5f },
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT) {
assertUnreachable("LOOKAT_PIXEL_PERFECT view type is not implemented yet");
}
} }

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@@ -86,13 +86,17 @@ void cameraInitPerspective(camera_t *camera);
void cameraInitOrthographic(camera_t *camera); void cameraInitOrthographic(camera_t *camera);
/** /**
* Pushes the camera's view matrix onto the matrix stack. * Gets the projection matrix for a camera.
* *
* @param id The ID of the camera entity to use. * @param camera Camera to get the projection matrix for
* @param dest Matrix to store the projection matrix in
*/ */
void cameraPushMatrix(camera_t *camera); void cameraGetProjectionMatrix(camera_t *camera, mat4 dest);
/** /**
* Pops the camera's view matrix off the matrix stack. * Gets the view matrix for a camera.
*
* @param camera Camera to get the view matrix for
* @param dest Matrix to store the view matrix in
*/ */
void cameraPopMatrix(void); void cameraGetViewMatrix(camera_t *camera, mat4 dest);

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@@ -17,9 +17,18 @@
#include "util/memory.h" #include "util/memory.h"
#include "util/string.h" #include "util/string.h"
#include "asset/asset.h" #include "asset/asset.h"
#include "display/shader/shaderunlit.h"
#include "time/time.h"
display_t DISPLAY = { 0 }; display_t DISPLAY = { 0 };
texture_t TEXTURE;
uint8_t indices[2 * 2] = {
0, 1,
2, 3
};
errorret_t displayInit(void) { errorret_t displayInit(void) {
memoryZero(&DISPLAY, sizeof(DISPLAY)); memoryZero(&DISPLAY, sizeof(DISPLAY));
@@ -27,12 +36,31 @@ errorret_t displayInit(void) {
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;
PALETTES[0].colors[1] = COLOR_GREEN;
PALETTES[0].colors[2] = COLOR_BLUE;
PALETTES[0].colors[3] = COLOR_WHITE;
PALETTES[0].count = 4;
errorChain(textureInit(
&TEXTURE,
2, 2,
TEXTURE_FORMAT_PALETTE,
(texturedata_t){
.paletted = {
.indices = indices,
.palette = &PALETTES[0]
}
}
));
errorOk(); errorOk();
} }
@@ -46,16 +74,46 @@ errorret_t displayUpdate(void) {
errorChain(frameBufferBind(NULL)); errorChain(frameBufferBind(NULL));
// Bind screen and render scene // Bind screen and render scene
screenBind(); errorChain(screenBind());
frameBufferClear( frameBufferClear(
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH, FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
SCREEN.background SCREEN.background
); );
errorChain(sceneRender()); camera_t camera;
// cameraInitOrthographic(&camera);
// camera.orthographic.left = 0.0f;
// camera.orthographic.right = SCREEN.width;
// camera.orthographic.top = SCREEN.height;
// camera.orthographic.bottom = 0.0f;
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, &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();
// Finish up // Finish up
screenUnbind(); screenUnbind();
@@ -69,6 +127,7 @@ errorret_t displayUpdate(void) {
} }
errorret_t displayDispose(void) { errorret_t displayDispose(void) {
errorChain(shaderDispose(&SHADER_UNLIT));
errorChain(spriteBatchDispose()); errorChain(spriteBatchDispose());
screenDispose(); screenDispose();
errorChain(textDispose()); errorChain(textDispose());

View File

@@ -25,6 +25,29 @@ errorret_t meshInit(
errorOk(); errorOk();
} }
errorret_t meshFlush(
mesh_t *mesh,
const int32_t vertexOffset,
const int32_t vertexCount
) {
#ifdef meshFlushPlatform
assertNotNull(mesh, "Mesh cannot be NULL");
assertTrue(vertexOffset >= 0, "Vertex offset must be non-negative.");
assertTrue(vertexCount == -1 || vertexCount > 0, "Vertex count incorrect.");
int32_t vertCount = meshGetVertexCount(mesh);
assertTrue(vertexOffset < (vertCount - 1), "Need at least one vert to draw");
int32_t drawCount = vertexCount;
if(vertexCount == -1) {
drawCount = vertCount - vertexOffset;
}
errorChain(meshFlushPlatform(mesh, vertexOffset, vertexCount));
#endif
errorOk();
}
errorret_t meshDraw( errorret_t meshDraw(
const mesh_t *mesh, const mesh_t *mesh,
const int32_t vertexOffset, const int32_t vertexOffset,
@@ -32,7 +55,7 @@ errorret_t meshDraw(
) { ) {
assertNotNull(mesh, "Mesh cannot be NULL"); assertNotNull(mesh, "Mesh cannot be NULL");
assertTrue(vertexOffset >= 0, "Vertex offset must be non-negative"); assertTrue(vertexOffset >= 0, "Vertex offset must be non-negative");
assertTrue(vertexCount >= -1, "Vertex count must be -1 or non-negative"); assertTrue(vertexCount == -1 || vertexCount > 0, "Incorrect vert count");
int32_t vertDrawCount = vertexCount; int32_t vertDrawCount = vertexCount;
if(vertexCount == -1) { if(vertexCount == -1) {

View File

@@ -40,6 +40,22 @@ errorret_t meshInit(
const meshvertex_t *vertices const meshvertex_t *vertices
); );
/**
* Instructs the mesh to flush the vertices to the GPU. This is surprisingly
* only really necessary on modern devices, as we tend to let older devices
* read the vertices from the main memory directly.
*
* @param mesh Mesh to flush the vertices for.
* @param vertexOffset Start vertex to flush.
* @param vertexCount Count of vertices to flush, set to -1 for all.
* @return Error state.
*/
errorret_t meshFlush(
mesh_t *mesh,
const int32_t vertexOffset,
const int32_t vertexCount
);
/** /**
* Draws a mesh. * Draws a mesh.
* *

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@@ -9,6 +9,7 @@
#include "assert/assert.h" #include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
#include "display/mesh/quad.h" #include "display/mesh/quad.h"
#include "display/shader/shaderunlit.h"
screen_t SCREEN; screen_t SCREEN;
@@ -44,22 +45,23 @@ errorret_t screenInit() {
#endif #endif
// Init screen to backbuffer mode by default // Init screen to backbuffer mode by default
screenBind(); errorChain(screenBind());
errorOk(); errorOk();
} }
void screenBind() { errorret_t screenBind() {
// Assume backbuffer is currently bound. // Assume backbuffer is currently bound.
switch(SCREEN.mode) { switch(SCREEN.mode) {
case SCREEN_MODE_BACKBUFFER: { case SCREEN_MODE_BACKBUFFER: {
// Screen mode backbuffer uses the full display size // Screen mode backbuffer uses the full display size
SCREEN.width = frameBufferGetWidth(FRAMEBUFFER_BOUND); SCREEN.width = frameBufferGetWidth(FRAMEBUFFER_BOUND);
SCREEN.height = frameBufferGetHeight(FRAMEBUFFER_BOUND); SCREEN.height = frameBufferGetHeight(FRAMEBUFFER_BOUND);
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
// No needd for a framebuffer. // No needd for a framebuffer.
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC #ifdef DUSK_DISPLAY_SIZE_DYNAMIC
if(SCREEN.framebufferReady) { if(SCREEN.framebufferReady) {
frameBufferDispose(&SCREEN.framebuffer); errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
#endif #endif
@@ -79,19 +81,21 @@ void screenBind() {
curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer); curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
if(curFbWidth == SCREEN.width && curFbHeight == SCREEN.height) { if(curFbWidth == SCREEN.width && curFbHeight == SCREEN.height) {
// Correct size, nothing to do. // Correct size, nothing to do.
frameBufferBind(&SCREEN.framebuffer); errorChain(frameBufferBind(&SCREEN.framebuffer));
return; errorOk();
} }
// Need a new framebuffer. // Need a new framebuffer.
frameBufferDispose(&SCREEN.framebuffer); errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
// Create new framebuffer // Create new framebuffer
frameBufferInit(&SCREEN.framebuffer, SCREEN.width, SCREEN.height); errorChain(frameBufferInit(
&SCREEN.framebuffer, SCREEN.width, SCREEN.height
));
SCREEN.framebufferReady = true; SCREEN.framebufferReady = true;
frameBufferBind(&SCREEN.framebuffer); errorChain(frameBufferBind(&SCREEN.framebuffer));
break; break;
} }
@@ -109,10 +113,10 @@ void screenBind() {
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height; SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
if(SCREEN.framebufferReady) { if(SCREEN.framebufferReady) {
frameBufferDispose(&SCREEN.framebuffer); errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
return; errorOk();
} }
int32_t newFbWidth, newFbHeight; int32_t newFbWidth, newFbHeight;
@@ -136,24 +140,26 @@ void screenBind() {
SCREEN.width = newFbWidth; SCREEN.width = newFbWidth;
SCREEN.height = newFbHeight; SCREEN.height = newFbHeight;
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height; SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
frameBufferBind(&SCREEN.framebuffer); errorChain(frameBufferBind(&SCREEN.framebuffer));
return; errorOk();
} }
// Need a new framebuffer. // Need a new framebuffer.
frameBufferDispose(&SCREEN.framebuffer); errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
// Create new framebuffer // Create new framebuffer
frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight); errorChain(frameBufferInit(
&SCREEN.framebuffer, newFbWidth, newFbHeight
));
SCREEN.width = newFbWidth; SCREEN.width = newFbWidth;
SCREEN.height = newFbHeight; SCREEN.height = newFbHeight;
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height; SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
SCREEN.framebufferReady = true; SCREEN.framebufferReady = true;
// Bind FB // Bind FB
frameBufferBind(&SCREEN.framebuffer); errorChain(frameBufferBind(&SCREEN.framebuffer));
break; break;
} }
@@ -173,10 +179,10 @@ void screenBind() {
if(fbWidth == newFbWidth && fbHeight == newFbHeight) { if(fbWidth == newFbWidth && fbHeight == newFbHeight) {
// No need to use framebuffer. // No need to use framebuffer.
if(SCREEN.framebufferReady) { if(SCREEN.framebufferReady) {
frameBufferDispose(&SCREEN.framebuffer); errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
return; errorOk();
} }
if(SCREEN.framebufferReady) { if(SCREEN.framebufferReady) {
@@ -185,19 +191,21 @@ void screenBind() {
curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer); curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer);
curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer); curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) { if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) {
frameBufferBind(&SCREEN.framebuffer); errorChain(frameBufferBind(&SCREEN.framebuffer));
return; errorOk();
} }
// Need a new framebuffer. // Need a new framebuffer.
frameBufferDispose(&SCREEN.framebuffer); errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
// Create a new framebuffer. // Create a new framebuffer.
frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight); errorChain(frameBufferInit(
&SCREEN.framebuffer, newFbWidth, newFbHeight
));
SCREEN.framebufferReady = true; SCREEN.framebufferReady = true;
frameBufferBind(&SCREEN.framebuffer); errorChain(frameBufferBind(&SCREEN.framebuffer));
break; break;
} }
@@ -217,10 +225,10 @@ void screenBind() {
if(fbWidth == newFbWidth && fbHeight == newFbHeight) { if(fbWidth == newFbWidth && fbHeight == newFbHeight) {
// No need to use framebuffer. // No need to use framebuffer.
if(SCREEN.framebufferReady) { if(SCREEN.framebufferReady) {
frameBufferDispose(&SCREEN.framebuffer); errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
return; errorOk();
} }
if(SCREEN.framebufferReady) { if(SCREEN.framebufferReady) {
@@ -229,19 +237,21 @@ void screenBind() {
curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer); curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer);
curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer); curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) { if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) {
frameBufferBind(&SCREEN.framebuffer); errorChain(frameBufferBind(&SCREEN.framebuffer));
return; errorOk();
} }
// Need a new framebuffer. // Need a new framebuffer.
frameBufferDispose(&SCREEN.framebuffer); errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
// Create a new framebuffer. // Create a new framebuffer.
frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight); errorChain(frameBufferInit(
&SCREEN.framebuffer, newFbWidth, newFbHeight
));
SCREEN.framebufferReady = true; SCREEN.framebufferReady = true;
frameBufferBind(&SCREEN.framebuffer); errorChain(frameBufferBind(&SCREEN.framebuffer));
break; break;
} }
@@ -262,9 +272,11 @@ void screenBind() {
break; break;
} }
} }
errorOk();
} }
void screenUnbind() { errorret_t screenUnbind() {
switch(SCREEN.mode) { switch(SCREEN.mode) {
// Nothing to do here. // Nothing to do here.
case SCREEN_MODE_BACKBUFFER: case SCREEN_MODE_BACKBUFFER:
@@ -275,7 +287,9 @@ void screenUnbind() {
case SCREEN_MODE_FIXED_HEIGHT: case SCREEN_MODE_FIXED_HEIGHT:
case SCREEN_MODE_FIXED_SIZE: case SCREEN_MODE_FIXED_SIZE:
case SCREEN_MODE_FIXED_WIDTH: case SCREEN_MODE_FIXED_WIDTH:
if(SCREEN.framebufferReady) frameBufferBind(NULL); if(SCREEN.framebufferReady) {
errorChain(frameBufferBind(NULL));
}
break; break;
case SCREEN_MODE_FIXED_VIEWPORT_HEIGHT: case SCREEN_MODE_FIXED_VIEWPORT_HEIGHT:
@@ -286,17 +300,19 @@ void screenUnbind() {
assertUnreachable("Invalid screen mode."); assertUnreachable("Invalid screen mode.");
break; break;
} }
errorOk();
} }
void screenRender() { errorret_t screenRender() {
if(SCREEN.mode == SCREEN_MODE_BACKBUFFER) { if(SCREEN.mode == SCREEN_MODE_BACKBUFFER) {
return; errorOk();
} }
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC #ifdef DUSK_DISPLAY_SIZE_DYNAMIC
if(SCREEN.mode == SCREEN_MODE_FIXED_VIEWPORT_HEIGHT) { if(SCREEN.mode == SCREEN_MODE_FIXED_VIEWPORT_HEIGHT) {
glViewport(0, 0, SCREEN.width, SCREEN.height); glViewport(0, 0, SCREEN.width, SCREEN.height);
return; errorOk();
} }
if( if(
@@ -307,7 +323,7 @@ void screenRender() {
) { ) {
if(!SCREEN.framebufferReady) { if(!SCREEN.framebufferReady) {
// Nothing to do here. // Nothing to do here.
return; errorOk();
} }
float_t bbWidth, bbHeight; float_t bbWidth, bbHeight;
@@ -356,23 +372,34 @@ void screenRender() {
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH, FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
COLOR_BLACK COLOR_BLACK
); );
cameraPushMatrix(&SCREEN.framebufferCamera);
textureBind(&SCREEN.framebuffer.texture);
meshDraw(&SCREEN.frameBufferMesh, 0, -1);
cameraPopMatrix();
return; shaderBind(&SHADER_UNLIT);
mat4 proj, view, model;
cameraGetProjectionMatrix(&SCREEN.framebufferCamera, proj);
cameraGetViewMatrix(&SCREEN.framebufferCamera, view);
glm_mat4_identity(model);
shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj);
shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view);
shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model);
// errorChain(textureBind(&SCREEN.framebuffer.texture));
errorChain(meshDraw(&SCREEN.frameBufferMesh, 0, -1));
errorOk();
}; };
#endif #endif
assertUnreachable("Invalid screen mode."); assertUnreachable("Invalid screen mode.");
errorThrow("Invalid screen mode.");
} }
void screenDispose() { errorret_t screenDispose() {
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC #ifdef DUSK_DISPLAY_SIZE_DYNAMIC
if(SCREEN.framebufferReady) { if(SCREEN.framebufferReady) {
frameBufferDispose(&SCREEN.framebuffer); errorChain(frameBufferDispose(&SCREEN.framebuffer));
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
#endif #endif
errorOk();
} }

View File

@@ -90,20 +90,28 @@ errorret_t screenInit();
/** /**
* Binds the screen, this is done before rendering game content. * Binds the screen, this is done before rendering game content.
*
* @return Error code and state, if error occurs.
*/ */
void screenBind(); errorret_t screenBind();
/** /**
* Unbinds the screen, does nothing for now. * Unbinds the screen, does nothing for now.
*
* @return Error code and state, if error occurs.
*/ */
void screenUnbind(); errorret_t screenUnbind();
/** /**
* Renders the screen to the current framebuffer. * Renders the screen to the current framebuffer.
*
* @return Error code and state, if error occurs.
*/ */
void screenRender(); errorret_t screenRender();
/** /**
* Disposes the screen system. * Disposes the screen system.
*
* @return Error code and state, if error occurs.
*/ */
void screenDispose(); errorret_t screenDispose();

View File

@@ -0,0 +1,10 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
shader.c
)

View File

@@ -0,0 +1,61 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shader.h"
#include "assert/assert.h"
errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def) {
assertNotNull(shader, "Shader cannot be null");
errorChain(shaderInitPlatform(shader, def));
errorOk();
}
errorret_t shaderBind(shader_t *shader) {
assertNotNull(shader, "Shader cannot be null");
errorChain(shaderBindPlatform(shader));
errorOk();
}
errorret_t shaderSetMatrix(
shader_t *shader,
const char_t *name,
mat4 matrix
) {
assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertNotNull(matrix, "Matrix cannot be null");
errorChain(shaderSetMatrixPlatform(shader, name, matrix));
errorOk();
}
errorret_t shaderSetTexture(
shader_t *shader,
const char_t *name,
texture_t *texture
) {
assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
errorChain(shaderSetTexturePlatform(shader, name, texture));
errorOk();
}
// errorret_t shaderSetColor(
// shader_t *shader,
// const char_t *name,
// color_t color
// ) {
// assertNotNull(shader, "Shader cannot be null");
// assertStrLenMin(name, 1, "Uniform name cannot be empty");
// errorChain(shaderSetColorPlatform(shader, name, color));
// errorOk();
// }
errorret_t shaderDispose(shader_t *shader) {
assertNotNull(shader, "Shader cannot be null");
errorChain(shaderDisposePlatform(shader));
errorOk();
}

View File

@@ -0,0 +1,94 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "display/texture/texture.h"
#include "display/shader/shaderplatform.h"
#ifndef shaderInitPlatform
#error "shaderInitPlatform must be defined to use shader.h"
#endif
#ifndef shaderBindPlatform
#error "shaderBindPlatform must be defined to use shader.h"
#endif
#ifndef shaderSetMatrixPlatform
#error "shaderSetMatrixPlatform must be defined to use shader.h"
#endif
#ifndef shaderDisposePlatform
#error "shaderDisposePlatform must be defined to use shader.h"
#endif
typedef shaderplatform_t shader_t;
typedef shaderdefinitionplatform_t shaderdefinition_t;
/**
* Initializes a shader. This is platform dependant.
*
* @param shader Shader to initialize
* @param def Definition of the shader to initialize with.
* @return Error if failure, otherwise errorOk
*/
errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def);
/**
* Binds a shader. This is platform dependant.
*
* @param shader Shader to bind
* @return Error if failure, otherwise errorOk
*/
errorret_t shaderBind(shader_t *shader);
/**
* Sets a matrix uniform in the shader. This is platform dependant.
*
* @param shader Shader to set the matrix in
* @param name Name of the uniform to set
* @param matrix Matrix to set
* @return Error if failure, otherwise errorOk
*/
errorret_t shaderSetMatrix(
shader_t *shader,
const char_t *name,
mat4 matrix
);
/**
* Sets a texture uniform in the shader. This is platform dependant.
*
* @param shader Shader to set the texture in
* @param name Name of the uniform to set
* @param texture Texture to set
* @return Error if failure, otherwise errorOk
*/
errorret_t shaderSetTexture(
shader_t *shader,
const char_t *name,
texture_t *texture
);
/**
* Sets a color uniform in the shader. This is platform dependant.
*
* @param shader Shader to set the color in
* @param name Name of the uniform to set
* @param color Color to set
* @return Error if failure, otherwise errorOk
*/
// errorret_t shaderSetColor(
// shader_t *shader,
// const char_t *name,
// color_t color
// );
/**
* Disposes of a shader. This is platform dependant.
*
* @param shader Shader to dispose
* @return Error if failure, otherwise errorOk
*/
errorret_t shaderDispose(shader_t *shader);

View File

@@ -0,0 +1,18 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "shader.h"
#define SHADER_UNLIT_PROJECTION "u_Proj"
#define SHADER_UNLIT_VIEW "u_View"
#define SHADER_UNLIT_MODEL "u_Model"
#define SHADER_UNLIT_TEXTURE "u_Texture"
// #define SHADER_UNLIT_COLOR "u_Color"
extern shaderdefinition_t SHADER_UNLIT_DEFINITION;
static shader_t SHADER_UNLIT;

View File

@@ -19,13 +19,12 @@ errorret_t spriteBatchInit() {
&SPRITEBATCH.mesh, &SPRITEBATCH.mesh,
QUAD_PRIMITIVE_TYPE, QUAD_PRIMITIVE_TYPE,
SPRITEBATCH_VERTEX_COUNT, SPRITEBATCH_VERTEX_COUNT,
&SPRITEBATCH_VERTICES[0] SPRITEBATCH_VERTICES
)); ));
errorOk(); errorOk();
} }
errorret_t spriteBatchPush( errorret_t spriteBatchPush(
texture_t *texture,
const float_t minX, const float_t minX,
const float_t minY, const float_t minY,
const float_t maxX, const float_t maxX,
@@ -37,7 +36,6 @@ errorret_t spriteBatchPush(
const float_t v1 const float_t v1
) { ) {
errorChain(spriteBatchPush3D( errorChain(spriteBatchPush3D(
texture,
(vec3){ minX, minY, 0 }, (vec3){ minX, minY, 0 },
(vec3){ maxX, maxY, 0 }, (vec3){ maxX, maxY, 0 },
color, color,
@@ -48,7 +46,6 @@ errorret_t spriteBatchPush(
} }
errorret_t spriteBatchPush3D( errorret_t spriteBatchPush3D(
texture_t *texture,
const vec3 min, const vec3 min,
const vec3 max, const vec3 max,
const color_t color, const color_t color,
@@ -56,12 +53,8 @@ errorret_t spriteBatchPush3D(
const vec2 uv1 const vec2 uv1
) { ) {
// Need to flush? // Need to flush?
if( if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX) {
SPRITEBATCH.currentTexture != texture ||
SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX
) {
errorChain(spriteBatchFlush()); errorChain(spriteBatchFlush());
SPRITEBATCH.currentTexture = texture;
} }
size_t vertexOffset = SPRITEBATCH.spriteCount * QUAD_VERTEX_COUNT; size_t vertexOffset = SPRITEBATCH.spriteCount * QUAD_VERTEX_COUNT;
@@ -75,7 +68,6 @@ errorret_t spriteBatchPush3D(
void spriteBatchClear() { void spriteBatchClear() {
SPRITEBATCH.spriteCount = 0; SPRITEBATCH.spriteCount = 0;
SPRITEBATCH.currentTexture = NULL;
} }
errorret_t spriteBatchFlush() { errorret_t spriteBatchFlush() {
@@ -83,10 +75,9 @@ errorret_t spriteBatchFlush() {
errorOk(); errorOk();
} }
errorChain(textureBind(SPRITEBATCH.currentTexture)); size_t vertexCount = QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount;
errorChain(meshDraw( errorChain(meshFlush(&SPRITEBATCH.mesh, 0, vertexCount));
&SPRITEBATCH.mesh, 0, QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount errorChain(meshDraw(&SPRITEBATCH.mesh, 0, vertexCount));
));
spriteBatchClear(); spriteBatchClear();
errorOk(); errorOk();
} }

View File

@@ -7,16 +7,13 @@
#pragma once #pragma once
#include "display/mesh/quad.h" #include "display/mesh/quad.h"
#include "display/texture/texture.h"
#define SPRITEBATCH_SPRITES_MAX 16 #define SPRITEBATCH_SPRITES_MAX 16
#define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT) #define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT)
typedef struct { typedef struct {
mesh_t mesh; mesh_t mesh;
int32_t spriteCount; int32_t spriteCount;
texture_t *currentTexture;
} 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.
@@ -39,7 +36,6 @@ errorret_t spriteBatchInit();
* Currently changing texture pointer will cause the buffer to flush but this is * Currently changing texture pointer will cause the buffer to flush but this is
* also likely to change in the future. * also likely to change in the future.
* *
* @param texture The texture to use for the sprite.
* @param minX The minimum x coordinate of the sprite. * @param minX The minimum x coordinate of the sprite.
* @param minY The minimum y coordinate of the sprite. * @param minY The minimum y coordinate of the sprite.
* @param maxX The maximum x coordinate of the sprite. * @param maxX The maximum x coordinate of the sprite.
@@ -52,7 +48,6 @@ errorret_t spriteBatchInit();
* @return An error code indicating success or failure. * @return An error code indicating success or failure.
*/ */
errorret_t spriteBatchPush( errorret_t spriteBatchPush(
texture_t *texture,
const float_t minX, const float_t minX,
const float_t minY, const float_t minY,
const float_t maxX, const float_t maxX,
@@ -68,7 +63,6 @@ errorret_t spriteBatchPush(
* Pushes a 3D sprite to the batch. This is like spriteBatchPush but takes * Pushes a 3D sprite to the batch. This is like spriteBatchPush but takes
* 3D coordinates instead of 2D. * 3D coordinates instead of 2D.
* *
* @param texture The texture to use for the sprite.
* @param min The minimum (x,y,z) coordinate of the sprite. * @param min The minimum (x,y,z) coordinate of the sprite.
* @param max The maximum (x,y,z) coordinate of the sprite. * @param max The maximum (x,y,z) coordinate of the sprite.
* @param color The color to tint the sprite with. * @param color The color to tint the sprite with.
@@ -77,7 +71,6 @@ errorret_t spriteBatchPush(
* @return An error code indicating success or failure. * @return An error code indicating success or failure.
*/ */
errorret_t spriteBatchPush3D( errorret_t spriteBatchPush3D(
texture_t *texture,
const vec3 min, const vec3 min,
const vec3 max, const vec3 max,
const color_t color, const color_t color,

View File

@@ -46,7 +46,7 @@ errorret_t textDrawChar(
tilesetTileGetUV(tileset, tileIndex, uv); tilesetTileGetUV(tileset, tileIndex, uv);
errorChain(spriteBatchPush( errorChain(spriteBatchPush(
texture, // texture,
x, y, x, y,
x + tileset->tileWidth, x + tileset->tileWidth,
y + tileset->tileHeight, y + tileset->tileHeight,

View File

@@ -8,4 +8,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
tileset.c tileset.c
texture.c texture.c
palette.c
) )

View File

@@ -0,0 +1,10 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "palette.h"
palette_t PALETTES[PALETTE_COUNT];

View File

@@ -0,0 +1,19 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/color.h"
#define PALETTE_COLOR_COUNT 0xFF
#define PALETTE_COUNT 6
typedef struct {
uint8_t count;
color_t colors[PALETTE_COLOR_COUNT];
} palette_t;
extern palette_t PALETTES[PALETTE_COUNT];

View File

@@ -11,8 +11,6 @@
#include "util/math.h" #include "util/math.h"
#include "display/display.h" #include "display/display.h"
texture_t *TEXTURE_BOUND = NULL;
errorret_t textureInit( errorret_t textureInit(
texture_t *texture, texture_t *texture,
const int32_t width, const int32_t width,
@@ -25,6 +23,18 @@ errorret_t textureInit(
assertTrue(width == mathNextPowTwo(width), "Width must be a power of 2."); assertTrue(width == mathNextPowTwo(width), "Width must be a power of 2.");
assertTrue(height == mathNextPowTwo(height), "Height must be a power of 2."); assertTrue(height == mathNextPowTwo(height), "Height must be a power of 2.");
if(texture->format == TEXTURE_FORMAT_RGBA) {
assertNotNull(data.rgbaColors, "RGBA color data cannot be NULL");
} else if(texture->format == TEXTURE_FORMAT_PALETTE) {
assertNotNull(data.paletted.indices, "Palette indices cannot be NULL");
assertNotNull(data.paletted.palette, "Palette colors cannot be NULL");
assertTrue(
data.paletted.palette->count ==
mathNextPowTwo(data.paletted.palette->count),
"Palette color count must be a power of 2"
);
}
memoryZero(texture, sizeof(texture_t)); memoryZero(texture, sizeof(texture_t));
texture->width = width; texture->width = width;
texture->height = height; texture->height = height;
@@ -34,18 +44,9 @@ errorret_t textureInit(
errorOk(); errorOk();
} }
errorret_t textureBind(texture_t *texture) {
errorChain(textureBindPlatform(texture));
errorOk();
}
errorret_t textureDispose(texture_t *texture) { errorret_t textureDispose(texture_t *texture) {
assertNotNull(texture, "Texture cannot be NULL"); assertNotNull(texture, "Texture cannot be NULL");
if(TEXTURE_BOUND == texture) {
textureBind(NULL);
}
errorChain(textureDisposePlatform(texture)); errorChain(textureDisposePlatform(texture));
errorOk(); errorOk();
} }

View File

@@ -7,15 +7,12 @@
#pragma once #pragma once
#include "error/error.h" #include "error/error.h"
#include "display/color.h" #include "display/texture/palette.h"
#include "display/texture/textureplatform.h" #include "display/texture/textureplatform.h"
#ifndef textureInitPlatform #ifndef textureInitPlatform
#error "textureInitPlatform should not be defined." #error "textureInitPlatform should not be defined."
#endif #endif
#ifndef textureBindPlatform
#error "textureBindPlatform should not be defined."
#endif
#ifndef textureDisposePlatform #ifndef textureDisposePlatform
#error "textureDisposePlatform should not be defined." #error "textureDisposePlatform should not be defined."
#endif #endif
@@ -24,12 +21,13 @@ typedef textureformatplatform_t textureformat_t;
typedef textureplatform_t texture_t; typedef textureplatform_t texture_t;
typedef union texturedata_u { typedef union texturedata_u {
uint8_t *paletteData; struct {
uint8_t *indices;
palette_t *palette;
} paletted;
color_t *rgbaColors; color_t *rgbaColors;
} texturedata_t; } texturedata_t;
extern texture_t *TEXTURE_BOUND;
/** /**
* Initializes a texture. * Initializes a texture.
* *
@@ -47,13 +45,6 @@ errorret_t textureInit(
const texturedata_t data const texturedata_t data
); );
/**
* Binds a texture for rendering. Providing NULL will unbind any texture.
*
* @param texture The texture to bind.
*/
errorret_t textureBind(texture_t *texture);
/** /**
* Disposes a texture. * Disposes a texture.
* *

View File

@@ -176,7 +176,7 @@ void mapUpdate() {
void mapRender() { void mapRender() {
if(!mapIsLoaded()) return; if(!mapIsLoaded()) return;
textureBind(NULL); // textureBind(NULL);
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) { for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
mapChunkRender(&MAP.chunks[i]); mapChunkRender(&MAP.chunks[i]);
} }

View File

@@ -69,8 +69,6 @@ void moduleCamera(scriptcontext_t *context) {
// Methods // Methods
lua_register(context->luaState, "cameraCreate", moduleCameraCreate); lua_register(context->luaState, "cameraCreate", moduleCameraCreate);
lua_register(context->luaState, "cameraPushMatrix", moduleCameraPushMatrix);
lua_register(context->luaState, "cameraPopMatrix", moduleCameraPopMatrix);
} }
int moduleCameraCreate(lua_State *L) { int moduleCameraCreate(lua_State *L) {
@@ -118,25 +116,6 @@ int moduleCameraCreate(lua_State *L) {
return 1; return 1;
} }
int moduleCameraPushMatrix(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL.");
assertTrue(lua_gettop(L) >= 1, "cameraPushMatrix requires 1 arg.");
assertTrue(lua_isuserdata(L, 1), "cameraPushMatrix arg must be userdata.");
// Camera should be provided (pointer to camera_t).
camera_t *cam = (camera_t *)luaL_checkudata(L, 1, "camera_mt");
assertNotNull(cam, "Camera pointer cannot be NULL.");
cameraPushMatrix(cam);
return 0;
}
int moduleCameraPopMatrix(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL.");
cameraPopMatrix();
return 0;
}
int moduleCameraIndex(lua_State *l) { int moduleCameraIndex(lua_State *l) {
assertNotNull(l, "Lua state cannot be NULL."); assertNotNull(l, "Lua state cannot be NULL.");

View File

@@ -23,22 +23,6 @@ void moduleCamera(scriptcontext_t *context);
*/ */
int moduleCameraCreate(lua_State *L); int moduleCameraCreate(lua_State *L);
/**
* Script binding for pushing the camera matrix onto the matrix stack.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleCameraPushMatrix(lua_State *L);
/**
* Script binding for popping the camera matrix from the matrix stack.
*
* @param L The Lua state.
* @return Number of return values on the Lua stack.
*/
int moduleCameraPopMatrix(lua_State *L);
/** /**
* Getter for camera structure fields. * Getter for camera structure fields.
* *

View File

@@ -32,32 +32,20 @@ int moduleSpriteBatchClear(lua_State *L) {
int moduleSpriteBatchPush(lua_State *L) { int moduleSpriteBatchPush(lua_State *L) {
assertNotNull(L, "Lua state is null"); assertNotNull(L, "Lua state is null");
// Texture pointer or Nil for no texture
if(!lua_isuserdata(L, 1) && !lua_isnil(L, 1)) {
return luaL_error(L, "First argument must be a texture or nil");
}
// If texture is not nil, check it's a texture userdata
texture_t *tex = NULL;
if(lua_isuserdata(L, 1)) {
tex = (texture_t *)luaL_checkudata(L, 1, "texture_mt");
assertNotNull(tex, "Texture pointer cannot be NULL");
}
// MinX, MinY, MaxX, MaxY // MinX, MinY, MaxX, MaxY
if( if(
!lua_isnumber(L, 2) || !lua_isnumber(L, 3) || !lua_isnumber(L, 4) || !lua_isnumber(L, 1) || !lua_isnumber(L, 2) || !lua_isnumber(L, 3) ||
!lua_isnumber(L, 5) !lua_isnumber(L, 4)
) { ) {
return luaL_error(L, "Sprite coordinates must be numbers"); return luaL_error(L, "Sprite coordinates must be numbers");
} }
// Color (struct) or nil for white // Color (struct) or nil for white
color_t *color = NULL; color_t *color = NULL;
if(lua_gettop(L) < 6 || lua_isnil(L, 6)) { if(lua_gettop(L) < 5 || lua_isnil(L, 5)) {
// Allow NULL // Allow NULL
} else if(lua_isuserdata(L, 6)) { } else if(lua_isuserdata(L, 5)) {
color = (color_t*)luaL_checkudata(L, 6, "color_mt"); color = (color_t*)luaL_checkudata(L, 5, "color_mt");
} else { } else {
return luaL_error(L, "Sprite color must be a color struct or nil"); return luaL_error(L, "Sprite color must be a color struct or nil");
} }
@@ -68,31 +56,30 @@ int moduleSpriteBatchPush(lua_State *L) {
float_t u1 = 1.0f; float_t u1 = 1.0f;
float_t v1 = 1.0f; float_t v1 = 1.0f;
if(lua_gettop(L) >= 8) { if(lua_gettop(L) >= 7) {
if(!lua_isnumber(L, 7) || !lua_isnumber(L, 8)) { if(!lua_isnumber(L, 6) || !lua_isnumber(L, 7)) {
return luaL_error(L, "Sprite UV min coordinates must be numbers"); return luaL_error(L, "Sprite UV min coordinates must be numbers");
} }
u0 = (float_t)lua_tonumber(L, 7); u0 = (float_t)lua_tonumber(L, 6);
v0 = (float_t)lua_tonumber(L, 8); v0 = (float_t)lua_tonumber(L, 7);
} }
if(lua_gettop(L) >= 10) { if(lua_gettop(L) >= 9) {
if(!lua_isnumber(L, 9) || !lua_isnumber(L, 10)) { if(!lua_isnumber(L, 8) || !lua_isnumber(L, 9)) {
return luaL_error(L, "Sprite UV max coordinates must be numbers"); return luaL_error(L, "Sprite UV max coordinates must be numbers");
} }
u1 = (float_t)lua_tonumber(L, 9); u1 = (float_t)lua_tonumber(L, 8);
v1 = (float_t)lua_tonumber(L, 10); v1 = (float_t)lua_tonumber(L, 9);
} }
float_t minX = (float_t)lua_tonumber(L, 2); float_t minX = (float_t)lua_tonumber(L, 1);
float_t minY = (float_t)lua_tonumber(L, 3); float_t minY = (float_t)lua_tonumber(L, 2);
float_t maxX = (float_t)lua_tonumber(L, 4); float_t maxX = (float_t)lua_tonumber(L, 3);
float_t maxY = (float_t)lua_tonumber(L, 5); float_t maxY = (float_t)lua_tonumber(L, 4);
spriteBatchPush( errorret_t ret = spriteBatchPush(
tex,
minX, minX,
minY, minY,
maxX, maxX,
@@ -103,6 +90,14 @@ int moduleSpriteBatchPush(lua_State *L) {
u1, u1,
v1 v1
); );
if(ret.code != ERROR_OK) {
int err = luaL_error(L,
"Failed to push sprite to batch: %s",
ret.state->message
);
errorCatch(errorPrint(ret));
return err;
}
return 0; return 0;
} }

View File

@@ -30,11 +30,11 @@ void uiRender(void) {
UI.camera.orthographic.right = SCREEN.width; UI.camera.orthographic.right = SCREEN.width;
UI.camera.orthographic.top = SCREEN.height; UI.camera.orthographic.top = SCREEN.height;
cameraPushMatrix(&UI.camera); // cameraPushMatrix(&UI.camera);
spriteBatchClear(); spriteBatchClear();
spriteBatchFlush(); spriteBatchFlush();
cameraPopMatrix(); // cameraPopMatrix();
} }
void uiDispose(void) { void uiDispose(void) {

View File

@@ -15,3 +15,4 @@ add_subdirectory(camera)
add_subdirectory(framebuffer) add_subdirectory(framebuffer)
add_subdirectory(mesh) add_subdirectory(mesh)
add_subdirectory(texture) add_subdirectory(texture)
add_subdirectory(shader)

View File

@@ -8,6 +8,7 @@
#include "display/mesh/mesh.h" #include "display/mesh/mesh.h"
#include "display/texture/texture.h" #include "display/texture/texture.h"
#include "assert/assert.h" #include "assert/assert.h"
#include "display/shader/shader.h"
errorret_t meshInitDolphin( errorret_t meshInitDolphin(
meshdolphin_t *mesh, meshdolphin_t *mesh,
@@ -53,6 +54,9 @@ errorret_t meshDrawDolphin(
sizeof(meshvertex_t) * vertexCount sizeof(meshvertex_t) * vertexCount
); );
// Update matrix.
errorChain(shaderUpdateMVPDolphin());
const uint8_t stride = (uint8_t)sizeof(meshvertex_t); const uint8_t stride = (uint8_t)sizeof(meshvertex_t);
GX_SetArray(GX_VA_POS, (void*)&mesh->vertices[vertexOffset].pos[0], stride); GX_SetArray(GX_VA_POS, (void*)&mesh->vertices[vertexOffset].pos[0], stride);
GX_SetArray(GX_VA_CLR0, (void*)&mesh->vertices[vertexOffset].color.r, stride); GX_SetArray(GX_VA_CLR0, (void*)&mesh->vertices[vertexOffset].color.r, stride);

View File

@@ -0,0 +1,11 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
shaderdolphin.c
shaderunlitdolphin.c
)

View File

@@ -0,0 +1,163 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "util/memory.h"
#include "util/string.h"
#include "display/shader/shaderunlit.h"
#include "assert/assert.h"
#include "log/log.h"
shaderdolphin_t *SHADER_BOUND;
errorret_t shaderInitDolphin(
shaderdolphin_t *shader,
const shaderdefinitiondolphin_t *def
) {
assertNotNull(shader, "Shader must not be null");
assertNotNull(def, "Shader definition must not be null");
memoryZero(shader, sizeof(shaderdolphin_t));
glm_mat4_identity(shader->view);
glm_mat4_identity(shader->proj);
glm_mat4_identity(shader->model);
shader->dirtyMatrix = (
SHADER_DOLPHIN_DIRTY_MODEL |
SHADER_DOLPHIN_DIRTY_PROJ |
SHADER_DOLPHIN_DIRTY_VIEW
);
errorOk();
}
errorret_t shaderBindDolphin(shaderdolphin_t *shader) {
assertNotNull(shader, "Shader must not be null");
SHADER_BOUND = shader;
GX_LoadProjectionMtx(
shader->matrixProjection,
shader->isProjectionPerspective ? GX_PERSPECTIVE : GX_ORTHOGRAPHIC
);
GX_LoadPosMtxImm(shader->matrixModelView, GX_PNMTX0);
errorOk();
}
errorret_t shaderSetMatrixDolphin(
shaderdolphin_t *shader,
const char_t *name,
mat4 mat
) {
assertNotNull(shader, "Shader must not be null");
assertNotNull(name, "Uniform name must not be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
if(stringCompare(name, SHADER_UNLIT_PROJECTION) == 0) {
shader->dirtyMatrix |= SHADER_DOLPHIN_DIRTY_PROJ;
glm_mat4_copy(mat, shader->proj);
} else if(stringCompare(name, SHADER_UNLIT_VIEW) == 0) {
shader->dirtyMatrix |= SHADER_DOLPHIN_DIRTY_VIEW;
glm_mat4_copy(mat, shader->view);
} else if(stringCompare(name, SHADER_UNLIT_MODEL) == 0) {
shader->dirtyMatrix |= SHADER_DOLPHIN_DIRTY_MODEL;
glm_mat4_copy(mat, shader->model);
} else {
assertUnreachable("Cannot use a custom matrix on dolphin.");
}
errorOk();
}
errorret_t shaderDisposeDolphin(shaderdolphin_t *shader) {
assertNotNull(shader, "Shader must not be null");
SHADER_BOUND = NULL;
errorOk();
}
errorret_t shaderUpdateMVPDolphin() {
assertNotNull(SHADER_BOUND, "Shader must not be null");
// Any changes?
if(SHADER_BOUND->dirtyMatrix == 0) errorOk();
// Need to update projection?
if((SHADER_BOUND->dirtyMatrix & SHADER_DOLPHIN_DIRTY_PROJ) != 0) {
shaderMat4ToMtx44(SHADER_BOUND->proj, SHADER_BOUND->matrixProjection);
// Fix projection Z mapping between GLM and GX.
float A = SHADER_BOUND->matrixProjection[2][2];
float B = SHADER_BOUND->matrixProjection[2][3];
SHADER_BOUND->matrixProjection[2][2] = 0.5f * (A + 1.0f);
SHADER_BOUND->matrixProjection[2][3] = 0.5f * B;
// Is this perspective or ortho originally? Dolphin cares for some reason.
const float_t epsilon = 0.0001f;
SHADER_BOUND->isProjectionPerspective = (
fabsf(SHADER_BOUND->proj[3][2]) > epsilon &&
fabsf(SHADER_BOUND->proj[3][3]) < epsilon
);
GX_LoadProjectionMtx(
SHADER_BOUND->matrixProjection,
SHADER_BOUND->isProjectionPerspective ? GX_PERSPECTIVE : GX_ORTHOGRAPHIC
);
}
// Need to update view or model?
bool_t mvDirt = false;
if((SHADER_BOUND->dirtyMatrix & SHADER_DOLPHIN_DIRTY_VIEW) != 0) {
shaderMat4ToMtx(SHADER_BOUND->view, SHADER_BOUND->matrixView);
mvDirt = true;
}
if((SHADER_BOUND->dirtyMatrix & SHADER_DOLPHIN_DIRTY_MODEL) != 0) {
shaderMat4ToMtx(SHADER_BOUND->model, SHADER_BOUND->matrixModel);
mvDirt = true;
}
// Set Model/View Matrix
if(mvDirt) {
guMtxConcat(
SHADER_BOUND->matrixView,
SHADER_BOUND->matrixModel,
SHADER_BOUND->matrixModelView
);
GX_LoadPosMtxImm(SHADER_BOUND->matrixModelView, GX_PNMTX0);
}
SHADER_BOUND->dirtyMatrix = 0;
errorOk();
}
void shaderMat4ToMtx44(const mat4 inGlmMatrix, Mtx44 outGXMatrix) {
assertNotNull(inGlmMatrix, "Input matrix cannot be null");
assertNotNull(outGXMatrix, "Output matrix cannot be null");
for(int row = 0; row < 4; ++row) {
for(int col = 0; col < 4; ++col) {
outGXMatrix[row][col] = inGlmMatrix[col][row];
}
}
}
void shaderMat4ToMtx(const mat4 inGlmMatrix, Mtx outGXMatrix) {
assertNotNull(inGlmMatrix, "Input matrix cannot be null");
assertNotNull(outGXMatrix, "Output matrix cannot be null");
for(int row = 0; row < 3; ++row) {
for(int col = 0; col < 4; ++col) {
outGXMatrix[row][col] = inGlmMatrix[col][row];
}
}
}

View File

@@ -0,0 +1,99 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
typedef struct {
mat4 view;
mat4 proj;
mat4 model;
bool_t isProjectionPerspective;
Mtx44 matrixProjection;
Mtx matrixView;
Mtx matrixModel;
Mtx matrixModelView;
uint_fast8_t dirtyMatrix;
} shaderdolphin_t;
typedef struct {
void *empty;
} shaderdefinitiondolphin_t;
#define SHADER_DOLPHIN_DIRTY_MODEL (1 << 0)
#define SHADER_DOLPHIN_DIRTY_PROJ (1 << 1)
#define SHADER_DOLPHIN_DIRTY_VIEW (1 << 2)
extern shaderdolphin_t *SHADER_BOUND;
/**
* Initializes a dolphin shader. Basically a render parameter pipeline.
*
* @param shader Shader to initialize.
* @param def Definition of the shader to initialize with.
* @return Error code if failure.
*/
errorret_t shaderInitDolphin(
shaderdolphin_t *shader,
const shaderdefinitiondolphin_t *def
);
/**
* Binds a dolphin shader. Basically sets the render parameters for rendering.
*
* @param shader Shader to bind.
* @return Error code if failure.
*/
errorret_t shaderBindDolphin(shaderdolphin_t *shader);
/**
* Sets a matrix uniform in the dolphin shader. Basically does nothing.
*
* @param shader Shader to set the matrix in.
* @param name Name of the uniform to set.
* @param matrix Matrix to set.
* @return Error code if failure.
*/
errorret_t shaderSetMatrixDolphin(
shaderdolphin_t *shader,
const char_t *name,
mat4 matrix
);
/**
* Disposes a dolphin shader. Basically does nothing.
*
* @param shader Shader to dispose.
* @return Error code if failure.
*/
errorret_t shaderDisposeDolphin(shaderdolphin_t *shader);
/**
* Internal Dolphin method, called right before a draw call to perform a matrix
* update and recalc.
*
* @return Error code if failure.
*/
errorret_t shaderUpdateMVPDolphin();
/**
* Converts a glm style column major mat4 to a GX compatible row major Mtx44.
*
* @param in Matrix to convert.
* @param out Output converted matrix.
*/
void shaderMat4ToMtx44(const mat4 in, Mtx44 out);
/**
* Converts a glm style column major mat4 to a GX compatible row major Mtx.
*
* @param inGlmMatrix Matrix to convert.
* @param outGXMatrix Output converted matrix.
*/
void shaderMat4ToMtx(const mat4 inGlmMatrix, Mtx outGXMatrix);

View File

@@ -0,0 +1,18 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "shaderdolphin.h"
typedef shaderdolphin_t shaderplatform_t;
typedef shaderdefinitiondolphin_t shaderdefinitionplatform_t;
#define shaderInitPlatform shaderInitDolphin
#define shaderBindPlatform shaderBindDolphin
#define shaderSetMatrixPlatform shaderSetMatrixDolphin
// #define shaderSetTexturePlatform shaderSetTextureDolphin
#define shaderDisposePlatform shaderDisposeDolphin

View File

@@ -0,0 +1,12 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "display/shader/shaderunlit.h"
shaderdefinition_t SHADER_UNLIT_DEFINITION = {
0
};

View File

@@ -0,0 +1,15 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "assert/assert.h"
#include "error/errorgl.h"
#define assertNoGLError(message) \
assertTrue(errorGLCheck().code == ERROR_OK, message)
// EOF

View File

@@ -14,3 +14,4 @@ add_subdirectory(camera)
add_subdirectory(framebuffer) add_subdirectory(framebuffer)
add_subdirectory(texture) add_subdirectory(texture)
add_subdirectory(mesh) add_subdirectory(mesh)
add_subdirectory(shader)

View File

@@ -8,7 +8,7 @@
#include "display/camera/camera.h" #include "display/camera/camera.h"
#include "display/framebuffer/framebuffer.h" #include "display/framebuffer/framebuffer.h"
#include "display/screen/screen.h" #include "display/screen/screen.h"
#include "assert/assert.h" #include "assert/assertgl.h"
void cameraPushMatrixGL(camera_t *camera) { void cameraPushMatrixGL(camera_t *camera) {
assertNotNull(camera, "Not a camera component"); assertNotNull(camera, "Not a camera component");
@@ -117,16 +117,19 @@ void cameraPushMatrixGL(camera_t *camera) {
assertUnreachable("Invalid camera view type"); assertUnreachable("Invalid camera view type");
} }
glPushMatrix(); // glPushMatrix();
glMatrixMode(GL_PROJECTION); // glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // glLoadIdentity();
glLoadMatrixf((const GLfloat*)projection); // glLoadMatrixf((const GLfloat*)projection);
assertNoGLError("Failed to set projection matrix");
glMatrixMode(GL_MODELVIEW); // glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); // glLoadIdentity();
glLoadMatrixf((const GLfloat*)view); // glLoadMatrixf((const GLfloat*)view);
assertNoGLError("Failed to set view matrix");
} }
void cameraPopMatrixGL(void) { void cameraPopMatrixGL(void) {
glPopMatrix(); // glPopMatrix();
assertNoGLError("Failed to pop camera matrix");
} }

View File

@@ -9,24 +9,30 @@
errorret_t displayOpenGLInit(void) { errorret_t displayOpenGLInit(void) {
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);// PSP defaults this on?
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
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());
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
errorChain(errorGLCheck());
glClearDepth(1.0f); glClearDepth(1.0f);
errorChain(errorGLCheck()); errorChain(errorGLCheck());
glEnable(GL_BLEND); glEnable(GL_BLEND);
errorChain(errorGLCheck());
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
errorChain(errorGLCheck());
glPixelStorei(GL_PACK_ALIGNMENT, 1); glPixelStorei(GL_PACK_ALIGNMENT, 1);
errorChain(errorGLCheck());
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
errorChain(errorGLCheck()); errorChain(errorGLCheck());
glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
errorChain(errorGLCheck());
errorOk(); errorOk();
} }

View File

@@ -10,5 +10,7 @@
/** /**
* Initializes the OpenGL specific contexts for rendering. * Initializes the OpenGL specific contexts for rendering.
*
* @return An errorret_t indicating success or failure of the initialization.
*/ */
errorret_t displayOpenGLInit(void); errorret_t displayOpenGLInit(void);

View File

@@ -7,7 +7,7 @@
#include "display/display.h" #include "display/display.h"
#include "display/framebuffer/framebuffer.h" #include "display/framebuffer/framebuffer.h"
#include "assert/assert.h" #include "assert/assertgl.h"
#include "util/memory.h" #include "util/memory.h"
errorret_t frameBufferGLInitBackBuffer(void) { errorret_t frameBufferGLInitBackBuffer(void) {
@@ -86,6 +86,7 @@ void frameBufferGLClear(const uint8_t flags, const color_t color) {
color.b / 255.0f, color.b / 255.0f,
color.a / 255.0f color.a / 255.0f
); );
assertNoGLError("Failed to set clear color");
} }
if(flags & FRAMEBUFFER_CLEAR_DEPTH) { if(flags & FRAMEBUFFER_CLEAR_DEPTH) {
@@ -93,6 +94,7 @@ void frameBufferGLClear(const uint8_t flags, const color_t color) {
} }
glClear(glFlags); glClear(glFlags);
assertNoGLError("Failed to clear framebuffer");
} }
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC #ifdef DUSK_DISPLAY_SIZE_DYNAMIC

View File

@@ -6,7 +6,9 @@
*/ */
#include "display/mesh/mesh.h" #include "display/mesh/mesh.h"
#include "assert/assert.h" #include "assert/assertgl.h"
#include "error/errorgl.h"
#include "display/shader/shadergl.h"
errorret_t meshInitGL( errorret_t meshInitGL(
meshgl_t *mesh, meshgl_t *mesh,
@@ -22,6 +24,101 @@ errorret_t meshInitGL(
mesh->vertexCount = vertexCount; mesh->vertexCount = vertexCount;
mesh->vertices = vertices; mesh->vertices = vertices;
#ifdef DUSK_OPENGL_LEGACY
// Nothing needed.
glEnableClientState(GL_COLOR_ARRAY);
errorChain(errorGLCheck());
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
errorChain(errorGLCheck());
glEnableClientState(GL_VERTEX_ARRAY);
errorChain(errorGLCheck());
#else
// Generate Vertex Buffer Object
glGenBuffers(1, &mesh->vboId);
errorChain(errorGLCheck());
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId);
errorChain(errorGLCheck());
glBufferData(
GL_ARRAY_BUFFER,
vertexCount * sizeof(meshvertex_t),
vertices,
GL_DYNAMIC_DRAW
);
errorChain(errorGLCheck());
// Generate Vertex Array Object
glGenVertexArrays(1, &mesh->vaoId);
errorChain(errorGLCheck());
glBindVertexArray(mesh->vaoId);
errorChain(errorGLCheck());
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId);
errorChain(errorGLCheck());
// Set up vertex attribute pointers
glVertexAttribPointer(
0,
MESH_VERTEX_POS_SIZE,
GL_FLOAT,
GL_FALSE,
sizeof(meshvertex_t),
(const GLvoid*)offsetof(meshvertex_t, pos)
);
errorChain(errorGLCheck());
glEnableVertexAttribArray(0);
errorChain(errorGLCheck());
glVertexAttribPointer(
1,
MESH_VERTEX_UV_SIZE,
GL_FLOAT,
GL_FALSE,
sizeof(meshvertex_t),
(const GLvoid*)offsetof(meshvertex_t, uv)
);
errorChain(errorGLCheck());
glEnableVertexAttribArray(1);
errorChain(errorGLCheck());
glVertexAttribPointer(
2,
sizeof(color_t) / sizeof(GLubyte),
GL_UNSIGNED_BYTE,
GL_TRUE,
sizeof(meshvertex_t),
(const GLvoid*)offsetof(meshvertex_t, color)
);
errorChain(errorGLCheck());
glEnableVertexAttribArray(2);
errorChain(errorGLCheck());
// Unbind VAO and VBO to prevent accidental modification
glBindBuffer(GL_ARRAY_BUFFER, 0);
errorChain(errorGLCheck());
glBindVertexArray(0);
errorChain(errorGLCheck());
#endif
errorOk();
}
errorret_t meshFlushGL(
meshgl_t *mesh,
const int32_t vertOffset,
const int32_t vertCount
) {
#ifdef DUSK_OPENGL_LEGACY
// Nothing doing, we use the glClientState stuff.
#else
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId);
errorChain(errorGLCheck());
glBufferData(
GL_ARRAY_BUFFER,
vertCount * sizeof(meshvertex_t),
&mesh->vertices[vertOffset],
GL_DYNAMIC_DRAW
);
errorChain(errorGLCheck());
#endif
errorOk(); errorOk();
} }
@@ -30,7 +127,8 @@ errorret_t meshDrawGL(
const int32_t offset, const int32_t offset,
const int32_t count const int32_t count
) { ) {
// PSP style pointer legacy OpenGL #ifdef DUSK_OPENGL_LEGACY
// Legacy pointer style rendering
const GLsizei stride = sizeof(meshvertex_t); const GLsizei stride = sizeof(meshvertex_t);
glColorPointer( glColorPointer(
@@ -43,16 +141,32 @@ errorret_t meshDrawGL(
MESH_VERTEX_UV_SIZE, MESH_VERTEX_UV_SIZE,
GL_FLOAT, GL_FLOAT,
stride, stride,
(const GLvoid*)&mesh->vertices[offset].uv (const GLvoid*)&mesh->vertices[offset].uv[0]
); );
glVertexPointer( glVertexPointer(
MESH_VERTEX_POS_SIZE, MESH_VERTEX_POS_SIZE,
GL_FLOAT, GL_FLOAT,
stride, stride,
(const GLvoid*)&mesh->vertices[offset].pos (const GLvoid*)&mesh->vertices[offset].pos[0]
); );
// Shader may have model matrix here
#ifdef DUSK_OPENGL_LEGACY
errorChain(shaderLegacyMatrixUpdate());
#endif
// glDrawArrays(mesh->primitiveType, offset, count);
glDrawArrays(mesh->primitiveType, 0, count);
errorChain(errorGLCheck());
#else
// Modern VAO/VBO rendering
glBindVertexArray(mesh->vaoId);
errorChain(errorGLCheck());
glDrawArrays(mesh->primitiveType, offset, count); glDrawArrays(mesh->primitiveType, offset, count);
errorChain(errorGLCheck());
glBindVertexArray(0);
errorChain(errorGLCheck());
#endif
errorOk(); errorOk();
} }
@@ -62,6 +176,14 @@ int32_t meshGetVertexCountGL(const meshgl_t *mesh) {
} }
errorret_t meshDisposeGL(meshgl_t *mesh) { errorret_t meshDisposeGL(meshgl_t *mesh) {
#ifdef DUSK_OPENGL_LEGACY
// No dynamic resources to free for this mesh implementation // No dynamic resources to free for this mesh implementation
#else
glDeleteBuffers(1, &mesh->vboId);
errorChain(errorGLCheck());
glDeleteVertexArrays(1, &mesh->vaoId);
errorChain(errorGLCheck());
#endif
errorOk(); errorOk();
} }

View File

@@ -16,9 +16,16 @@ typedef enum {
} meshprimitivetypegl_t; } meshprimitivetypegl_t;
typedef struct { typedef struct {
const meshvertex_t *vertices;
int32_t vertexCount; int32_t vertexCount;
meshprimitivetypegl_t primitiveType; meshprimitivetypegl_t primitiveType;
const meshvertex_t *vertices;
#ifdef DUSK_OPENGL_LEGACY
// Nothing needed
#else
GLuint vaoId;
GLuint vboId;
#endif
} meshgl_t; } meshgl_t;
/** /**
@@ -37,6 +44,20 @@ errorret_t meshInitGL(
const meshvertex_t *vertices const meshvertex_t *vertices
); );
/**
* Flushes the vertices (stored in memory) to the GPU.
*
* @param mesh Mesh to flush vertices for.
* @param vertOffset First vertice index to flush.
* @param vertCount Count of vertices to flush.
* @return Error state.
*/
errorret_t meshFlushGL(
meshgl_t *mesh,
const int32_t vertOffset,
const int32_t vertCount
);
/** /**
* Draws a mesh using OpenGL. * Draws a mesh using OpenGL.
* *

View File

@@ -12,6 +12,7 @@ typedef meshprimitivetypegl_t meshprimitivetypeplatform_t;
typedef meshgl_t meshplatform_t; typedef meshgl_t meshplatform_t;
#define meshInitPlatform meshInitGL #define meshInitPlatform meshInitGL
#define meshFlushPlatform meshFlushGL
#define meshDrawPlatform meshDrawGL #define meshDrawPlatform meshDrawGL
#define meshGetVertexCountPlatform meshGetVertexCountGL #define meshGetVertexCountPlatform meshGetVertexCountGL
#define meshDisposePlatform meshDisposeGL #define meshDisposePlatform meshDisposeGL

View File

@@ -0,0 +1,11 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
shadergl.c
shaderunlitgl.c
)

View File

@@ -0,0 +1,347 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shadergl.h"
#include "util/memory.h"
#include "util/string.h"
#include "assert/assertgl.h"
#include "display/shader/shaderunlit.h"
#ifdef DUSK_OPENGL_LEGACY
shaderlegacygl_t SHADER_LEGACY = { 0 };
#endif
errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
assertNotNull(shader, "Shader cannot be null");
assertNotNull(def, "Shader definition cannot be null");
memoryZero(shader, sizeof(shadergl_t));
#ifdef DUSK_OPENGL_LEGACY
glm_mat4_identity(shader->view);
glm_mat4_identity(shader->proj);
glm_mat4_identity(shader->model);
SHADER_LEGACY.boundShader = NULL;
errorOk();
#else
// Create vertex shader
shader->vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
errorret_t err = errorGLCheck();
errorChain(err);
glShaderSource(shader->vertexShaderId, 1, &def->vert, NULL);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
errorChain(err);
}
glCompileShader(shader->vertexShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
errorChain(err);
}
GLint ok = 0;
glGetShaderiv(shader->vertexShaderId, GL_COMPILE_STATUS, &ok);
if(!ok) {
GLchar log[1024];
glGetShaderInfoLog(shader->vertexShaderId, sizeof(log), NULL, log);
glDeleteShader(shader->vertexShaderId);
errorThrow("Vertex shader compilation failed: %s", log);
}
// Create fragment shader
shader->fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
errorChain(err);
}
glShaderSource(shader->fragmentShaderId, 1, &def->frag, NULL);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
glCompileShader(shader->fragmentShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
glGetShaderiv(shader->fragmentShaderId, GL_COMPILE_STATUS, &ok);
if(!ok) {
GLchar log[1024];
glGetShaderInfoLog(shader->fragmentShaderId, sizeof(log), NULL, log);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorThrow("Fragment shader compilation failed: %s", log);
}
// Create shader program
shader->shaderProgramId = glCreateProgram();
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
glAttachShader(shader->shaderProgramId, shader->vertexShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
glAttachShader(shader->shaderProgramId, shader->fragmentShaderId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
glLinkProgram(shader->shaderProgramId);
err = errorGLCheck();
if(err.code != ERROR_OK) {
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorChain(err);
}
ok = 0;
glGetProgramiv(shader->shaderProgramId, GL_LINK_STATUS, &ok);
if(!ok) {
GLchar log[1024];
glGetProgramInfoLog(shader->shaderProgramId, sizeof(log), NULL, log);
glDeleteProgram(shader->shaderProgramId);
glDeleteShader(shader->vertexShaderId);
glDeleteShader(shader->fragmentShaderId);
errorThrow("Shader program linking failed: %s", log);
}
#endif
errorOk();
}
errorret_t shaderParamGetLocationGL(
shadergl_t *shader,
const char_t *name,
GLint *location
) {
assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertNotNull(location, "Location cannot be null");
#ifdef DUSK_OPENGL_LEGACY
assertUnreachable("Cannot get uniform locations on legacy opengl.");
#else
shadergl_t *shaderGL = (shadergl_t *)shader;
*location = glGetUniformLocation(shaderGL->shaderProgramId, name);
errorret_t err = errorGLCheck();
if(err.code != ERROR_OK) {
errorChain(err);
}
#endif
errorOk();
}
errorret_t shaderSetMatrixGL(
shadergl_t *shader,
const char_t *name,
mat4 mat
) {
assertNotNull(shader, "Shader cannot be null");
assertNotNull(mat, "Matrix data cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
#ifdef DUSK_OPENGL_LEGACY
assertTrue(
SHADER_LEGACY.boundShader == shader,
"Shader must be bound to set legacy matrices."
);
if(stringCompare(name, SHADER_UNLIT_PROJECTION) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_PROJ;
glm_mat4_copy(mat, shader->proj);
} else if(stringCompare(name, SHADER_UNLIT_VIEW) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_VIEW;
glm_mat4_copy(mat, shader->view);
} else if(stringCompare(name, SHADER_UNLIT_MODEL) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_MODEL;
glm_mat4_copy(mat, shader->model);
} else {
assertUnreachable("Cannot use a custom matrix on legacy opengl.");
}
#else
GLint location;
errorChain(shaderParamGetLocationGL(shader, name, &location));
glUniformMatrix4fv(location, 1, GL_FALSE, (const GLfloat *)mat);
errorChain(errorGLCheck());
#endif
errorOk();
}
errorret_t shaderSetTextureGL(
shadergl_t *shader,
const char_t *name,
texture_t *texture
) {
assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
#ifdef DUSK_OPENGL_LEGACY
if(texture == NULL) {
glDisable(GL_TEXTURE_2D);
errorChain(errorGLCheck());
errorOk();
}
glEnable(GL_TEXTURE_2D);
errorChain(errorGLCheck());
glBindTexture(GL_TEXTURE_2D, texture->id);
errorChain(errorGLCheck());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
errorChain(errorGLCheck());
#else
if(texture == NULL) {
glActiveTexture(GL_TEXTURE0);
errorChain(errorGLCheck());
glBindTexture(GL_TEXTURE_2D, 0);
errorChain(errorGLCheck());
errorOk();
}
GLint location;
errorChain(shaderParamGetLocationGL(shader, name, &location));
glActiveTexture(GL_TEXTURE0);
errorChain(errorGLCheck());
glBindTexture(GL_TEXTURE_2D, texture->id);
errorChain(errorGLCheck());
glUniform1i(location, 0);
errorChain(errorGLCheck());
if(texture->format == TEXTURE_FORMAT_PALETTE) {
shaderParamGetLocationGL(shader, "u_ColorCount", &location);
glUniform1i(location, texture->palette->count);
errorChain(errorGLCheck());
shaderParamGetLocationGL(shader, "u_Colors", &location);
GLuint paletteData[texture->palette->count];
for(size_t i = 0; i < texture->palette->count; i++) {
color_t color = texture->palette->colors[i];
paletteData[i] = (
((uint32_t)color.r << 24) |
((uint32_t)color.g << 16) |
((uint32_t)color.b << 8) |
((uint32_t)color.a << 0)
);
}
glUniform1uiv(location, texture->palette->count, paletteData);
errorChain(errorGLCheck());
}
#endif
errorOk();
}
errorret_t shaderBindGL(shadergl_t *shader) {
#ifdef DUSK_OPENGL_LEGACY
assertNotNull(shader, "Cannot bind a null shader.");
SHADER_LEGACY.boundShader = shader;
SHADER_LEGACY.dirty = (
SHADER_LEGACY_DIRTY_MODEL |
SHADER_LEGACY_DIRTY_PROJ |
SHADER_LEGACY_DIRTY_VIEW
);
#else
assertNotNull(shader, "Shader cannot be null");
glUseProgram(shader->shaderProgramId);
errorChain(errorGLCheck());
#endif
errorOk();
}
errorret_t shaderDisposeGL(shadergl_t *shader) {
assertNotNull(shader, "Shader cannot be null");
#ifdef DUSK_OPENGL_LEGACY
SHADER_LEGACY.boundShader = NULL;
#else
if(shader->shaderProgramId != 0) {
glDeleteProgram(shader->shaderProgramId);
}
if(shader->vertexShaderId != 0) {
glDeleteShader(shader->vertexShaderId);
}
if(shader->fragmentShaderId != 0) {
glDeleteShader(shader->fragmentShaderId);
}
assertNoGLError("Failed disposing shader");
#endif
memoryZero(shader, sizeof(shadergl_t));
errorOk();
}
#ifdef DUSK_OPENGL_LEGACY
errorret_t shaderLegacyMatrixUpdate() {
assertNotNull(SHADER_LEGACY.boundShader, "No shader is currently bound.");
if((SHADER_LEGACY.dirty & SHADER_LEGACY_DIRTY_PROJ) != 0) {
glMatrixMode(GL_PROJECTION);
errorChain(errorGLCheck());
glLoadIdentity();
errorChain(errorGLCheck());
glMultMatrixf((const GLfloat *)SHADER_LEGACY.boundShader->proj);
errorChain(errorGLCheck());
}
if((SHADER_LEGACY.dirty & SHADER_LEGACY_DIRTY_VIEW) != 0) {
glMatrixMode(GL_MODELVIEW);
errorChain(errorGLCheck());
glLoadIdentity();
errorChain(errorGLCheck());
glMultMatrixf((const GLfloat *)SHADER_LEGACY.boundShader->view);
errorChain(errorGLCheck());
}
if((SHADER_LEGACY.dirty & SHADER_LEGACY_DIRTY_MODEL) != 0) {
glMatrixMode(GL_MODELVIEW);
errorChain(errorGLCheck());
glMultMatrixf((const GLfloat *)SHADER_LEGACY.boundShader->model);
errorChain(errorGLCheck());
}
SHADER_LEGACY.dirty = 0;
errorOk();
}
#endif

View File

@@ -0,0 +1,138 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/errorgl.h"
#include "display/texture/texture.h"
typedef struct {
#ifdef DUSK_OPENGL_LEGACY
void *nothing;
#else
GLuint shaderProgramId;
GLuint vertexShaderId;
GLuint fragmentShaderId;
#endif
#if DUSK_OPENGL_LEGACY
mat4 view;
mat4 proj;
mat4 model;
#endif
} shadergl_t;
typedef struct {
#ifdef DUSK_OPENGL_LEGACY
void *nothing;
#else
const char_t *vert;
const char_t *frag;
#endif
} shaderdefinitiongl_t;
#if DUSK_OPENGL_LEGACY
typedef struct {
shadergl_t *boundShader;
uint_fast8_t dirty;
} shaderlegacygl_t;
extern shaderlegacygl_t SHADER_LEGACY;
#define SHADER_LEGACY_DIRTY_PROJ (1 << 0)
#define SHADER_LEGACY_DIRTY_VIEW (1 << 1)
#define SHADER_LEGACY_DIRTY_MODEL (1 << 2)
#endif
/**
* Initializes a shader.
*
* @param shader The shader to initialize.
* @param def The definition of the shader to initialize with.
* @return An errorret_t indicating success or failure.
*/
errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def);
/**
* Binds a shader for use in rendering.
*
* @param shader The shader to bind.
* @return An errorret_t indicating success or failure.
*/
errorret_t shaderBindGL(shadergl_t *shader);
/**
* Retrieves the location of a shader uniform parameter.
*
* @param shader The shader to query.
* @param name The name of the uniform parameter.
* @param location Output parameter to receive the location of the uniform.
* @return An errorret_t indicating success or failure.
*/
errorret_t shaderParamGetLocationGL(
shadergl_t *shader,
const char_t *name,
GLint *location
);
/**
* Sets a mat4 uniform parameter in the shader.
*
* @param shader The shader to update.
* @param name The name of the uniform parameter.
* @param mat The 4x4 matrix data to set.
* @return An errorret_t indicating success or failure.
*/
errorret_t shaderSetMatrixGL(
shadergl_t *shader,
const char_t *name,
mat4 matrix
);
/**
* Sets a color uniform parameter in the shader.
*
* @param shader The shader to update.
* @param name The name of the uniform parameter.
* @param color The color data to set.
* @return An errorret_t indicating success or failure.
*/
errorret_t shaderSetTextureGL(
shadergl_t *shader,
const char_t *name,
texture_t *texture
);
/**
* Sets a color uniform parameter in the shader.
*
* @param shader The shader to update.
* @param name The name of the uniform parameter.
* @param color The color data to set.
* @return An errorret_t indicating success or failure.
*/
// errorret_t shaderSetColorGL(
// shadergl_t *shader,
// const char_t *name,
// color_t color
// );
/**
* Disposes of a shader, freeing any associated resources.
*
* @param shader The shader to dispose.
*/
errorret_t shaderDisposeGL(shadergl_t *shader);
#ifdef DUSK_OPENGL_LEGACY
/**
* During mesh rendering, this is requesting the legacy system to push all
* shaders necessary to render the currently bound shader's matrices.
*
* @return Any error state.
*/
errorret_t shaderLegacyMatrixUpdate();
#endif

View File

@@ -0,0 +1,19 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "shadergl.h"
typedef shadergl_t shaderplatform_t;
typedef shaderdefinitiongl_t shaderdefinitionplatform_t;
#define shaderInitPlatform shaderInitGL
#define shaderBindPlatform shaderBindGL
#define shaderSetMatrixPlatform shaderSetMatrixGL
#define shaderSetTexturePlatform shaderSetTextureGL
// #define shaderSetColorPlatform shaderSetColorGL
#define shaderDisposePlatform shaderDisposeGL

View File

@@ -0,0 +1,51 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "display/shader/shaderunlit.h"
#ifdef DUSK_OPENGL_LEGACY
shaderdefinition_t SHADER_UNLIT_DEFINITION = { 0 };
#else
shaderdefinition_t SHADER_UNLIT_DEFINITION = {
.vert =
"#version 330 core\n"
"layout(location = 0) in vec3 a_Pos;\n"
"layout(location = 1) in vec2 a_TexCoord;\n"
"layout(location = 2) in vec4 a_Color;\n"
"uniform mat4 u_Proj;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
"out vec4 v_Color;\n"
"out vec2 v_TexCoord;\n"
"void main() {\n"
" gl_Position = u_Proj * u_View * u_Model * vec4(a_Pos, 1.0);\n"
" v_Color = a_Color;\n"
" v_TexCoord = a_TexCoord;\n"
"}\n",
.frag =
"#version 330 core\n"
"uniform sampler2D u_Texture;\n"
"uniform uint u_Colors[256];\n"
"uniform int u_ColorCount;\n"
"in vec4 v_Color;\n"
"in vec2 v_TexCoord;\n"
"out vec4 FragColor;\n"
"void main() {\n"
" vec4 texColor = texture(u_Texture, v_TexCoord);\n"
" uint index = uint(floor(texColor.r * 255.0));\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 * v_Color;\n"
"}\n"
};
#endif

View File

@@ -8,6 +8,7 @@
#include "display/texture/texture.h" #include "display/texture/texture.h"
#include "assert/assert.h" #include "assert/assert.h"
#include "error/errorgl.h" #include "error/errorgl.h"
#include "util/memory.h"
errorret_t textureInitGL( errorret_t textureInitGL(
texturegl_t *texture, texturegl_t *texture,
@@ -17,6 +18,7 @@ errorret_t textureInitGL(
const texturedata_t data const texturedata_t data
) { ) {
glGenTextures(1, &texture->id); glGenTextures(1, &texture->id);
errorChain(errorGLCheck());
glBindTexture(GL_TEXTURE_2D, texture->id); glBindTexture(GL_TEXTURE_2D, texture->id);
errorChain(errorGLCheck()); errorChain(errorGLCheck());
@@ -26,23 +28,36 @@ errorret_t textureInitGL(
GL_TEXTURE_2D, 0, format, width, height, 0, GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, (void*)data.rgbaColors format, GL_UNSIGNED_BYTE, (void*)data.rgbaColors
); );
errorChain(errorGLCheck());
break; break;
case TEXTURE_FORMAT_PALETTE: case TEXTURE_FORMAT_PALETTE:
assertNotNull(data.paletteData, "Palette texture data cannot be NULL"); texture->palette = data.paletted.palette;
#ifdef DUSK_OPENGL_LEGACY
glTexImage2D( glTexImage2D(
GL_TEXTURE_2D, GL_TEXTURE_2D,
0, GL_COLOR_INDEX8_EXT, 0, GL_COLOR_INDEX8_EXT,
width, height, width, height,
0, GL_COLOR_INDEX8_EXT, 0, GL_COLOR_INDEX8_EXT,
GL_UNSIGNED_BYTE, (void*)data.paletteData GL_UNSIGNED_BYTE, (void*)data.paletted.indices
);
glColorTableEXT(
GL_TEXTURE_2D, GL_RGBA, texture->palette->count, GL_RGBA,
GL_UNSIGNED_BYTE, (const void*)texture->palette->colors
); );
errorChain(errorGLCheck()); errorChain(errorGLCheck());
// glColorTableEXT( #else
// GL_TEXTURE_2D, GL_RGBA, data.palette.palette->colorCount, GL_RGBA, // For modern systems we send to only the R channel and the shader does
// GL_UNSIGNED_BYTE, (const void*)data.palette.palette->colors // the rest.
// ); glTexImage2D(
GL_TEXTURE_2D, 0, GL_RED, width, height, 0,
GL_RED, GL_UNSIGNED_BYTE, (void*)data.paletted.indices
);
errorChain(errorGLCheck());
#endif
break; break;
default: default:
@@ -52,8 +67,11 @@ errorret_t textureInitGL(
errorChain(errorGLCheck()); errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
errorChain(errorGLCheck());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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());
@@ -63,24 +81,12 @@ errorret_t textureInitGL(
errorOk(); errorOk();
} }
errorret_t textureBindGL(texturegl_t *texture) {
if(texture == NULL) {
glBindTexture(GL_TEXTURE_2D, 0);
errorChain(errorGLCheck());
errorOk();
}
assertTrue(texture->id != 0, "Texture ID must be valid");
glBindTexture(GL_TEXTURE_2D, texture->id);
errorChain(errorGLCheck());
errorOk();
}
errorret_t textureDisposeGL(texturegl_t *texture) { errorret_t textureDisposeGL(texturegl_t *texture) {
assertNotNull(texture, "Texture cannot be NULL"); assertNotNull(texture, "Texture cannot be NULL");
assertTrue(texture->id != 0, "Texture ID must be valid"); assertTrue(texture->id != 0, "Texture ID must be valid");
glDeleteTextures(1, &texture->id); glDeleteTextures(1, &texture->id);
errorChain(errorGLCheck()); errorChain(errorGLCheck());
errorOk(); errorOk();
} }

View File

@@ -20,6 +20,10 @@ typedef struct {
textureformatgl_t format; textureformatgl_t format;
int32_t width; int32_t width;
int32_t height; int32_t height;
union {
palette_t *palette;
};
} texturegl_t; } texturegl_t;
/** /**
@@ -40,14 +44,6 @@ errorret_t textureInitGL(
const texturedata_t data const texturedata_t data
); );
/**
* Binds a texture for rendering. Providing NULL will unbind any texture.
*
* @param texture The texture to bind.
* @return An error if the texture failed to bind, otherwise success.
*/
errorret_t textureBindGL(texturegl_t *texture);
/** /**
* Disposes a texture. * Disposes a texture.
* *

View File

@@ -12,5 +12,4 @@ typedef textureformatgl_t textureformatplatform_t;
typedef texturegl_t textureplatform_t; typedef texturegl_t textureplatform_t;
#define textureInitPlatform textureInitGL #define textureInitPlatform textureInitGL
#define textureBindPlatform textureBindGL
#define textureDisposePlatform textureDisposeGL #define textureDisposePlatform textureDisposeGL

View File

@@ -22,6 +22,14 @@ errorret_t displaySDL2Init(void) {
// Set OpenGL attributes (Needs to be done now or later?) // Set OpenGL attributes (Needs to be done now or later?)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#ifdef DUSK_OPENGL_LEGACY
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#endif
// Create window with OpenGL flag. // Create window with OpenGL flag.
DISPLAY.window = SDL_CreateWindow( DISPLAY.window = SDL_CreateWindow(
"Dusk", "Dusk",
@@ -82,6 +90,8 @@ errorret_t displaySDL2Update(void) {
} }
SDL_GL_MakeCurrent(DISPLAY.window, DISPLAY.glContext); SDL_GL_MakeCurrent(DISPLAY.window, DISPLAY.glContext);
errorChain(errorGLCheck());
// errorChain(shaderPaletteTextureBindGL(&testShader));
errorOk(); errorOk();
} }