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Author SHA1 Message Date
71c5756e71 Prog on knulli 2026-03-16 11:45:36 -05:00
69 changed files with 357 additions and 1800 deletions

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@@ -42,7 +42,7 @@ file(MAKE_DIRECTORY ${DUSK_TEMP_DIR})
file(MAKE_DIRECTORY ${DUSK_BUILT_ASSETS_DIR}) file(MAKE_DIRECTORY ${DUSK_BUILT_ASSETS_DIR})
# Required build packages # Required build packages
find_package(Python3 COMPONENTS Interpreter REQUIRED) find_package(Python3 REQUIRED COMPONENTS Interpreter)
# Init Project. # Init Project.
project(${DUSK_LIBRARY_TARGET_NAME} project(${DUSK_LIBRARY_TARGET_NAME}

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@@ -156,7 +156,7 @@ class Map:
newTopLeftChunkY = y // CHUNK_HEIGHT - (MAP_HEIGHT // 2) newTopLeftChunkY = y // CHUNK_HEIGHT - (MAP_HEIGHT // 2)
newTopLeftChunkZ = z // CHUNK_DEPTH - (MAP_DEPTH // 2) newTopLeftChunkZ = z // CHUNK_DEPTH - (MAP_DEPTH // 2)
if(newTopLeftChunkX != self.topLeftX or if (newTopLeftChunkX != self.topLeftX or
newTopLeftChunkY != self.topLeftY or newTopLeftChunkY != self.topLeftY or
newTopLeftChunkZ != self.topLeftZ): newTopLeftChunkZ != self.topLeftZ):
@@ -166,7 +166,7 @@ class Map:
chunkWorldX = chunk.x chunkWorldX = chunk.x
chunkWorldY = chunk.y chunkWorldY = chunk.y
chunkWorldZ = chunk.z chunkWorldZ = chunk.z
if(chunkWorldX < newTopLeftChunkX or if (chunkWorldX < newTopLeftChunkX or
chunkWorldX >= newTopLeftChunkX + MAP_WIDTH or chunkWorldX >= newTopLeftChunkX + MAP_WIDTH or
chunkWorldY < newTopLeftChunkY or chunkWorldY < newTopLeftChunkY or
chunkWorldY >= newTopLeftChunkY + MAP_HEIGHT or chunkWorldY >= newTopLeftChunkY + MAP_HEIGHT or

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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,
colorWhite() colorBlue()
) )
-- Update mouse position -- Update mouse position

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@@ -1,40 +0,0 @@
# 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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@@ -36,7 +36,6 @@ 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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@@ -1,5 +0,0 @@
include(cmake/targets/knulli.cmake)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_RG35XXH
)

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@@ -1,29 +0,0 @@
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 "")

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@@ -0,0 +1,16 @@
set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_PROCESSOR aarch64)
set(CMAKE_C_COMPILER aarch64-buildroot-linux-gnu-gcc)
set(CMAKE_CXX_COMPILER aarch64-buildroot-linux-gnu-g++)
set(CMAKE_SYSROOT /opt/aarch64-buildroot-linux-gnu_sdk-buildroot/aarch64-buildroot-linux-gnu/sysroot)
set(CMAKE_FIND_ROOT_PATH ${CMAKE_SYSROOT})
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_SYSROOT_DIR} ${CMAKE_SYSROOT})
set(ENV{PKG_CONFIG_LIBDIR} "${CMAKE_SYSROOT}/usr/lib/pkgconfig:${CMAKE_SYSROOT}/usr/share/pkgconfig")

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@@ -1,31 +1,40 @@
FROM debian:bookworm FROM debian:bookworm-slim
ENV DEBIAN_FRONTEND=noninteractive ENV DEBIAN_FRONTEND=noninteractive
WORKDIR /workdir WORKDIR /workdir
RUN dpkg --add-architecture arm64 && \ RUN ln -snf /usr/share/zoneinfo/$TZ /etc/localtime && echo $TZ > /etc/timezone
apt-get update && \ RUN apt-get -y update && apt-get -y install \
apt-get install -y --no-install-recommends \ python3-dotenv \
crossbuild-essential-arm64 \ bc \
ca-certificates \ bison \
pkg-config \ build-essential \
bzip2 \
bzr \
cmake \ cmake \
make \ cmake-curses-gui \
ninja-build \ cpio \
device-tree-compiler \
flex \
git \ git \
file \ imagemagick \
libncurses5-dev \
locales \
make \
nano \
p7zip-full \
rsync \
sharutils \
scons \
tree \
unzip \
vim \
wget \
zip \
python3 \ python3 \
python3-pip \ python3-pip \
python3-polib \ python3-polib \
python3-pil \ python3-pil \
python3-dotenv \ gcc-aarch64-linux-gnu \
python3-pyqt5 \ g++-aarch64-linux-gnu \
python3-opengl \ && apt clean
liblua5.3-dev:arm64 \ VOLUME ["/workdir"]
xz-utils:arm64 \ CMD ["/bin/bash"]
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/*

3
scripts/build-knulli-docker.sh Executable file
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@@ -0,0 +1,3 @@
#!/bin/bash
docker build --no-cache -t dusk-knulli -f docker/knulli/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-knulli /bin/bash -c "./scripts/build-knulli.sh"

15
scripts/build-knulli.sh Executable file
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@@ -0,0 +1,15 @@
#!/bin/bash
git clone --depth 1 --branch SDL2 https://github.com/libsdl-org/SDL.git /tmp/SDL2 && \
cmake -S /tmp/SDL2 -B /tmp/SDL2/build \
-DCMAKE_TOOLCHAIN_FILE=/workdir/toolchain-aarch64-buildroot.cmake \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX="$SYSROOT/usr" && \
cmake --build /tmp/SDL2/build -j"$(nproc)" && \
cmake --install /tmp/SDL2/build
cmake -S . \
-B build-knulli \
-DDUSK_BUILD_TESTS=ON \
-DDUSK_TARGET_SYSTEM=linux \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/toolchain-aarch64-buildroot.cmake
cmake --build build-knulli -- -j$(nproc)

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@@ -1,3 +0,0 @@
#!/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"

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@@ -1,7 +0,0 @@
#!/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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@@ -10,11 +10,6 @@ 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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@@ -50,10 +50,7 @@ errorret_t assetTextureLoad(assetentire_t entire) {
assetData->height, assetData->height,
TEXTURE_FORMAT_PALETTE, TEXTURE_FORMAT_PALETTE,
(texturedata_t){ (texturedata_t){
.paletted = { .paletteData = assetData->palette
.indices = NULL,
.palette = NULL
}
} }
); );

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@@ -14,7 +14,6 @@ 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)

View File

@@ -45,63 +45,13 @@ void cameraInitOrthographic(camera_t *camera) {
camera->_2d.zoom = 1.0f; camera->_2d.zoom = 1.0f;
} }
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) { void cameraPushMatrix(camera_t *camera) {
assertNotNull(camera, "Not a camera component"); assertNotNull(camera, "Invalid camera");
assertNotNull(dest, "Destination matrix must not be null"); cameraPushMatrixPlatform(camera);
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 cameraGetViewMatrix(camera_t *camera, mat4 dest) { void cameraPopMatrix(void) {
assertNotNull(camera, "Not a camera component"); #ifdef cameraPopMatrixPlatform
assertNotNull(dest, "Destination matrix must not be null"); cameraPopMatrixPlatform();
#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");
}
} }

View File

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

View File

@@ -17,18 +17,9 @@
#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));
@@ -36,31 +27,12 @@ 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();
} }
@@ -74,46 +46,16 @@ errorret_t displayUpdate(void) {
errorChain(frameBufferBind(NULL)); errorChain(frameBufferBind(NULL));
// Bind screen and render scene // Bind screen and render scene
errorChain(screenBind()); screenBind();
frameBufferClear( frameBufferClear(
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH, FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
SCREEN.background SCREEN.background
); );
camera_t camera; errorChain(sceneRender());
// cameraInitOrthographic(&camera);
// camera.orthographic.left = 0.0f;
// camera.orthographic.right = SCREEN.width;
// camera.orthographic.top = SCREEN.height;
// camera.orthographic.bottom = 0.0f;
cameraInitPerspective(&camera);
camera.lookat.position[0] = 3.0f;
camera.lookat.position[1] = 3.0f;
camera.lookat.position[2] = 3.0f;
mat4 proj, view, model;
cameraGetProjectionMatrix(&camera, proj);
cameraGetViewMatrix(&camera, view);
glm_mat4_identity(model);
errorChain(shaderBind(&SHADER_UNLIT));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, &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();
@@ -127,7 +69,6 @@ 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

@@ -25,29 +25,6 @@ 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,
@@ -55,7 +32,7 @@ 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 || vertexCount > 0, "Incorrect vert count"); assertTrue(vertexCount >= -1, "Vertex count must be -1 or non-negative");
int32_t vertDrawCount = vertexCount; int32_t vertDrawCount = vertexCount;
if(vertexCount == -1) { if(vertexCount == -1) {

View File

@@ -40,22 +40,6 @@ 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.
* *

View File

@@ -9,7 +9,6 @@
#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;
@@ -45,23 +44,22 @@ errorret_t screenInit() {
#endif #endif
// Init screen to backbuffer mode by default // Init screen to backbuffer mode by default
errorChain(screenBind()); screenBind();
errorOk(); errorOk();
} }
errorret_t screenBind() { void 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) {
errorChain(frameBufferDispose(&SCREEN.framebuffer)); frameBufferDispose(&SCREEN.framebuffer);
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
#endif #endif
@@ -81,21 +79,19 @@ errorret_t 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.
errorChain(frameBufferBind(&SCREEN.framebuffer)); frameBufferBind(&SCREEN.framebuffer);
errorOk(); return;
} }
// Need a new framebuffer. // Need a new framebuffer.
errorChain(frameBufferDispose(&SCREEN.framebuffer)); frameBufferDispose(&SCREEN.framebuffer);
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
// Create new framebuffer // Create new framebuffer
errorChain(frameBufferInit( frameBufferInit(&SCREEN.framebuffer, SCREEN.width, SCREEN.height);
&SCREEN.framebuffer, SCREEN.width, SCREEN.height
));
SCREEN.framebufferReady = true; SCREEN.framebufferReady = true;
errorChain(frameBufferBind(&SCREEN.framebuffer)); frameBufferBind(&SCREEN.framebuffer);
break; break;
} }
@@ -113,10 +109,10 @@ errorret_t 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) {
errorChain(frameBufferDispose(&SCREEN.framebuffer)); frameBufferDispose(&SCREEN.framebuffer);
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
errorOk(); return;
} }
int32_t newFbWidth, newFbHeight; int32_t newFbWidth, newFbHeight;
@@ -140,26 +136,24 @@ errorret_t 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;
errorChain(frameBufferBind(&SCREEN.framebuffer)); frameBufferBind(&SCREEN.framebuffer);
errorOk(); return;
} }
// Need a new framebuffer. // Need a new framebuffer.
errorChain(frameBufferDispose(&SCREEN.framebuffer)); frameBufferDispose(&SCREEN.framebuffer);
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
// Create new framebuffer // Create new framebuffer
errorChain(frameBufferInit( frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
&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
errorChain(frameBufferBind(&SCREEN.framebuffer)); frameBufferBind(&SCREEN.framebuffer);
break; break;
} }
@@ -179,10 +173,10 @@ errorret_t 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) {
errorChain(frameBufferDispose(&SCREEN.framebuffer)); frameBufferDispose(&SCREEN.framebuffer);
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
errorOk(); return;
} }
if(SCREEN.framebufferReady) { if(SCREEN.framebufferReady) {
@@ -191,21 +185,19 @@ errorret_t 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) {
errorChain(frameBufferBind(&SCREEN.framebuffer)); frameBufferBind(&SCREEN.framebuffer);
errorOk(); return;
} }
// Need a new framebuffer. // Need a new framebuffer.
errorChain(frameBufferDispose(&SCREEN.framebuffer)); frameBufferDispose(&SCREEN.framebuffer);
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
// Create a new framebuffer. // Create a new framebuffer.
errorChain(frameBufferInit( frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
&SCREEN.framebuffer, newFbWidth, newFbHeight
));
SCREEN.framebufferReady = true; SCREEN.framebufferReady = true;
errorChain(frameBufferBind(&SCREEN.framebuffer)); frameBufferBind(&SCREEN.framebuffer);
break; break;
} }
@@ -225,10 +217,10 @@ errorret_t 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) {
errorChain(frameBufferDispose(&SCREEN.framebuffer)); frameBufferDispose(&SCREEN.framebuffer);
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
errorOk(); return;
} }
if(SCREEN.framebufferReady) { if(SCREEN.framebufferReady) {
@@ -237,21 +229,19 @@ errorret_t 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) {
errorChain(frameBufferBind(&SCREEN.framebuffer)); frameBufferBind(&SCREEN.framebuffer);
errorOk(); return;
} }
// Need a new framebuffer. // Need a new framebuffer.
errorChain(frameBufferDispose(&SCREEN.framebuffer)); frameBufferDispose(&SCREEN.framebuffer);
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
// Create a new framebuffer. // Create a new framebuffer.
errorChain(frameBufferInit( frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
&SCREEN.framebuffer, newFbWidth, newFbHeight
));
SCREEN.framebufferReady = true; SCREEN.framebufferReady = true;
errorChain(frameBufferBind(&SCREEN.framebuffer)); frameBufferBind(&SCREEN.framebuffer);
break; break;
} }
@@ -272,11 +262,9 @@ errorret_t screenBind() {
break; break;
} }
} }
errorOk();
} }
errorret_t screenUnbind() { void screenUnbind() {
switch(SCREEN.mode) { switch(SCREEN.mode) {
// Nothing to do here. // Nothing to do here.
case SCREEN_MODE_BACKBUFFER: case SCREEN_MODE_BACKBUFFER:
@@ -287,9 +275,7 @@ errorret_t 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) { if(SCREEN.framebufferReady) frameBufferBind(NULL);
errorChain(frameBufferBind(NULL));
}
break; break;
case SCREEN_MODE_FIXED_VIEWPORT_HEIGHT: case SCREEN_MODE_FIXED_VIEWPORT_HEIGHT:
@@ -300,19 +286,17 @@ errorret_t screenUnbind() {
assertUnreachable("Invalid screen mode."); assertUnreachable("Invalid screen mode.");
break; break;
} }
errorOk();
} }
errorret_t screenRender() { void screenRender() {
if(SCREEN.mode == SCREEN_MODE_BACKBUFFER) { if(SCREEN.mode == SCREEN_MODE_BACKBUFFER) {
errorOk(); return;
} }
#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);
errorOk(); return;
} }
if( if(
@@ -323,7 +307,7 @@ errorret_t screenRender() {
) { ) {
if(!SCREEN.framebufferReady) { if(!SCREEN.framebufferReady) {
// Nothing to do here. // Nothing to do here.
errorOk(); return;
} }
float_t bbWidth, bbHeight; float_t bbWidth, bbHeight;
@@ -372,34 +356,23 @@ errorret_t 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();
shaderBind(&SHADER_UNLIT); return;
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.");
} }
errorret_t screenDispose() { void screenDispose() {
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC #ifdef DUSK_DISPLAY_SIZE_DYNAMIC
if(SCREEN.framebufferReady) { if(SCREEN.framebufferReady) {
errorChain(frameBufferDispose(&SCREEN.framebuffer)); frameBufferDispose(&SCREEN.framebuffer);
SCREEN.framebufferReady = false; SCREEN.framebufferReady = false;
} }
#endif #endif
errorOk();
} }

View File

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

View File

@@ -1,10 +0,0 @@
# 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

@@ -1,61 +0,0 @@
/**
* 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

@@ -1,94 +0,0 @@
/**
* 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

@@ -1,18 +0,0 @@
/**
* 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

@@ -19,12 +19,13 @@ errorret_t spriteBatchInit() {
&SPRITEBATCH.mesh, &SPRITEBATCH.mesh,
QUAD_PRIMITIVE_TYPE, QUAD_PRIMITIVE_TYPE,
SPRITEBATCH_VERTEX_COUNT, SPRITEBATCH_VERTEX_COUNT,
SPRITEBATCH_VERTICES &SPRITEBATCH_VERTICES[0]
)); ));
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,
@@ -36,6 +37,7 @@ 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,
@@ -46,6 +48,7 @@ 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,
@@ -53,8 +56,12 @@ errorret_t spriteBatchPush3D(
const vec2 uv1 const vec2 uv1
) { ) {
// Need to flush? // Need to flush?
if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX) { if(
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;
@@ -68,6 +75,7 @@ errorret_t spriteBatchPush3D(
void spriteBatchClear() { void spriteBatchClear() {
SPRITEBATCH.spriteCount = 0; SPRITEBATCH.spriteCount = 0;
SPRITEBATCH.currentTexture = NULL;
} }
errorret_t spriteBatchFlush() { errorret_t spriteBatchFlush() {
@@ -75,9 +83,10 @@ errorret_t spriteBatchFlush() {
errorOk(); errorOk();
} }
size_t vertexCount = QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount; errorChain(textureBind(SPRITEBATCH.currentTexture));
errorChain(meshFlush(&SPRITEBATCH.mesh, 0, vertexCount)); errorChain(meshDraw(
errorChain(meshDraw(&SPRITEBATCH.mesh, 0, vertexCount)); &SPRITEBATCH.mesh, 0, QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount
));
spriteBatchClear(); spriteBatchClear();
errorOk(); errorOk();
} }

View File

@@ -7,13 +7,16 @@
#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.
@@ -36,6 +39,7 @@ 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.
@@ -48,6 +52,7 @@ 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,
@@ -63,6 +68,7 @@ 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.
@@ -71,6 +77,7 @@ 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

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

View File

@@ -1,10 +0,0 @@
/**
* 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

@@ -1,19 +0,0 @@
/**
* 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

@@ -11,6 +11,8 @@
#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,
@@ -23,18 +25,6 @@ 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;
@@ -44,9 +34,18 @@ 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

@@ -7,12 +7,15 @@
#pragma once #pragma once
#include "error/error.h" #include "error/error.h"
#include "display/texture/palette.h" #include "display/color.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
@@ -21,13 +24,12 @@ typedef textureformatplatform_t textureformat_t;
typedef textureplatform_t texture_t; typedef textureplatform_t texture_t;
typedef union texturedata_u { typedef union texturedata_u {
struct { uint8_t *paletteData;
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.
* *
@@ -45,6 +47,13 @@ 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

@@ -69,6 +69,8 @@ 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) {
@@ -116,7 +118,26 @@ int moduleCameraCreate(lua_State *L) {
return 1; return 1;
} }
int moduleCameraIndex(lua_State *l) { 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) {
assertNotNull(l, "Lua state cannot be NULL."); assertNotNull(l, "Lua state cannot be NULL.");
const char_t *key = luaL_checkstring(l, 2); const char_t *key = luaL_checkstring(l, 2);

View File

@@ -23,6 +23,22 @@ 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

@@ -32,20 +32,32 @@ 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, 1) || !lua_isnumber(L, 2) || !lua_isnumber(L, 3) || !lua_isnumber(L, 2) || !lua_isnumber(L, 3) || !lua_isnumber(L, 4) ||
!lua_isnumber(L, 4) !lua_isnumber(L, 5)
) { ) {
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) < 5 || lua_isnil(L, 5)) { if(lua_gettop(L) < 6 || lua_isnil(L, 6)) {
// Allow NULL // Allow NULL
} else if(lua_isuserdata(L, 5)) { } else if(lua_isuserdata(L, 6)) {
color = (color_t*)luaL_checkudata(L, 5, "color_mt"); color = (color_t*)luaL_checkudata(L, 6, "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");
} }
@@ -56,30 +68,31 @@ 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) >= 7) { if(lua_gettop(L) >= 8) {
if(!lua_isnumber(L, 6) || !lua_isnumber(L, 7)) { if(!lua_isnumber(L, 7) || !lua_isnumber(L, 8)) {
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, 6); u0 = (float_t)lua_tonumber(L, 7);
v0 = (float_t)lua_tonumber(L, 7); v0 = (float_t)lua_tonumber(L, 8);
} }
if(lua_gettop(L) >= 9) { if(lua_gettop(L) >= 10) {
if(!lua_isnumber(L, 8) || !lua_isnumber(L, 9)) { if(!lua_isnumber(L, 9) || !lua_isnumber(L, 10)) {
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, 8); u1 = (float_t)lua_tonumber(L, 9);
v1 = (float_t)lua_tonumber(L, 9); v1 = (float_t)lua_tonumber(L, 10);
} }
float_t minX = (float_t)lua_tonumber(L, 1); float_t minX = (float_t)lua_tonumber(L, 2);
float_t minY = (float_t)lua_tonumber(L, 2); float_t minY = (float_t)lua_tonumber(L, 3);
float_t maxX = (float_t)lua_tonumber(L, 3); float_t maxX = (float_t)lua_tonumber(L, 4);
float_t maxY = (float_t)lua_tonumber(L, 4); float_t maxY = (float_t)lua_tonumber(L, 5);
errorret_t ret = spriteBatchPush( spriteBatchPush(
tex,
minX, minX,
minY, minY,
maxX, maxX,
@@ -90,14 +103,6 @@ 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

@@ -19,7 +19,7 @@ int moduleSceneSet(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL"); assertNotNull(L, "Lua state cannot be NULL");
// Need string // Need string
if(!lua_isstring(L, 1)) { if (!lua_isstring(L, 1)) {
luaL_error(L, "sceneSet requires a string argument"); luaL_error(L, "sceneSet requires a string argument");
return 0; return 0;
} }

View File

@@ -26,12 +26,12 @@ int moduleSysPrint(lua_State *L) {
luaL_Buffer b; luaL_Buffer b;
luaL_buffinit(L, &b); luaL_buffinit(L, &b);
for(int i = 1; i <= n; ++i) { for (int i = 1; i <= n; ++i) {
size_t len; size_t len;
const char *s = luaL_tolstring(L, i, &len); // converts any value to string const char *s = luaL_tolstring(L, i, &len); // converts any value to string
luaL_addlstring(&b, s, len); luaL_addlstring(&b, s, len);
lua_pop(L, 1); // pop result of luaL_tolstring lua_pop(L, 1); // pop result of luaL_tolstring
if(i < n) luaL_addlstring(&b, "\t", 1); if (i < n) luaL_addlstring(&b, "\t", 1);
} }
luaL_pushresult(&b); luaL_pushresult(&b);

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

@@ -15,4 +15,3 @@ 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

@@ -8,7 +8,6 @@
#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,
@@ -54,9 +53,6 @@ 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

@@ -1,11 +0,0 @@
# 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

@@ -1,163 +0,0 @@
/**
* 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

@@ -1,99 +0,0 @@
/**
* 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

@@ -1,18 +0,0 @@
/**
* 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

@@ -1,12 +0,0 @@
/**
* 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

@@ -1,15 +0,0 @@
/**
* 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

@@ -14,4 +14,3 @@ 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/assertgl.h" #include "assert/assert.h"
void cameraPushMatrixGL(camera_t *camera) { void cameraPushMatrixGL(camera_t *camera) {
assertNotNull(camera, "Not a camera component"); assertNotNull(camera, "Not a camera component");
@@ -117,19 +117,16 @@ 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

@@ -9,30 +9,24 @@
errorret_t displayOpenGLInit(void) { errorret_t displayOpenGLInit(void) {
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
errorChain(errorGLCheck());
#if DUSK_OPENGL_LEGACY
glDisable(GL_LIGHTING);// PSP defaults this on? glDisable(GL_LIGHTING);// PSP defaults this on?
errorChain(errorGLCheck());
glShadeModel(GL_SMOOTH); // Fixes color on PSP? glShadeModel(GL_SMOOTH); // Fixes color on PSP?
errorChain(errorGLCheck()); 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

@@ -10,7 +10,5 @@
/** /**
* 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/assertgl.h" #include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
errorret_t frameBufferGLInitBackBuffer(void) { errorret_t frameBufferGLInitBackBuffer(void) {
@@ -86,7 +86,6 @@ 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) {
@@ -94,7 +93,6 @@ 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

@@ -6,9 +6,7 @@
*/ */
#include "display/mesh/mesh.h" #include "display/mesh/mesh.h"
#include "assert/assertgl.h" #include "assert/assert.h"
#include "error/errorgl.h"
#include "display/shader/shadergl.h"
errorret_t meshInitGL( errorret_t meshInitGL(
meshgl_t *mesh, meshgl_t *mesh,
@@ -24,101 +22,6 @@ 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();
} }
@@ -127,8 +30,7 @@ errorret_t meshDrawGL(
const int32_t offset, const int32_t offset,
const int32_t count const int32_t count
) { ) {
#ifdef DUSK_OPENGL_LEGACY // PSP style pointer legacy OpenGL
// Legacy pointer style rendering
const GLsizei stride = sizeof(meshvertex_t); const GLsizei stride = sizeof(meshvertex_t);
glColorPointer( glColorPointer(
@@ -141,32 +43,16 @@ errorret_t meshDrawGL(
MESH_VERTEX_UV_SIZE, MESH_VERTEX_UV_SIZE,
GL_FLOAT, GL_FLOAT,
stride, stride,
(const GLvoid*)&mesh->vertices[offset].uv[0] (const GLvoid*)&mesh->vertices[offset].uv
); );
glVertexPointer( glVertexPointer(
MESH_VERTEX_POS_SIZE, MESH_VERTEX_POS_SIZE,
GL_FLOAT, GL_FLOAT,
stride, stride,
(const GLvoid*)&mesh->vertices[offset].pos[0] (const GLvoid*)&mesh->vertices[offset].pos
); );
// 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();
} }
@@ -176,14 +62,6 @@ 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

@@ -16,16 +16,9 @@ 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;
/** /**
@@ -44,20 +37,6 @@ 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

@@ -12,7 +12,6 @@ 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

@@ -1,11 +0,0 @@
# 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

@@ -1,347 +0,0 @@
/**
* 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

@@ -1,138 +0,0 @@
/**
* 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

@@ -1,19 +0,0 @@
/**
* 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

@@ -1,51 +0,0 @@
/**
* 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

@@ -8,7 +8,6 @@
#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,
@@ -18,7 +17,6 @@ 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());
@@ -28,36 +26,23 @@ 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:
texture->palette = data.paletted.palette; assertNotNull(data.paletteData, "Palette texture data cannot be NULL");
#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.paletted.indices GL_UNSIGNED_BYTE, (void*)data.paletteData
);
glColorTableEXT(
GL_TEXTURE_2D, GL_RGBA, texture->palette->count, GL_RGBA,
GL_UNSIGNED_BYTE, (const void*)texture->palette->colors
); );
errorChain(errorGLCheck()); errorChain(errorGLCheck());
#else // glColorTableEXT(
// For modern systems we send to only the R channel and the shader does // GL_TEXTURE_2D, GL_RGBA, data.palette.palette->colorCount, GL_RGBA,
// the rest. // GL_UNSIGNED_BYTE, (const void*)data.palette.palette->colors
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:
@@ -67,11 +52,8 @@ 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());
@@ -81,12 +63,24 @@ 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

@@ -20,10 +20,6 @@ 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;
/** /**
@@ -44,6 +40,14 @@ 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

@@ -12,4 +12,5 @@ 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

@@ -19,7 +19,7 @@ void logDebug(const char_t *message, ...) {
// print to file // print to file
FILE *file = fopen("ms0:/PSP/GAME/Dusk/debug.log", "a"); FILE *file = fopen("ms0:/PSP/GAME/Dusk/debug.log", "a");
if(file) { if (file) {
va_copy(copy, args); va_copy(copy, args);
vfprintf(file, message, copy); vfprintf(file, message, copy);
va_end(copy); va_end(copy);
@@ -41,7 +41,7 @@ void logError(const char_t *message, ...) {
// print to file // print to file
FILE *file = fopen("ms0:/PSP/GAME/Dusk/error.log", "a"); FILE *file = fopen("ms0:/PSP/GAME/Dusk/error.log", "a");
if(file) { if (file) {
va_copy(copy, args); va_copy(copy, args);
vfprintf(file, message, copy); vfprintf(file, message, copy);
va_end(copy); va_end(copy);

View File

@@ -22,14 +22,6 @@ 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",
@@ -90,8 +82,6 @@ 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();
} }

View File

@@ -247,13 +247,13 @@
// Draw red grid lines for tile boundaries // Draw red grid lines for tile boundaries
ctx.strokeStyle = 'rgba(255,0,0,1)'; ctx.strokeStyle = 'rgba(255,0,0,1)';
for(let x = v.scaledTileWidth; x < elOutputPreview.width; x += v.scaledTileWidth) { for (let x = v.scaledTileWidth; x < elOutputPreview.width; x += v.scaledTileWidth) {
ctx.beginPath(); ctx.beginPath();
ctx.moveTo(x, 0); ctx.moveTo(x, 0);
ctx.lineTo(x, elOutputPreview.height); ctx.lineTo(x, elOutputPreview.height);
ctx.stroke(); ctx.stroke();
} }
for(let y = v.scaledTileHeight; y < elOutputPreview.height; y += v.scaledTileHeight) { for (let y = v.scaledTileHeight; y < elOutputPreview.height; y += v.scaledTileHeight) {
ctx.beginPath(); ctx.beginPath();
ctx.moveTo(0, y); ctx.moveTo(0, y);
ctx.lineTo(elOutputPreview.width, y); ctx.lineTo(elOutputPreview.width, y);
@@ -289,7 +289,7 @@
btnBackgroundGreen.addEventListener('click', () => document.body.style.background = 'green'); btnBackgroundGreen.addEventListener('click', () => document.body.style.background = 'green');
elDefineBySize.addEventListener('change', () => { elDefineBySize.addEventListener('change', () => {
if(elDefineBySize.checked) { if (elDefineBySize.checked) {
elTileSizes.style.display = ''; elTileSizes.style.display = '';
elTileCounts.style.display = 'none'; elTileCounts.style.display = 'none';
} }
@@ -297,7 +297,7 @@
}); });
elDefineByCount.addEventListener('change', () => { elDefineByCount.addEventListener('change', () => {
if(elDefineByCount.checked) { if (elDefineByCount.checked) {
elTileSizes.style.display = 'none'; elTileSizes.style.display = 'none';
elTileCounts.style.display = ''; elTileCounts.style.display = '';
} }
@@ -332,7 +332,7 @@
elOutputError.style.display = 'none'; elOutputError.style.display = 'none';
pixels = null; pixels = null;
if(!elFileInput.files.length) { if (!elFileInput.files.length) {
elOutputError.textContent = 'No file selected'; elOutputError.textContent = 'No file selected';
elOutputError.style.display = 'block'; elOutputError.style.display = 'block';
return; return;
@@ -340,18 +340,18 @@
const file = elFileInput.files[0]; const file = elFileInput.files[0];
if(file.name.endsWith('.dpt')) { if (file.name.endsWith('.dpt')) {
// Load DPT file // Load DPT file
const reader = new FileReader(); const reader = new FileReader();
reader.onload = () => { reader.onload = () => {
const arrayBuffer = reader.result; const arrayBuffer = reader.result;
const data = new Uint8Array(arrayBuffer); const data = new Uint8Array(arrayBuffer);
if(data[0] !== 'D'.charCodeAt(0) || data[1] !== 'P'.charCodeAt(0) || data[2] !== 'T'.charCodeAt(0)) { if (data[0] !== 'D'.charCodeAt(0) || data[1] !== 'P'.charCodeAt(0) || data[2] !== 'T'.charCodeAt(0)) {
elOutputError.textContent = 'Invalid DPT file'; elOutputError.textContent = 'Invalid DPT file';
elOutputError.style.display = 'block'; elOutputError.style.display = 'block';
return; return;
} else if(data[3] !== 0x01) { } else if (data[3] !== 0x01) {
elOutputError.textContent = 'Unsupported DPT version'; elOutputError.textContent = 'Unsupported DPT version';
elOutputError.style.display = 'block'; elOutputError.style.display = 'block';
return; return;
@@ -381,15 +381,15 @@
} }
const uniqueIndexes = []; const uniqueIndexes = [];
for(let i = 0; i < width * height; i++) { for (let i = 0; i < width * height; i++) {
const colorIndex = data[12 + i]; const colorIndex = data[12 + i];
if(!uniqueIndexes.includes(colorIndex)) { if (!uniqueIndexes.includes(colorIndex)) {
uniqueIndexes.push(colorIndex); uniqueIndexes.push(colorIndex);
} }
} }
const adhocPalette = []; const adhocPalette = [];
for(let i = 0; i < uniqueIndexes.length; i++) { for (let i = 0; i < uniqueIndexes.length; i++) {
const index = uniqueIndexes[i]; const index = uniqueIndexes[i];
// Get the most different possible color for this index // Get the most different possible color for this index
const color = [ const color = [
@@ -402,7 +402,7 @@
} }
pixels = new Uint8Array(width * height * 4); pixels = new Uint8Array(width * height * 4);
for(let i = 0; i < width * height; i++) { for (let i = 0; i < width * height; i++) {
const colorIndex = data[12 + i]; const colorIndex = data[12 + i];
const color = adhocPalette[colorIndex]; const color = adhocPalette[colorIndex];
pixels[i * 4] = color[0]; pixels[i * 4] = color[0];
@@ -487,13 +487,13 @@
input.accept = '.dtf'; input.accept = '.dtf';
input.addEventListener('change', (e) => { input.addEventListener('change', (e) => {
const files = e?.target?.files; const files = e?.target?.files;
if(!files || !files.length || !files[0]) { if (!files || !files.length || !files[0]) {
alert('No file selected'); alert('No file selected');
return; return;
} }
const file = files[0]; const file = files[0];
if(!file.name.endsWith('.dtf')) { if (!file.name.endsWith('.dtf')) {
alert('Invalid file type. Please select a .dtf file.'); alert('Invalid file type. Please select a .dtf file.');
return; return;
} }
@@ -502,12 +502,12 @@
reader.onload = () => { reader.onload = () => {
const arrayBuffer = reader.result; const arrayBuffer = reader.result;
const data = new Uint8Array(arrayBuffer); const data = new Uint8Array(arrayBuffer);
if(data[0] !== 'D'.charCodeAt(0) || data[1] !== 'T'.charCodeAt(0) || data[2] !== 'F'.charCodeAt(0)) { if (data[0] !== 'D'.charCodeAt(0) || data[1] !== 'T'.charCodeAt(0) || data[2] !== 'F'.charCodeAt(0)) {
alert('Invalid DTF file'); alert('Invalid DTF file');
return; return;
} }
if(data[3] !== 0x00) { if (data[3] !== 0x00) {
alert('Unsupported DTF version'); alert('Unsupported DTF version');
return; return;
} }