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10 Commits

Author SHA1 Message Date
888918face Refactoring editor 2026-03-31 10:56:44 -05:00
0885da8d44 Fixed dynamic updates on scene rendering 2026-03-29 19:08:58 -05:00
8af961c6d3 Fixed knulli rendering 2026-03-29 18:53:42 -05:00
ef5febdde3 Fixed dolphin rendering. 2026-03-29 18:42:59 -05:00
6d7fbd3926 Change to square only 2026-03-29 17:58:13 -05:00
2680d373d8 Fixed boot.dol in wii 2026-03-29 16:51:54 -05:00
2b2ddb3cf2 Fixed spritebatch flickering on Dolphin 2026-03-29 16:10:39 -05:00
85ff95296b Fix Linux again 2026-03-29 15:19:15 -05:00
314a2de41a Fixed text on PSP 2026-03-29 14:45:40 -05:00
26fafab47a Fix copy issues 2026-03-29 14:25:10 -05:00
40 changed files with 357 additions and 152 deletions

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

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

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@@ -180,7 +180,7 @@ end
function sceneUpdate() function sceneUpdate()
x = x + inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT) x = x + inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT)
y = y - inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN) y = y + inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN)
end end
function sceneRender() function sceneRender()
@@ -195,13 +195,16 @@ function sceneRender()
view = cameraGetViewMatrix(camera) view = cameraGetViewMatrix(camera)
shaderSetMatrix(SHADER_UNLIT, SHADER_UNLIT_VIEW, view) shaderSetMatrix(SHADER_UNLIT, SHADER_UNLIT_VIEW, view)
textDraw(10, 10, "Hello World\nHow are you?") shaderSetTexture(SHADER_UNLIT, SHADER_UNLIT_TEXTURE, nil)
spriteBatchPush(
x, y,
x + 32, y + 32,
colorWhite()
)
spriteBatchFlush()
-- spriteBatchPush( textDraw(10, 10, "Hello World\nHow are you?", colorRed())
-- x, y, spriteBatchFlush()
-- x + 32, y + 32,
-- colorWhite()
-- )
-- Update mouse position -- Update mouse position
-- if INPUT_POINTER then -- if INPUT_POINTER then
@@ -258,5 +261,4 @@ function sceneRender()
-- ) -- )
-- end -- end
-- end -- end
spriteBatchFlush()
end end

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

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

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

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

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

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

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

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

View File

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

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

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

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

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

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

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

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

View File

@@ -40,9 +40,6 @@ target_sources(${DUSK_BINARY_TARGET_NAME}
main.c main.c
) )
# Defs
dusk_env_to_h(duskdefs.env duskdefs.h)
# Subdirs # Subdirs
add_subdirectory(assert) add_subdirectory(assert)
add_subdirectory(asset) add_subdirectory(asset)

View File

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

View File

@@ -23,6 +23,24 @@
#include "script/module/display/moduleshader.h" #include "script/module/display/moduleshader.h"
display_t DISPLAY = { 0 }; display_t DISPLAY = { 0 };
mesh_t mesh;
meshvertex_t vertices[3] = {
{
.color = { 255, 0, 0, 255 },
.uv = { 0.0f, 0.0f },
.pos = { 0.0f, 0.5f, 0.0f }
},
{
.color = { 0, 255, 0, 255 },
.uv = { 0.5f, 1.0f },
.pos = { -0.5f, -0.5f, 0.0f }
},
{
.color = { 0, 0, 255, 255 },
.uv = { 1.0f, 0.0f },
.pos = { 0.5f, -0.5f, 0.0f }
}
};
errorret_t displayInit(void) { errorret_t displayInit(void) {
memoryZero(&DISPLAY, sizeof(DISPLAY)); memoryZero(&DISPLAY, sizeof(DISPLAY));
@@ -50,6 +68,7 @@ errorret_t displayInit(void) {
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, mat)); errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, mat));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL)); errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
errorChain(meshInit(&mesh, MESH_PRIMITIVE_TYPE_TRIANGLES, 3, vertices));
errorOk(); errorOk();
} }

View File

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

View File

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

View File

@@ -73,7 +73,7 @@ errorret_t textDraw(
float_t posX = x; float_t posX = x;
float_t posY = y; float_t posY = y;
// errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, texture)); errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, texture));
char_t c; char_t c;
int32_t i = 0; int32_t i = 0;

View File

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

View File

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

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@@ -90,5 +90,31 @@ int moduleShaderSetMatrix(lua_State *l) {
int moduleShaderSetTexture(lua_State *l) { int moduleShaderSetTexture(lua_State *l) {
assertNotNull(l, "Lua state cannot be NULL."); assertNotNull(l, "Lua state cannot be NULL.");
shader_t *shader = (shader_t *)lua_touserdata(l, 1);
assertNotNull(shader, "Shader pointer cannot be NULL.");
const char_t *uniformName = luaL_checkstring(l, 2);
assertStrLenMin(uniformName, 1, "Uniform name cannot be empty.");
texture_t *texture;
// Texture can be Nil or a pointer, if not nil it must be a texture pointer.
if(lua_isnil(l, 3)) {
texture = NULL;
} else if(lua_isuserdata(l, 3)) {
texture = (texture_t *)lua_touserdata(l, 3);
assertNotNull(texture, "Texture pointer cannot be NULL.");
} else {
luaL_error(l, "Third argument must be a texture_mt userdata or nil.");
return 0;
}
errorret_t ret = shaderSetTexture(shader, uniformName, texture);
if(ret.code != ERROR_OK) {
luaL_error(l, "Failed to set shader texture: %s", ret.state->message);
errorCatch(errorPrint(ret));
return 0;
}
return 0; return 0;
} }

View File

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

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

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

View File

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

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

View File

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

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@@ -181,17 +181,18 @@ errorret_t shaderSetMatrixGL(
SHADER_LEGACY.boundShader == shader, SHADER_LEGACY.boundShader == shader,
"Shader must be bound to set legacy matrices." "Shader must be bound to set legacy matrices."
); );
// Use unaligned copy to safely handle possibly unaligned input matrices
if(stringCompare(name, SHADER_UNLIT_PROJECTION) == 0) { if(stringCompare(name, SHADER_UNLIT_PROJECTION) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_PROJ; SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_PROJ;
glm_mat4_copy(mat, shader->proj); glm_mat4_ucopy(mat, shader->proj);
} else if(stringCompare(name, SHADER_UNLIT_VIEW) == 0) { } else if(stringCompare(name, SHADER_UNLIT_VIEW) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_VIEW; SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_VIEW;
glm_mat4_copy(mat, shader->view); glm_mat4_ucopy(mat, shader->view);
} else if(stringCompare(name, SHADER_UNLIT_MODEL) == 0) { } else if(stringCompare(name, SHADER_UNLIT_MODEL) == 0) {
SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_MODEL; SHADER_LEGACY.dirty |= SHADER_LEGACY_DIRTY_MODEL;
glm_mat4_copy(mat, shader->model); glm_mat4_ucopy(mat, shader->model);
} else { } else {
assertUnreachable("Cannot use a custom matrix on legacy opengl."); assertUnreachable("Cannot use a custom matrix on legacy opengl.");

View File

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

View File

@@ -25,8 +25,8 @@ errorret_t textureInitGL(
switch(format) { switch(format) {
case TEXTURE_FORMAT_RGBA: case TEXTURE_FORMAT_RGBA:
glTexImage2D( glTexImage2D(
GL_TEXTURE_2D, 0, format, width, height, 0, GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
format, GL_UNSIGNED_BYTE, (void*)data.rgbaColors GL_RGBA, GL_UNSIGNED_BYTE, (void*)data.rgbaColors
); );
errorChain(errorGLCheck()); errorChain(errorGLCheck());
break; break;

View File

@@ -4,4 +4,3 @@
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
add_subdirectory(run_python) add_subdirectory(run_python)
add_subdirectory(env_to_h)

View File

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

View File

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