268 Commits

Author SHA1 Message Date
YourWishes 88903fee94 No need for asset batching on text.c 2026-06-01 22:36:02 -05:00
YourWishes 1e8311fc04 Add asset batch 2026-06-01 22:34:44 -05:00
YourWishes 2b78370cb8 Add asset reaping 2026-06-01 22:20:57 -05:00
YourWishes 8f78bba9e9 Restoring JerryScript a bit cleaner 2026-06-01 21:52:36 -05:00
YourWishes 41a4be678e Added a tiny sleep on assets to stop pegging the CPU 2026-06-01 15:48:10 -05:00
YourWishes 8b2b4b7c3d Fixed JSON loader, added some tests 2026-06-01 15:31:22 -05:00
YourWishes 1f3a29f89d Asyncify other loaders 2026-06-01 15:10:58 -05:00
YourWishes c4c93097cd Add async texture loading 2026-06-01 14:53:18 -05:00
YourWishes eedb7769e6 Add some extra tests 2026-06-01 13:48:29 -05:00
YourWishes 98db62a4bc Add some more tests, prepping for asset testing 2026-06-01 13:37:14 -05:00
YourWishes df48c8e500 Consistency and fixing thread unit tests 2026-06-01 11:33:27 -05:00
YourWishes db9cc0f4c6 Add thread tests 2026-06-01 10:59:56 -05:00
YourWishes a79ee429b4 Prepping for async 2026-06-01 10:57:40 -05:00
YourWishes 6acfca6d48 Consistent 2026-05-30 20:30:13 -05:00
YourWishes 1cd6f4cb72 First refactor of new asset system 2026-05-30 08:21:58 -05:00
YourWishes 3271e8c7d6 FInished porting last asset loader types 2026-05-30 07:59:06 -05:00
YourWishes 0bcde064af Asset refactor, phase one. 2026-05-29 14:27:40 -05:00
YourWishes 957980b3c5 Updating event handler 2026-05-28 14:22:13 -05:00
YourWishes 03eb328d81 Allow dynamic trace on any platform that can support it. 2026-05-28 11:21:36 -05:00
YourWishes e1716a741f Trigger test 2026-05-26 22:18:41 -05:00
YourWishes e24707c847 Scene loading example 2026-05-26 21:42:37 -05:00
YourWishes 7c4b8c307f Fix flocking bug 2026-05-26 20:24:34 -05:00
YourWishes 109318aeaf Remove useless void checks 2026-05-26 19:24:17 -05:00
YourWishes 1f2657cea0 Spritebatch cleanup 2026-05-26 19:07:07 -05:00
YourWishes 382c435bac Entity refactoring 2026-05-22 23:01:45 -05:00
YourWishes 130fe4ca5d Delete JS assets 2026-05-22 00:00:23 -05:00
YourWishes 31ba3fe127 add build to corner of screen 2026-05-21 23:59:26 -05:00
YourWishes f68b31158f Asset refactor 2026-05-21 23:42:56 -05:00
YourWishes 653ca9a72d PSP rendering fix 2026-05-21 22:07:56 -05:00
YourWishes ba7857f4df Fix rendering 2026-05-21 18:24:18 -05:00
YourWishes 23e617ea21 Optimizing entityposition as much as possible. 2026-05-21 13:17:48 -05:00
YourWishes cdf5a5229c Refactor cleaned a few things 2026-05-21 12:52:23 -05:00
YourWishes f841a35a53 Revert "Disable old ent code"
This reverts commit efd31237be.
2026-05-21 11:07:21 -05:00
YourWishes efd31237be Disable old ent code 2026-05-21 10:18:20 -05:00
YourWishes 6502822583 Update render, spritebatch and input stuffs. 2026-05-21 09:51:56 -05:00
YourWishes a9e6f2b2a5 Scene rendering native. 2026-05-20 23:45:27 -05:00
YourWishes 510a94b42c Remove Jerryscript further 2026-05-20 21:34:00 -05:00
YourWishes d805be47ce No script 2026-05-20 20:58:56 -05:00
YourWishes f9ea8e380a Temporarily disable save code 2026-05-20 09:52:07 -05:00
YourWishes 5cb05beb30 Fix dolphin compile 2026-05-19 23:24:27 -05:00
YourWishes 677768e6ab Map Base 2026-05-19 23:13:41 -05:00
YourWishes ed6c951783 Script improvements 2026-05-17 23:40:42 -05:00
YourWishes 54254348b8 Add parent/child 2026-05-17 21:46:08 -05:00
YourWishes 782fd07a8d Savestream update 2026-05-16 17:51:00 -05:00
YourWishes a8fd55cb38 Save file update (incomplete) 2026-05-10 11:20:09 -05:00
YourWishes d7f515575a Working on burned DVD for gamecube 2026-05-09 00:14:28 -05:00
YourWishes bafbf2ec2f Fix compile error 2026-05-08 23:11:20 -05:00
YourWishes 7415944e0a scripting improvements 2026-05-08 22:46:24 -05:00
YourWishes 1ff990ff44 Add strided memory pushing and improved spritebatching 2026-05-08 20:53:05 -05:00
YourWishes 73e73d8772 Cleanup animation 2026-05-08 15:44:55 -05:00
YourWishes 6d876bb767 Anim tweak 2026-05-07 19:37:30 -05:00
YourWishes 2be0fe9f06 Fix wii build 2026-05-07 17:54:10 -05:00
YourWishes e1fb082927 Increase spritebatch flushing count 2026-05-07 17:47:39 -05:00
YourWishes 65ca5ae4c4 Dolphin Bootable ISO working! 2026-05-07 17:38:41 -05:00
YourWishes 2cea43dc70 Switch to ogc2 2026-05-07 17:21:52 -05:00
YourWishes 44a0700800 Fixed memalign again 2026-05-07 14:11:59 -05:00
YourWishes 1613a378f1 Added memalign 2026-05-07 12:39:07 -05:00
YourWishes deed98a27d 2026-05-07 12:31:22 -05:00
YourWishes 9d0cb8fb46 ISO build (partial) 2026-05-07 12:18:30 -05:00
YourWishes d8fe0f6923 textbox 2026-05-06 22:42:28 -05:00
YourWishes 581dbc2b3c Update linux docker 2026-05-06 20:31:50 -05:00
YourWishes 7301d2ad76 luce bree 2026-05-06 20:24:16 -05:00
YourWishes 3232a14d1d Consistent build 2026-05-06 14:40:06 -05:00
YourWishes 84c1f88d42 Fix PSP blending issues 2026-05-06 11:17:34 -05:00
YourWishes 3695b10e4b Easing test 2026-05-05 22:24:25 -05:00
YourWishes 6da02b25fa Testing cutscenes 2026-05-05 22:10:47 -05:00
YourWishes 3bc544fba1 Re-enable build pulling fetched modules 2026-05-05 19:29:48 -05:00
YourWishes 368d370f49 Cleanup modules 2026-05-05 19:29:29 -05:00
YourWishes bb29c0edef Working on some script modules 2026-05-05 16:22:04 -05:00
YourWishes 6edcf75a0c add display state 2026-05-04 22:16:30 -05:00
YourWishes 31cc186424 Fixed small compile bugs 2026-05-04 08:39:47 -05:00
YourWishes 0e94c1fa6d Fixed a bunch of messy over 80 char lines 2026-05-04 08:29:43 -05:00
YourWishes 6d9e2dd3e1 UI first pass 2026-05-03 21:52:12 -05:00
YourWishes 4a4adeb3c8 Finally fixed linux asset weirdness 2026-05-02 15:18:49 -05:00
YourWishes ff77f8cfa0 Fix dolphin rendering 2026-05-01 23:11:59 -05:00
YourWishes 36db89c36e Nuke the old input system, use the new UI system 2026-05-01 15:21:46 -05:00
YourWishes a9948142ad Fix linux warning 2026-05-01 14:00:24 -05:00
YourWishes 8d05510584 Fix linux building 2026-05-01 13:58:05 -05:00
YourWishes d373de7a29 Some adjustments 2026-05-01 13:44:51 -05:00
YourWishes 1efa9a9f7b More cleanup 2026-05-01 09:43:50 -05:00
YourWishes 0fb3ba2f91 Cleanup, prepping for example game stuff 2026-04-30 23:43:49 -05:00
YourWishes 3b4c5b5153 Added FPS meter 2026-04-30 23:34:32 -05:00
YourWishes 9293aeeec8 Fix position 2026-04-30 23:18:36 -05:00
YourWishes 03ae83b119 More cleanup? 2026-04-30 23:07:17 -05:00
YourWishes abd63cc6cf More cleanup 2026-04-30 22:40:32 -05:00
YourWishes 2e43aa2c44 Bit more cleanup 2026-04-30 20:03:44 -05:00
YourWishes 3d984e13c2 Module input improvements 2026-04-29 23:40:01 -05:00
YourWishes 010900fe21 Better again. 2026-04-29 23:26:21 -05:00
YourWishes ffed626447 More cleanup 2026-04-29 22:39:47 -05:00
YourWishes 61f69af35a Refactor pass 1 2026-04-29 14:53:35 -05:00
YourWishes bd248ee91c Build script on PSP, Dolphin and Engine. 2026-04-28 21:34:09 -05:00
YourWishes 194255bffe Fix merge conflcits 2026-04-28 14:02:59 -05:00
YourWishes 52ee627079 Merge branch 'jerryscript' into playertest 2026-04-28 14:02:53 -05:00
YourWishes bd4200e707 Finished getting JerryScript on all the platforms. 2026-04-28 13:59:46 -05:00
YourWishes 73e7d6c7f3 Add epoch 2026-04-28 10:33:23 -05:00
YourWishes a41b0e916b prog 2026-04-28 08:04:01 -05:00
YourWishes 19f2a2c616 Bit more consistent but still far from perfect 2026-04-27 09:14:14 -05:00
YourWishes 998601f722 Playertest: scene/script system refactor and Wii ABI fix
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 23:30:08 -05:00
YourWishes 7c3386cf3e Add entity scripting 2026-04-20 17:01:12 -05:00
YourWishes d161182997 Entity modules 2026-04-20 16:50:16 -05:00
YourWishes 1646dc2dbd Fixed build 2026-04-20 15:43:18 -05:00
YourWishes b640295be2 Scene script 2026-04-20 15:34:24 -05:00
YourWishes b89ae2391b Reg console. 2026-04-20 14:31:22 -05:00
YourWishes a0fad441d0 Updated bind command 2026-04-20 12:59:25 -05:00
YourWishes 340084dac3 Removed console aliases 2026-04-20 12:49:06 -05:00
YourWishes c78135aa09 Fixed bugs with console 2026-04-20 12:05:35 -05:00
YourWishes d19f8bbd30 Restored console, has a bug 2026-04-20 09:26:25 -05:00
YourWishes 4205899f5a No idea why gamecube is crashing, disabling this for now 2026-04-18 21:57:57 -05:00
YourWishes 7dd3940770 Moved code to dolphin for network 2026-04-18 17:41:30 -05:00
YourWishes 00d94e3015 Slight wii improvements 2026-04-18 16:01:53 -05:00
YourWishes 7bacb3ee2b Testing on real wii hardware some more 2026-04-18 15:59:25 -05:00
YourWishes 8e49be5ac4 Testing some wii rendering bugs 2026-04-18 15:29:40 -05:00
YourWishes 3b94598d2c Fixed dolphin matricies the ugly way 2026-04-18 00:36:35 -05:00
YourWishes bddc9af3b6 "Improved" Dolphin matricies slightly 2026-04-18 00:32:50 -05:00
YourWishes 2451d73a7c Improved Wii aspect ratio significantly 2026-04-17 23:49:39 -05:00
YourWishes 1dd2efa182 Dolphin compiles, network untested 2026-04-17 22:53:49 -05:00
YourWishes acea610773 Disable curl on linux 2026-04-17 22:53:29 -05:00
YourWishes 8f2f1fd496 Added network info 2026-04-17 17:00:03 -05:00
YourWishes 39c775872a PSP networking matches linux now. 2026-04-17 16:32:45 -05:00
YourWishes bdb3cbd109 Fixed crash for cross/cancel logic 2026-04-17 16:02:45 -05:00
YourWishes ff84ce2b04 Added PSP Accept/Cance 2026-04-17 15:28:03 -05:00
YourWishes 225f405592 PSP Networking refactor 2026-04-17 14:57:10 -05:00
YourWishes 715ecffa18 Taking a break on net 2026-04-16 06:38:56 -05:00
YourWishes e51cdc8992 PSP net code first pass 2026-04-15 15:50:43 -05:00
YourWishes 133685ea37 Linux HTTP implementation 2026-04-15 15:11:44 -05:00
YourWishes 6aff98d555 Fix PSP build 2026-04-15 06:10:38 -05:00
YourWishes acdc524284 bit more accurate 2026-04-15 06:04:30 -05:00
YourWishes 1ee5ec7b43 Vita builds for the first time 2026-04-15 05:52:30 -05:00
YourWishes 46a5403511 Optimized entity memory. 2026-04-14 14:48:26 -05:00
YourWishes 87bfb92576 Physics position optimization 2026-04-14 14:46:07 -05:00
YourWishes c7a3e5601c De-ugifying 2026-04-14 14:29:48 -05:00
YourWishes 4009130f6e Refactor Physics further 2026-04-14 13:55:48 -05:00
YourWishes c91243f6e9 Physics refactor 2026-04-14 13:45:16 -05:00
YourWishes 0e3871ac26 Reset position 2026-04-14 09:47:17 -05:00
YourWishes 55baafec8a Fixed some of the rendering problems on Dolphin, things still look wrong though. 2026-04-14 09:40:58 -05:00
YourWishes b5a66993ca Phyiscs engine first pass 2026-04-14 09:34:57 -05:00
YourWishes 0b570b5fd6 Add a few more mesh types 2026-04-14 08:38:50 -05:00
YourWishes 378227c377 Fixed more memory tests 2026-04-13 22:55:59 -05:00
YourWishes 650645eaff Fixing memory tests 2026-04-13 22:42:39 -05:00
YourWishes 62c71f3fe6 Remove malloc log 2026-04-13 20:36:48 -05:00
YourWishes 041ec3d710 Add texture padder tool 2026-04-13 20:34:54 -05:00
YourWishes 5f2d871bad Cleaned a bit more 2026-04-13 20:05:34 -05:00
YourWishes a30b151e4d Bit of cleanup 2026-04-13 20:03:02 -05:00
YourWishes 5a651d2d1f Dusk texture creator 2026-04-13 19:51:11 -05:00
YourWishes 4b3826edd9 Cleanup the test mesh 2026-04-13 13:05:39 -05:00
YourWishes bae1ff3759 Allow reaxising mesh 2026-04-13 12:58:54 -05:00
YourWishes fd82486431 Fix dolphin color-less 2026-04-13 12:37:54 -05:00
YourWishes c9cd91cbd8 Make color optional 2026-04-13 12:29:06 -05:00
YourWishes c8abd374fe STL Loader 2026-04-13 11:41:51 -05:00
YourWishes 2b9ee8f721 Entity does not own mesh. 2026-04-13 09:40:40 -05:00
YourWishes d02673e04a 3D OBJ loading 2026-04-10 22:09:01 -05:00
YourWishes f0117b8e6e Renders on PSP but it's inconsistent 2026-04-10 20:59:38 -05:00
YourWishes bb7c41c754 Rotation 2026-04-10 18:47:46 -05:00
YourWishes efa583c154 Fixed Dolphin culling 2026-04-10 18:37:27 -05:00
YourWishes d16ea13c14 Dolphin shader handler 2026-04-10 18:34:58 -05:00
YourWishes 673d8e0a18 Shader material ECS example 2026-04-10 12:48:05 -05:00
YourWishes 37cfdde1ee Mesh component 2026-04-10 10:19:44 -05:00
YourWishes 0778ffb57a ECS POC 2026-04-10 07:31:31 -05:00
YourWishes 42099f7241 ECS Enhancements 2026-04-10 07:09:25 -05:00
YourWishes c52e1d22b7 Basic ECS 2026-04-09 22:07:17 -05:00
YourWishes 0d7b0aadd1 ECS 2026-04-09 11:53:11 -05:00
YourWishes 4cd3355ef1 Fix memory tests 2026-04-04 19:45:29 -05:00
YourWishes 98d70b96d1 Added proper plural support 2026-04-04 15:21:27 -05:00
YourWishes 64735bdf43 Implemented lua locale gettext 2026-04-04 11:32:46 -05:00
YourWishes 7b87347b77 Fixed small bug with parsing plurals 2026-04-04 10:19:07 -05:00
YourWishes b5b29d7061 locale parsing done 2026-04-04 10:11:46 -05:00
YourWishes 9ec21f85a0 Asset moved some code around 2026-04-03 14:41:38 -05:00
YourWishes da1a5a3f1b Asset refactor 2026-04-03 12:56:04 -05:00
YourWishes 0885da8d44 Fixed dynamic updates on scene rendering 2026-03-29 19:08:58 -05:00
YourWishes 8af961c6d3 Fixed knulli rendering 2026-03-29 18:53:42 -05:00
YourWishes ef5febdde3 Fixed dolphin rendering. 2026-03-29 18:42:59 -05:00
YourWishes 6d7fbd3926 Change to square only 2026-03-29 17:58:13 -05:00
YourWishes 2680d373d8 Fixed boot.dol in wii 2026-03-29 16:51:54 -05:00
YourWishes 2b2ddb3cf2 Fixed spritebatch flickering on Dolphin 2026-03-29 16:10:39 -05:00
YourWishes 85ff95296b Fix Linux again 2026-03-29 15:19:15 -05:00
YourWishes 314a2de41a Fixed text on PSP 2026-03-29 14:45:40 -05:00
YourWishes 26fafab47a Fix copy issues 2026-03-29 14:25:10 -05:00
YourWishes e56ff20e2d Attempting to fix PSP alpha textures 2026-03-29 13:38:55 -05:00
YourWishes 55d44f229d Fixed crash on PSP 2026-03-29 10:35:57 -05:00
YourWishes 1c5e50cc4d Test text rendering 2026-03-29 10:15:22 -05:00
YourWishes ea898da6c2 Fix compile 2026-03-28 21:52:52 -05:00
YourWishes dbb7e9f53c Getting shaders working with lua. 2026-03-28 21:50:59 -05:00
YourWishes cbb68a399d Fix compile error 2026-03-28 15:43:38 -05:00
YourWishes 0e794f28b1 Disable paletted textures for now 2026-03-28 15:40:30 -05:00
YourWishes 87d2d9123e Re-implement RGBA textures 2026-03-28 15:21:33 -05:00
YourWishes 6823a4ddb5 Try again again 2026-03-28 11:35:11 -05:00
YourWishes 20a7c70081 Fixiing weird action path missing? 2026-03-28 11:26:25 -05:00
YourWishes 9caa33b3bb Restore all builds 2026-03-28 11:14:15 -05:00
YourWishes 2d7e61460a fix 2026-03-28 11:05:36 -05:00
YourWishes a4b7fb3f44 Try again 2026-03-28 11:04:42 -05:00
YourWishes 70056cf4ca Temp only build knulli
Build Dusk / build-knulli (push) Failing after 21s
2026-03-28 11:02:43 -05:00
YourWishes 5f4ab71ade Add knulli build 2026-03-28 11:02:34 -05:00
YourWishes f3adb3257b Cleanup knulli 2026-03-28 11:00:18 -05:00
YourWishes 438edda7fd Fixed knulli 2026-03-28 10:56:40 -05:00
YourWishes d5b0441e6f Fixed GLES support (partially), PSP still not working 2026-03-28 10:51:50 -05:00
YourWishes 9ba0ceb000 Moved texture setting around 2026-03-28 09:48:24 -05:00
YourWishes 9474a68995 Slightly more accurate, likely going to have to change how paletted textures work 2026-03-27 21:01:29 -05:00
YourWishes 09c35f0aa6 Builds on knulli 2026-03-27 20:48:43 -05:00
YourWishes a2113442cb Builds on knulli 2026-03-27 15:59:26 -05:00
YourWishes d91808487f Allow texture to be NULL.
Build Dusk / run-tests (push) Failing after 14s
Build Dusk / build-linux (push) Failing after 20s
Build Dusk / build-psp (push) Failing after 16s
Build Dusk / build-gamecube (push) Failing after 18s
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2026-03-27 13:46:18 -05:00
YourWishes 933949cc19 Progress on PSP paletted textures
Build Dusk / run-tests (push) Failing after 19s
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2026-03-27 08:04:34 -05:00
YourWishes 407620387d Test paletted stuff
Build Dusk / run-tests (push) Failing after 26s
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2026-03-26 14:48:20 -05:00
YourWishes 98947dea26 starting textures
Build Dusk / run-tests (push) Failing after 16s
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2026-03-23 19:42:24 -05:00
YourWishes ebff7af9b5 fix
Build Dusk / run-tests (push) Failing after 17s
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2026-03-23 15:37:53 -05:00
YourWishes b23c4b83ae played around with color, will likely stick to textures.
Build Dusk / run-tests (push) Failing after 13s
Build Dusk / build-linux (push) Failing after 15s
Build Dusk / build-psp (push) Failing after 14s
Build Dusk / build-gamecube (push) Failing after 13s
Build Dusk / build-wii (push) Failing after 14s
2026-03-22 23:53:23 -05:00
YourWishes c0cff40628 Merge pull request 'shader' (#2) from shader into main
Build Dusk / run-tests (push) Failing after 14s
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Build Dusk / build-psp (push) Failing after 14s
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Reviewed-on: #2
2026-03-23 04:33:20 +00:00
YourWishes 97513e354c Dolphin shaders
Build Dusk / run-tests (pull_request) Failing after 13s
Build Dusk / build-linux (pull_request) Failing after 18s
Build Dusk / build-psp (pull_request) Failing after 18s
Build Dusk / build-gamecube (pull_request) Failing after 16s
Build Dusk / build-wii (pull_request) Failing after 13s
2026-03-22 23:32:43 -05:00
YourWishes c277ae7aff DOlphin shader prog 2026-03-22 18:14:56 -05:00
YourWishes e1835e6282 Merge pull request 'Pull shader code into main' (#1) from shader into main
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
Build Dusk / build-gamecube (push) Has been cancelled
Build Dusk / build-wii (push) Has been cancelled
Reviewed-on: #1
2026-03-22 15:46:37 +00:00
YourWishes 5ac21db997 Shaders adapted for Legacy GL
Build Dusk / run-tests (pull_request) Failing after 24s
Build Dusk / build-linux (pull_request) Failing after 18s
Build Dusk / build-psp (pull_request) Failing after 18s
Build Dusk / build-gamecube (pull_request) Failing after 15s
Build Dusk / build-wii (pull_request) Failing after 16s
2026-03-22 10:44:28 -05:00
YourWishes ca0e9fc3b2 Implement spritebatch properly. 2026-03-22 09:13:42 -05:00
YourWishes 66ebcb1608 shader prog 2026-03-17 17:05:39 -05:00
YourWishes ff92a78dda Shader first pass 2026-03-17 08:42:43 -05:00
YourWishes 7356286fe0 Adjust how deadzones work
Build Dusk / run-tests (push) Failing after 15s
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2026-03-11 13:00:11 -05:00
YourWishes 54e8e68f86 Update build to use checkout v6
Build Dusk / run-tests (push) Failing after 18s
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2026-03-11 10:42:54 -05:00
YourWishes d21cd7f78b Update error and debug logging methods
Build Dusk / run-tests (push) Failing after 14s
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2026-03-11 10:33:43 -05:00
YourWishes 1d7516982a Fixed dolphin input
Build Dusk / run-tests (push) Failing after 15s
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Build Dusk / build-psp (push) Failing after 15s
Build Dusk / build-gamecube (push) Failing after 17s
Build Dusk / build-wii (push) Failing after 14s
2026-03-11 08:11:49 -05:00
YourWishes c77a11442c Fix input on linux 2026-03-11 07:56:03 -05:00
YourWishes 5bd43a4643 Fix Dolphin crash 2026-03-11 07:27:06 -05:00
YourWishes 9b87dfa1a9 Only exec action on main 2026-03-10 21:59:15 -05:00
YourWishes 2e3173ea40 Enable all jobs.
Build Dusk / run-tests (push) Failing after 14s
Build Dusk / build-linux (push) Failing after 16s
Build Dusk / build-psp (push) Failing after 15s
Build Dusk / build-gamecube (push) Failing after 16s
Build Dusk / build-wii (push) Failing after 14s
2026-03-10 21:53:13 -05:00
YourWishes 68eac7cf83 Build wii
Build Dusk / build-wii (push) Failing after 14s
2026-03-10 21:48:12 -05:00
YourWishes 6709505630 Build gamecube
Build Dusk / build-gamecube (push) Failing after 16s
2026-03-10 21:43:59 -05:00
YourWishes af6e962a5d Try rename
Build Dusk / build-psp (push) Failing after 13s
2026-03-10 21:39:00 -05:00
YourWishes 18e6bdabaa test 2
Build Dusk / build-psp (push) Failing after 14s
2026-03-10 21:35:50 -05:00
YourWishes 9743942eae Try zip PSP
Build Dusk / build-psp (push) Failing after 17s
2026-03-10 21:33:27 -05:00
YourWishes 23062137a8 Disable tests for now.
Build Dusk / build-linux (push) Failing after 14s
2026-03-10 21:23:08 -05:00
YourWishes 46f7fb5ccd Use v6
Build Dusk / run-tests (push) Failing after 14s
Build Dusk / build-linux (push) Failing after 28s
2026-03-10 21:21:37 -05:00
YourWishes 9c90c49a6b Test build linux
Build Dusk / run-tests (push) Failing after 14s
Build Dusk / build-linux (push) Failing after 28s
2026-03-10 21:19:55 -05:00
YourWishes 4517b63557 Fixed compiling
Build Dusk / run-tests (push) Failing after 15s
2026-03-10 21:11:12 -05:00
YourWishes 58c239f4b4 Fixing tests more.
Build Dusk / run-tests (push) Failing after 14s
2026-03-10 20:53:28 -05:00
YourWishes cc8845ba3e Run linux tests
Build Dusk / run-tests (push) Failing after 14s
2026-03-10 20:51:58 -05:00
YourWishes 6b69ce2901 Try github
Build Dusk / run-tests (push) Failing after 36s
2026-03-10 20:46:29 -05:00
YourWishes 55300ed21c test2
Build Dusk / run-tests (push) Successful in 30s
Build Dusk / build-linux (push) Failing after 6s
2026-03-10 16:48:14 -05:00
YourWishes 7346dd4339 Test
Build Dusk / run-tests (push) Successful in 25s
Build Dusk / build-linux (push) Failing after 7s
2026-03-10 16:45:24 -05:00
YourWishes 2caf3b92ce Try github workspace
Build Dusk / run-tests (push) Successful in 6s
Build Dusk / build-linux (push) Failing after 7s
2026-03-10 16:30:46 -05:00
YourWishes af2cd72a1f Try mount rather than volume
Build Dusk / run-tests (push) Successful in 4s
Build Dusk / build-linux (push) Failing after 4s
2026-03-10 16:30:08 -05:00
YourWishes 3d455ec1f8 Remove volume
Build Dusk / run-tests (push) Failing after 3s
Build Dusk / build-linux (push) Failing after 3s
2026-03-10 16:26:29 -05:00
YourWishes 15982d7735 Try realpath over pwd
Build Dusk / run-tests (push) Failing after 4s
Build Dusk / build-linux (push) Failing after 6s
2026-03-10 16:24:41 -05:00
YourWishes 5ae3542bd9 where am I?
Build Dusk / run-tests (push) Failing after 4s
Build Dusk / build-linux (push) Failing after 5s
2026-03-10 16:23:32 -05:00
YourWishes b1b02ae24b Test lsla
Build Dusk / run-tests (push) Successful in 4s
Build Dusk / build-linux (push) Failing after 4s
2026-03-10 16:21:31 -05:00
YourWishes f0964e2c92 Test runner
Build Dusk / run-tests (push) Failing after 2m18s
Build Dusk / build-linux (push) Failing after 6s
2026-03-10 16:16:53 -05:00
YourWishes e9661d2998 ADd check
Build Dusk / run-tests (push) Failing after 2m21s
2026-03-10 16:01:44 -05:00
YourWishes ea6468f2a9 Use git runner temp
Build Dusk / run-tests (push) Failing after 29s
2026-03-10 15:36:28 -05:00
YourWishes a2b38d3b83 Test Docker user
Build Dusk / run-tests (push) Failing after 25s
2026-03-10 15:34:53 -05:00
YourWishes d67ef02941 Use script system
Build Dusk / run-tests (push) Successful in 1m15s
Build Dusk / build-linux (push) Successful in 1m6s
2026-03-10 15:15:31 -05:00
YourWishes 549ebe25d8 Let's get it building on linux in gitea
Build Dusk / run-tests (push) Successful in 2m16s
Build Dusk / build-linux (push) Successful in 1m23s
2026-03-10 15:10:18 -05:00
YourWishes 9a98348582 Renders on Dolphin also. 2026-03-10 15:07:50 -05:00
YourWishes c5f5b025a6 Game no longer crashes on Dolphin 2026-03-09 08:05:26 -05:00
YourWishes 23eaffa3a7 Fix some dolphin stuff. 2026-03-08 19:55:48 -05:00
YourWishes c161809248 Renders on PSP identically. 2026-03-08 19:51:00 -05:00
YourWishes 4bf26dc818 Let's get this rendering on PSP and Dolphin. 2026-03-08 15:46:38 -05:00
YourWishes 5dd22fad6c Fixed some bugs. 2026-03-08 13:55:11 -05:00
YourWishes 2c3fdf7803 Add compile time endianess 2026-03-08 13:44:52 -05:00
YourWishes e984b9f5d7 Asset compartmentalized 2026-03-08 13:29:40 -05:00
YourWishes a3c2e37b17 Fixed errors 2026-03-08 12:01:22 -05:00
YourWishes edf1b5a0a3 Technically working 2026-03-08 11:35:21 -05:00
YourWishes 8efdf59ebd More fixes 2026-03-08 10:20:55 -05:00
YourWishes 5c4537b2fa input prog 2026-03-07 22:11:11 -06:00
YourWishes 71e6079054 More code moving 2026-03-07 12:09:40 -06:00
YourWishes dd048d9b0d Moved a bunch of code around 2026-03-07 09:35:56 -06:00
YourWishes 93074d653e idk 2026-03-06 16:34:45 -06:00
YourWishes 9139c4350a Moved all files. 2026-03-06 14:01:21 -06:00
YourWishes 38ce768168 kms 2026-03-06 13:40:27 -06:00
YourWishes 82b3dc576c remove un-needed files 2026-03-03 12:29:04 -06:00
YourWishes 2167889f48 Merge branch 'main' into break-literally-everything 2026-03-03 12:28:48 -06:00
YourWishes 9ee446431b Moved build stuff to docker 2026-03-02 06:59:51 -06:00
YourWishes df106e3988 "progress" 2026-02-28 09:55:21 -06:00
712 changed files with 32359 additions and 11981 deletions
-5
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@@ -1,5 +0,0 @@
FROM devkitpro/devkitppc
RUN apt update && \
apt install -y python3 python3-pip python3-polib python3-pil python3-dotenv python3-pyqt5 python3-opengl && \
dkp-pacman -S --needed --noconfirm gamecube-sdl2 ppc-liblzma ppc-libzip
-13
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@@ -1,13 +0,0 @@
#!/bin/bash
docker build -t myapp:latest -f .ci/dolphin/Dockerfile .
docker run -it -v ./:/workdir myapp:latest /bin/bash -c ' \
export PATH="$DEVKITPPC/bin:$PATH" && \
cd /workdir && \
rm -rf build-gamecube && \
mkdir -p build-gamecube && \
# cmake -S. -Bbuild-gamecube -DDUSK_TARGET_SYSTEM=gamecube -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake" && \
cmake -S. -Bbuild-gamecube -DDUSK_TARGET_SYSTEM=wii -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake" && \
cd build-gamecube && \
make -j$(nproc) VERBOSE=1 && \
cp ./Dusk.dol ./boot.dol
'
-13
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@@ -1,13 +0,0 @@
#!/bin/bash
docker build -t myapp:latest -f .ci/dolphin/Dockerfile .
docker run -v ./:/workdir myapp:latest /bin/bash -c ' \
export PATH="$DEVKITPPC/bin:$PATH" && \
cd /workdir && \
rm -rf build-wii && \
mkdir -p build-wii && \
cmake -S. -Bbuild-wii -DDUSK_TARGET_SYSTEM=wii -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake" && \
cd build-wii && \
make -j$(nproc) VERBOSE=1 && \
mv ./Dusk.dol ./boot.dol
'
# docker run -it -v ./:/workdir myapp:latest /bin/bash
-10
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@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<app version="1">
<name>Dusk</name>
<version>1.00</version>
<release_date></release_date>
<coder>YouWish</coder>
<short_description>Dusk game</short_description>
<long_description>No description yet.</long_description>
<ahb_access/>
</app>
-5
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@@ -1,5 +0,0 @@
#!/bin/bash
mkdir -p build-psp
cd build-psp
cmake .. -DDUSK_TARGET_SYSTEM=psp
make -j$(nproc)
-156
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@@ -1,156 +0,0 @@
name: Build Dusk
on:
push:
branches:
- main
pull_request:
branches:
- main
jobs:
run-tests:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: https://git.wish.moe/YourWishes/checkout@main
- name: Install dependencies
run: |
apt-get update
apt-get install -y build-essential cmake python3 python3-pip python3-polib python3-pil libsdl2-dev libgl1-mesa-dev libzip-dev python3-dotenv python3-pyqt5 python3-opengl liblua5.3-dev
- name: Configure CMake for tests
run: cmake -S . -B build -DDUSK_BUILD_TESTS=ON -DDUSK_TARGET_SYSTEM=linux
- name: Build tests
run: cmake --build build -- -j$(nproc)
- name: Run tests
run: ctest --output-on-failure --test-dir build
build-linux:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: https://git.wish.moe/YourWishes/checkout@main
- name: Install dependencies
run: |
apt-get update
apt-get install -y build-essential cmake python3 python3-pip python3-polib python3-pil libsdl2-dev libgl1-mesa-dev libzip-dev python3-dotenv python3-pyqt5 python3-opengl liblua5.3-dev
- name: Configure CMake
run: cmake -S . -B build -DDUSK_TARGET_SYSTEM=linux
- name: Build
run: cmake --build build -- -j$(nproc)
- name: List build output
run: ls -lh build
- name: Upload Linux binary
uses: https://git.wish.moe/YourWishes/upload-artifact@v3/node20
with:
name: dusk-linux
path: build/Dusk
if-no-files-found: error
build-psp:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: https://git.wish.moe/YourWishes/checkout@main
- name: Install dependencies
run: |
apt-get update
apt-get install -y build-essential cmake python3 python3-pip python3-polib python3-pil libsdl2-dev libgl1-mesa-dev libzip-dev python3-dotenv python3-pyqt5 python3-opengl liblua5.3-dev
- name: Configure CMake
run: cmake -S . -B build -DDUSK_TARGET_SYSTEM=psp -DENABLE_TESTS=OFF
- name: Build
run: cmake --build build -- -j$(nproc)
- name: Move EBOOT.PBP to Dusk subfolder
run: |
mkdir -p build/gitea/Dusk
mv build/EBOOT.PBP build/gitea/Dusk/EBOOT.PBP
- name: List build output
run: ls -lh build/gitea/Dusk
- name: Upload PSP binary
uses: https://git.wish.moe/YourWishes/upload-artifact@v3/node20
with:
name: dusk-psp
path: build/gitea/
if-no-files-found: error
build-dolphin:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: https://git.wish.moe/YourWishes/checkout@main
- name: Install dependencies
run: |
# Install devkit pacman
if ! [ $(id -u) = 0 ]; then
echo "Need root privilege to install!"
exit 1
fi
# ensure apt is set up to work with https sources
apt-get install apt-transport-https
# Store devkitPro gpg key locally if we don't have it already
if ! [ -f /usr/share/keyring/devkitpro-pub.gpg ]; then
mkdir -p /usr/share/keyring/
wget -U "dkp apt" -O /usr/share/keyring/devkitpro-pub.gpg https://apt.devkitpro.org/devkitpro-pub.gpg
fi
# Add the devkitPro apt repository if we don't have it set up already
if ! [ -f /etc/apt/sources.list.d/devkitpro.list ]; then
echo "deb [signed-by=/usr/share/keyring/devkitpro-pub.gpg] https://apt.devkitpro.org stable main" > /etc/apt/sources.list.d/devkitpro.list
fi
apt-get update
apt-get install devkitpro-pacman --yes
apt-get install --yes build-essential cmake python3 python3-pip python3-polib python3-pil python3-dotenv python3-pyqt5 python3-opengl
sudo dkp-pacman -Syu --noconfirm
sudo dkp-pacman -S gamecube-dev wii-dev ppc-liblzma ppc-libzip --needed --noconfirm
- name: Build GameCube
run: |
export DEVKITPRO=/opt/devkitpro
export DEVKITPPC=/opt/devkitpro/devkitPPC
export PATH="$DEVKITPPC/bin:$DEVKITPRO/tools/bin:$PATH"
mkdir -p build-gamecube
cmake -S. -Bbuild-gamecube -DDUSK_TARGET_SYSTEM=gamecube -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake"
cd build-gamecube
make -j$(nproc) VERBOSE=1
- name: Copy GameCube
run: |
ls -l
mkdir -p build/gitea/GameCube/Dusk
mv build-gamecube/Dusk.dol build/gitea/GameCube/Dusk/Dusk.dol
mv build-gamecube/dusk.dsk build/gitea/GameCube/Dusk/dusk.dsk
- name: Upload GameCube Binary
uses: https://git.wish.moe/YourWishes/upload-artifact@v3/node20
with:
name: dusk-gamecube
path: build/gitea/GameCube
if-no-files-found: error
- name: Build Wii
run: |
export DEVKITPRO=/opt/devkitpro
export DEVKITPPC=/opt/devkitpro/devkitPPC
export PATH="$DEVKITPPC/bin:$DEVKITPRO/tools/bin:$PATH"
mkdir -p build-wii
cmake -S. -Bbuild-wii -DDUSK_TARGET_SYSTEM=wii -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake"
cd build-wii
make -j$(nproc) VERBOSE=1
- name: Copy Wii
run: |
ls -l
mkdir -p build/gitea/Wii/apps/Dusk
mv build-wii/Dusk.dol build/gitea/Wii/apps/Dusk/boot.dol
mv build-wii/dusk.dsk build/gitea/Wii/apps/Dusk/dusk.dsk
cp .ci/dolphin/meta.xml build/gitea/Wii/apps/Dusk/meta.xml
- name: Upload Wii Binary
uses: https://git.wish.moe/YourWishes/upload-artifact@v3/node20
with:
name: dusk-wii
path: build/gitea/Wii
if-no-files-found: error
+177
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@@ -0,0 +1,177 @@
name: Build Dusk
on:
push:
branches:
- main
pull_request:
branches:
- main
jobs:
run-tests:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Run tests in Docker
run: ./scripts/test-linux-docker.sh
build-linux:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build Linux
run: ./scripts/build-linux-docker.sh
- name: Upload Linux binary
uses: actions/upload-artifact@v6
with:
name: dusk-linux
path: build-linux/Dusk
if-no-files-found: error
build-psp:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build psp
run: ./scripts/build-psp-docker.sh
- name: Move EBOOT.PBP to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk/PSP/GAME/Dusk
cp build-psp/EBOOT.PBP ./git-artifcats/Dusk/PSP/GAME/Dusk/EBOOT.PBP
- name: Upload psp binary
uses: actions/upload-artifact@v6
with:
name: dusk-psp
path: ./git-artifcats/Dusk
if-no-files-found: error
# build-vita:
# runs-on: ubuntu-latest
# steps:
# - name: Checkout repository
# uses: actions/checkout@v6
# - name: Set up Docker
# uses: docker/setup-docker-action@v5
# - name: Build Vita
# run: ./scripts/build-vita-docker.sh
# - name: Upload Vita binary
# uses: actions/upload-artifact@v6
# with:
# name: dusk-vita
# path: build-vita/Dusk.vpk
# if-no-files-found: error
build-knulli:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build knulli
run: ./scripts/build-knulli-docker.sh
- name: Move output to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk
cp -r build-knulli/dusk ./git-artifcats/Dusk
- name: Upload knulli binary
uses: actions/upload-artifact@v6
with:
name: dusk-knulli
path: ./git-artifcats/Dusk
if-no-files-found: error
build-gamecube:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build GameCube
run: ./scripts/build-gamecube-docker.sh
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk
cp build-gamecube/Dusk.dol ./git-artifcats/Dusk/Dusk.dol
cp build-gamecube/dusk.dsk ./git-artifcats/Dusk/dusk.dsk
- name: Upload GameCube binary
uses: actions/upload-artifact@v6
with:
name: dusk-gamecube
path: ./git-artifcats/Dusk
if-no-files-found: error
build-gamecube-iso:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build GameCube ISO
run: ./scripts/build-gamecube-iso-docker.sh
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk
cp build-gamecube-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
cp build-gamecube-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
cp build-gamecube-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
- name: Upload GameCube ISO
uses: actions/upload-artifact@v6
with:
name: dusk-gamecube-iso
path: ./git-artifcats/Dusk
if-no-files-found: error
build-wii:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build Wii
run: ./scripts/build-wii-docker.sh
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk/apps/Dusk
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/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
- name: Upload Wii binary
uses: actions/upload-artifact@v6
with:
name: dusk-wii
path: ./git-artifcats/Dusk
if-no-files-found: error
build-wii-iso:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build Wii ISO
run: ./scripts/build-wii-iso-docker.sh
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk
cp build-wii-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
cp build-wii-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
cp build-wii-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
- name: Upload Wii ISO
uses: actions/upload-artifact@v6
with:
name: dusk-wii-iso
path: ./git-artifcats/Dusk
if-no-files-found: error
+2 -1
View File
@@ -83,7 +83,6 @@ assets/borrowed
.VSCode* .VSCode*
/vita /vita
._* ._*
*~ *~
@@ -105,3 +104,5 @@ yarn.lock
/build2 /build2
/build* /build*
/assets/test
/tools_old
+46 -39
View File
@@ -4,13 +4,21 @@
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
# Setup # Setup
cmake_minimum_required(VERSION 3.18) cmake_minimum_required(VERSION 3.13)
set(CMAKE_C_STANDARD 11) set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED ON) set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules) set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
cmake_policy(SET CMP0079 NEW)
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
option(ENABLE_TESTS "Enable tests" OFF) option(DUSK_BUILD_TESTS "Enable tests" OFF)
# Game identity — override these per-project
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YouWish" CACHE STRING "Game author / coder")
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
set(DUSK_GAME_LONG_DESCRIPTION "No description yet." CACHE STRING "Full description")
# Prep cache # Prep cache
set(DUSK_CACHE_TARGET "dusk-target") set(DUSK_CACHE_TARGET "dusk-target")
@@ -32,17 +40,18 @@ set(DUSK_LIBRARY_TARGET_NAME "DuskCore" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_BINARY_TARGET_NAME "Dusk" CACHE INTERNAL ${DUSK_CACHE_TARGET}) set(DUSK_BINARY_TARGET_NAME "Dusk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_ASSETS_ZIP "${DUSK_BUILD_DIR}/dusk.dsk" CACHE INTERNAL ${DUSK_CACHE_TARGET}) set(DUSK_ASSETS_ZIP "${DUSK_BUILD_DIR}/dusk.dsk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
# Create directories
file(MAKE_DIRECTORY ${DUSK_GENERATED_HEADERS_DIR})
# Find packages
find_package(Python3 COMPONENTS Interpreter REQUIRED)
# Set target system, default to linux if not set.
if(NOT DEFINED DUSK_TARGET_SYSTEM) if(NOT DEFINED DUSK_TARGET_SYSTEM)
set(DUSK_TARGET_SYSTEM "linux") set(DUSK_TARGET_SYSTEM "linux")
endif() endif()
# Create directories
file(MAKE_DIRECTORY ${DUSK_GENERATED_HEADERS_DIR})
file(MAKE_DIRECTORY ${DUSK_TEMP_DIR})
file(MAKE_DIRECTORY ${DUSK_BUILT_ASSETS_DIR})
# Required build packages
find_package(Python3 COMPONENTS Interpreter REQUIRED)
# Init Project. # Init Project.
project(${DUSK_LIBRARY_TARGET_NAME} project(${DUSK_LIBRARY_TARGET_NAME}
VERSION 1.0.0 VERSION 1.0.0
@@ -50,14 +59,14 @@ project(${DUSK_LIBRARY_TARGET_NAME}
) )
# Either, create library and binary separately (used for tests), or make them # Either, create library and binary separately (used for tests), or make them
# one in the same so all code is in the binary. # one in the same so all code is in the binary only.
if(ENABLE_TESTS) # Binary Executable
add_executable(${DUSK_BINARY_TARGET_NAME} ${DUSK_SOURCES_DIR}/dusk/null.c)
if(DUSK_BUILD_TESTS)
# MainLibrary # MainLibrary
add_library(${DUSK_LIBRARY_TARGET_NAME} STATIC) add_library(${DUSK_LIBRARY_TARGET_NAME} STATIC)
# Binary Executable
add_executable(${DUSK_BINARY_TARGET_NAME} ${DUSK_SOURCES_DIR}/null.c)
# Link library to binary # Link library to binary
target_link_libraries(${DUSK_BINARY_TARGET_NAME} target_link_libraries(${DUSK_BINARY_TARGET_NAME}
PUBLIC PUBLIC
@@ -65,16 +74,35 @@ if(ENABLE_TESTS)
) )
else() else()
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}" CACHE INTERNAL ${DUSK_CACHE_TARGET}) set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}" CACHE INTERNAL ${DUSK_CACHE_TARGET})
add_executable(${DUSK_BINARY_TARGET_NAME} ${DUSK_SOURCES_DIR}/null.c)
endif() endif()
if(NOT DEFINED DUSK_VERSION)
string(TIMESTAMP DUSK_VERSION "debug-%y%m%d%H%M%S")
endif()
# Definitions
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
DUSK_TARGET_SYSTEM="${DUSK_TARGET_SYSTEM}"
DUSK_GAME_NAME="${DUSK_GAME_NAME}"
DUSK_GAME_AUTHOR="${DUSK_GAME_AUTHOR}"
DUSK_GAME_SHORT_DESCRIPTION="${DUSK_GAME_SHORT_DESCRIPTION}"
DUSK_GAME_LONG_DESCRIPTION="${DUSK_GAME_LONG_DESCRIPTION}"
DUSK_VERSION="${DUSK_VERSION}"
)
# Toolchains # Toolchains
include(cmake/configure/${DUSK_TARGET_SYSTEM}.cmake) include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
# Add tools # Add tools
add_subdirectory(tools) add_subdirectory(tools)
# Add code # Include generated headers from tools.
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
${DUSK_GENERATED_HEADERS_DIR}
)
# Add main code
add_subdirectory(${DUSK_SOURCES_DIR}) add_subdirectory(${DUSK_SOURCES_DIR})
# Include generated headers # Include generated headers
@@ -83,7 +111,7 @@ target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
) )
# Handle tests # Handle tests
if(ENABLE_TESTS) if(DUSK_BUILD_TESTS)
enable_testing() enable_testing()
add_subdirectory(test) add_subdirectory(test)
endif() endif()
@@ -101,24 +129,3 @@ add_custom_command(
) )
add_custom_target(DUSK_ASSETS_BUILT DEPENDS "${DUSK_ASSETS_ZIP}") add_custom_target(DUSK_ASSETS_BUILT DEPENDS "${DUSK_ASSETS_ZIP}")
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} DUSK_ASSETS_BUILT) add_dependencies(${DUSK_LIBRARY_TARGET_NAME} DUSK_ASSETS_BUILT)
# Postbuild
if(DUSK_TARGET_SYSTEM STREQUAL "psp")
create_pbp_file(
TARGET "${DUSK_BINARY_TARGET_NAME}"
ICON_PATH NULL
BACKGROUND_PATH NULL
PREVIEW_PATH NULL
TITLE "${DUSK_BINARY_TARGET_NAME}"
PSAR_PATH ${DUSK_ASSETS_ZIP}
VERSION 01.00
)
elseif(DUSK_TARGET_SYSTEM STREQUAL "gamecube" OR DUSK_TARGET_SYSTEM STREQUAL "wii")
set(DUSK_BINARY_TARGET_NAME_DOL "${DUSK_BUILD_DIR}/Dusk.dol")
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
COMMAND elf2dol
"$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>"
"${DUSK_BINARY_TARGET_NAME_DOL}"
COMMENT "Generating ${DUSK_BINARY_TARGET_NAME_DOL} from ${DUSK_BINARY_TARGET_NAME}"
)
endif()
+107
View File
@@ -0,0 +1,107 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "camera.h"
#include "display/display.h"
#include "assert/assert.h"
#include "display/framebuffer/framebuffer.h"
#include "display/screen/screen.h"
void cameraInit(camera_t *camera) {
cameraInitPerspective(camera);
}
void cameraInitPerspective(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE;
camera->perspective.fov = glm_rad(45.0f);
camera->nearClip = 0.1f;
camera->farClip = 10000.0f;
camera->viewType = CAMERA_VIEW_TYPE_LOOKAT;
glm_vec3_copy((vec3){ 5.0f, 5.0f, 5.0f }, camera->lookat.position);
glm_vec3_copy((vec3){ 0.0f, 1.0f, 0.0f }, camera->lookat.up);
glm_vec3_copy((vec3){ 0.0f, 0.0f, 0.0f }, camera->lookat.target);
}
void cameraInitOrthographic(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC;
camera->orthographic.left = 0.0f;
camera->orthographic.right = SCREEN.width;
camera->orthographic.top = SCREEN.height;
camera->orthographic.bottom = 0.0f;
camera->nearClip = 0.1f;
camera->farClip = 1.0f;
camera->viewType = CAMERA_VIEW_TYPE_2D;
glm_vec2_copy((vec2){ 0.0f, 0.0f }, camera->_2d.position);
camera->_2d.zoom = 1.0f;
}
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
if(
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
) {
glm_mat4_identity(dest);
glm_perspective(
camera->perspective.fov,
SCREEN.aspect,
camera->nearClip,
camera->farClip,
dest
);
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
dest[1][1] *= -1.0f;
}
} else if(camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
glm_mat4_identity(dest);
glm_ortho(
camera->orthographic.left,
camera->orthographic.right,
camera->orthographic.top,
camera->orthographic.bottom,
camera->nearClip,
camera->farClip,
dest
);
}
}
void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
glm_mat4_ucopy(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");
}
}
@@ -8,12 +8,12 @@
#pragma once #pragma once
#include "dusk.h" #include "dusk.h"
#include "display/color.h" #include "display/color.h"
#include "display/camera/cameraplatform.h"
#ifndef cameraPushMatrixPlatform
#error "cameraPushMatrixPlatform must be defined"
#endif
typedef enum {
CAMERA_PROJECTION_TYPE_PERSPECTIVE,
CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED,
CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC
} cameraprojectiontype_t;
typedef enum { typedef enum {
CAMERA_VIEW_TYPE_MATRIX, CAMERA_VIEW_TYPE_MATRIX,
@@ -22,8 +22,7 @@ typedef enum {
CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT
} cameraviewtype_t; } cameraviewtype_t;
typedef struct { typedef struct camera_s {
union { union {
mat4 view; mat4 view;
@@ -82,13 +81,17 @@ void cameraInitPerspective(camera_t *camera);
void cameraInitOrthographic(camera_t *camera); void cameraInitOrthographic(camera_t *camera);
/** /**
* Pushes the camera's view matrix onto the matrix stack. * Gets the projection matrix for a camera.
* *
* @param id The ID of the camera entity to use. * @param camera Camera to get the projection matrix for
* @param dest Matrix to store the projection matrix in
*/ */
void cameraPushMatrix(camera_t* camera); void cameraGetProjectionMatrix(camera_t *camera, mat4 dest);
/** /**
* Pops the camera's view matrix off the matrix stack. * Gets the view matrix for a camera.
*
* @param camera Camera to get the view matrix for
* @param dest Matrix to store the view matrix in
*/ */
void cameraPopMatrix(void); void cameraGetViewMatrix(camera_t *camera, mat4 dest);
+2 -2
View File
@@ -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
@@ -7,10 +7,7 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
assettexture.c assettexture.c
assetpalette.c
assettileset.c assettileset.c
assetlanguage.c assetlanguage.c
assetscript.c assetscript.c
assetmap.c
assetmapchunk.c
) )
@@ -21,8 +21,8 @@ errorret_t assetTextureLoad(assetentire_t entire) {
// Read header and version (first 4 bytes) // Read header and version (first 4 bytes)
if( if(
assetData->header[0] != 'D' || assetData->header[0] != 'D' ||
assetData->header[1] != 'P' || assetData->header[1] != 'T' ||
assetData->header[2] != 'T' assetData->header[2] != 'X'
) { ) {
errorThrow("Invalid texture header"); errorThrow("Invalid texture header");
} }
@@ -44,15 +44,35 @@ errorret_t assetTextureLoad(assetentire_t entire) {
errorThrow("Invalid texture dimensions"); errorThrow("Invalid texture dimensions");
} }
textureInit( // Validate format
texture, textureformat_t format;
assetData->width, texturedata_t data;
assetData->height,
TEXTURE_FORMAT_PALETTE, switch(assetData->type) {
(texturedata_t){ case 0x00: // RGBA8888
.paletteData = assetData->palette format = TEXTURE_FORMAT_RGBA;
} data.rgbaColors = (color_t *)assetData->data;
); break;
// case 0x01:
// format = TEXTURE_FORMAT_RGB;
// break;
// case 0x02:
// format = TEXTURE_FORMAT_RGB565;
// break;
// case 0x03:
// format = TEXTURE_FORMAT_RGB5A3;
// break;
default:
errorThrow("Unsupported texture format");
}
errorChain(textureInit(
texture, assetData->width, assetData->height, format, data
));
errorOk(); errorOk();
} }
@@ -7,6 +7,7 @@
#pragma once #pragma once
#include "error/error.h" #include "error/error.h"
#include "display/color.h"
#define ASSET_TEXTURE_WIDTH_MAX 2048 #define ASSET_TEXTURE_WIDTH_MAX 2048
#define ASSET_TEXTURE_HEIGHT_MAX 2048 #define ASSET_TEXTURE_HEIGHT_MAX 2048
@@ -20,9 +21,10 @@ typedef struct assetentire_s assetentire_t;
typedef struct { typedef struct {
char_t header[3]; char_t header[3];
uint8_t version; uint8_t version;
uint8_t type;
uint32_t width; uint32_t width;
uint32_t height; uint32_t height;
uint8_t palette[ASSET_TEXTURE_SIZE_MAX]; uint8_t data[ASSET_TEXTURE_SIZE_MAX * sizeof(color4b_t)];
} assettexture_t; } assettexture_t;
#pragma pack(pop) #pragma pack(pop)
@@ -6,5 +6,7 @@
# Sources # Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
moduleevent.c sdl2.c
psp.c
dolphin.c
) )
+92
View File
@@ -0,0 +1,92 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "dolphin.h"
void displayInitDolphin(void) {
VIDEO_Init();
DISPLAY.screenMode = VIDEO_GetPreferredMode(NULL);
DISPLAY.frameBuffer[0] = MEM_K0_TO_K1(
SYS_AllocateFramebuffer(DISPLAY.screenMode)
);
DISPLAY.frameBuffer[1] = MEM_K0_TO_K1(
SYS_AllocateFramebuffer(DISPLAY.screenMode)
);
VIDEO_Configure(DISPLAY.screenMode);
VIDEO_SetNextFramebuffer(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer]);
// VIDEO_SetPostRetraceCallback(copy_buffers);
VIDEO_SetBlack(FALSE);
VIDEO_Flush();
VIDEO_WaitVSync();
if(DISPLAY.screenMode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync();
DISPLAY.fifoBuffer = memalign(32, DISPLAY_FIFO_SIZE);
memoryZero(DISPLAY.fifoBuffer, DISPLAY_FIFO_SIZE);
GX_Init(DISPLAY.fifoBuffer, DISPLAY_FIFO_SIZE);
// This seems to be mostly related to interlacing vs progressive
GX_SetViewport(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight,
0, 1
);
float_t yscale = GX_GetYScaleFactor(
DISPLAY.screenMode->efbHeight, DISPLAY.screenMode->xfbHeight
);
uint32_t xfbHeight = GX_SetDispCopyYScale(yscale);
GX_SetScissor(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight
);
GX_SetDispCopySrc(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight
);
GX_SetDispCopyDst(DISPLAY.screenMode->fbWidth, xfbHeight);
GX_SetCopyFilter(
DISPLAY.screenMode->aa,
DISPLAY.screenMode->sample_pattern,
GX_TRUE,
DISPLAY.screenMode->vfilter
);
GX_SetFieldMode(
DISPLAY.screenMode->field_rendering,
(
(DISPLAY.screenMode->viHeight == 2 * DISPLAY.screenMode->xfbHeight) ?
GX_ENABLE :
GX_DISABLE
)
);
// Setup cull modes
GX_SetCullMode(GX_CULL_NONE);
GX_SetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
GX_CopyDisp(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer], GX_TRUE);
GX_SetDispCopyGamma(GX_GM_1_0);
GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
GX_SetVtxDesc(GX_VA_CLR0, GX_INDEX16);
GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_U8, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
}
void displayDolphinSwap(void) {
GX_DrawDone();
DISPLAY.whichFrameBuffer ^= 1;
GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
GX_CopyDisp(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer], GX_TRUE);
VIDEO_SetNextFramebuffer(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer]);
VIDEO_Flush();
VIDEO_WaitVSync();
}
+27
View File
@@ -0,0 +1,27 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "display/displaydefs.h"
typedef struct {
void *frameBuffer[2];// Double-Bufferred
int whichFrameBuffer;
GXRModeObj *screenMode;
void *fifoBuffer;
} displaydolphin_t;
/**
* Initializes the display for Dolphin.
*/
void displayDolphinInit(void);
/**
* Swaps the back buffer to the front for Dolphin.
*/
void displayDolphinSwap(void);
+12
View File
@@ -0,0 +1,12 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "psp.h"
void displayInitPSP(void) {
DISPLAY.usingShaderedPalettes = false;
}
@@ -6,8 +6,8 @@
*/ */
#pragma once #pragma once
#include "dusk.h"
typedef struct { /**
const char_t *file; * Initializes the display for PSP.
} localeinfo_t; */
void displayInitPSP(void);
+32
View File
@@ -0,0 +1,32 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "sdl2.h"
void displaySDL2Update(void) {
}
void displaySDL2Swap(void) {
SDL_GL_SwapWindow(DISPLAY.window);
GLenum err;
while((err = glGetError()) != GL_NO_ERROR) {
debugPrint("GL Error: %d\n", err);
}
}
void displaySDL2Dispose(void) {
if(DISPLAY.glContext) {
SDL_GL_DeleteContext(DISPLAY.glContext);
DISPLAY.glContext = NULL;
}
if(DISPLAY.window) {
SDL_DestroyWindow(DISPLAY.window);
DISPLAY.window = NULL;
}
SDL_Quit();
}
+35
View File
@@ -0,0 +1,35 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
SDL_Window *window;
SDL_GLContext glContext;
bool_t usingShaderedPalettes;
} displaysdl2_t;
/**
* Initializes the display for SDL2.
*/
void displaySDL2Init(void);
/**
* Updates the display for SDL2.
*/
void displaySDL2Update(void);
/**
* Swaps the display buffers for SDL2.
*/
void displaySDL2Swap(void);
/**
* Disposes of the display for SDL2.
*/
void displaySDL2Dispose(void);
+12
View File
@@ -0,0 +1,12 @@
Console.print('This is called from JavaScript');
const platformNames = {
[System.PLATFORM_LINUX]: 'Linux',
[System.PLATFORM_KNULLI]: 'Knulli',
[System.PLATFORM_PSP]: 'PSP',
[System.PLATFORM_GAMECUBE]: 'GameCube',
[System.PLATFORM_WII]: 'Wii',
};
const platformName = platformNames[System.platform] || 'Unknown';
Console.print('Platform: ' + platformName);
-59
View File
@@ -1,59 +0,0 @@
module('input')
module('platform')
module('scene')
module('locale')
-- Default Input bindings.
if PLATFORM == "psp" then
inputBind("up", INPUT_ACTION_UP)
inputBind("down", INPUT_ACTION_DOWN)
inputBind("left", INPUT_ACTION_LEFT)
inputBind("right", INPUT_ACTION_RIGHT)
inputBind("circle", INPUT_ACTION_CANCEL)
inputBind("cross", INPUT_ACTION_ACCEPT)
inputBind("select", INPUT_ACTION_RAGEQUIT)
inputBind("lstick_up", INPUT_ACTION_UP)
inputBind("lstick_down", INPUT_ACTION_DOWN)
inputBind("lstick_left", INPUT_ACTION_LEFT)
inputBind("lstick_right", INPUT_ACTION_RIGHT)
elseif DOLPHIN then
inputBind("up", INPUT_ACTION_UP)
inputBind("down", INPUT_ACTION_DOWN)
inputBind("left", INPUT_ACTION_LEFT)
inputBind("right", INPUT_ACTION_RIGHT)
inputBind("b", INPUT_ACTION_CANCEL)
inputBind("a", INPUT_ACTION_ACCEPT)
inputBind("z", INPUT_ACTION_RAGEQUIT)
inputBind("lstick_up", INPUT_ACTION_UP)
inputBind("lstick_down", INPUT_ACTION_DOWN)
inputBind("lstick_left", INPUT_ACTION_LEFT)
inputBind("lstick_right", INPUT_ACTION_RIGHT)
else
if INPUT_KEYBOARD then
inputBind("w", INPUT_ACTION_UP)
inputBind("s", INPUT_ACTION_DOWN)
inputBind("a", INPUT_ACTION_LEFT)
inputBind("d", INPUT_ACTION_RIGHT)
inputBind("left", INPUT_ACTION_LEFT)
inputBind("right", INPUT_ACTION_RIGHT)
inputBind("up", INPUT_ACTION_UP)
inputBind("down", INPUT_ACTION_DOWN)
inputBind("enter", INPUT_ACTION_ACCEPT)
inputBind("e", INPUT_ACTION_ACCEPT)
inputBind("q", INPUT_ACTION_CANCEL)
inputBind("escape", INPUT_ACTION_RAGEQUIT)
end
if INPUT_POINTER then
inputBind("mouse_x", INPUT_ACTION_POINTERX)
inputBind("mouse_y", INPUT_ACTION_POINTERY)
end
end
sceneSet('scene/minesweeper.lua')
+56 -5
View File
@@ -1,9 +1,60 @@
#
msgid "" msgid ""
msgstr "" msgstr ""
"Language: en_US\n" "Project-Id-Version: ExampleApp 1.0\n"
"Language: en\n"
"Content-Type: text/plain; charset=UTF-8\n" "Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n" "Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n==2 ? 1 : (n<7 ? 2 : 3));\n"
msgid "ui.test" #: ui/menu.c:10
msgstr "Hello this is a test." msgid "ui.title"
msgstr ""
"Welcome"
#: ui/user.c:22
msgid "ui.greeting"
msgstr "Hello, %s!"
#: ui/files.c:40
msgid "ui.file_status"
msgstr "%s has %d files."
#: ui/cart.c:55
msgid "cart.item_count"
msgid_plural "cart.item_count"
msgstr[0] "%d item"
msgstr[1] "%d items (dual)"
msgstr[2] "%d items (few)"
msgstr[3] "%d items (many)"
#: ui/notifications.c:71
msgid ""
"ui.multiline_help"
msgstr ""
"Line one of the help text.\n"
"Line two continues here.\n"
"Line three ends here."
#: ui/errors.c:90
msgid ""
"error.upload_failed.long"
msgstr ""
"Upload failed for file \"%s\".\n"
"Please try again later or contact support."
#: ui/messages.c:110
msgid ""
"user.invite_status"
msgid_plural ""
"user.invite_status"
msgstr[0] ""
"%s invited %d user.\n"
"Please review the request."
msgstr[1] ""
"%s invited %d users (dual).\n"
"Please review the requests."
msgstr[2] ""
"%s invited %d users (few).\n"
"Please review the requests."
msgstr[3] ""
"%s invited %d users (many).\n"
"Please review the requests."
Binary file not shown.
-244
View File
@@ -1,244 +0,0 @@
module('spritebatch')
module('camera')
module('color')
module('ui')
module('screen')
module('time')
module('glm')
module('text')
module('tileset')
module('texture')
module('input')
CELL_STATE_DEFAULT = 0
CELL_STATE_HOVER = 1
CELL_STATE_DOWN = 2
CELL_STATE_DISABLED = 3
screenSetBackground(colorBlack())
camera = cameraCreate(CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC)
-- tilesetUi = tilesetGetByName("ui")
-- textureUi = textureLoad(tilesetUi.texture)
-- tilesetBorder = tilesetGetByName("border")
-- textureBorder = textureLoad(tilesetBorder.texture)
-- textureGrid = textureLoad("minesweeper/grid_bg.dpi")
-- tilesetCell = tilesetGetByName("cell")
-- textureCell = textureLoad(tilesetCell.texture)
-- cellSliceDefault = tilesetPositionGetUV(tilesetCell, 3, 5)
-- cellSliceHover = tilesetPositionGetUV(tilesetCell, 3, 4)
-- cellSliceDown = tilesetPositionGetUV(tilesetCell, 3, 6)
-- cellSliceDisabled = tilesetPositionGetUV(tilesetCell, 3, 7)
-- sweepwerCols = 10
-- sweeperRows = 14
-- mouseX = -1
-- mouseY = -1
-- centerX = 0
-- centerY = 0
-- boardWidth = sweepwerCols * tilesetCell.tileWidth
-- boardHeight = sweeperRows * tilesetCell.tileHeight
-- i = 0
-- cells = {}
-- for y = 1, sweeperRows do
-- for x = 1, sweepwerCols do
-- cells[i] = CELL_STATE_DEFAULT
-- i = i + 1
-- end
-- end
function cellDraw(x, y, type)
local slice = cellSliceDefault
if type == CELL_STATE_HOVER then
slice = cellSliceHover
elseif type == CELL_STATE_DOWN then
slice = cellSliceDown
elseif type == CELL_STATE_DISABLED then
slice = cellSliceDisabled
end
spriteBatchPush(textureCell,
x, y,
x + tilesetCell.tileWidth, y + tilesetCell.tileHeight,
colorWhite(),
slice.u0, slice.v0,
slice.u1, slice.v1
)
end
function backgroundDraw()
local t = (TIME.time / 40) % 1
local scaleX = screenGetWidth() / textureGrid.width
local scaleY = screenGetHeight() / textureGrid.height
local u0 = t * scaleX
local v0 = t * scaleY
local u1 = scaleX + u0
local v1 = scaleY + v0
spriteBatchPush(textureGrid,
0, 0,
screenGetWidth(), screenGetHeight(),
colorWhite(),
u0, v0,
u1, v1
)
end
function borderDraw(x, y, innerWidth, innerHeight)
-- Top Left
local uv = tilesetPositionGetUV(tilesetBorder, 0, 0)
spriteBatchPush(textureBorder,
x - tilesetBorder.tileWidth, y - tilesetBorder.tileWidth,
x, y,
colorWhite(),
uv.u0, uv.v0,
uv.u1, uv.v1
)
-- Top Right
uv = tilesetPositionGetUV(tilesetBorder, 10, 0)
spriteBatchPush(textureBorder,
x + innerWidth, y - tilesetBorder.tileHeight,
x + innerWidth + tilesetBorder.tileWidth, y,
colorWhite(),
uv.u0, uv.v0,
uv.u1, uv.v1
)
-- Bottom Left
uv = tilesetPositionGetUV(tilesetBorder, 0, 10)
spriteBatchPush(textureBorder,
x - tilesetBorder.tileWidth, y + innerHeight,
x, y + innerHeight + tilesetBorder.tileHeight,
colorWhite(),
uv.u0, uv.v0,
uv.u1, uv.v1
)
-- Bottom Right
uv = tilesetPositionGetUV(tilesetBorder, 10, 10)
spriteBatchPush(textureBorder,
x + innerWidth, y + innerHeight,
x + innerWidth + tilesetBorder.tileWidth, y + innerHeight + tilesetBorder.tileHeight,
colorWhite(),
uv.u0, uv.v0,
uv.u1, uv.v1
)
-- Top
uv = tilesetPositionGetUV(tilesetBorder, 1, 0)
spriteBatchPush(textureBorder,
x, y - tilesetBorder.tileHeight,
x + innerWidth, y,
colorWhite(),
uv.u0, uv.v0,
uv.u1, uv.v1
)
-- Bottom
uv = tilesetPositionGetUV(tilesetBorder, 1, 10)
spriteBatchPush(textureBorder,
x, y + innerHeight,
x + innerWidth, y + innerHeight + tilesetBorder.tileHeight,
colorWhite(),
uv.u0, uv.v0,
uv.u1, uv.v1
)
-- Left
uv = tilesetPositionGetUV(tilesetBorder, 0, 1)
spriteBatchPush(textureBorder,
x - tilesetBorder.tileWidth, y,
x, y + innerHeight,
colorWhite(),
uv.u0, uv.v0,
uv.u1, uv.v1
)
-- Right
uv = tilesetPositionGetUV(tilesetBorder, 10, 1)
spriteBatchPush(textureBorder,
x + innerWidth, y,
x + innerWidth + tilesetBorder.tileWidth, y + innerHeight,
colorWhite(),
uv.u0, uv.v0,
uv.u1, uv.v1
)
end
function sceneDispose()
end
function sceneUpdate()
end
function sceneRender()
-- Update camera
cameraPushMatrix(camera)
camera.bottom = screenGetHeight()
camera.right = screenGetWidth()
-- Update mouse position
if INPUT_POINTER then
mouseX = inputGetValue(INPUT_ACTION_POINTERX) * screenGetWidth()
mouseY = inputGetValue(INPUT_ACTION_POINTERY) * screenGetHeight()
-- Draw cursor
spriteBatchPush(
nil,
mouseX - 2, mouseY - 2,
mouseX + 2, mouseY + 2,
colorRed(),
0, 0,
1, 1
)
end
textDraw(10, 10, "Hello World")
-- centerX = math.floor(screenGetWidth() / 2)
-- centerY = math.floor(screenGetHeight() / 2)
-- Draw elements
-- backgroundDraw()
-- borderDraw(
-- centerX - (boardWidth / 2), centerY - (boardHeight / 2),
-- boardWidth, boardHeight
-- )
-- i = 0
-- -- Foreach cell
-- local offX = centerX - (boardWidth / 2)
-- local offY = centerY - (boardHeight / 2)
-- for y = 0, sweeperRows - 1 do
-- for x = 0, sweepwerCols - 1 do
-- i = y * sweepwerCols + x
-- -- Hovered
-- if
-- cells[i] == CELL_STATE_DEFAULT and
-- mouseX >= x * tilesetCell.tileWidth + offX and mouseX < (x + 1) * tilesetCell.tileWidth + offX and
-- mouseY >= y * tilesetCell.tileHeight + offY and mouseY < (y + 1) * tilesetCell.tileHeight + offY
-- then
-- cells[i] = CELL_STATE_HOVER
-- else
-- cells[i] = CELL_STATE_DEFAULT
-- end
-- cellDraw(
-- x * tilesetCell.tileWidth + offX,
-- y * tilesetCell.tileHeight + offY,
-- cells[i]
-- )
-- end
-- end
spriteBatchFlush()
cameraPopMatrix()
end
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+6
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@@ -0,0 +1,6 @@
module = {
render() {
Text.draw(0, 0, "Hello World");
SpriteBatch.flush();
}
};
-63
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@@ -1,63 +0,0 @@
message(FATAL_ERROR "Configure Dolphin")
if(DUSK_TARGET_SYSTEM STREQUAL "gamecube" OR DUSK_TARGET_SYSTEM STREQUAL "wii")
# Override to make library and binary be the same.
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_LIBRARY_TARGET_NAME}.elf" CACHE INTERNAL ${DUSK_CACHE_TARGET})
endif()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-rtti -fno-exceptions")
# configure_file(opengl.pc.in opengl.pc @ONLY)
find_package(PkgConfig REQUIRED)
pkg_check_modules(zip IMPORTED_TARGET libzip)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DOLPHIN
)
# Disable all warnings
target_compile_options(${DUSK_LIBRARY_TARGET_NAME} PRIVATE -w)
# Custom flags for cglm
set(CGLM_SHARED OFF CACHE BOOL "Build cglm shared" FORCE)
set(CGLM_STATIC ON CACHE BOOL "Build cglm static" FORCE)
find_package(cglm REQUIRED)
# Compile lua
include(FetchContent)
FetchContent_Declare(
liblua
URL https://www.lua.org/ftp/lua-5.5.0.tar.gz
)
FetchContent_MakeAvailable(liblua)
set(LUA_SRC_DIR "${liblua_SOURCE_DIR}/src")
set(LUA_C_FILES
lapi.c lauxlib.c lbaselib.c lcode.c lcorolib.c lctype.c ldblib.c ldebug.c
ldo.c ldump.c lfunc.c lgc.c linit.c liolib.c llex.c lmathlib.c lmem.c
loadlib.c lobject.c lopcodes.c loslib.c lparser.c lstate.c lstring.c
lstrlib.c ltable.c ltablib.c ltm.c lundump.c lutf8lib.c lvm.c lzio.c
)
list(TRANSFORM LUA_C_FILES PREPEND "${LUA_SRC_DIR}/")
add_library(liblua STATIC ${LUA_C_FILES})
target_include_directories(liblua PUBLIC "${LUA_SRC_DIR}")
target_compile_definitions(liblua PRIVATE LUA_USE_C89)
add_library(lua::lua ALIAS liblua)
set(Lua_FOUND TRUE CACHE BOOL "Lua found" FORCE)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
cglm
liblua
m
fat
PkgConfig::zip
)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
DISPLAY_WINDOW_WIDTH_DEFAULT=640
DISPLAY_WINDOW_HEIGHT_DEFAULT=480
DISPLAY_WIDTH=640
DISPLAY_HEIGHT=480
DISPLAY_SIZE_DYNAMIC=0
INPUT_GAMEPAD=1
THREAD_PTHREAD=1
TIME_FIXED=1
)
-1
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@@ -1 +0,0 @@
include(cmake/configure/gamecube.cmake)
-26
View File
@@ -1,26 +0,0 @@
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
SDL2
pthread
OpenGL::GL
GL
m
)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
DISPLAY_SDL2=1
DISPLAY_WINDOW_WIDTH_DEFAULT=1080
DISPLAY_WINDOW_HEIGHT_DEFAULT=810
DISPLAY_SCREEN_HEIGHT_DEFAULT=270
DISPLAY_SHADER=1
INPUT_SDL2=1
INPUT_KEYBOARD=1
INPUT_POINTER=1
INPUT_GAMEPAD=1
THREAD_PTHREAD=1
TIME_SDL2=1
TIME_FIXED=0
)
-36
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@@ -1,36 +0,0 @@
find_package(pspsdk REQUIRED)
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
${SDL2_LIBRARIES}
SDL2
pthread
OpenGL::GL
zip
bz2
z
mbedtls
mbedcrypto
lzma
m
)
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
${SDL2_INCLUDE_DIRS}
)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
DISPLAY_SDL2=1
DISPLAY_WINDOW_WIDTH_DEFAULT=480
DISPLAY_WINDOW_HEIGHT_DEFAULT=272
DISPLAY_WIDTH=480
DISPLAY_HEIGHT=272
DISPLAY_SIZE_DYNAMIC=0
DISPLAY_COLOR_TABLE=1
INPUT_SDL2=1
INPUT_GAMEPAD=1
THREAD_PTHREAD=1
TIME_FIXED=1
)
-1
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@@ -1 +0,0 @@
include(cmake/configure/dolphin.cmake)
+2 -2
View File
@@ -4,10 +4,10 @@
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
include(FetchContent) include(FetchContent)
FetchContent_Declare( FetchContent_Declare(
cglm cglm
GIT_REPOSITORY https://git.wish.moe/YourWishes/cglm.git # GIT_REPOSITORY https://git.wish.moe/YourWishes/cglm.git
GIT_REPOSITORY https://github.com/recp/cglm.git
GIT_TAG v0.9.6 GIT_TAG v0.9.6
) )
+96
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@@ -0,0 +1,96 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Turn things off we don't need
set(JERRY_CMDLINE OFF CACHE BOOL "" FORCE)
set(JERRY_EXT ON CACHE BOOL "" FORCE)
set(JERRY_DEBUGGER OFF CACHE BOOL "" FORCE)
set(JERRY_BUILTIN_DATE OFF CACHE BOOL "" FORCE)
set(ENABLE_LTO OFF CACHE BOOL "" FORCE)
# Fetch Jerry
include(FetchContent)
FetchContent_Declare(
jerryscript
GIT_REPOSITORY https://git.wish.moe/YourWishes/jerryscript
GIT_TAG float32-fix
)
FetchContent_MakeAvailable(jerryscript)
# Mark found
set(jerryscript_FOUND ON)
# Define targets
if(TARGET jerryscript-core)
set(JERRY_CORE_TARGET jerryscript-core)
elseif(TARGET jerry-core)
set(JERRY_CORE_TARGET jerry-core)
endif()
if(TARGET jerryscript-ext)
set(JERRY_EXT_TARGET jerryscript-ext)
elseif(TARGET jerry-ext)
set(JERRY_EXT_TARGET jerry-ext)
endif()
if(TARGET jerryscript-port-default)
set(JERRY_PORT_TARGET jerryscript-port-default)
elseif(TARGET jerry-port-default)
set(JERRY_PORT_TARGET jerry-port-default)
elseif(TARGET jerryscript-port)
set(JERRY_PORT_TARGET jerryscript-port)
elseif(TARGET jerry-port)
set(JERRY_PORT_TARGET jerry-port)
endif()
if(NOT JERRY_CORE_TARGET)
message(FATAL_ERROR "JerryScript core target not found")
endif()
if(NOT JERRY_EXT_TARGET)
message(FATAL_ERROR "JerryScript ext target not found")
endif()
if(NOT JERRY_PORT_TARGET)
message(FATAL_ERROR "JerryScript port target not found")
endif()
foreach(tgt IN ITEMS
${JERRY_CORE_TARGET}
${JERRY_EXT_TARGET}
${JERRY_PORT_TARGET}
)
if(TARGET ${tgt})
set_property(TARGET ${tgt} PROPERTY INTERPROCEDURAL_OPTIMIZATION OFF)
target_compile_definitions(${JERRY_CORE_TARGET} PRIVATE
JERRY_NUMBER_TYPE_FLOAT64=0
JERRY_BUILTIN_DATE=0
)
endif()
endforeach()
# Export include dirs through the targets
target_include_directories(${JERRY_CORE_TARGET} INTERFACE
${jerryscript_SOURCE_DIR}/jerry-core/include
)
target_include_directories(${JERRY_EXT_TARGET} INTERFACE
${jerryscript_SOURCE_DIR}/jerry-ext/include
)
target_include_directories(${JERRY_PORT_TARGET} INTERFACE
${jerryscript_SOURCE_DIR}/jerry-port/default/include
)
# Suppress JerryScript-only warning
if(CMAKE_C_COMPILER_ID MATCHES "GNU|Clang")
target_compile_options(${JERRY_CORE_TARGET} PRIVATE
-Wno-error
)
endif()
add_library(jerryscript::core ALIAS ${JERRY_CORE_TARGET})
add_library(jerryscript::ext ALIAS ${JERRY_EXT_TARGET})
add_library(jerryscript::port ALIAS ${JERRY_PORT_TARGET})
-106
View File
@@ -1,106 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
if(NOT TARGET pspsdk)
message(STATUS "Looking for PSPSDK...")
set(PSPSDK_FOUND FALSE CACHE INTERNAL "PSPSDK found")
set(PSPSDK_DOWNLOAD_DIR "${CMAKE_BINARY_DIR}/_pspsdk")
set(PSPSDK_SEARCH_ROOTS
"${PSPSDK_ROOT}"
"$ENV{PSPDEV}"
"$ENV{HOME}/pspdev"
"/usr/local/pspdev"
"/opt/pspdev"
"/usr/pspdev"
"${PSPSDK_DOWNLOAD_DIR}/pspdev"
)
foreach(root IN LISTS PSPSDK_SEARCH_ROOTS)
list(APPEND PSPSDK_BIN_HINTS "${root}/bin")
list(APPEND PSPSDK_INCLUDE_HINTS "${root}/include")
list(APPEND PSPSDK_LIB_HINTS "${root}/lib")
endforeach()
# Find PSP GCC
find_program(PSPSDK_PSP_GCC NAMES psp-gcc HINTS ${PSPSDK_BIN_HINTS})
# If we did not find it, download it.
if(NOT PSPSDK_PSP_GCC)
message(STATUS "psp-gcc not found in system paths. Downloading PSPSDK tarball...")
file(DOWNLOAD
"https://github.com/pspdev/pspdev/releases/download/v20260101/pspdev-ubuntu-latest-x86_64.tar.gz"
"${CMAKE_BINARY_DIR}/pspsdk.tar.gz"
EXPECTED_HASH SHA256=68fb6063323e695a43415a151b3dd9ded61d00605f02d20146cc6933c11830f8
SHOW_PROGRESS
)
# Make output dir
file(MAKE_DIRECTORY "${PSPSDK_DOWNLOAD_DIR}")
# Extract the tarball
execute_process(
COMMAND
${CMAKE_COMMAND} -E tar xzf "${CMAKE_BINARY_DIR}/pspsdk.tar.gz"
WORKING_DIRECTORY
"${PSPSDK_DOWNLOAD_DIR}"
RESULT_VARIABLE
tar_result
)
if(NOT tar_result EQUAL 0)
message(FATAL_ERROR "Failed to extract PSPSDK tarball")
endif()
# Retry discovery with extracted fallback
find_program(PSPSDK_PSP_GCC NAMES psp-gcc HINTS ${PSPSDK_BIN_HINTS})
endif()
if(PSPSDK_PSP_GCC)
get_filename_component(PSPSDK_BIN_ROOT "${PSPSDK_PSP_GCC}" DIRECTORY)
get_filename_component(PSPSDK_ROOT "${PSPSDK_BIN_ROOT}" DIRECTORY)
set(CMAKE_TRY_COMPILE_TARGET_TYPE STATIC_LIBRARY)
set(ENV{PSPDEV} "${PSPSDK_ROOT}")
set(CMAKE_TOOLCHAIN_FILE "${PSPSDK_ROOT}/psp/share/pspdev.cmake")
set(BUILD_PRX ON CACHE BOOL "Build PRX modules")
include("${PSPSDK_ROOT}/psp/share/pspdev.cmake")
set(CMAKE_C_COMPILER ${PSPSDK_BIN_ROOT}/psp-gcc)
set(CMAKE_CXX_COMPILER ${PSPSDK_BIN_ROOT}/psp-g++)
if(NOT DEFINED PSP)
message(FATAL_ERROR "PSP environment variable is not set correctly.")
endif()
add_library(pspsdk INTERFACE IMPORTED)
set_target_properties(pspsdk PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${PSPSDK_INCLUDE_DIR}"
INTERFACE_LINK_DIRECTORIES "${PSPSDK_LIB_DIR}"
)
target_include_directories(pspsdk
INTERFACE
${PSPDEV}/psp/include
${PSPDEV}/psp/sdk/include
)
target_link_directories(pspsdk
INTERFACE
${PSPDEV}/lib
${PSPDEV}/psp/lib
${PSPDEV}/psp/sdk/lib
)
target_link_libraries(pspsdk INTERFACE
pspdebug
pspdisplay
pspge
pspctrl
pspgu
pspaudio
pspaudiolib
psputility
pspvfpu
pspvram
psphprm
)
endif()
endif()
+31
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@@ -0,0 +1,31 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
include(FetchContent)
FetchContent_Declare(
stb
GIT_REPOSITORY https://github.com/nothings/stb.git
)
# Fetch stb if not already done
FetchContent_MakeAvailable(stb)
# Find the stb_image.h header
set(STB_INCLUDE_DIR "${stb_SOURCE_DIR}")
set(STB_IMAGE_HEADER "${stb_SOURCE_DIR}/stb_image.h")
if(EXISTS "${STB_IMAGE_HEADER}")
add_library(stb_image INTERFACE)
target_include_directories(stb_image INTERFACE "${STB_INCLUDE_DIR}")
set(STB_IMAGE_FOUND TRUE)
else()
set(STB_IMAGE_FOUND FALSE)
endif()
# Standard CMake variables
set(STB_IMAGE_INCLUDE_DIRS "${STB_INCLUDE_DIR}")
set(STB_IMAGE_LIBRARIES stb_image)
mark_as_advanced(STB_IMAGE_INCLUDE_DIRS STB_IMAGE_LIBRARIES STB_IMAGE_FOUND)
+18
View File
@@ -0,0 +1,18 @@
include(FetchContent)
if(NOT TARGET yyjson)
FetchContent_Declare(
yyjson
GIT_REPOSITORY https://github.com/ibireme/yyjson.git
GIT_TAG 0.12.0
)
FetchContent_MakeAvailable(yyjson)
endif()
# Provide an imported target if not already available
if(NOT TARGET yyjson::yyjson)
add_library(yyjson::yyjson ALIAS yyjson)
endif()
# Mark yyjson as found for find_package compatibility
set(yyjson_FOUND TRUE)
+70
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@@ -0,0 +1,70 @@
# Build type: FAT (SD/USB via libfat) or ISO (DVD disc via libogc DVD driver)
set(DUSK_DOLPHIN_BUILD_TYPE "FAT" CACHE STRING "Dolphin asset source: FAT (SD/USB) or ISO (DVD disc)")
set_property(CACHE DUSK_DOLPHIN_BUILD_TYPE PROPERTY STRINGS "FAT" "ISO")
# Target definitions
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_DOLPHIN
DUSK_INPUT_GAMEPAD
DUSK_DISPLAY_WIDTH=640
DUSK_DISPLAY_HEIGHT=480
DUSK_THREAD_PTHREAD
DUSK_DOLPHIN_BUILD_TYPE="${DUSK_DOLPHIN_BUILD_TYPE}"
)
# Custom compiler flags
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-rtti -fno-exceptions")
# Disable all warnings
target_compile_options(${DUSK_LIBRARY_TARGET_NAME} PRIVATE -w)
# cglm: fetched at source level via Findcglm.cmake (FetchContent, headers only)
find_package(cglm REQUIRED)
# Pre-create ZLIB::ZLIB so any downstream cmake module that resolves it
# (FindZLIB, pkg-config IMPORTED_TARGET Requires processing) gets plain -lz
# rather than an unresolvable IMPORTED target that the PPC linker rejects.
if(NOT TARGET ZLIB::ZLIB)
add_library(ZLIB::ZLIB INTERFACE IMPORTED GLOBAL)
set_target_properties(ZLIB::ZLIB PROPERTIES INTERFACE_LINK_LIBRARIES "z")
endif()
# Mark libzip as found so src/dusk/CMakeLists.txt skips Findlibzip.cmake.
# Findlibzip.cmake calls find_package(ZLIB) which can recreate a broken
# ZLIB::ZLIB IMPORTED target, bypassing the shim above.
set(libzip_FOUND TRUE CACHE BOOL "libzip found (devkitpro portlibs)" FORCE)
# Locate zip.h in the devkitpro sysroot (respects CMAKE_FIND_ROOT_PATH).
find_path(_dusk_zip_inc NAMES zip.h)
if(_dusk_zip_inc)
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE "${_dusk_zip_inc}")
endif()
# Link libraries.
# zip/z/lzma use target_link_options (raw flags) to bypass cmake target
# resolution — pkg-config-generated targets for these carry ZLIB::ZLIB in
# INTERFACE_LINK_LIBRARIES which breaks the PPC link step.
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
cglm
m
zip
bz2
zstd
z
lzma
)
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC DUSK_DOLPHIN_BUILD_ISO)
else()
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE fat)
endif()
# Postbuild: ELF -> DOL
set(DUSK_BINARY_TARGET_NAME_DOL "${DUSK_BUILD_DIR}/Dusk.dol")
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
COMMAND elf2dol
"$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>"
"${DUSK_BINARY_TARGET_NAME_DOL}"
COMMENT "Generating ${DUSK_BINARY_TARGET_NAME_DOL} from ${DUSK_BINARY_TARGET_NAME}"
)
+24
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@@ -0,0 +1,24 @@
include(cmake/targets/dolphin.cmake)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_GAMECUBE
)
# Link libraries
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
# bba
)
# ISO post-build: produce NTSC-J, NTSC-U and PAL disc images
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
COMMAND ${Python3_EXECUTABLE}
"${CMAKE_SOURCE_DIR}/tools/makedolphiniso.py"
"GCN"
"${DUSK_BINARY_TARGET_NAME_DOL}"
"${DUSK_ASSETS_ZIP}"
"${DUSK_GAME_NAME}"
"${DUSK_BUILD_DIR}"
COMMENT "Building GameCube ISO images (NTSC-J, NTSC-U, PAL)"
)
endif()
+46
View File
@@ -0,0 +1,46 @@
# Find link platform-specific libraries
set(OpenGL_GL_PREFERENCE LEGACY)
find_package(SDL2 REQUIRED)
find_library(EGL_LIB EGL REQUIRED)
find_library(GL_LIB GL 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} PRIVATE
SDL2
pthread
OpenGL::GLES2
${GL_LIB}
${EGL_LIB}
m
)
# Define platform-specific macros.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
DUSK_OPENGL_ES
DUSK_LINUX
DUSK_KNULLI
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
)
+48
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@@ -0,0 +1,48 @@
# Find link platform-specific libraries
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
# find_package(CURL 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(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
SDL2
pthread
OpenGL::GL
GL
m
# CURL::libcurl
)
set(DUSK_BACKTRACE ON CACHE BOOL "Enable backtrace support for assert failures.")
# Define platform-specific macros.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
DUSK_CONSOLE_POSIX
# DUSK_OPENGL_LEGACY
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
DUSK_NETWORK_IPV6
DUSK_THREAD_PTHREAD
)
+69
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@@ -0,0 +1,69 @@
set(CMAKE_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
set(CMAKE_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
set(CMAKE_C_COMPILER_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
set(CMAKE_C_COMPILER_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
set(CMAKE_C_ARCHIVE_CREATE "$ENV{PSPDEV}/bin/psp-ar qc <TARGET> <LINK_FLAGS> <OBJECTS>")
set(CMAKE_C_ARCHIVE_APPEND "$ENV{PSPDEV}/bin/psp-ar q <TARGET> <LINK_FLAGS> <OBJECTS>")
set(CMAKE_C_ARCHIVE_FINISH "$ENV{PSPDEV}/bin/psp-ranlib <TARGET>")
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION OFF CACHE BOOL "" FORCE)
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION_C OFF CACHE BOOL "" FORCE)
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
target_link_libraries(${DUSK_BINARY_TARGET_NAME} PUBLIC
${SDL2_LIBRARIES}
SDL2
pthread
OpenGL::GL
zip
bz2
z
mbedtls
mbedcrypto
lzma
m
pspdebug
pspdisplay
pspge
pspctrl
pspgu
pspaudio
pspaudiolib
psputility
pspvfpu
pspvram
psphprm
pspnet
pspnet_inet
pspnet_apctl
psphttp
pspssl
)
target_include_directories(${DUSK_BINARY_TARGET_NAME} PRIVATE
${SDL2_INCLUDE_DIRS}
)
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
DUSK_PSP
DUSK_INPUT_GAMEPAD
DUSK_PLATFORM_ENDIAN_LITTLE
DUSK_OPENGL_LEGACY
DUSK_DISPLAY_WIDTH=480
DUSK_DISPLAY_HEIGHT=272
DUSK_THREAD_PTHREAD
)
# Postbuild, create .pbp file for PSP.
create_pbp_file(
TARGET "${DUSK_BINARY_TARGET_NAME}"
ICON_PATH NULL
BACKGROUND_PATH NULL
PREVIEW_PATH NULL
TITLE "${DUSK_BINARY_TARGET_NAME}"
PSAR_PATH ${DUSK_ASSETS_ZIP}
VERSION 01.00
)
+88
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@@ -0,0 +1,88 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
if(NOT DEFINED ENV{VITASDK})
message(FATAL_ERROR "VITASDK environment variable is not set.")
endif()
include("$ENV{VITASDK}/share/vita.cmake" REQUIRED)
set(VITA_APP_NAME "Dusk")
set(VITA_TITLEID "DUSK00001")
set(VITA_VERSION "01.00")
find_package(SDL2 REQUIRED)
# Custom flags for cglm
set(CGLM_SHARED OFF CACHE BOOL "Build cglm shared" FORCE)
set(CGLM_STATIC ON CACHE BOOL "Build cglm static" FORCE)
find_package(cglm REQUIRED)
# Link libraries
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
${SDL2_LIBRARIES}
cglm
SDL2
SDL2main
zip
bz2
z
zstd
crypto
lzma
m
pthread
stdc++
vitaGL
mathneon
vitashark
kubridge_stub
SceAppMgr_stub
SceAudio_stub
SceCtrl_stub
SceCommonDialog_stub
SceDisplay_stub
SceKernelDmacMgr_stub
SceGxm_stub
SceShaccCg_stub
SceSysmodule_stub
ScePower_stub
SceTouch_stub
SceVshBridge_stub
SceIofilemgr_stub
SceShaccCgExt
libtaihen_stub.a
# SceKernel_stub
SceAppUtil_stub
SceHid_stub
SceRtc_stub
)
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
${SDL2_INCLUDE_DIRS}
)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
DUSK_VITA
DUSK_INPUT_GAMEPAD
DUSK_PLATFORM_ENDIAN_LITTLE
DUSK_OPENGL_LEGACY
DUSK_DISPLAY_WIDTH=960
DUSK_DISPLAY_HEIGHT=544
)
# Post-build: create SELF from the ELF binary (UNSAFE = homebrew, no signing)
vita_create_self(${DUSK_BINARY_TARGET_NAME}.self ${DUSK_BINARY_TARGET_NAME} UNSAFE)
# Post-build: package SELF + assets into a .vpk installable on the Vita
vita_create_vpk(${DUSK_BINARY_TARGET_NAME}.vpk ${VITA_TITLEID} ${DUSK_BINARY_TARGET_NAME}.self
VERSION ${VITA_VERSION}
NAME ${VITA_APP_NAME}
FILE ${DUSK_ASSETS_ZIP} dusk.dsk
)
+27
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@@ -0,0 +1,27 @@
include(cmake/targets/dolphin.cmake)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_WII
)
# Generate Homebrew Channel meta.xml from project identity variables
string(TIMESTAMP DUSK_BUILD_DATE "%Y%m%d000000" UTC)
configure_file(
"${CMAKE_SOURCE_DIR}/docker/dolphin/meta.xml.in"
"${DUSK_BUILD_DIR}/meta.xml"
@ONLY
)
# ISO post-build: produce NTSC-J, NTSC-U and PAL disc images
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
COMMAND ${Python3_EXECUTABLE}
"${CMAKE_SOURCE_DIR}/tools/makedolphiniso.py"
"WII"
"${DUSK_BINARY_TARGET_NAME_DOL}"
"${DUSK_ASSETS_ZIP}"
"${DUSK_GAME_NAME}"
"${DUSK_BUILD_DIR}"
COMMENT "Building Wii ISO images (NTSC-J, NTSC-U, PAL)"
)
endif()
+29
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@@ -0,0 +1,29 @@
set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_PROCESSOR aarch64)
set(CMAKE_C_COMPILER aarch64-linux-gnu-gcc)
set(CMAKE_CXX_COMPILER aarch64-linux-gnu-g++)
set(CMAKE_ASM_COMPILER aarch64-linux-gnu-gcc)
set(CMAKE_SYSROOT /)
set(CMAKE_C_COMPILER_TARGET aarch64-linux-gnu)
set(CMAKE_CXX_COMPILER_TARGET aarch64-linux-gnu)
set(CMAKE_FIND_ROOT_PATH
/usr/aarch64-linux-gnu
/usr/lib/aarch64-linux-gnu
/usr/include/aarch64-linux-gnu
)
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)
set(ENV{PKG_CONFIG_LIBDIR} "/usr/lib/aarch64-linux-gnu/pkgconfig:/usr/share/pkgconfig")
set(ENV{PKG_CONFIG_PATH} "/usr/lib/aarch64-linux-gnu/pkgconfig")
set(CMAKE_PREFIX_PATH "/usr/aarch64-linux-gnu;/usr/lib/aarch64-linux-gnu")
# Optional: helps some Find modules
set(SDL2_DIR "/usr/lib/aarch64-linux-gnu/cmake/SDL2" CACHE PATH "")
+7
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@@ -0,0 +1,7 @@
FROM ghcr.io/extremscorner/libogc2
WORKDIR /workdir
RUN apt update && \
dkp-pacman -Syu --noconfirm && \
apt install -y python3 python3-pip python3-polib python3-pil python3-dotenv python3-pyqt5 python3-opengl xorriso && \
dkp-pacman -S --needed --noconfirm gamecube-sdl2 ppc-liblzma ppc-libzip libogc2 gamecube-tools ppc-libmad ppc-zlib-ng ppc-liblzma ppc-bzip2 ppc-zstd
VOLUME ["/workdir"]
+10
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@@ -0,0 +1,10 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<app version="1">
<name>@DUSK_GAME_NAME@</name>
<version>@PROJECT_VERSION@</version>
<release_date>@DUSK_BUILD_DATE@</release_date>
<coder>@DUSK_GAME_AUTHOR@</coder>
<short_description>@DUSK_GAME_SHORT_DESCRIPTION@</short_description>
<long_description>@DUSK_GAME_LONG_DESCRIPTION@</long_description>
<ahb_access/>
</app>
+35
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@@ -0,0 +1,35 @@
FROM debian:trixie
ENV DEBIAN_FRONTEND=noninteractive
WORKDIR /workdir
RUN dpkg --add-architecture arm64 && \
apt-get update && \
apt-get install -y --no-install-recommends \
crossbuild-essential-arm64 \
ca-certificates \
pkg-config \
cmake \
make \
ninja-build \
git \
file \
python3 \
python3-pip \
python3-polib \
python3-pil \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
liblua5.4-dev:arm64 \
xz-utils:arm64 \
libbz2-dev:arm64 \
zlib1g-dev:arm64 \
libzip-dev:arm64 \
libssl-dev:arm64 \
libsdl2-dev:arm64 \
liblzma-dev:arm64 \
libopengl0:arm64 \
libgl1:arm64 \
libegl1:arm64 \
libgles2:arm64 \
libgl1-mesa-dev:arm64 && \
rm -rf /var/lib/apt/lists/*
+24
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@@ -0,0 +1,24 @@
FROM ubuntu:latest
WORKDIR /workdir
RUN apt-get update
RUN apt-get install -y \
build-essential \
cmake \
python3 \
python3-pip \
python3-polib \
python3-pil \
libsdl2-dev \
libgl1-mesa-dev \
libzip-dev \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
xz-utils \
liblzma-dev \
libbz2-dev \
zlib1g-dev \
libzip-dev \
libbz2-dev \
git \
libssl-dev
+7
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@@ -0,0 +1,7 @@
FROM pspdev/pspdev:latest
WORKDIR /workdir
RUN apk add --no-cache \
python3 \
py3-pip \
py3-dotenv
VOLUME ["/workdir"]
+13
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@@ -0,0 +1,13 @@
FROM vitasdk/vitasdk:latest
WORKDIR /workdir
# Install vitaGL and its dependencies (vitashark, SceShaccCg) via vdpm
RUN which vdpm
# Install Python (needed for Dusk code generation tools)
RUN apk add --no-cache \
python3 \
py3-pip \
py3-dotenv
VOLUME ["/workdir"]
+3
View File
@@ -0,0 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
+3
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@@ -0,0 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-gamecube-iso.sh"
+13
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@@ -0,0 +1,13 @@
#!/bin/bash
if [ -z "$DEVKITPRO" ]; then
echo "DEVKITPRO environment variable is not set. Please set it to the path of your DEVKITPRO installation."
exit 1
fi
mkdir -p build-gamecube-iso
cmake -S. -Bbuild-gamecube-iso \
-DDUSK_TARGET_SYSTEM=gamecube \
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake"
cd build-gamecube-iso
make -j$(nproc) VERBOSE=1
+13
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@@ -0,0 +1,13 @@
#!/bin/bash
if [ -z "$DEVKITPRO" ]; then
echo "DEVKITPRO environment variable is not set. Please set it to the path of your DEVKITPRO installation."
exit 1
fi
mkdir -p build-gamecube
cmake -S. -Bbuild-gamecube \
-DDUSK_TARGET_SYSTEM=gamecube \
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake" \
-DDKP_OGC_PLATFORM_LIBRARY=libogc2
cd build-gamecube
make -j$(nproc) VERBOSE=1
+3
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@@ -0,0 +1,3 @@
#!/bin/bash
docker build -t dusk-knulli -f docker/knulli/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-knulli /bin/bash -c "./scripts/build-knulli.sh"
+24
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@@ -0,0 +1,24 @@
#!/bin/bash
cmake -S . -B build-knulli -G Ninja \
-DDUSK_BUILD_TESTS=ON \
-DDUSK_TARGET_SYSTEM=knulli \
-DCMAKE_TOOLCHAIN_FILE=./cmake/toolchains/aarch64-linux-gnu.cmake \
-DCMAKE_BUILD_TYPE=Release
cmake --build build-knulli -- -j$(nproc)
# Copy necessary libs out
mkdir -p ./build-knulli/dusk
cp ./build-knulli/Dusk ./build-knulli/dusk/Dusk
cp ./build-knulli/dusk.dsk ./build-knulli/dusk/dusk.dsk
echo '#!/bin/bash' > build-knulli/dusk/Dusk.sh
echo 'cd "$(dirname "$(readlink -f "$0")")"' >> build-knulli/dusk/Dusk.sh
echo 'export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:$(dirname "$(readlink -f "$0")")' >> build-knulli/dusk/Dusk.sh
echo 'export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/gl4es' >> build-knulli/dusk/Dusk.sh
echo 'export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib' >> build-knulli/dusk/Dusk.sh
echo '$(dirname "$(readlink -f "$0")")/Dusk' >> build-knulli/dusk/Dusk.sh
chmod +x build-knulli/dusk/Dusk.sh
cp /usr/lib/aarch64-linux-gnu/liblua5.4.so.0 build-knulli/dusk/
# cp /usr/lib/aarch64-linux-gnu/libSDL2-2.0.so.0 build-knulli/dusk/
# cp /usr/lib/aarch64-linux-gnu/libGL.so.1 build-knulli/dusk/
# cp /usr/lib/aarch64-linux-gnu/libEGL.so.1 build-knulli/dusk/
# cp /usr/lib/aarch64-linux-gnu/libGLESv2.so.2 build-knulli/dusk/
+3
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@@ -0,0 +1,3 @@
#!/bin/bash
docker build -t dusk-linux -f docker/linux/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-linux /bin/bash -c "./scripts/build-linux.sh"
+3
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@@ -0,0 +1,3 @@
#!/bin/bash
cmake -S . -B build-linux -DDUSK_BUILD_TESTS=ON -DDUSK_TARGET_SYSTEM=linux
cmake --build build-linux -- -j$(nproc)
+3
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@@ -0,0 +1,3 @@
#!/bin/bash
docker build -t dusk-psp -f docker/psp/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-psp /bin/bash -c "./scripts/build-psp.sh"
+12
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@@ -0,0 +1,12 @@
#!/bin/bash
if [ -z "$PSPDEV" ]; then
echo "PSPDEV environment variable is not set. Please set it to the path of your PSP development environment."
exit 1
fi
mkdir -p build-psp
cd build-psp
psp-cmake -DDUSK_TARGET_SYSTEM=psp -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake -DBUILD_PRX=1 ..
make -j$(nproc)
# psp-cmake -DDUSK_TARGET_SYSTEM=psp -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake -DBUILD_PRX=1 -DCMAKE_BUILD_TYPE=Debug ..
# make
+3
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@@ -0,0 +1,3 @@
#!/bin/bash
docker build -t dusk-vita -f docker/vita/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-vita /bin/bash -c "./scripts/build-vita.sh"
+13
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@@ -0,0 +1,13 @@
#!/bin/bash
if [ -z "$VITASDK" ]; then
echo "VITASDK environment variable is not set. Please set it to the path of your VitaSDK installation."
exit 1
fi
mkdir -p build-vita
cd build-vita
cmake \
-DCMAKE_TOOLCHAIN_FILE=$VITASDK/share/vita.toolchain.cmake \
-DDUSK_TARGET_SYSTEM=vita \
..
make -j$(nproc)
+3
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@@ -0,0 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-wii.sh"
+3
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@@ -0,0 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-wii-iso.sh"
+13
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@@ -0,0 +1,13 @@
#!/bin/bash
if [ -z "$DEVKITPRO" ]; then
echo "DEVKITPRO environment variable is not set. Please set it to the path of your DEVKITPRO installation."
exit 1
fi
mkdir -p build-wii-iso
cmake -S. -Bbuild-wii-iso \
-DDUSK_TARGET_SYSTEM=wii \
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake"
cd build-wii-iso
make -j$(nproc) VERBOSE=1
+10
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@@ -0,0 +1,10 @@
#!/bin/bash
if [ -z "$DEVKITPRO" ]; then
echo "DEVKITPRO environment variable is not set. Please set it to the path of your DEVKITPRO installation."
exit 1
fi
mkdir -p build-wii
cmake -S. -Bbuild-wii -DDUSK_TARGET_SYSTEM=wii -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake"
cd build-wii
make -j$(nproc) VERBOSE=1
+3
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@@ -0,0 +1,3 @@
#!/bin/bash
docker build -t dusk-linux -f docker/linux/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-linux /bin/bash -c "./scripts/test-linux.sh"
+6
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@@ -0,0 +1,6 @@
#!/bin/bash
set -e
rm -rf build-tests
cmake -S . -B build-tests -DDUSK_BUILD_TESTS=ON -DDUSK_TARGET_SYSTEM=linux
cmake --build build-tests -- -j$(nproc)
ctest --output-on-failure --test-dir build-tests
+21 -69
View File
@@ -1,74 +1,26 @@
# Copyright (c) 2025 Dominic Masters # Copyright (c) 2026 Dominic Masters
# #
# This software is released under the MIT License. # This software is released under the MIT License.
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
if(NOT cglm_FOUND) add_subdirectory(dusk)
find_package(cglm REQUIRED)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC cglm) if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
endif() add_subdirectory(dusklinux)
add_subdirectory(dusksdl2)
if(NOT libzip_FOUND) add_subdirectory(duskgl)
find_package(libzip REQUIRED)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC zip) elseif(DUSK_TARGET_SYSTEM STREQUAL "psp")
endif() add_subdirectory(duskpsp)
add_subdirectory(dusksdl2)
if(NOT Lua_FOUND) add_subdirectory(duskgl)
find_package(Lua REQUIRED)
if(Lua_FOUND AND NOT TARGET Lua::Lua) elseif(DUSK_TARGET_SYSTEM STREQUAL "vita")
add_library(Lua::Lua INTERFACE IMPORTED) add_subdirectory(duskvita)
set_target_properties( add_subdirectory(dusksdl2)
Lua::Lua add_subdirectory(duskgl)
PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${LUA_INCLUDE_DIR}" elseif(DUSK_TARGET_SYSTEM STREQUAL "wii" OR DUSK_TARGET_SYSTEM STREQUAL "gamecube")
INTERFACE_LINK_LIBRARIES "${LUA_LIBRARIES}" add_subdirectory(duskdolphin)
)
endif()
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC Lua::Lua)
endif()
# Libs
# Includes
target_include_directories(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
)
# Sources
# Main Binary Source
target_sources(${DUSK_BINARY_TARGET_NAME}
PUBLIC
main.c
)
# Defs
dusk_env_to_h(duskdefs.env duskdefs.h)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
DUSK_TARGET_SYSTEM="${DUSK_TARGET_SYSTEM}"
)
# Subdirs
add_subdirectory(assert)
add_subdirectory(asset)
add_subdirectory(debug)
add_subdirectory(display)
add_subdirectory(engine)
add_subdirectory(error)
add_subdirectory(event)
add_subdirectory(input)
add_subdirectory(item)
add_subdirectory(locale)
add_subdirectory(map)
add_subdirectory(scene)
add_subdirectory(script)
add_subdirectory(story)
add_subdirectory(time)
add_subdirectory(ui)
add_subdirectory(util)
if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "psp")
add_subdirectory(thread)
endif() endif()
-345
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@@ -1,345 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset.h"
#include "util/memory.h"
#include "util/string.h"
#include "assert/assert.h"
#include "asset/assettype.h"
#include "engine/engine.h"
#include "debug/debug.h"
#include "util/string.h"
errorret_t assetInit(void) {
memoryZero(&ASSET, sizeof(asset_t));
#if DOLPHIN
// Init FAT driver.
if(!fatInitDefault()) errorThrow("Failed to initialize FAT filesystem.");
char_t **dolphinSearchPath = (char_t **)ASSET_DOLPHIN_PATHS;
char_t foundPath[FILENAME_MAX];
foundPath[0] = '\0';
do {
// Try open dir
DIR *pdir = opendir(*dolphinSearchPath);
if(pdir == NULL) continue;
// Scan if file is present
while(true) {
struct dirent* pent = readdir(pdir);
if(pent == NULL) break;
if(stringCompareInsensitive(pent->d_name, ASSET_FILE) != 0) {
continue;
}
// Copy out filename
snprintf(
foundPath,
FILENAME_MAX,
"%s/%s",
*dolphinSearchPath,
ASSET_FILE
);
break;
}
// Close dir.
closedir(pdir);
// Did we find the file here?
if(foundPath[0] != '\0') break;
} while(*(++dolphinSearchPath) != NULL);
if(foundPath[0] != '\0') {
}
// Did we find the asset file?
if(foundPath[0] == '\0') {
errorThrow("Failed to find asset file on FAT filesystem.");
}
ASSET.zip = zip_open(foundPath, ZIP_RDONLY, NULL);
if(ASSET.zip == NULL) {
errorThrow("Failed to open asset file on FAT filesystem.");
}
errorOk();
#endif
// Engine may have been provided the launch path
if(ENGINE.argc > 0) {
// Get the directory of the executable
char_t buffer[FILENAME_MAX];
stringCopy(buffer, ENGINE.argv[0], FILENAME_MAX);
size_t len = strlen(buffer);
// Normalize slashes
for(size_t i = 0; i < FILENAME_MAX; i++) {
if(buffer[i] == '\0') break;
if(buffer[i] == '\\') buffer[i] = '/';
}
// Now find the last slash
char_t *end = buffer + len - 1;
do {
end--;
if(*end == '/') {
*end = '\0';
break;
}
} while(end != buffer);
// Did we find a slash?
if(end != buffer) {
// We found the directory, set as system path
stringCopy(ASSET.systemPath, buffer, FILENAME_MAX);
}
}
// Default system path, intended to be overridden by the platform
stringCopy(ASSET.systemPath, ".", FILENAME_MAX);
// PSP specific asset loading.
#if PSP
assertTrue(ENGINE.argc >= 1, "PSP requires launch argument.");
// PSP is given either the prx OR the PBP file.
// In the format of "ms0:/PSP/GAME/DUSK/EBOOT.PBP" or "host0:/Dusk.prx"
// IF the file is the PBP file, we are loading directly on the PSP itself.
// IF the file is the .prx then we are debugging and fopen will return
// relative filepaths correctly, e.g. host0:/dusk.dsk will be on host.
if(
stringEndsWithCaseInsensitive(ENGINE.argv[0], ".pbp") ||
ASSET_PBP_READ_PBP_FROM_HOST
) {
const char_t *pbpPath = (
ASSET_PBP_READ_PBP_FROM_HOST ? "./EBOOT.PBP" : ENGINE.argv[0]
);
ASSET.pbpFile = fopen(pbpPath, "rb");
if(ASSET.pbpFile == NULL) {
errorThrow("Failed to open PBP file: %s", pbpPath);
}
// Get size of PBP file.
if(fseek(ASSET.pbpFile, 0, SEEK_END) != 0) {
fclose(ASSET.pbpFile);
errorThrow("Failed to seek to end of PBP file : %s", pbpPath);
}
size_t pbpSize = ftell(ASSET.pbpFile);
// Rewind to start
if(fseek(ASSET.pbpFile, 0, SEEK_SET) != 0) {
fclose(ASSET.pbpFile);
errorThrow("Failed to seek to start of PBP file : %s", pbpPath);
}
// Read the PBP header
size_t read = fread(
&ASSET.pbpHeader,
1,
sizeof(assetpbp_t),
ASSET.pbpFile
);
if(read != sizeof(assetpbp_t)) {
fclose(ASSET.pbpFile);
errorThrow("Failed to read PBP header", pbpPath);
}
if(memoryCompare(
ASSET.pbpHeader.signature,
ASSET_PBP_SIGNATURE,
sizeof(ASSET_PBP_SIGNATURE)
) != 0) {
fclose(ASSET.pbpFile);
errorThrow("Invalid PBP signature in file: %s", pbpPath);
}
// If we seek to the PSAR offset, we can read the WAD file from there
if(fseek(ASSET.pbpFile, ASSET.pbpHeader.psarOffset, SEEK_SET) != 0) {
fclose(ASSET.pbpFile);
errorThrow("Failed to seek to PSAR offset in PBP file: %s", pbpPath);
}
zip_uint64_t zipPsarOffset = (zip_uint64_t)ASSET.pbpHeader.psarOffset;
zip_int64_t zipPsarSize = (zip_int64_t)(
pbpSize - ASSET.pbpHeader.psarOffset
);
zip_source_t *psarSource = zip_source_filep_create(
ASSET.pbpFile,
zipPsarOffset,
zipPsarSize,
NULL
);
if(psarSource == NULL) {
fclose(ASSET.pbpFile);
errorThrow("Failed to create zip source in PBP file: %s", pbpPath);
}
ASSET.zip = zip_open_from_source(
psarSource,
ZIP_RDONLY,
NULL
);
if(ASSET.zip == NULL) {
zip_source_free(psarSource);
fclose(ASSET.pbpFile);
errorThrow("Failed to open zip from PBP file: %s", pbpPath);
}
errorOk();
}
#endif
// Open zip file
char_t searchPath[FILENAME_MAX];
const char_t **path = ASSET_SEARCH_PATHS;
do {
sprintf(
searchPath,
*path,
ASSET.systemPath,
ASSET_FILE
);
// Try open
ASSET.zip = zip_open(searchPath, ZIP_RDONLY, NULL);
if(ASSET.zip == NULL) continue;
break;// Found!
} while(*(++path) != NULL);
// Did we open the asset?
if(ASSET.zip == NULL) errorThrow("Failed to open asset file.");
errorOk();
}
bool_t assetFileExists(const char_t *filename) {
assertStrLenMax(filename, FILENAME_MAX, "Filename too long.");
zip_int64_t idx = zip_name_locate(ASSET.zip, filename, 0);
if(idx < 0) return false;
return true;
}
errorret_t assetLoad(const char_t *filename, void *output) {
assertStrLenMax(filename, FILENAME_MAX, "Filename too long.");
assertNotNull(output, "Output pointer cannot be NULL.");
// Determine the asset type by reading the extension
const assettypedef_t *def = NULL;
for(uint_fast8_t i = 0; i < ASSET_TYPE_COUNT; i++) {
const assettypedef_t *cmp = &ASSET_TYPE_DEFINITIONS[i];
assertNotNull(cmp, "Asset type definition cannot be NULL.");
if(cmp->extension == NULL) continue;
if(!stringEndsWithCaseInsensitive(filename, cmp->extension)) continue;
def = cmp;
break;
}
if(def == NULL) {
errorThrow("Unknown asset type for file: %s", filename);
}
// Get file size of the asset.
zip_stat_t st;
zip_stat_init(&st);
if(!zip_stat(ASSET.zip, filename, 0, &st) == 0) {
errorThrow("Failed to stat asset file: %s", filename);
}
// Minimum file size.
zip_int64_t fileSize = (zip_int64_t)st.size;
if(fileSize <= 0) {
errorThrow("Asset file is empty: %s", filename);
}
// Try to open the file
zip_file_t *file = zip_fopen(ASSET.zip, filename, 0);
if(file == NULL) {
errorThrow("Failed to open asset file: %s", filename);
}
// Load the asset data
switch(def->loadStrategy) {
case ASSET_LOAD_STRAT_ENTIRE:
assertNotNull(def->entire, "Asset load function cannot be NULL.");
// Must have more to read
if(fileSize <= 0) {
zip_fclose(file);
errorThrow("No data remaining to read for asset: %s", filename);
}
if(fileSize > def->dataSize) {
zip_fclose(file);
errorThrow(
"Asset file has too much data remaining after header: %s",
filename
);
}
// Create space to read the entire asset data
void *data = memoryAllocate(fileSize);
if(!data) {
zip_fclose(file);
errorThrow("Failed to allocate memory for asset data of file: %s", filename);
}
// Read in the asset data.
zip_int64_t bytesRead = zip_fread(file, data, fileSize);
if(bytesRead == 0 || bytesRead > fileSize) {
memoryFree(data);
zip_fclose(file);
errorThrow("Failed to read asset data for file: %s", filename);
}
fileSize -= bytesRead;
// Close the file now we have the data
zip_fclose(file);
// Pass to the asset type loader
assetentire_t entire = {
.data = data,
.output = output
};
errorret_t ret = def->entire(entire);
memoryFree(data);
errorChain(ret);
break;
case ASSET_LOAD_STRAT_CUSTOM:
assertNotNull(def->custom, "Asset load function cannot be NULL.");
assetcustom_t customData = {
.zipFile = file,
.output = output
};
errorChain(def->custom(customData));
break;
default:
assertUnreachable("Unknown asset load strategy.");
}
errorOk();
}
void assetDispose(void) {
if(ASSET.zip != NULL) {
zip_close(ASSET.zip);
ASSET.zip = NULL;
}
#if PSP
if(ASSET.pbpFile != NULL) {
fclose(ASSET.pbpFile);
ASSET.pbpFile = NULL;
}
#endif
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "assettype.h"
#if PSP
#define ASSET_PBP_READ_PBP_FROM_HOST 0
#define ASSET_PBP_SIGNATURE_SIZE 4
#define ASSET_PBP_SIGNATURE "\0PBP"
typedef struct {
char_t signature[ASSET_PBP_SIGNATURE_SIZE];
uint32_t version;
uint32_t sfoOffset;
uint32_t icon0Offset;
uint32_t icon1Offset;
uint32_t pic0Offset;
uint32_t pic1Offset;
uint32_t snd0Offset;
uint32_t pspOffset;
uint32_t psarOffset;
} assetpbp_t;
#elif DOLPHIN
#include <fat.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <dirent.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
static const char_t *ASSET_DOLPHIN_PATHS[] = {
"/",
"/Dusk",
"/dusk",
"/DUSK",
"/apps",
"/apps/Dusk",
"/apps/dusk",
"/apps/DUSK",
".",
"./",
"./Dusk",
"./dusk",
"./DUSK",
"./apps",
"./apps/Dusk",
"./apps/dusk",
"./apps/DUSK",
NULL
};
#endif
#define ASSET_FILE "dusk.dsk"
#define ASSET_HEADER_SIZE 3
static const char_t *ASSET_SEARCH_PATHS[] = {
"%s/%s",
"%s",
"../%s",
"../../%s",
"data/%s",
"../data/%s",
NULL
};
typedef struct {
zip_t *zip;
char_t systemPath[FILENAME_MAX];
uint8_t assetCount;
// PSP specific information.
#if PSP
FILE *pbpFile;
assetpbp_t pbpHeader;
#endif
} asset_t;
static asset_t ASSET;
/**
* Initializes the asset system.
*/
errorret_t assetInit(void);
/**
* Checks if an asset file exists.
*
* @param filename The filename of the asset to check.
* @return true if the asset file exists, false otherwise.
*/
bool_t assetFileExists(const char_t *filename);
/**
* Loads an asset by its filename, the output type depends on the asset type.
*
* @param filename The filename of the asset to retrieve.
* @param output The output pointer to store the loaded asset data.
* @return An error code if the asset could not be loaded.
*/
errorret_t assetLoad(const char_t *filename, void *output);
/**
* Disposes/cleans up the asset system.
*/
void assetDispose(void);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "type/assettexture.h"
#include "type/assetpalette.h"
#include "type/assettileset.h"
#include "type/assetlanguage.h"
#include "type/assetscript.h"
#include "type/assetmap.h"
#include "type/assetmapchunk.h"
#include <zip.h>
typedef enum {
ASSET_TYPE_NULL,
ASSET_TYPE_TEXTURE,
ASSET_TYPE_PALETTE,
ASSET_TYPE_TILESET,
ASSET_TYPE_LANGUAGE,
ASSET_TYPE_SCRIPT,
ASSET_TYPE_MAP,
ASSET_TYPE_MAP_CHUNK,
ASSET_TYPE_COUNT,
} assettype_t;
typedef enum {
ASSET_LOAD_STRAT_ENTIRE,
ASSET_LOAD_STRAT_CUSTOM
} assetloadstrat_t;
typedef struct assetentire_s {
void *data;
void *output;
} assetentire_t;
typedef struct assetcustom_s {
zip_file_t *zipFile;
void *output;
} assetcustom_t;
typedef struct {
const char_t *extension;
const size_t dataSize;
const assetloadstrat_t loadStrategy;
union {
errorret_t (*entire)(assetentire_t entire);
errorret_t (*custom)(assetcustom_t custom);
};
} assettypedef_t;
static const assettypedef_t ASSET_TYPE_DEFINITIONS[ASSET_TYPE_COUNT] = {
[ASSET_TYPE_NULL] = {
0
},
[ASSET_TYPE_TEXTURE] = {
.extension = "dpt",
.loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
.dataSize = sizeof(assettexture_t),
.entire = assetTextureLoad
},
[ASSET_TYPE_PALETTE] = {
.extension = "dpf",
.loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
.dataSize = sizeof(palette_t),
.entire = assetPaletteLoad
},
[ASSET_TYPE_TILESET] = {
.extension = "dtf",
.loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
.dataSize = sizeof(assettileset_t),
.entire = assetTilesetLoad
},
[ASSET_TYPE_LANGUAGE] = {
.extension = "DLF",
.loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
.custom = assetLanguageHandler
},
[ASSET_TYPE_SCRIPT] = {
.extension = "lua",
.loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
.custom = assetScriptHandler
},
// [ASSET_TYPE_MAP] = {
// .extension = "DMF",
// .loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
// .custom = assetMapHandler
// },
// [ASSET_TYPE_MAP_CHUNK] = {
// .extension = "DMC",
// .loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
// .custom = assetMapChunkHandler
// },
};
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
#include "util/memory.h"
errorret_t assetMapHandler(assetcustom_t custom) {
printf("Map Loaded from asset!\n");
errorOk();
}
-20
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@@ -1,20 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
typedef struct assetcustom_s assetcustom_t;
/**
* Loads a map asset from the given data pointer into the output map structure.
*
* @param data Pointer to the raw assetmap_t data.
* @param output Pointer to the map_t to load the map into.
* @return An error code.
*/
errorret_t assetMapHandler(assetcustom_t custom);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
#include "map/mapchunk.h"
#include "util/endian.h"
#pragma pack(push, 1)
typedef struct {
uint32_t tileCount;
uint8_t modelCount;
uint8_t entityCount;
} assetchunkheader_t;
#pragma pack(pop)
#pragma pack(push, 1)
typedef struct {
maptile_t tile;
} assetchunktiledata_t;
#pragma pack(pop)
#pragma pack(push, 1)
typedef struct {
uint32_t vertexCount;
} assetchunkmodelheader_t;
#pragma pack(pop)
#pragma pack(push, 1)
typedef struct {
uint8_t entityType;
uint8_t localX;
uint8_t localY;
uint8_t localZ;
} assetchunkentityheader_t;
#pragma pack(pop)
errorret_t assetMapChunkHandler(assetcustom_t custom) {
assertNotNull(custom.output, "Output pointer cannot be NULL");
assertNotNull(custom.zipFile, "Zip file pointer cannot be NULL");
mapchunk_t *chunk = (mapchunk_t *)custom.output;
assertTrue(chunk->meshCount == 0, "Chunk is not in a good state");
// Read header
assetchunkheader_t header;
size_t bytesRead = zip_fread(
custom.zipFile, &header, sizeof(assetchunkheader_t)
);
if(bytesRead != sizeof(assetchunkheader_t)) {
zip_fclose(custom.zipFile);
errorThrow("Failed to read chunk asset header.");
}
// Fix endianess if necessary
header.tileCount = endianLittleToHost32(header.tileCount);
if(header.tileCount != CHUNK_TILE_COUNT) {
zip_fclose(custom.zipFile);
errorThrow(
"Chunk asset has invalid tile count: %d (expected %d).",
header.tileCount,
CHUNK_TILE_COUNT
);
}
if(header.modelCount > CHUNK_MESH_COUNT_MAX) {
zip_fclose(custom.zipFile);
errorThrow(
"Chunk asset has too many models: %d (max %d).",
header.modelCount,
CHUNK_MESH_COUNT_MAX
);
}
if(header.entityCount > CHUNK_ENTITY_COUNT_MAX) {
zip_fclose(custom.zipFile);
errorThrow(
"Chunk asset has too many entities: %d (max %d).",
header.entityCount,
CHUNK_ENTITY_COUNT_MAX
);
}
chunk->meshCount = header.modelCount;
// Read tile data
bytesRead = zip_fread(
custom.zipFile,
chunk->tiles,
sizeof(assetchunktiledata_t) * header.tileCount
);
if(bytesRead != sizeof(assetchunktiledata_t) * header.tileCount) {
zip_fclose(custom.zipFile);
errorThrow("Failed to read chunk tile data.");
}
// For each model...
uint32_t vertexIndex = 0;
for(uint8_t i = 0; i < header.modelCount; i++) {
assetchunkmodelheader_t modelHeader;
bytesRead = zip_fread(
custom.zipFile, &modelHeader, sizeof(assetchunkmodelheader_t)
);
if(bytesRead != sizeof(assetchunkmodelheader_t)) {
zip_fclose(custom.zipFile);
errorThrow("Failed to read chunk model header.");
}
// Fix endianess if necessary
modelHeader.vertexCount = endianLittleToHost32(modelHeader.vertexCount);
if(
vertexIndex + modelHeader.vertexCount >
CHUNK_VERTEX_COUNT_MAX
) {
zip_fclose(custom.zipFile);
errorThrow("Chunk model vertex count exceeds maximum.");
}
// Read vertex data.
bytesRead = zip_fread(
custom.zipFile,
&chunk->vertices[vertexIndex],
sizeof(meshvertex_t) * modelHeader.vertexCount
);
if(bytesRead != sizeof(meshvertex_t) * modelHeader.vertexCount) {
zip_fclose(custom.zipFile);
errorThrow("Failed to read chunk model vertex data.");
}
// Init the mesh
if(modelHeader.vertexCount > 0) {
mesh_t *mesh = &chunk->meshes[i];
meshInit(
mesh,
MESH_PRIMITIVE_TRIANGLES,
modelHeader.vertexCount,
&chunk->vertices[vertexIndex]
);
vertexIndex += modelHeader.vertexCount;
} else {
chunk->meshes[i].vertexCount = 0;
}
}
// Read entity data
// for(uint8_t i = 0; i < header.entityCount; i++) {
// assetchunkentityheader_t entityHeader;
// bytesRead = zip_fread(
// custom.zipFile, &entityHeader, sizeof(assetchunkentityheader_t)
// );
// if(bytesRead != sizeof(assetchunkentityheader_t)) {
// zip_fclose(custom.zipFile);
// errorThrow("Failed to read chunk entity header.");
// }
// uint8_t entityIndex = entityGetAvailable();
// if(entityIndex == 0xFF) {
// zip_fclose(custom.zipFile);
// errorThrow("No available entity slots.");
// }
// entity_t *entity = &ENTITIES[entityIndex];
// entityInit(entity, (entitytype_t)entityHeader.entityType);
// entity->position.x = (
// (chunk->position.x * CHUNK_WIDTH) + entityHeader.localX
// );
// entity->position.y = (
// (chunk->position.y * CHUNK_HEIGHT) + entityHeader.localY
// );
// entity->position.z = (
// (chunk->position.z * CHUNK_DEPTH) + entityHeader.localZ
// );
// chunk->entities[i] = entityIndex;
// }
errorOk();
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
typedef struct assetcustom_s assetcustom_t;
/**
* Handles loading of map chunk data from a map chunk asset file.
*
* @param custom The custom asset loading parameters.
* @return An error code.
*/
errorret_t assetMapChunkHandler(assetcustom_t custom);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "debug.h"
#if DOLPHIN
#include "display/display.h"
static char_t DEBUG_ERROR_BUFFER[16*1024] = {0};
#endif
void debugPrint(const char_t *message, ...) {
va_list args;
va_start(args, message);
vprintf(message, args);
va_end(args);
#if PSP
FILE *file = fopen("ms0:/PSP/GAME/Dusk/debug.log", "a");
if(file) {
va_start(args, message);
vfprintf(file, message, args);
va_end(args);
fclose(file);
}
#elif DOLPHIN
// append to error buffer
size_t start = strlen(DEBUG_ERROR_BUFFER);
va_start(args, message);
vsnprintf(
DEBUG_ERROR_BUFFER + start,
sizeof(DEBUG_ERROR_BUFFER) - start,
message,
args
);
va_end(args);
#endif
}
void debugFlush() {
#if PSP
// No buffering, so nothing to flush
#elif DOLPHIN
// Either create graphics, or hijack the displays' graphics.
void *xfb = NULL;
GXRModeObj *rmode = NULL;
void *framebuffer;
if(DISPLAY.frameBuffer[0]) {
console_init(
DISPLAY.frameBuffer[0],
20,
20,
DISPLAY.screenMode->fbWidth,
DISPLAY.screenMode->xfbHeight,
DISPLAY.screenMode->fbWidth * VI_DISPLAY_PIX_SZ
);
} else {
VIDEO_Init();
rmode = VIDEO_GetPreferredMode(NULL);
framebuffer = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
console_init(
framebuffer,
20,
20,
rmode->fbWidth,
rmode->xfbHeight,
rmode->fbWidth*VI_DISPLAY_PIX_SZ
);
VIDEO_Configure(rmode);
VIDEO_SetNextFramebuffer(framebuffer);
VIDEO_SetBlack(FALSE);
VIDEO_Flush();
VIDEO_WaitVSync();
if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync();
}
// Printf
printf("SOB\n");
printf(DEBUG_ERROR_BUFFER);
printf("\nEOB.");
while(SYS_MainLoop()) {
VIDEO_WaitVSync();
}
#else
fflush(stdout);
#endif
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "camera.h"
#include "display/display.h"
#include "assert/assert.h"
#include "display/framebuffer.h"
#include "display/screen.h"
void cameraInit(camera_t *camera) {
cameraInitPerspective(camera);
}
void cameraInitPerspective(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE;
camera->perspective.fov = glm_rad(45.0f);
camera->nearClip = 0.1f;
camera->farClip = 10000.0f;
camera->viewType = CAMERA_VIEW_TYPE_LOOKAT;
glm_vec3_copy((vec3){ 5.0f, 5.0f, 5.0f }, camera->lookat.position);
glm_vec3_copy((vec3){ 0.0f, 1.0f, 0.0f }, camera->lookat.up);
glm_vec3_copy((vec3){ 0.0f, 0.0f, 0.0f }, camera->lookat.target);
}
void cameraInitOrthographic(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC;
camera->orthographic.left = 0.0f;
camera->orthographic.right = SCREEN.width;
camera->orthographic.top = 0.0f;
camera->orthographic.bottom = SCREEN.height;
camera->nearClip = -1.0f;
camera->farClip = 1.0f;
camera->viewType = CAMERA_VIEW_TYPE_2D;
glm_vec2_copy((vec2){ 0.0f, 0.0f }, camera->_2d.position);
camera->_2d.zoom = 1.0f;
}
void cameraPushMatrix(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
#if DOLPHIN
Mtx44 guProjection;
Mtx guView;
Mtx modelView;
switch(camera->projType) {
case CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC:
guOrtho(
guProjection,
camera->orthographic.top,
camera->orthographic.bottom,
camera->orthographic.left,
camera->orthographic.right,
camera->nearClip,
camera->farClip
);
break;
case CAMERA_PROJECTION_TYPE_PERSPECTIVE:
guPerspective(
guProjection,
// FOV is in degrees.
camera->perspective.fov * (180.0f / GLM_PIf),
(float_t)frameBufferGetWidth(FRAMEBUFFER_BOUND) /
(float_t)frameBufferGetHeight(FRAMEBUFFER_BOUND),
camera->nearClip,
camera->farClip
);
break;
case CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED:
assertUnreachable("Flipped perspective not implemented on Dolphin");
break;
default:
assertUnreachable("Invalid camera projection type");
}
switch(camera->viewType) {
case CAMERA_VIEW_TYPE_LOOKAT:
guVector eye = {
camera->lookat.position[0],
camera->lookat.position[1],
camera->lookat.position[2]
};
guVector up = {
camera->lookat.up[0],
camera->lookat.up[1],
camera->lookat.up[2]
};
guVector look = {
camera->lookat.target[0],
camera->lookat.target[1],
camera->lookat.target[2]
};
guLookAt(guView, &eye, &up, &look);
break;
case CAMERA_VIEW_TYPE_MATRIX:
assertUnreachable("Matrix camera not implemented");
break;
case CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT:
assertUnreachable("Pixel perfect camera not implemented");
break;
case CAMERA_VIEW_TYPE_2D:
guMtxIdentity(guView);
guMtxTrans(guView, -camera->_2d.position[0], -camera->_2d.position[1], 0.0f);
guMtxScale(guView, camera->_2d.zoom, camera->_2d.zoom, 1.0f);
break;
default:
assertUnreachable("Invalid camera view type");
}
// Set Projection Matrix
GX_LoadProjectionMtx(
guProjection,
camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC ?
GX_ORTHOGRAPHIC :
GX_PERSPECTIVE
);
// Set view and model matrix. Dunno how I'll handle models but whatever.
guMtxIdentity(modelView);
guMtxTransApply(modelView, modelView, 0.0F, 0.0F, 0.0F);
guMtxConcat(guView,modelView,modelView);
GX_LoadPosMtxImm(modelView, GX_PNMTX0);
return;
#endif
mat4 projection;
mat4 view;
switch(camera->projType) {
case CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC: {
assertTrue(
camera->orthographic.right != camera->orthographic.left &&
camera->orthographic.top != camera->orthographic.bottom,
"Invalid orthographic projection parameters"
);
glm_ortho(
camera->orthographic.left,
camera->orthographic.right,
camera->orthographic.bottom,
camera->orthographic.top,
camera->nearClip,
camera->farClip,
projection
);
break;
}
case CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED:
case CAMERA_PROJECTION_TYPE_PERSPECTIVE: {
const float_t aspect = (
(float_t)frameBufferGetWidth(FRAMEBUFFER_BOUND) /
(float_t)frameBufferGetHeight(FRAMEBUFFER_BOUND)
);
glm_perspective(
camera->perspective.fov,
aspect,
camera->nearClip,
camera->farClip,
projection
);
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
// Flip Y axis
projection[1][1] *= -1;
}
break;
}
}
switch(camera->viewType) {
case CAMERA_VIEW_TYPE_MATRIX:
glm_mat4_copy(camera->view, view);
break;
case CAMERA_VIEW_TYPE_LOOKAT:
glm_lookat(
camera->lookat.position,
camera->lookat.target,
camera->lookat.up,
view
);
break;
case CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT:
assertTrue(
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED,
"Pixel perfect camera view requires perspective projection"
);
// const float_t viewportHeight = (
// (float_t)frameBufferGetHeight(FRAMEBUFFER_BOUND)
// );
const float_t viewportHeight = (float_t)SCREEN.height;
const float_t z = (viewportHeight / 2.0f) / (
camera->lookatPixelPerfect.pixelsPerUnit *
tanf(camera->perspective.fov / 2.0f)
);
vec3 position;
glm_vec3_copy(camera->lookatPixelPerfect.target, position);
glm_vec3_add(position, camera->lookatPixelPerfect.offset, position);
position[2] += z;
glm_lookat(
position,
camera->lookatPixelPerfect.target,
camera->lookatPixelPerfect.up,
view
);
break;
case CAMERA_VIEW_TYPE_2D:
glm_mat4_identity(view);
glm_translate(view, (vec3){
-camera->_2d.position[0],
-camera->_2d.position[1],
0.0f
});
glm_scale(view, (vec3){
camera->_2d.zoom,
camera->_2d.zoom,
1.0f
});
break;
default:
assertUnreachable("Invalid camera view type");
}
#if DISPLAY_SDL2
// mat4 pv;
// glm_mat4_mul(projection, camera->transform, pv);
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glLoadMatrixf((const GLfloat*)projection);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLoadMatrixf((const GLfloat*)view);
#endif
}
void cameraPopMatrix(void) {
#if DISPLAY_SDL2
glPopMatrix();
#endif
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "display/display.h"
#include "engine/engine.h"
#include "display/framebuffer.h"
#include "scene/scene.h"
#include "display/spritebatch.h"
#include "display/mesh/quad.h"
#include "display/screen.h"
#include "ui/ui.h"
#include "debug/debug.h"
#include "display/text.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/string.h"
#include "asset/asset.h"
display_t DISPLAY = { 0 };
errorret_t displayInit(void) {
memoryZero(&DISPLAY, sizeof(DISPLAY));
#if DISPLAY_SDL2
uint32_t flags = SDL_INIT_VIDEO;
#if INPUT_GAMEPAD == 1
flags |= SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK;
#endif
if(SDL_Init(flags) != 0) {
errorThrow("SDL Failed to Initialize: %s", SDL_GetError());
}
// Set OpenGL attributes (Needs to be done now or later?)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Create window with OpenGL flag.
DISPLAY.window = SDL_CreateWindow(
"Dusk",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
DISPLAY_WINDOW_WIDTH_DEFAULT,
DISPLAY_WINDOW_HEIGHT_DEFAULT,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI |
SDL_WINDOW_OPENGL
);
if(!DISPLAY.window) {
errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
}
// Create OpenGL context
DISPLAY.glContext = SDL_GL_CreateContext(DISPLAY.window);
if(!DISPLAY.glContext) {
errorThrow("SDL_GL_CreateContext failed: %s", SDL_GetError());
}
SDL_GL_SetSwapInterval(1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);// PSP defaults this on?
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearDepth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
// Get and validate GL state.
GLenum err = glGetError();
if(err != GL_NO_ERROR) {
assertUnreachable("GL Error before checking support");
}
// Check if paletted textures are supported.
#if PSP
DISPLAY.usingShaderedPalettes = false;
#else
GLint mask = 0;
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &mask);
DISPLAY.usingShaderedPalettes = true;
if(mask & GL_CONTEXT_CORE_PROFILE_BIT) {
GLint numExtens = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &numExtens);
for(GLint i = 0; i < numExtens; ++i) {
const char* e = (const char*)glGetStringi(GL_EXTENSIONS, i);
if(!e) continue;
if(stringCompare(e, "GL_EXT_paletted_texture") != 0) continue;
DISPLAY.usingShaderedPalettes = false;
break;
}
} else {
const char* ext = (const char*)glGetString(GL_EXTENSIONS);
DISPLAY.usingShaderedPalettes = !(
ext && strstr(ext, "GL_EXT_paletted_texture")
);
}
#endif
#elif DOLPHIN
VIDEO_Init();
DISPLAY.screenMode = VIDEO_GetPreferredMode(NULL);
DISPLAY.frameBuffer[0] = MEM_K0_TO_K1(
SYS_AllocateFramebuffer(DISPLAY.screenMode)
);
DISPLAY.frameBuffer[1] = MEM_K0_TO_K1(
SYS_AllocateFramebuffer(DISPLAY.screenMode)
);
VIDEO_Configure(DISPLAY.screenMode);
VIDEO_SetNextFramebuffer(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer]);
// VIDEO_SetPostRetraceCallback(copy_buffers);
VIDEO_SetBlack(FALSE);
VIDEO_Flush();
VIDEO_WaitVSync();
if(DISPLAY.screenMode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync();
DISPLAY.fifoBuffer = memalign(32, DISPLAY_FIFO_SIZE);
memoryZero(DISPLAY.fifoBuffer, DISPLAY_FIFO_SIZE);
GX_Init(DISPLAY.fifoBuffer, DISPLAY_FIFO_SIZE);
// This seems to be mostly related to interlacing vs progressive
GX_SetViewport(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight,
0, 1
);
float_t yscale = GX_GetYScaleFactor(
DISPLAY.screenMode->efbHeight, DISPLAY.screenMode->xfbHeight
);
uint32_t xfbHeight = GX_SetDispCopyYScale(yscale);
GX_SetScissor(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight
);
GX_SetDispCopySrc(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight
);
GX_SetDispCopyDst(DISPLAY.screenMode->fbWidth, xfbHeight);
GX_SetCopyFilter(
DISPLAY.screenMode->aa,
DISPLAY.screenMode->sample_pattern,
GX_TRUE,
DISPLAY.screenMode->vfilter
);
GX_SetFieldMode(
DISPLAY.screenMode->field_rendering,
(
(DISPLAY.screenMode->viHeight == 2 * DISPLAY.screenMode->xfbHeight) ?
GX_ENABLE :
GX_DISABLE
)
);
// Setup cull modes
GX_SetCullMode(GX_CULL_NONE);
GX_SetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
GX_CopyDisp(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer], GX_TRUE);
GX_SetDispCopyGamma(GX_GM_1_0);
GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
GX_SetVtxDesc(GX_VA_CLR0, GX_INDEX16);
GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_U8, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
#endif
quadInit();
frameBufferInitBackbuffer();
spriteBatchInit();
errorChain(textInit());
errorChain(assetLoad("main_palette.dpf", &PALETTES[0]));
screenInit();
errorOk();
}
errorret_t displayUpdate(void) {
#if DISPLAY_SDL2
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_QUIT: {
ENGINE.running = false;
break;
}
case SDL_WINDOWEVENT: {
switch(event.window.event) {
case SDL_WINDOWEVENT_CLOSE: {
ENGINE.running = false;
break;
}
default: {
break;
}
}
}
default: {
break;
}
}
}
SDL_GL_MakeCurrent(DISPLAY.window, DISPLAY.glContext);
#endif
// Reset state
spriteBatchClear();
frameBufferBind(NULL);
// Bind screen and render scene
screenBind();
frameBufferClear(
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
SCREEN.background
);
errorChain(sceneRender());
// Render UI
// uiRender();
// Finish up
screenUnbind();
screenRender();
#if DISPLAY_SDL2
SDL_GL_SwapWindow(DISPLAY.window);
GLenum err;
while((err = glGetError()) != GL_NO_ERROR) {
debugPrint("GL Error: %d\n", err);
}
#elif DOLPHIN
GX_DrawDone();
DISPLAY.whichFrameBuffer ^= 1;
GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
GX_CopyDisp(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer], GX_TRUE);
VIDEO_SetNextFramebuffer(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer]);
VIDEO_Flush();
VIDEO_WaitVSync();
#endif
// For now, we just return an OK error.
errorOk();
}
errorret_t displayDispose(void) {
spriteBatchDispose();
screenDispose();
textDispose();
#if DISPLAY_SDL2
if(DISPLAY.glContext) {
SDL_GL_DeleteContext(DISPLAY.glContext);
DISPLAY.glContext = NULL;
}
if(DISPLAY.window) {
SDL_DestroyWindow(DISPLAY.window);
DISPLAY.window = NULL;
}
SDL_Quit();
#endif
// For now, we just return an OK error.
errorOk();
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "displaydefs.h"
#include "error/error.h"
#include "display/camera/camera.h"
#include "display/framebuffer.h"
typedef struct {
#if DISPLAY_SDL2
SDL_Window *window;
SDL_GLContext glContext;
bool_t usingShaderedPalettes;
#elif DOLPHIN
void *frameBuffer[2];// Double-Bufferred
int whichFrameBuffer;
GXRModeObj *screenMode;
void *fifoBuffer;
#endif
} display_t;
extern display_t DISPLAY;
/**
* Initializes the display system.
*/
errorret_t displayInit(void);
/**
* Tells the display system to actually draw the frame.
*/
errorret_t displayUpdate(void);
/**
* Disposes of the display system.
*/
errorret_t displayDispose(void);
-42
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#if DISPLAY_SDL2
#include <SDL2/SDL.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#ifndef DISPLAY_SIZE_DYNAMIC
#define DISPLAY_SIZE_DYNAMIC 1
#endif
#elif DOLPHIN
// Dolphin.
#define DISPLAY_FIFO_SIZE (256*1024)
#else
#error "Need to specify display backend."
#endif
#if DISPLAY_SIZE_DYNAMIC == 0
#ifndef DISPLAY_WIDTH
#error "DISPLAY_WIDTH must be defined when DISPLAY_SIZE_DYNAMIC is 0."
#endif
#ifndef DISPLAY_HEIGHT
#error "DISPLAY_HEIGHT must be defined when DISPLAY_SIZE_DYNAMIC is 0."
#endif
#endif
#ifndef DISPLAY_WINDOW_WIDTH_DEFAULT
#error "DISPLAY_WINDOW_WIDTH_DEFAULT must be defined."
#endif
#ifndef DISPLAY_WINDOW_HEIGHT_DEFAULT
#define DISPLAY_WINDOW_HEIGHT_DEFAULT DISPLAY_HEIGHT
#endif
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "framebuffer.h"
#include "display/display.h"
#include "assert/assert.h"
#include "util/memory.h"
framebuffer_t FRAMEBUFFER_BACKBUFFER = {0};
const framebuffer_t *FRAMEBUFFER_BOUND = &FRAMEBUFFER_BACKBUFFER;
void frameBufferInitBackbuffer() {
memoryZero(&FRAMEBUFFER_BACKBUFFER, sizeof(framebuffer_t));
FRAMEBUFFER_BACKBUFFER.id = -1;
FRAMEBUFFER_BOUND = &FRAMEBUFFER_BACKBUFFER;
}
#if DISPLAY_SIZE_DYNAMIC == 1
void frameBufferInit(
framebuffer_t *framebuffer,
const uint32_t width,
const uint32_t height
) {
#if DISPLAY_SDL2 == 1
assertNotNull(framebuffer, "Framebuffer cannot be NULL");
assertTrue(width > 0 && height > 0, "W/H must be greater than 0");
memoryZero(framebuffer, sizeof(framebuffer_t));
textureInit(&framebuffer->texture, width, height, TEXTURE_FORMAT_RGBA,(texturedata_t){
.rgbaColors = NULL
});
glGenFramebuffersEXT(1, &framebuffer->id);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer->id);
glFramebufferTexture2DEXT(
GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, framebuffer->texture.id, 0
);
if(
glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) !=
GL_FRAMEBUFFER_COMPLETE_EXT
) {
assertUnreachable("Framebuffer is not complete");
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
#endif
}
#endif
int32_t frameBufferGetWidth(const framebuffer_t *framebuffer) {
#if DISPLAY_SDL2
if(framebuffer == &FRAMEBUFFER_BACKBUFFER) {
#if DISPLAY_SIZE_DYNAMIC == 0
return DISPLAY_WIDTH;
#else
int32_t windowWidth, windowHeight;
SDL_GetWindowSize(DISPLAY.window, &windowWidth, &windowHeight);
return windowWidth;
#endif
}
return framebuffer->texture.width;
#elif DOLPHIN
return DISPLAY.screenMode->fbWidth;
#else
#error "Unsupported DISPLAY_TYPE."
#endif
}
int32_t frameBufferGetHeight(const framebuffer_t *framebuffer) {
#if DISPLAY_SDL2
if(framebuffer == &FRAMEBUFFER_BACKBUFFER) {
#if DISPLAY_SIZE_DYNAMIC == 0
return DISPLAY_HEIGHT;
#else
int32_t windowWidth, windowHeight;
SDL_GetWindowSize(DISPLAY.window, &windowWidth, &windowHeight);
return windowHeight;
#endif
}
return framebuffer->texture.height;
#elif DOLPHIN
return DISPLAY.screenMode->efbHeight;
#else
#error "Unsupported DISPLAY_TYPE."
#endif
}
void frameBufferBind(const framebuffer_t *framebuffer) {
if(framebuffer == NULL) {
frameBufferBind(&FRAMEBUFFER_BACKBUFFER);
FRAMEBUFFER_BOUND = &FRAMEBUFFER_BACKBUFFER;
return;
}
// Bind the framebuffer for rendering
#if DISPLAY_SDL2
if(framebuffer == &FRAMEBUFFER_BACKBUFFER) {
#if PSP
#else
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
#endif
} else {
#if PSP
assertUnreachable("Framebuffers not supported on PSP");
#else
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer->id);
#endif
}
glViewport(
0, 0,
frameBufferGetWidth(framebuffer), frameBufferGetHeight(framebuffer)
);
#elif DOLPHIN
GX_InvVtxCache();
GX_InvalidateTexAll();
GX_SetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
GX_SetViewport(
0, 0,
frameBufferGetWidth(framebuffer),
frameBufferGetHeight(framebuffer),
0, 1
);
#endif
FRAMEBUFFER_BOUND = framebuffer;
}
void frameBufferClear(uint8_t flags, color_t color) {
#if DISPLAY_SDL2
GLbitfield glFlags = 0;
if(flags & FRAMEBUFFER_CLEAR_COLOR) {
glFlags |= GL_COLOR_BUFFER_BIT;
glClearColor(
color.r / 255.0f,
color.g / 255.0f,
color.b / 255.0f,
color.a / 255.0f
);
}
if(flags & FRAMEBUFFER_CLEAR_DEPTH) {
glFlags |= GL_DEPTH_BUFFER_BIT;
}
glClear(glFlags);
#elif DOLPHIN
GX_SetCopyClear(
(GXColor){ color.r, color.g, color.b, color.a },
GX_MAX_Z24
);
#endif
}
void frameBufferDispose(framebuffer_t *framebuffer) {
assertNotNull(framebuffer, "Framebuffer cannot be NULL");
#if DISPLAY_SDL2
if(framebuffer == &FRAMEBUFFER_BACKBUFFER) {
assertUnreachable("Cannot dispose of backbuffer");
}
#if DISPLAY_SIZE_DYNAMIC == 0
assertUnreachable("Dynamic size framebuffers not supported");
#else
textureDispose(&framebuffer->texture);
glDeleteFramebuffersEXT(1, &framebuffer->id);
#endif
#endif
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/texture/texture.h"
#define FRAMEBUFFER_CLEAR_COLOR (1 << 0)
#define FRAMEBUFFER_CLEAR_DEPTH (1 << 1)
typedef struct {
#if DISPLAY_SDL2 == 1
// OpenGL Framebuffer Object ID
GLuint id;
texture_t texture;
#elif DOLPHIN
// --- IGNORE ---
uint8_t id;
#else
#error "Framebuffers not implemented on this platform."
#endif
} framebuffer_t;
extern framebuffer_t FRAMEBUFFER_BACKBUFFER;
extern const framebuffer_t *FRAMEBUFFER_BOUND;
/**
* Initializes the backbuffer framebuffer.
*/
void frameBufferInitBackbuffer(void);
/**
* Initializes a framebuffer.
*
* @param framebuffer The framebuffer to initialize.
* @param width The width of the framebuffer.
* @param height The height of the framebuffer.
*/
#if DISPLAY_SIZE_DYNAMIC == 1
void frameBufferInit(
framebuffer_t *framebuffer,
const uint32_t width,
const uint32_t height
);
#endif
/**
* Gets the width of the framebuffer.
*
* @param framebuffer The framebuffer to get the width of.
* @return The width of the framebuffer, or 0 if the framebuffer is NULL.
*/
int32_t frameBufferGetWidth(const framebuffer_t *framebuffer);
/**
* Gets the height of the framebuffer.
*
* @param framebuffer The framebuffer to get the height of.
* @return The height of the framebuffer, or 0 if the framebuffer is NULL.
*/
int32_t frameBufferGetHeight(const framebuffer_t *framebuffer);
/**
* Binds the framebuffer for rendering, or the backbuffer if the framebuffer
* provided is NULL.
*
* @param framebuffer The framebuffer to bind, or NULL to bind the backbuffer.
*/
void frameBufferBind(const framebuffer_t *framebuffer);
/**
* Clears the currently bound framebuffer.
*
* @param flags The clear flags.
* @param color The color to clear the color buffer to (if clearing color).
*/
void frameBufferClear(uint8_t flags, color_t color);
/**
* Disposes of the framebuffer using EXT methods.
*
* @param framebuffer The framebuffer to dispose of.
*/
void frameBufferDispose(framebuffer_t *framebuffer);
// #if RENDER_USE_FRAMEBUFFER
// typedef struct {
// GLuint id;
// texture_t texture;
// } framebuffer_t;
// /**
// * Initializes a framebuffer using EXT methods.
// *
// * @param framebuffer The framebuffer to initialize.
// * @param width The width of the framebuffer.
// * @param height The height of the framebuffer.
// * @return An error code indicating success or failure.
// */
// void frameBufferInit(
// framebuffer_t *framebuffer,
// const uint32_t width,
// const uint32_t height
// );
// #endif
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "mesh.h"
#include "util/memory.h"
#include "assert/assert.h"
#if DOLPHIN
#include "display/texture.h"
#endif
void meshInit(
mesh_t *mesh,
const meshprimitivetype_t primitiveType,
const int32_t vertexCount,
const meshvertex_t *vertices
) {
assertNotNull(mesh, "Mesh cannot be NULL");
assertNotNull(vertices, "Vertices cannot be NULL");
assertTrue(vertexCount > 0, "Vertex count must be greater than 0");
memoryZero(mesh, sizeof(mesh_t));
mesh->primitiveType = primitiveType;
mesh->vertexCount = vertexCount;
mesh->vertices = vertices;
}
void meshDraw(
const mesh_t *mesh,
const int32_t vertexOffset,
const int32_t vertexCount
) {
const int32_t offset = vertexOffset == -1 ? 0 : vertexOffset;
const int32_t count = vertexCount == -1 ? mesh->vertexCount : vertexCount;
assertNotNull(mesh, "Mesh cannot be NULL");
assertTrue(offset >= 0, "Vertex offset must be non-negative");
assertTrue(count >= 0, "Vertex count must be non-negative");
assertTrue(offset + count <= mesh->vertexCount,
"Vertex offset + count must not exceed vertex count"
);
#if DISPLAY_SDL2
// PSP style pointer legacy OpenGL
const GLsizei stride = sizeof(meshvertex_t);
glColorPointer(
sizeof(color4b_t),
GL_UNSIGNED_BYTE,
stride,
(const GLvoid*)&mesh->vertices[offset].color
);
glTexCoordPointer(
MESH_VERTEX_UV_SIZE,
GL_FLOAT,
stride,
(const GLvoid*)&mesh->vertices[offset].uv[0]
);
glVertexPointer(
MESH_VERTEX_POS_SIZE,
GL_FLOAT,
stride,
(const GLvoid*)&mesh->vertices[offset].pos[0]
);
glDrawArrays(
mesh->primitiveType,
0,
count
);
#elif DOLPHIN
// Prepare Vertex descriptor
DCFlushRange(
(void*)&mesh->vertices[offset],
sizeof(meshvertex_t) * count
);
const u8 stride = (u8)sizeof(meshvertex_t);
GX_SetArray(GX_VA_POS, (void*)&mesh->vertices[offset].pos[0], stride);
GX_SetArray(GX_VA_CLR0, (void*)&mesh->vertices[offset].color, stride);
GX_SetArray(GX_VA_TEX0, (void*)&mesh->vertices[offset].uv[0], stride);
textureDolphinUploadTEV();
GX_Begin(mesh->primitiveType, GX_VTXFMT0, (uint16_t)count);
for(u16 i = 0; i < (u16)count; ++i) {
GX_Position1x16(i);
GX_Color1x16(i);
GX_TexCoord1x16(i);
}
GX_End();
#endif
}
void meshDispose(mesh_t *mesh) {
assertNotNull(mesh, "Mesh cannot be NULL");
memoryZero(mesh, sizeof(mesh_t));
}
-70
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@@ -1,70 +0,0 @@
// Copyright (c) 2025 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/display.h"
#include "display/color.h"
typedef enum {
#if DISPLAY_SDL2
MESH_PRIMITIVE_TRIANGLES = GL_TRIANGLES,
MESH_PRIMITIVE_LINES = GL_LINES,
MESH_PRIMITIVE_POINTS = GL_POINTS,
#elif DOLPHIN
MESH_PRIMITIVE_TRIANGLES = GX_TRIANGLES,
MESH_PRIMITIVE_LINES = GX_LINES,
MESH_PRIMITIVE_POINTS = GX_POINTS,
#endif
} meshprimitivetype_t;
#define MESH_VERTEX_UV_SIZE 2
#define MESH_VERTEX_POS_SIZE 3
typedef struct {
color_t color;
float_t uv[MESH_VERTEX_UV_SIZE];
float_t pos[MESH_VERTEX_POS_SIZE];
} meshvertex_t;
typedef struct {
const meshvertex_t *vertices;
int32_t vertexCount;
meshprimitivetype_t primitiveType;
} mesh_t;
/**
* Initializes a mesh.
*
* @param mesh The mesh to initialize.
* @param primitiveType The OpenGL primitive type (e.g., GL_TRIANGLES).
* @param vertexCount The number of vertices in the mesh.
* @param vertices The vertex data for the mesh.
*/
void meshInit(
mesh_t *mesh,
const meshprimitivetype_t primitiveType,
const int32_t vertexCount,
const meshvertex_t *vertices
);
/**
* Draws a mesh.
*
* @param mesh The mesh to draw.
* @param vertexOffset The offset in the vertex array to start drawing from.
* @param vertexCount The number of vertices to draw. If -1, draws all vertices.
*/
void meshDraw(
const mesh_t *mesh,
const int32_t vertexOffset,
const int32_t vertexCount
);
/**
* Disposes a mesh.
*
* @param mesh The mesh to dispose.
*/
void meshDispose(mesh_t *mesh);
-105
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@@ -1,105 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "spritebatch.h"
#include "assert/assert.h"
#include "util/memory.h"
meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
spritebatch_t SPRITEBATCH;
void spriteBatchInit() {
memoryZero(&SPRITEBATCH, sizeof(spritebatch_t));
meshInit(
&SPRITEBATCH.mesh,
MESH_PRIMITIVE_TRIANGLES,
SPRITEBATCH_VERTEX_COUNT,
&SPRITEBATCH_VERTICES[0]
);
}
void spriteBatchPush(
texture_t *texture,
const float_t minX,
const float_t minY,
const float_t maxX,
const float_t maxY,
const color_t color,
const float_t u0,
const float_t v0,
const float_t u1,
const float_t v1
) {
return spriteBatchPush3D(
texture,
(vec3){ minX, minY, 0 },
(vec3){ maxX, maxY, 0 },
color,
(vec2){ u0, v0 },
(vec2){ u1, v1 }
);
}
void spriteBatchPush3D(
texture_t *texture,
const vec3 min,
const vec3 max,
const color_t color,
const vec2 uv0,
const vec2 uv1
) {
// Need to flush?
if(
SPRITEBATCH.currentTexture != texture ||
SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX
) {
spriteBatchFlush();
SPRITEBATCH.currentTexture = texture;
}
size_t vertexOffset = SPRITEBATCH.spriteCount * QUAD_VERTEX_COUNT;
#if DOLPHIN
vertexOffset += (
SPRITEBATCH.batchIndex * SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT
);
#endif
quadBuffer3D(
&SPRITEBATCH_VERTICES[vertexOffset],
min, max, color, uv0, uv1
);
SPRITEBATCH.spriteCount++;
}
void spriteBatchClear() {
SPRITEBATCH.spriteCount = 0;
SPRITEBATCH.currentTexture = NULL;
}
void spriteBatchFlush() {
if(SPRITEBATCH.spriteCount == 0) return;
textureBind(SPRITEBATCH.currentTexture);
#if DOLPHIN
meshDraw(
&SPRITEBATCH.mesh,
QUAD_VERTEX_COUNT * SPRITEBATCH.batchIndex * SPRITEBATCH_SPRITES_MAX,
QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount
);
SPRITEBATCH.batchIndex = (
(SPRITEBATCH.batchIndex + 1) % SPRITEBATCH_BATCH_COUNT
);
#else
meshDraw(&SPRITEBATCH.mesh, 0, QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount);
#endif
spriteBatchClear();
}
void spriteBatchDispose() {
meshDispose(&SPRITEBATCH.mesh);
}

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