Pull shader code into main #1
@@ -192,7 +192,7 @@ function sceneRender()
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||||
spriteBatchPush(
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nil,
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x, y, x + 32, y + 32,
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colorBlue()
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colorWhite()
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)
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||||
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||||
-- Update mouse position
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@@ -30,6 +30,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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DUSK_OPENGL
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DUSK_LINUX
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DUSK_DISPLAY_SIZE_DYNAMIC
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DUSK_OPENGL_SHADER
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DUSK_DISPLAY_WIDTH_DEFAULT=640
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DUSK_DISPLAY_HEIGHT_DEFAULT=480
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DUSK_DISPLAY_SCREEN_HEIGHT=240
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@@ -14,6 +14,7 @@ add_subdirectory(camera)
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add_subdirectory(framebuffer)
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add_subdirectory(mesh)
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add_subdirectory(screen)
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add_subdirectory(shader)
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add_subdirectory(spritebatch)
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add_subdirectory(text)
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add_subdirectory(texture)
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@@ -46,16 +46,16 @@ errorret_t displayUpdate(void) {
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errorChain(frameBufferBind(NULL));
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// Bind screen and render scene
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screenBind();
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errorChain(screenBind());
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frameBufferClear(
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FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
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SCREEN.background
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);
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errorChain(sceneRender());
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errorCatch(errorPrint(sceneRender()));
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// Render UI
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uiRender();
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// uiRender();
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// Finish up
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screenUnbind();
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@@ -44,11 +44,11 @@ errorret_t screenInit() {
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#endif
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||||
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||||
// Init screen to backbuffer mode by default
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screenBind();
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errorChain(screenBind());
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errorOk();
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}
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void screenBind() {
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errorret_t screenBind() {
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// Assume backbuffer is currently bound.
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switch(SCREEN.mode) {
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case SCREEN_MODE_BACKBUFFER: {
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@@ -59,7 +59,7 @@ void screenBind() {
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// No needd for a framebuffer.
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#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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if(SCREEN.framebufferReady) {
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frameBufferDispose(&SCREEN.framebuffer);
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errorChain(frameBufferDispose(&SCREEN.framebuffer));
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SCREEN.framebufferReady = false;
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}
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#endif
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@@ -79,19 +79,21 @@ void screenBind() {
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curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
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if(curFbWidth == SCREEN.width && curFbHeight == SCREEN.height) {
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// Correct size, nothing to do.
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frameBufferBind(&SCREEN.framebuffer);
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return;
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errorChain(frameBufferBind(&SCREEN.framebuffer));
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errorOk();
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}
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// Need a new framebuffer.
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frameBufferDispose(&SCREEN.framebuffer);
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errorChain(frameBufferDispose(&SCREEN.framebuffer));
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SCREEN.framebufferReady = false;
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}
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// Create new framebuffer
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frameBufferInit(&SCREEN.framebuffer, SCREEN.width, SCREEN.height);
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errorChain(frameBufferInit(
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&SCREEN.framebuffer, SCREEN.width, SCREEN.height
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));
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SCREEN.framebufferReady = true;
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frameBufferBind(&SCREEN.framebuffer);
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errorChain(frameBufferBind(&SCREEN.framebuffer));
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break;
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}
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@@ -109,10 +111,10 @@ void screenBind() {
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SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
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if(SCREEN.framebufferReady) {
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frameBufferDispose(&SCREEN.framebuffer);
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errorChain(frameBufferDispose(&SCREEN.framebuffer));
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SCREEN.framebufferReady = false;
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}
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return;
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errorOk();
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}
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int32_t newFbWidth, newFbHeight;
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@@ -136,24 +138,26 @@ void screenBind() {
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SCREEN.width = newFbWidth;
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SCREEN.height = newFbHeight;
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SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
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frameBufferBind(&SCREEN.framebuffer);
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return;
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errorChain(frameBufferBind(&SCREEN.framebuffer));
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errorOk();
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}
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// Need a new framebuffer.
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frameBufferDispose(&SCREEN.framebuffer);
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errorChain(frameBufferDispose(&SCREEN.framebuffer));
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SCREEN.framebufferReady = false;
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}
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// Create new framebuffer
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frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
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errorChain(frameBufferInit(
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&SCREEN.framebuffer, newFbWidth, newFbHeight
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));
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SCREEN.width = newFbWidth;
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SCREEN.height = newFbHeight;
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SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
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SCREEN.framebufferReady = true;
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// Bind FB
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frameBufferBind(&SCREEN.framebuffer);
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errorChain(frameBufferBind(&SCREEN.framebuffer));
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break;
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}
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@@ -173,10 +177,10 @@ void screenBind() {
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if(fbWidth == newFbWidth && fbHeight == newFbHeight) {
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// No need to use framebuffer.
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if(SCREEN.framebufferReady) {
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frameBufferDispose(&SCREEN.framebuffer);
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errorChain(frameBufferDispose(&SCREEN.framebuffer));
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SCREEN.framebufferReady = false;
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}
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return;
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errorOk();
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}
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if(SCREEN.framebufferReady) {
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@@ -185,19 +189,21 @@ void screenBind() {
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curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer);
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curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
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if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) {
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frameBufferBind(&SCREEN.framebuffer);
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return;
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errorChain(frameBufferBind(&SCREEN.framebuffer));
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errorOk();
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}
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// Need a new framebuffer.
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frameBufferDispose(&SCREEN.framebuffer);
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errorChain(frameBufferDispose(&SCREEN.framebuffer));
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SCREEN.framebufferReady = false;
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}
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// Create a new framebuffer.
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frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
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errorChain(frameBufferInit(
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&SCREEN.framebuffer, newFbWidth, newFbHeight
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));
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SCREEN.framebufferReady = true;
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frameBufferBind(&SCREEN.framebuffer);
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errorChain(frameBufferBind(&SCREEN.framebuffer));
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break;
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}
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@@ -217,10 +223,10 @@ void screenBind() {
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if(fbWidth == newFbWidth && fbHeight == newFbHeight) {
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// No need to use framebuffer.
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if(SCREEN.framebufferReady) {
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frameBufferDispose(&SCREEN.framebuffer);
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errorChain(frameBufferDispose(&SCREEN.framebuffer));
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SCREEN.framebufferReady = false;
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}
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return;
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errorOk();
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}
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if(SCREEN.framebufferReady) {
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@@ -229,19 +235,21 @@ void screenBind() {
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curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer);
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curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
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if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) {
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frameBufferBind(&SCREEN.framebuffer);
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return;
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errorChain(frameBufferBind(&SCREEN.framebuffer));
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errorOk();
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}
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// Need a new framebuffer.
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frameBufferDispose(&SCREEN.framebuffer);
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errorChain(frameBufferDispose(&SCREEN.framebuffer));
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SCREEN.framebufferReady = false;
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}
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// Create a new framebuffer.
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frameBufferInit(&SCREEN.framebuffer, newFbWidth, newFbHeight);
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errorChain(frameBufferInit(
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&SCREEN.framebuffer, newFbWidth, newFbHeight
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));
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SCREEN.framebufferReady = true;
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frameBufferBind(&SCREEN.framebuffer);
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errorChain(frameBufferBind(&SCREEN.framebuffer));
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break;
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}
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@@ -262,9 +270,11 @@ void screenBind() {
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break;
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}
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}
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errorOk();
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}
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void screenUnbind() {
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errorret_t screenUnbind() {
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switch(SCREEN.mode) {
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// Nothing to do here.
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case SCREEN_MODE_BACKBUFFER:
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@@ -275,7 +285,9 @@ void screenUnbind() {
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case SCREEN_MODE_FIXED_HEIGHT:
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case SCREEN_MODE_FIXED_SIZE:
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case SCREEN_MODE_FIXED_WIDTH:
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if(SCREEN.framebufferReady) frameBufferBind(NULL);
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if(SCREEN.framebufferReady) {
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errorChain(frameBufferBind(NULL));
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}
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break;
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case SCREEN_MODE_FIXED_VIEWPORT_HEIGHT:
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@@ -286,17 +298,19 @@ void screenUnbind() {
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assertUnreachable("Invalid screen mode.");
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break;
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}
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errorOk();
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}
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void screenRender() {
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errorret_t screenRender() {
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if(SCREEN.mode == SCREEN_MODE_BACKBUFFER) {
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return;
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errorOk();
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}
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#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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if(SCREEN.mode == SCREEN_MODE_FIXED_VIEWPORT_HEIGHT) {
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glViewport(0, 0, SCREEN.width, SCREEN.height);
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return;
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errorOk();
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}
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if(
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@@ -307,7 +321,7 @@ void screenRender() {
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) {
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if(!SCREEN.framebufferReady) {
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// Nothing to do here.
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||||
return;
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||||
errorOk();
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}
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float_t bbWidth, bbHeight;
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@@ -357,22 +371,25 @@ void screenRender() {
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COLOR_BLACK
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);
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cameraPushMatrix(&SCREEN.framebufferCamera);
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textureBind(&SCREEN.framebuffer.texture);
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meshDraw(&SCREEN.frameBufferMesh, 0, -1);
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errorChain(textureBind(&SCREEN.framebuffer.texture));
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errorChain(meshDraw(&SCREEN.frameBufferMesh, 0, -1));
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cameraPopMatrix();
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return;
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||||
errorOk();
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||||
};
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||||
#endif
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||||
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||||
assertUnreachable("Invalid screen mode.");
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||||
errorThrow("Invalid screen mode.");
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||||
}
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||||
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||||
void screenDispose() {
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||||
errorret_t screenDispose() {
|
||||
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
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if(SCREEN.framebufferReady) {
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||||
frameBufferDispose(&SCREEN.framebuffer);
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||||
errorChain(frameBufferDispose(&SCREEN.framebuffer));
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||||
SCREEN.framebufferReady = false;
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||||
}
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||||
#endif
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||||
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||||
errorOk();
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||||
}
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||||
@@ -90,20 +90,28 @@ errorret_t screenInit();
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||||
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||||
/**
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||||
* Binds the screen, this is done before rendering game content.
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||||
*
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||||
* @return Error code and state, if error occurs.
|
||||
*/
|
||||
void screenBind();
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||||
errorret_t screenBind();
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||||
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||||
/**
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||||
* Unbinds the screen, does nothing for now.
|
||||
*
|
||||
* @return Error code and state, if error occurs.
|
||||
*/
|
||||
void screenUnbind();
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||||
errorret_t screenUnbind();
|
||||
|
||||
/**
|
||||
* Renders the screen to the current framebuffer.
|
||||
*
|
||||
* @return Error code and state, if error occurs.
|
||||
*/
|
||||
void screenRender();
|
||||
errorret_t screenRender();
|
||||
|
||||
/**
|
||||
* Disposes the screen system.
|
||||
*
|
||||
* @return Error code and state, if error occurs.
|
||||
*/
|
||||
void screenDispose();
|
||||
errorret_t screenDispose();
|
||||
10
src/dusk/display/shader/CMakeLists.txt
Normal file
10
src/dusk/display/shader/CMakeLists.txt
Normal file
@@ -0,0 +1,10 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
shader.c
|
||||
)
|
||||
39
src/dusk/display/shader/shader.c
Normal file
39
src/dusk/display/shader/shader.c
Normal file
@@ -0,0 +1,39 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "shader.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
errorChain(shaderInitPlatform(shader, def));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderBind(shader_t *shader) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
errorChain(shaderBindPlatform(shader));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderSetMatrix(
|
||||
shader_t *shader,
|
||||
const char_t *name,
|
||||
const mat4 matrix
|
||||
) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
assertStrLenMin(name, 1, "Uniform name cannot be empty");
|
||||
assertNotNull(matrix, "Matrix cannot be null");
|
||||
errorChain(shaderSetMatrixPlatform(shader, name, matrix));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderDispose(shader_t *shader) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
errorChain(shaderDisposePlatform(shader));
|
||||
errorOk();
|
||||
}
|
||||
80
src/dusk/display/shader/shader.h
Normal file
80
src/dusk/display/shader/shader.h
Normal file
@@ -0,0 +1,80 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "error/error.h"
|
||||
#include "display/texture/texture.h"
|
||||
#include "display/shader/shaderplatform.h"
|
||||
|
||||
#ifndef shaderInitPlatform
|
||||
#error "shaderInitPlatform must be defined to use shader.h"
|
||||
#endif
|
||||
#ifndef shaderBindPlatform
|
||||
#error "shaderBindPlatform must be defined to use shader.h"
|
||||
#endif
|
||||
#ifndef shaderSetMatrixPlatform
|
||||
#error "shaderSetMatrixPlatform must be defined to use shader.h"
|
||||
#endif
|
||||
#ifndef shaderDisposePlatform
|
||||
#error "shaderDisposePlatform must be defined to use shader.h"
|
||||
#endif
|
||||
|
||||
typedef shaderplatform_t shader_t;
|
||||
typedef shaderdefinitionplatform_t shaderdefinition_t;
|
||||
|
||||
/**
|
||||
* Initializes a shader. This is platform dependant.
|
||||
*
|
||||
* @param shader Shader to initialize
|
||||
* @param def Definition of the shader to initialize with.
|
||||
* @return Error if failure, otherwise errorOk
|
||||
*/
|
||||
errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def);
|
||||
|
||||
/**
|
||||
* Binds a shader. This is platform dependant.
|
||||
*
|
||||
* @param shader Shader to bind
|
||||
* @return Error if failure, otherwise errorOk
|
||||
*/
|
||||
errorret_t shaderBind(shader_t *shader);
|
||||
|
||||
/**
|
||||
* Sets a matrix uniform in the shader. This is platform dependant.
|
||||
*
|
||||
* @param shader Shader to set the matrix in
|
||||
* @param name Name of the uniform to set
|
||||
* @param matrix Matrix to set
|
||||
* @return Error if failure, otherwise errorOk
|
||||
*/
|
||||
errorret_t shaderSetMatrix(
|
||||
shader_t *shader,
|
||||
const char_t *name,
|
||||
const mat4 matrix
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets a texture uniform in the shader. This is platform dependant.
|
||||
*
|
||||
* @param shader Shader to set the texture in
|
||||
* @param name Name of the uniform to set
|
||||
* @param texture Texture to set
|
||||
* @return Error if failure, otherwise errorOk
|
||||
*/
|
||||
errorret_t shaderSetTexture(
|
||||
shader_t *shader,
|
||||
const char_t *name,
|
||||
texture_t *texture
|
||||
);
|
||||
|
||||
/**
|
||||
* Disposes of a shader. This is platform dependant.
|
||||
*
|
||||
* @param shader Shader to dispose
|
||||
* @return Error if failure, otherwise errorOk
|
||||
*/
|
||||
errorret_t shaderDispose(shader_t *shader);
|
||||
15
src/dusk/display/shader/shaderunlit.h
Normal file
15
src/dusk/display/shader/shaderunlit.h
Normal file
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "shader.h"
|
||||
|
||||
#define SHADER_UNLIT_PROJECTION "u_Proj"
|
||||
#define SHADER_UNLIT_VIEW "u_View"
|
||||
#define SHADER_UNLIT_MODEL "u_Model"
|
||||
|
||||
extern shaderdefinition_t SHADER_UNLIT_DEFINITION;
|
||||
@@ -91,7 +91,7 @@ int moduleSpriteBatchPush(lua_State *L) {
|
||||
float_t maxX = (float_t)lua_tonumber(L, 4);
|
||||
float_t maxY = (float_t)lua_tonumber(L, 5);
|
||||
|
||||
spriteBatchPush(
|
||||
errorret_t ret = spriteBatchPush(
|
||||
tex,
|
||||
minX,
|
||||
minY,
|
||||
@@ -103,6 +103,14 @@ int moduleSpriteBatchPush(lua_State *L) {
|
||||
u1,
|
||||
v1
|
||||
);
|
||||
if(ret.code != ERROR_OK) {
|
||||
int err = luaL_error(L,
|
||||
"Failed to push sprite to batch: %s",
|
||||
ret.state->message
|
||||
);
|
||||
errorCatch(errorPrint(ret));
|
||||
return err;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
15
src/duskgl/assert/assertgl.h
Normal file
15
src/duskgl/assert/assertgl.h
Normal file
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "assert/assert.h"
|
||||
#include "error/errorgl.h"
|
||||
|
||||
#define assertNoGLError(message) \
|
||||
assertTrue(errorGLCheck().code == ERROR_OK, message)
|
||||
|
||||
// EOF
|
||||
@@ -13,4 +13,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
add_subdirectory(camera)
|
||||
add_subdirectory(framebuffer)
|
||||
add_subdirectory(texture)
|
||||
add_subdirectory(mesh)
|
||||
add_subdirectory(mesh)
|
||||
add_subdirectory(shader)
|
||||
@@ -8,7 +8,7 @@
|
||||
#include "display/camera/camera.h"
|
||||
#include "display/framebuffer/framebuffer.h"
|
||||
#include "display/screen/screen.h"
|
||||
#include "assert/assert.h"
|
||||
#include "assert/assertgl.h"
|
||||
|
||||
void cameraPushMatrixGL(camera_t *camera) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
@@ -117,16 +117,19 @@ void cameraPushMatrixGL(camera_t *camera) {
|
||||
assertUnreachable("Invalid camera view type");
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glLoadMatrixf((const GLfloat*)projection);
|
||||
// glPushMatrix();
|
||||
// glMatrixMode(GL_PROJECTION);
|
||||
// glLoadIdentity();
|
||||
// glLoadMatrixf((const GLfloat*)projection);
|
||||
assertNoGLError("Failed to set projection matrix");
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glLoadMatrixf((const GLfloat*)view);
|
||||
// glMatrixMode(GL_MODELVIEW);
|
||||
// glLoadIdentity();
|
||||
// glLoadMatrixf((const GLfloat*)view);
|
||||
assertNoGLError("Failed to set view matrix");
|
||||
}
|
||||
|
||||
void cameraPopMatrixGL(void) {
|
||||
glPopMatrix();
|
||||
// glPopMatrix();
|
||||
assertNoGLError("Failed to pop camera matrix");
|
||||
}
|
||||
@@ -9,8 +9,8 @@
|
||||
|
||||
errorret_t displayOpenGLInit(void) {
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_LIGHTING);// PSP defaults this on?
|
||||
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
|
||||
// glDisable(GL_LIGHTING);// PSP defaults this on?
|
||||
// glShadeModel(GL_SMOOTH); // Fixes color on PSP?
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
@@ -24,9 +24,12 @@ errorret_t displayOpenGLInit(void) {
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
errorChain(errorGLCheck());
|
||||
// glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
|
||||
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
// glEnableClientState(GL_VERTEX_ARRAY);
|
||||
// errorChain(errorGLCheck());
|
||||
|
||||
errorChain(shaderInit(&testShader, &SHADER_UNLIT_DEFINITION));
|
||||
|
||||
errorOk();
|
||||
}
|
||||
@@ -7,8 +7,13 @@
|
||||
|
||||
#pragma once
|
||||
#include "error/errorgl.h"
|
||||
#include "display/shader/shaderunlit.h"
|
||||
|
||||
static shadergl_t testShader;
|
||||
|
||||
/**
|
||||
* Initializes the OpenGL specific contexts for rendering.
|
||||
*
|
||||
* @return An errorret_t indicating success or failure of the initialization.
|
||||
*/
|
||||
errorret_t displayOpenGLInit(void);
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
#include "display/display.h"
|
||||
#include "display/framebuffer/framebuffer.h"
|
||||
#include "assert/assert.h"
|
||||
#include "assert/assertgl.h"
|
||||
#include "util/memory.h"
|
||||
|
||||
errorret_t frameBufferGLInitBackBuffer(void) {
|
||||
@@ -86,6 +86,7 @@ void frameBufferGLClear(const uint8_t flags, const color_t color) {
|
||||
color.b / 255.0f,
|
||||
color.a / 255.0f
|
||||
);
|
||||
assertNoGLError("Failed to set clear color");
|
||||
}
|
||||
|
||||
if(flags & FRAMEBUFFER_CLEAR_DEPTH) {
|
||||
@@ -93,6 +94,7 @@ void frameBufferGLClear(const uint8_t flags, const color_t color) {
|
||||
}
|
||||
|
||||
glClear(glFlags);
|
||||
assertNoGLError("Failed to clear framebuffer");
|
||||
}
|
||||
|
||||
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
|
||||
@@ -6,7 +6,8 @@
|
||||
*/
|
||||
|
||||
#include "display/mesh/mesh.h"
|
||||
#include "assert/assert.h"
|
||||
#include "assert/assertgl.h"
|
||||
#include "error/errorgl.h"
|
||||
|
||||
errorret_t meshInitGL(
|
||||
meshgl_t *mesh,
|
||||
@@ -33,26 +34,27 @@ errorret_t meshDrawGL(
|
||||
// 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
|
||||
);
|
||||
glVertexPointer(
|
||||
MESH_VERTEX_POS_SIZE,
|
||||
GL_FLOAT,
|
||||
stride,
|
||||
(const GLvoid*)&mesh->vertices[offset].pos
|
||||
);
|
||||
// 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
|
||||
// );
|
||||
// glVertexPointer(
|
||||
// MESH_VERTEX_POS_SIZE,
|
||||
// GL_FLOAT,
|
||||
// stride,
|
||||
// (const GLvoid*)&mesh->vertices[offset].pos
|
||||
// );
|
||||
|
||||
glDrawArrays(mesh->primitiveType, offset, count);
|
||||
// glDrawArrays(mesh->primitiveType, offset, count);
|
||||
// errorChain(errorGLCheck());
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
11
src/duskgl/display/shader/CMakeLists.txt
Normal file
11
src/duskgl/display/shader/CMakeLists.txt
Normal file
@@ -0,0 +1,11 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
shadergl.c
|
||||
shaderunlitgl.c
|
||||
)
|
||||
197
src/duskgl/display/shader/shadergl.c
Normal file
197
src/duskgl/display/shader/shadergl.c
Normal file
@@ -0,0 +1,197 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "shadergl.h"
|
||||
#include "util/memory.h"
|
||||
#include "assert/assertgl.h"
|
||||
|
||||
errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
assertNotNull(def, "Shader definition cannot be null");
|
||||
|
||||
memoryZero(shader, sizeof(shadergl_t));
|
||||
|
||||
// Create vertex shader
|
||||
shader->vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
|
||||
errorret_t err = errorGLCheck();
|
||||
errorChain(err);
|
||||
|
||||
glShaderSource(shader->vertexShaderId, 1, &def->vert, NULL);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glCompileShader(shader->vertexShaderId);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
GLint ok = 0;
|
||||
glGetShaderiv(shader->vertexShaderId, GL_COMPILE_STATUS, &ok);
|
||||
if(!ok) {
|
||||
GLchar log[1024];
|
||||
glGetShaderInfoLog(shader->vertexShaderId, sizeof(log), NULL, log);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
errorThrow("Vertex shader compilation failed: %s", log);
|
||||
}
|
||||
|
||||
// Create fragment shader
|
||||
shader->fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glShaderSource(shader->fragmentShaderId, 1, &def->frag, NULL);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glCompileShader(shader->fragmentShaderId);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glGetShaderiv(shader->fragmentShaderId, GL_COMPILE_STATUS, &ok);
|
||||
if(!ok) {
|
||||
GLchar log[1024];
|
||||
glGetShaderInfoLog(shader->fragmentShaderId, sizeof(log), NULL, log);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorThrow("Fragment shader compilation failed: %s", log);
|
||||
}
|
||||
|
||||
// Create shader program
|
||||
shader->shaderProgramId = glCreateProgram();
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glAttachShader(shader->shaderProgramId, shader->vertexShaderId);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteProgram(shader->shaderProgramId);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glAttachShader(shader->shaderProgramId, shader->fragmentShaderId);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteProgram(shader->shaderProgramId);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
glLinkProgram(shader->shaderProgramId);
|
||||
err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
glDeleteProgram(shader->shaderProgramId);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
ok = 0;
|
||||
glGetProgramiv(shader->shaderProgramId, GL_LINK_STATUS, &ok);
|
||||
if(!ok) {
|
||||
GLchar log[1024];
|
||||
glGetProgramInfoLog(shader->shaderProgramId, sizeof(log), NULL, log);
|
||||
glDeleteProgram(shader->shaderProgramId);
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorThrow("Shader program linking failed: %s", log);
|
||||
}
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderParamGetLocationGL(
|
||||
shadergl_t *shader,
|
||||
const char_t *name,
|
||||
GLint *location
|
||||
) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
assertStrLenMin(name, 1, "Uniform name cannot be empty");
|
||||
assertNotNull(location, "Location cannot be null");
|
||||
|
||||
shadergl_t *shaderGL = (shadergl_t *)shader;
|
||||
*location = glGetUniformLocation(shaderGL->shaderProgramId, name);
|
||||
errorret_t err = errorGLCheck();
|
||||
if(err.code != ERROR_OK) {
|
||||
errorChain(err);
|
||||
}
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderSetMatrixGL(
|
||||
shadergl_t *shader,
|
||||
const char_t *name,
|
||||
const mat4 mat
|
||||
) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
assertNotNull(mat, "Matrix data cannot be null");
|
||||
assertStrLenMin(name, 1, "Uniform name cannot be empty");
|
||||
|
||||
GLint location;
|
||||
errorChain(shaderParamGetLocationGL(shader, name, &location));
|
||||
|
||||
glUniformMatrix4fv(location, 1, GL_FALSE, (const GLfloat *)mat);
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
|
||||
errorret_t shaderBindGL(shadergl_t *shader) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
|
||||
glUseProgram(shader->shaderProgramId);
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderDisposeGL(shadergl_t *shader) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
|
||||
if(shader->shaderProgramId != 0) {
|
||||
glDeleteProgram(shader->shaderProgramId);
|
||||
errorChain(errorGLCheck());
|
||||
}
|
||||
|
||||
if(shader->vertexShaderId != 0) {
|
||||
glDeleteShader(shader->vertexShaderId);
|
||||
errorChain(errorGLCheck());
|
||||
}
|
||||
|
||||
if(shader->fragmentShaderId != 0) {
|
||||
glDeleteShader(shader->fragmentShaderId);
|
||||
errorChain(errorGLCheck());
|
||||
}
|
||||
|
||||
assertNoGLError("Failed disposing shader");
|
||||
memoryZero(shader, sizeof(shadergl_t));
|
||||
errorOk();
|
||||
}
|
||||
72
src/duskgl/display/shader/shadergl.h
Normal file
72
src/duskgl/display/shader/shadergl.h
Normal file
@@ -0,0 +1,72 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "error/errorgl.h"
|
||||
|
||||
typedef struct {
|
||||
GLuint shaderProgramId;
|
||||
GLuint vertexShaderId;
|
||||
GLuint fragmentShaderId;
|
||||
} shadergl_t;
|
||||
|
||||
typedef struct {
|
||||
const char_t *vert;
|
||||
const char_t *frag;
|
||||
} shaderdefinitiongl_t;
|
||||
|
||||
/**
|
||||
* Initializes a shader.
|
||||
*
|
||||
* @param shader The shader to initialize.
|
||||
* @param def The definition of the shader to initialize with.
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def);
|
||||
|
||||
/**
|
||||
* Binds a shader for use in rendering.
|
||||
*
|
||||
* @param shader The shader to bind.
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
errorret_t shaderBindGL(shadergl_t *shader);
|
||||
|
||||
/**
|
||||
* Retrieves the location of a shader uniform parameter.
|
||||
*
|
||||
* @param shader The shader to query.
|
||||
* @param name The name of the uniform parameter.
|
||||
* @param location Output parameter to receive the location of the uniform.
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
errorret_t shaderParamGetLocationGL(
|
||||
shadergl_t *shader,
|
||||
const char_t *name,
|
||||
GLint *location
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets a mat4 uniform parameter in the shader.
|
||||
*
|
||||
* @param shader The shader to update.
|
||||
* @param name The name of the uniform parameter.
|
||||
* @param mat The 4x4 matrix data to set.
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
errorret_t shaderSetMatrixGL(
|
||||
shadergl_t *shader,
|
||||
const char_t *name,
|
||||
const mat4 matrix
|
||||
);
|
||||
|
||||
/**
|
||||
* Disposes of a shader, freeing any associated resources.
|
||||
*
|
||||
* @param shader The shader to dispose.
|
||||
*/
|
||||
errorret_t shaderDisposeGL(shadergl_t *shader);
|
||||
18
src/duskgl/display/shader/shaderplatform.h
Normal file
18
src/duskgl/display/shader/shaderplatform.h
Normal file
@@ -0,0 +1,18 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "shadergl.h"
|
||||
|
||||
typedef shadergl_t shaderplatform_t;
|
||||
typedef shaderdefinitiongl_t shaderdefinitionplatform_t;
|
||||
|
||||
#define shaderInitPlatform shaderInitGL
|
||||
#define shaderBindPlatform shaderBindGL
|
||||
#define shaderSetMatrixPlatform shaderSetMatrixGL
|
||||
// #define shaderSetTexturePlatform shaderSetTextureGL
|
||||
#define shaderDisposePlatform shaderDisposeGL
|
||||
32
src/duskgl/display/shader/shaderunlitgl.c
Normal file
32
src/duskgl/display/shader/shaderunlitgl.c
Normal file
@@ -0,0 +1,32 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "display/shader/shaderunlit.h"
|
||||
|
||||
shaderdefinition_t SHADER_UNLIT_DEFINITION = {
|
||||
.vert =
|
||||
"#version 330 core\n"
|
||||
"layout(location = 0) in vec3 aPos;\n"
|
||||
"layout(location = 1) in vec2 aTexCoord;\n"
|
||||
"uniform mat4 u_Proj;\n"
|
||||
"uniform mat4 u_View;\n"
|
||||
"uniform mat4 u_Model;\n"
|
||||
"out vec2 v_TexCoord;\n"
|
||||
"void main() {\n"
|
||||
" gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
|
||||
" v_TexCoord = aTexCoord;\n"
|
||||
"}\n",
|
||||
|
||||
.frag =
|
||||
"#version 330 core\n"
|
||||
"in vec2 v_TexCoord;\n"
|
||||
"out vec4 FragColor;\n"
|
||||
"uniform sampler2D u_Texture;\n"
|
||||
"void main() {\n"
|
||||
" FragColor = texture(u_Texture, v_TexCoord);\n"
|
||||
"}\n"
|
||||
};
|
||||
@@ -21,6 +21,11 @@ errorret_t displaySDL2Init(void) {
|
||||
|
||||
// Set OpenGL attributes (Needs to be done now or later?)
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
// SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
// SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
|
||||
// Create window with OpenGL flag.
|
||||
DISPLAY.window = SDL_CreateWindow(
|
||||
@@ -44,7 +49,6 @@ errorret_t displaySDL2Init(void) {
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
errorChain(errorGLCheck());
|
||||
|
||||
errorChain(displayOpenGLInit());
|
||||
@@ -82,6 +86,9 @@ errorret_t displaySDL2Update(void) {
|
||||
}
|
||||
|
||||
SDL_GL_MakeCurrent(DISPLAY.window, DISPLAY.glContext);
|
||||
|
||||
// errorChain(shaderPaletteTextureBindGL(&testShader));
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user