Files
dusk/.claude/display.md
T
2026-06-19 13:17:20 -05:00

353 lines
14 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Display System
Source: `src/dusk/display/`
The display system is the rendering pipeline. It is abstracted across platforms via `displayplatform.h` — see [architecture.md](architecture.md) for the abstraction pattern. The current concrete backends are OpenGL (`src/duskgl/`) and GX/Dolphin (`src/duskdolphin/`).
For the planned render-queue refactor (required for Saturn), see [display-refactor.md](display-refactor.md).
---
## Render / ROP system (`display/render/`)
The ROP (Render OPcode) system is the low-level, backend-agnostic drawing API. All game drawing goes through this layer; backends (`rendergl.c`, `renderpsp.c`, `renderdolphin.c`) execute the commands at display flush time.
### API (`display/render/render.h`)
```c
/* Clear the framebuffer */
void renderClear(color_t color);
/* 2D textured quad at pixel coordinates */
void renderSprite(
int16_t x, int16_t y, int16_t w, int16_t h,
int16_t depth, /* 0=front … 32767=back */
rtexture_t texture, color_t tint
);
/* Set perspective projection for subsequent 3D draws */
void renderSetProjection(
fixed_t fovY, fixed_t aspect, fixed_t nearZ, fixed_t farZ
);
/* Set camera position/target for subsequent 3D draws */
void renderSetView(
int16_t eyeX, int16_t eyeY, int16_t eyeZ,
int16_t tgtX, int16_t tgtY, int16_t tgtZ
);
/* World-space quad: center point + right half-extent + up half-extent */
void renderQuad3D(
int16_t cx, int16_t cy, int16_t cz,
int16_t rx, int16_t ry, int16_t rz,
int16_t ux, int16_t uy, int16_t uz,
int16_t depth,
rtexture_t texture, color_t tint
);
/* Create / dispose an 8-bit indexed palette texture */
rtexture_t renderTextureCreate(
uint16_t w, uint16_t h,
const uint8_t *indices, /* w×h pixel indices (0-255) */
const color_t *palette /* 256 RGBA colour entries */
);
void renderTextureDispose(rtexture_t tex);
/* Mutable pointers to the texture's CPU-side data.
* Write directly to these; the next draw call picks up the changes.
* GL: dirty flag set on getter call; glTexSubImage2D at next bind.
* PSP: re-pads indices and converts palette → ABGR at bind time.
* Dolphin: re-tiles CI8 and converts palette → RGB5A3 at bind time. */
color_t *renderTextureGetPalette(rtexture_t tex); /* color_t[256] */
uint8_t *renderTextureGetIndices(rtexture_t tex); /* uint8_t[w*h] */
```
### Coordinate conventions
| Domain | Type | Scale | Notes |
|---|---|---|---|
| 3D world positions | `int16_t` | 1 unit = 1 cm | Matches PS1 GTE / N64 RSP native format |
| Camera/projection params | `fixed_t` | Q24.8 | `FIXED(x)` for literals |
| 2D screen positions | `int16_t` | pixels | Origin top-left |
| UV coords | `uint8_t` | 0255 → 0.01.0 | Stored in ROP structs |
### Palettized textures
All textures are 8-bit indexed. `renderTextureCreate` takes:
- `indices`: one `uint8_t` per pixel (0255), row-major
- `palette`: exactly **256** `color_t` RGBA entries
**Per-platform storage:**
| Platform | CPU source of truth | GPU/native format | When derived |
|---|---|---|---|
| GL (Linux/Vita) | `color_t palette[256]` + `uint8_t *cpuIndices` in slot | `GL_R8` index tex + `GL_RGBA` 256×1 palette tex | Lazy: dirty flag set by getter, `glTexSubImage2D` at next bind |
| PSP | `color_t palette[256]` + unpadded `uint8_t *cpuIndices` | Stride-padded indices (POT ≥ 8) + ABGR8888 CLUT in shared `pspAbgrBuf` | Every `bindTexture` call; dcache-flushed before GU reads |
| Dolphin/GC/Wii | `color_t palette[256]` + unpadded `uint8_t *cpuIndices` | CI8 tiled (8×4 tiles, 32 B/tile) + RGB5A3 TLUT in `tlutData` | Every `bindTexture` call; `DCFlushRange` before GX load |
**GL palette shader detail**: The fragment shader samples the R8 index texture, converts the normalised float back to an exact texel centre with `raw*(255/256) + 0.5/256`, then looks up the 256×1 palette texture. This gives pixel-exact results for all 256 index values and allows independent real-time updates to indices or palette.
**Dolphin RGB5A3 encoding**:
- Opaque (`a == 255`): bit 15 = 1, RGB555
- Transparent: bit 15 = 0, A3RGB4 (alpha quantised to 3 bits — dithered transparency is planned for a future pass)
### ROP buffer (`display/render/ropbuffer.h` / `rop.h`)
Commands are written into `ROPBUFFER` (a static byte array) then replayed by the backend at flush time. All ops are fixed-size aligned structs:
| Op | Struct | Size |
|---|---|---|
| `ROP_CLEAR` | `ropclear_t` | 32 bytes |
| `ROP_DRAW_SPRITE` | `ropsprite_t` | 32 bytes |
| `ROP_SET_PROJECTION` | `ropprojection_t` | 32 bytes |
| `ROP_SET_VIEW` | `ropview_t` | 32 bytes |
| `ROP_DRAW_QUAD_3D` | `ropquad3d_t` | 64 bytes |
| `ROP_DRAW_TILEMAP_CHUNK` | `roptilemapc_t` | 32 bytes |
`ropOpSize(op)` returns the byte size for any op. Backends iterate with `offset += ropOpSize(op)`.
### Texture handles (`display/render/rtexture.h`)
`rtexture_t` is a `uint16_t` index into the platform's texture table. `RTEXTURE_NONE` (0 or a sentinel) means "white fallback". Tables are platform-static; handles are valid until `renderTextureDispose` is called.
### Tilemap chunk handles (`display/render/rtilemapchunk.h`)
`rtilemapchunk_t` is a `uint16_t` index into the platform's chunk table. `RTILEMAPCHUNK_INVALID` (0) means no-op. Chunks are pre-built at map load time; each backend constructs its native draw structure once (VAO+VBO on GL, display list on PSP/GX/N64) and the ROP entry costs only a handle lookup + single native draw call per frame.
```c
/* Build once at map load */
rtilemapchunk_t chunk = renderTilemapChunkCreate(
chunkW, chunkH, /* size in tiles */
tileW, tileH, /* pixels per tile */
tileset, /* rtexture_t of the packed tileset */
tileIndices /* uint8_t[chunkW*chunkH], row-major tile indices */
);
/* Each frame for visible chunks */
renderTilemapChunk(screenX, screenY, depth, chunk);
/* At map unload */
renderTilemapChunkDispose(chunk);
```
Animated tiles should be drawn on top as separate `renderSprite()` calls; the chunk itself is treated as static geometry and never rebuilt at runtime.
**Per-platform build:**
| Platform | What's built at create time | Draw cost per frame |
|---|---|---|
| GL (Linux/Vita) | VAO + VBO (`GL_STATIC_DRAW`), `uOffset` uniform translates to screen pos | 1 `glDrawArrays` |
| PSP | GU display list in uncached EDRAM | 1 `sceGuCallList` |
| GC/Wii | Compiled GX display list | 1 `GX_CallDispList` |
| PS1 | Pre-linked POLY_FT4/SPRT chain | Linked into OT at one slot |
| N64 | RDP display list with pre-scheduled `LOAD_TILE` batches (TMEM-aware) | 1 `gSPDisplayList` |
| Saturn | VDP2 plane config + VRAM tilemap data | Scroll register write only |
---
## Initialization order
Within the display system, init must follow this order (enforced in `engine.c`):
```
displayInit → uiInit → uiTextboxInit
```
Within `displayInit`, the platform typically initialises: framebuffer → screen → shader list → textures → spritebatch → text system.
---
## `display_t` / `displaystate_t`
`display_t DISPLAY` is the global display instance (type alias for `displayplatform_t`).
`displaystate_t` carries per-draw-call render state flags:
```c
DISPLAY_STATE_FLAG_CULL // face culling
DISPLAY_STATE_FLAG_DEPTH_TEST // depth testing
DISPLAY_STATE_FLAG_BLEND // alpha blending
```
Set state before drawing with `displaySetState(state)`.
---
## Screen (`display/screen/`)
`screen_t SCREEN` manages the logical viewport that game content renders into. On dynamic-size platforms (Linux/SDL2) the screen can differ from the native window/framebuffer resolution.
Screen modes:
```
SCREEN_MODE_BACKBUFFER — maps 1:1 to backbuffer
SCREEN_MODE_FIXED_SIZE — fixed pixel dimensions
SCREEN_MODE_ASPECT_RATIO — fixed aspect, scale to fit
SCREEN_MODE_FIXED_HEIGHT — fixed height, width scales
SCREEN_MODE_FIXED_WIDTH — fixed width, height scales
SCREEN_MODE_FIXED_VIEWPORT_HEIGHT — fixed viewport height
```
The linux target defines `DUSK_DISPLAY_SCREEN_HEIGHT=240`, producing a 240p fixed-height viewport.
Render loop usage:
```c
screenBind(); // set up viewport, projection
// ... draw game content ...
screenUnbind();
screenRender(); // blit to backbuffer / current framebuffer
```
`SCREEN.width` / `SCREEN.height` are the logical dimensions used for world-to-screen math — always prefer these over the framebuffer dimensions.
---
## Framebuffer (`display/framebuffer/`)
`framebuffer_t FRAMEBUFFER_BACKBUFFER` is the platform backbuffer. `FRAMEBUFFER_BOUND` points to the currently-bound framebuffer (or `NULL` for backbuffer).
```c
frameBufferInitBackBuffer(); // called once at startup
frameBufferBind(fb); // NULL → backbuffer
frameBufferClear(FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH, COLOR_BLACK);
frameBufferGetWidth(fb) / frameBufferGetHeight(fb) / frameBufferGetAspect(fb);
```
On platforms with `DUSK_DISPLAY_SIZE_DYNAMIC`, off-screen framebuffers can be created with `frameBufferInit(fb, w, h)` and disposed with `frameBufferDispose(fb)`. Fixed-resolution platforms (PSP, GameCube) only ever use the backbuffer.
---
## Mesh (`display/mesh/`)
`mesh_t` is a vertex buffer. The type is `meshplatform_t` (e.g. a VAO+VBO on GL, a GX display list on Dolphin).
```c
meshInit(&mesh, MESH_PRIMITIVE_TYPE_TRIANGLES, vertexCount, verticesPtr);
meshFlush(&mesh, offset, count); // upload CPU vertices → GPU
meshDraw(&mesh, offset, count); // draw; pass -1 for count to draw all
meshDispose(&mesh);
```
**Key distinction**: `meshFlush` uploads data to GPU memory; `meshDraw` issues the draw call. For static geometry (chunk meshes) you call `meshFlush` once on load, then `meshDraw` every frame. For dynamic geometry (spritebatch) you `meshFlush` + `meshDraw` each frame.
`meshvertex_t` (`display/mesh/meshvertex.h`) contains:
- `float_t uv[2]` — texture coordinates
- `float_t pos[3]` — position
- Optionally `color_t color` if `MESH_ENABLE_COLOR` is defined (off by default)
Primitive mesh generators live alongside `mesh.h`: `quad.h`, `plane.h`, `cube.h`, `sphere.h`, `capsule.h`, `triprism.h`.
---
## Shader (`display/shader/`)
`shader_t` is `shaderplatform_t` (GLSL program on GL, TEV state block on Dolphin).
```c
shaderInit(&shader, &definition);
shaderBind(&shader);
shaderSetMatrix(&shader, "uModel", modelMat);
shaderSetTexture(&shader, "uTexture", &texture);
shaderSetColor(&shader, "uColor", COLOR_WHITE);
shaderSetMaterial(&shader, &material);
shaderDispose(&shader);
```
### Shader list (`display/shader/shaderlist.h`)
The engine maintains a small set of built-in shaders in `SHADER_LIST_DEFS[]`. Currently only one is defined:
- `SHADER_LIST_SHADER_UNLIT``SHADER_UNLIT` — unlit textured/colored rendering, used for all world and entity drawing.
`shaderListInit()` compiles/uploads all built-in shaders and sets shared projection/view matrices. Call once after display init.
### Materials (`display/shader/shadermaterial.h`)
`shadermaterial_t` is a union of all shader-specific material structs. Currently only `shaderunlitmaterial_t`:
```c
shadermaterial_t mat = {
.unlit = {
.color = COLOR_WHITE,
.texture = &myTexture, // NULL for solid color
}
};
shaderSetMaterial(&SHADER_UNLIT, &mat);
```
---
## Texture (`display/texture/`)
```c
textureInit(&texture, width, height, format, data);
textureDispose(&texture);
```
Width and height **must be powers of two** (asserted at init time).
`textureformat_t` is `textureformatplatform_t`. Supported formats vary by platform; the common ones are `TEXTURE_FORMAT_RGBA` and `TEXTURE_FORMAT_PALETTE`.
`texturedata_t` is a union:
```c
// RGBA:
data.rgbaColors = colorArray;
// Paletted:
data.paletted.indices = indexArray;
data.paletted.palette = &palette; // palette color count must be power of two
```
**Built-in textures** (defined in `texture.c`, no asset loading needed):
- `TEXTURE_WHITE` — 4×4 solid white
- `TEXTURE_TEST` — 4×4 black/magenta checkerboard
### Palette (`display/texture/palette.h`)
Up to `PALETTE_COUNT` (6) global palettes in `PALETTES[]`, each holding up to `PALETTE_COLOR_COUNT` (255) `color_t` entries.
### Tileset (`display/texture/tileset.h`)
A tileset slices a texture into a grid of equal-sized tiles. Used by fonts and UI frames. The tileset does not own the texture — it references a `texture_t *`.
---
## SpriteBatch (`display/spritebatch/`)
The primary 2D/billboard drawing primitive. Accumulates `spritebatchsprite_t` quads and flushes them in batches of `SPRITEBATCH_FLUSH_COUNT` (16) sprites at a time.
```c
// Per frame:
spriteBatchClear();
spriteBatchBuffer(sprites, count, &SHADER_UNLIT, material); // auto-flushes when batch full
spriteBatchFlush(); // flush remaining
// Low-level: write directly to an external mesh (for baking static geometry):
spriteBatchBufferToMesh(sprites, count, vertices, verticesSize);
```
`spritebatchsprite_t`:
```c
typedef struct {
vec3 min, max; // 3D bounding box
vec2 uvMin, uvMax; // texture region
} spritebatchsprite_t;
```
The global `SPRITEBATCH` and its vertex backing array `SPRITEBATCH_VERTICES[]` are defined externally to the struct to satisfy alignment requirements on certain platforms.
---
## Text (`display/text/`)
Text rendering uses `FONT_DEFAULT` (loaded during `textInit()`), which references a texture and a tileset. Characters start at ASCII `!` (`TEXT_CHAR_START`).
```c
textDraw(x, y, "Hello", COLOR_WHITE, &FONT_DEFAULT);
textMeasure("Hello", &FONT_DEFAULT, &outWidth, &outHeight);
// Single-char sprite for manual layout:
spritebatchsprite_t s = textGetSprite(pos, 'A', &FONT_DEFAULT);
```
`font_t` holds a `texture_t *` and a `tileset_t *` — both are owned by the asset system, not the font struct.