145 lines
3.5 KiB
C
145 lines
3.5 KiB
C
/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "display/display.h"
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#include "console/console.h"
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#include "display/framebuffer/framebuffer.h"
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#include "display/scene/scenemanager.h"
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#include "display/spritebatch/spritebatch.h"
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#include "display/ui/ui.h"
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#include "display/mesh/quad.h"
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display_t DISPLAY;
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errorret_t displayInit(void) {
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#if DISPLAY_SDL2
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uint32_t flags = SDL_INIT_VIDEO;
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#if INPUT_SUPPORT_GAMEPAD
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flags |= SDL_INIT_GAMECONTROLLER;
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#endif
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if(SDL_Init(flags) != 0) {
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errorThrow("SDL Failed to Initialize: %s", SDL_GetError());
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}
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// Set OpenGL attributes (Needs to be done now or later?)
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// Create window with OpenGL flag.
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DISPLAY.window = SDL_CreateWindow(
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"Dusk",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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DISPLAY_WINDOW_WIDTH_DEFAULT,
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DISPLAY_WINDOW_HEIGHT_DEFAULT,
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI |
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SDL_WINDOW_OPENGL
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);
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if(!DISPLAY.window) {
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errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
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}
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// Create OpenGL context
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DISPLAY.glContext = SDL_GL_CreateContext(DISPLAY.window);
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if(!DISPLAY.glContext) {
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errorThrow("SDL_GL_CreateContext failed: %s", SDL_GetError());
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}
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SDL_GL_SetSwapInterval(1);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_LIGHTING);// PSP defaults this on?
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glShadeModel(GL_SMOOTH); // Fixes color on PSP?
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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#endif
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quadInit();
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frameBufferInitBackbuffer();
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spriteBatchInit();
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errorChain(uiInit());
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sceneManagerInit();
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errorOk();
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}
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errorret_t displayUpdate(void) {
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#if DISPLAY_SDL2
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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switch(event.type) {
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case SDL_QUIT:
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consoleExec("quit");
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break;
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default:
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break;
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}
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}
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// TODO: move to framebuffer component
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int32_t windowWidth, windowHeight;
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#if PSP
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windowWidth = DISPLAY_WINDOW_WIDTH_DEFAULT;
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windowHeight = DISPLAY_WINDOW_HEIGHT_DEFAULT;
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#else
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SDL_GetWindowSize(DISPLAY.window, &windowWidth, &windowHeight);
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#endif
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glViewport(0, 0, windowWidth, windowHeight);
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#endif
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spriteBatchClear();
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frameBufferBind(&FRAMEBUFFER_BACKBUFFER);
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frameBufferClear(
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FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
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COLOR_CORNFLOWER_BLUE
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);
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sceneManagerUpdate();
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uiUpdate();
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sceneManagerRender();
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uiRender();
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#if DISPLAY_SDL2
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SDL_GL_SwapWindow(DISPLAY.window);
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#endif
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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printf("GL Error: %d\n", err);
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}
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// For now, we just return an OK error.
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errorOk();
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}
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errorret_t displayDispose(void) {
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sceneManagerDispose();
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uiDispose();
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spriteBatchDispose();
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#if DISPLAY_SDL2
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if(DISPLAY.glContext) {
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SDL_GL_DeleteContext(DISPLAY.glContext);
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DISPLAY.glContext = NULL;
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}
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if(DISPLAY.window) {
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SDL_DestroyWindow(DISPLAY.window);
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DISPLAY.window = NULL;
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}
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SDL_Quit();
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#endif
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// For now, we just return an OK error.
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errorOk();
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} |