7.4 KiB
Display System
Source: src/dusk/display/
The display system is the rendering pipeline. It is abstracted across platforms via displayplatform.h — see 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.
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:
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:
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).
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).
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 coordinatesfloat_t pos[3]— position- Optionally
color_t colorifMESH_ENABLE_COLORis 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).
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:
shadermaterial_t mat = {
.unlit = {
.color = COLOR_WHITE,
.texture = &myTexture, // NULL for solid color
}
};
shaderSetMaterial(&SHADER_UNLIT, &mat);
Texture (display/texture/)
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:
// 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 whiteTEXTURE_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.
// 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:
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).
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.