# Changes

3ds Backend:
  - switch to shaderProgramUse
Desktop Backend
  - Add Pre Alpha Text Input and Keyboard Support
  - Move Shader Attrib Setup into a function and callit every time we need a set up vbo
  - Move to Mat4 api
Core:
  - Add fquat support
  - Add LoadFile2Str
  - Move Mat4 Lib from Project     n73 to Palladium
  - Add full supprot for vec cross types
  - Add Normalize, Distance and Dot to all
  - Add Cross to vec3
Drivers:
  - Add a SetViewPort func to GFX
  - Add Keyboard keys and Flasg to Hid
Image:
  - Add Vertical Flipping
  - Add Horizontal flipping
UI7:
  - Fix Critical Bug in IO Viewport handler
  - Fix library list (error on MinGW for some reason)
Lazyvec:
  - Split into multiple source files
  - Generate new functions (see core updates)
This commit is contained in:
2025-07-23 23:21:34 +02:00
parent 31a0c3656f
commit 87910b57de
31 changed files with 1085 additions and 276 deletions

View File

@ -37,9 +37,36 @@ class HidGLFW : public HidDriver {
PD_SHARED(HidGLFW);
void Update() override;
void GetInputStr(std::string& str) override;
void HandleTextOps();
bool pTimedHeld(KbKey k) {
if (pTimings.count(k)) {
if (IsEvent(Event_Up, k)) {
pTimings.erase(k);
return false;
}
return (PD::OS::GetTime() - pTimings[k]) > 50;
}
if (!IsEvent(Event_Held, k)) {
if (pTimings.count(k)) {
pTimings.erase(k);
return false;
}
}
if (IsEvent(Event_Held, k)) {
pTimings[k] = PD::OS::GetTime();
return true;
}
return false;
}
/** Data section */
GLFWwindow* Window;
int PrevState;
std::unordered_map<int, int> PrevStates;
static std::string* pText;
bool pInTextMode = false;
PD::u64 pLastUpdate = 0;
std::unordered_map<KbKey, u64> pTimings;
};
} // namespace PD

View File

@ -36,7 +36,7 @@ const char* vertex_shader = R"(
varying vec2 oUV;
varying vec4 oColor;
// Probably forgot about this matric and
// Probably forgot about this matrix and
// searched hours for why the rendering isn't working :/
uniform mat4 projection;
@ -103,17 +103,7 @@ GLuint createShaderProgram(const std::string& vertexShaderSource,
return shaderProgram;
}
/** Actual Backend */
void GfxGL2::Init() {
VertexBuffer.Resize(4 * 8192);
IndexBuffer.Resize(6 * 8192);
Shader = createShaderProgram(vertex_shader, frag_shader);
glUseProgram(Shader);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
void SetupShaderAttribs(GLuint Shader) {
GLint _pos = glGetAttribLocation(Shader, "pos");
GLint _uv = glGetAttribLocation(Shader, "uv");
GLint _color = glGetAttribLocation(Shader, "color");
@ -129,6 +119,21 @@ void GfxGL2::Init() {
sizeof(PD::Li::Vertex),
(void*)offsetof(PD::Li::Vertex, Color));
glEnableVertexAttribArray(_color);
}
/** Actual Backend */
void GfxGL2::Init() {
VertexBuffer.Resize(4 * 8192);
IndexBuffer.Resize(6 * 8192);
Shader = createShaderProgram(vertex_shader, frag_shader);
glUseProgram(Shader);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// Attribs Setup
SetupShaderAttribs(Shader);
glGenBuffers(1, &IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
@ -146,11 +151,14 @@ void GfxGL2::Deinit() {
}
void GfxGL2::NewFrame() {
/*
glViewport(0, 0, ViewPort.x, ViewPort.y);
glClearColor(ClearColor.x, ClearColor.y, ClearColor.z, ClearColor.w);
glClear(GL_COLOR_BUFFER_BIT);
Projection.Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, -1.f, 1.f);
glUniformMatrix4fv(pLocProjection, 1, GL_TRUE, Projection.m);
*/
Projection = Mat4::Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, -1.f, 1.f);
glUseProgram(Shader);
glUniformMatrix4fv(pLocProjection, 1, GL_FALSE, Projection.m.data());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CurrentIndex = 0;
@ -170,7 +178,6 @@ void GfxGL2::BindTex(PD::Li::TexAddress addr) {
}
void GfxGL2::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
glUseProgram(Shader);
size_t index = 0;
while (index < Commands.size()) {
PD::Li::Texture::Ref Tex = Commands[index]->Tex;
@ -207,6 +214,9 @@ void GfxGL2::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex),
&VertexBuffer[0], GL_DYNAMIC_DRAW);
// For some reason we need to set these every frame for every buffer
// Found that out when creating My 3d Engine
SetupShaderAttribs(Shader);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16),

View File

@ -23,19 +23,104 @@ SOFTWARE.
*/
#include <pd-desktop/bknd-hid.hpp>
namespace PD {
std::string* HidGLFW::pText;
// Default Call back (If no Text input is requsted)
void NullTextCB(GLFWwindow* win, unsigned int c) {}
// Text callback if requested
void TextCB(GLFWwindow* win, unsigned int c) {
if (!HidGLFW::pText) {
return;
}
*HidGLFW::pText += (char)c;
}
HidGLFW::HidGLFW(GLFWwindow* win) : HidDriver("HidGLFW") {
Window = win;
glfwSetCharCallback(Window, NullTextCB);
Flags |= Flags_HasKeyboard;
Flags |= Flags_HasMouse;
pBinds[GLFW_MOUSE_BUTTON_LEFT] = Touch;
pBinds[GLFW_KEY_F3] = Kb_3;
pBinds[GLFW_KEY_ESCAPE] = Kb_Escape;
pBinds[GLFW_KEY_F11] = Kb_F11;
pBinds[GLFW_KEY_ESCAPE] = Kb_Escape;
pBinds[GLFW_KEY_Q] = Kb_Q;
pBinds[GLFW_KEY_W] = Kb_W;
pBinds[GLFW_KEY_E] = Kb_E;
pBinds[GLFW_KEY_R] = Kb_R;
pBinds[GLFW_KEY_T] = Kb_T;
pBinds[GLFW_KEY_Z] = Kb_Z;
pBinds[GLFW_KEY_U] = Kb_U;
pBinds[GLFW_KEY_I] = Kb_I;
pBinds[GLFW_KEY_O] = Kb_O;
pBinds[GLFW_KEY_P] = Kb_P;
pBinds[GLFW_KEY_A] = Kb_A;
pBinds[GLFW_KEY_S] = Kb_S;
pBinds[GLFW_KEY_D] = Kb_D;
pBinds[GLFW_KEY_F] = Kb_F;
pBinds[GLFW_KEY_G] = Kb_G;
pBinds[GLFW_KEY_H] = Kb_H;
pBinds[GLFW_KEY_J] = Kb_J;
pBinds[GLFW_KEY_K] = Kb_K;
pBinds[GLFW_KEY_L] = Kb_L;
pBinds[GLFW_KEY_Y] = Kb_Y;
pBinds[GLFW_KEY_X] = Kb_X;
pBinds[GLFW_KEY_C] = Kb_C;
pBinds[GLFW_KEY_V] = Kb_V;
pBinds[GLFW_KEY_B] = Kb_B;
pBinds[GLFW_KEY_N] = Kb_N;
pBinds[GLFW_KEY_M] = Kb_M;
pBinds[GLFW_KEY_LEFT_SHIFT] = Kb_LShift;
pBinds[GLFW_KEY_F1] = Kb_F1;
pBinds[GLFW_KEY_F2] = Kb_F2;
pBinds[GLFW_KEY_F3] = Kb_F3;
pBinds[GLFW_KEY_F4] = Kb_F4;
pBinds[GLFW_KEY_F5] = Kb_F5;
pBinds[GLFW_KEY_F6] = Kb_F6;
pBinds[GLFW_KEY_F7] = Kb_F7;
pBinds[GLFW_KEY_F8] = Kb_F8;
pBinds[GLFW_KEY_F9] = Kb_F9;
pBinds[GLFW_KEY_F10] = Kb_F10;
pBinds[GLFW_KEY_F11] = Kb_F11;
pBinds[GLFW_KEY_F12] = Kb_F12;
pBinds[GLFW_KEY_1] = Kb_1;
pBinds[GLFW_KEY_2] = Kb_2;
pBinds[GLFW_KEY_3] = Kb_3;
pBinds[GLFW_KEY_4] = Kb_4;
pBinds[GLFW_KEY_5] = Kb_5;
pBinds[GLFW_KEY_6] = Kb_6;
pBinds[GLFW_KEY_7] = Kb_7;
pBinds[GLFW_KEY_8] = Kb_8;
pBinds[GLFW_KEY_9] = Kb_9;
pBinds[GLFW_KEY_0] = Kb_0;
pBinds[GLFW_KEY_BACKSPACE] = Kb_Backspace;
pBinds[GLFW_KEY_ENTER] = Kb_Enter;
}
void HidGLFW::Update() {
// Clear States
for (int i = 0; i < 2; i++) {
KeyEvents[i][Event_Down] = 0;
KeyEvents[i][Event_Held] = 0;
KeyEvents[i][Event_Up] = 0;
for (auto& it : KbKeyEvents[i]) {
it.second = Event_Null;
}
}
// Keyboard Logic
for (auto& it : pBinds) {
int kbstate = glfwGetKey(Window, it.first);
if (kbstate == GLFW_PRESS) {
if (PrevStates[it.first] == GLFW_RELEASE) {
KbKeyEvents[0][it.second] = Event_Down;
}
KbKeyEvents[0][it.second] = Event_Held;
} else if (kbstate == GLFW_RELEASE && PrevStates[it.first] == GLFW_PRESS) {
KbKeyEvents[0][it.second] = Event_Up;
}
PrevStates[it.first] = kbstate;
}
// Mouse Logic (Todo: Support all mouse buttons)
int state = glfwGetMouseButton(Window, GLFW_MOUSE_BUTTON_LEFT);
if (state == GLFW_PRESS) {
if (PrevState == GLFW_RELEASE) {
@ -54,5 +139,28 @@ void HidGLFW::Update() {
glfwGetCursorPos(Window, &x, &y);
pMouse[1] = pMouse[0]; // Cycle pMouse pos
pMouse[0] = fvec2(x, y);
if (pInTextMode && (PD::OS::GetTime() - pLastUpdate) > 50) {
pLastUpdate = PD::OS::GetTime();
HandleTextOps();
}
}
void HidGLFW::GetInputStr(std::string& str) {
pText = &str;
glfwSetCharCallback(Window, TextCB);
pInTextMode = true;
}
void HidGLFW::HandleTextOps() {
if (!pText) {
return;
}
if (pTimedHeld(Kb_Backspace)) {
if (!pText->empty()) {
pText->pop_back();
}
} else if (pTimedHeld(Kb_Enter)) {
*pText += '\n';
}
}
} // namespace PD