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Shader textures #100

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Shader textures #100

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@mardy mardy commented Jan 27, 2025

Support for using textures in OpenGL 2.0 shader implementations.

Built on top of #99, it must be merged after that.

mardy added 29 commits January 16, 2025 17:51
The logic for putting return or break in the getter code is the
following: if the current getter can lookup the value, it should return
immediately after storing it into the output variable; otherwise, we
should "break" from the switch, and then there should be a fallback code
to delegate the operation to a different getter.

This fixes gluBuild2DMipmaps(), which calls

    glGetIntegerv(GL_UNPACK_LSB_FIRST, &psm->unpack_lsb_first);

and was broken by commit 94b3aab.
As a matter of fact, we already had a couple of structs for holding
drawing parameters, but with this commit we unify them into a single one
and use it more consistently.

The DrawMode struct was also renamed with the "Ogx" prefix.
And anyway that check looks wrong, in that it affected only the vertex
array, and not the other attributes as well.
The pointer is already implemented in the `for` loop. This bug went
unnoticed because in most cases the SameTypeVertexReader is used
instead.
Do not prepare the vertex attribute readers in advance. Instead, just
store the client data in the state and build the readers just at the
time when they are needed (like in glDrawArrays() and glDrawElements).
Keep a "dirty" flag to avoid rebuilding them if the input data has not
changed.

This refactoring is a small step toward supporting arbitrary vertex
attributes (needed for OpenGL 2.0+) and also allows implementing the
getter methods more easily (see next commit).

We also fix glInterleavedArrays(), which got broken at some point.
Add a symbol to host the list of OpenGL 2.0 functions; in functions.c we
weakly define it as an empty array, but this symbol will be shadowed by
the strong symbol we'll define in the new shader implementation, if
OpenGL 2.0 is used.
This will depend on whether the client actually uses any OpenGL 2.0
functionality.
Rework the existing internal function so that it can be used with
matrices passed by the client. This function will be declared in a
public header used by clients who need to write their own shaders
(OpenGL >= 2.0).
Part of this API will be made public in some later commit to allow
it to be used by developers writing shader replacements. For this goal,
a more flexible API is introduced, where vertex attribute arrays can be
added from a OgxVertexAttribArray structure provided by the client.
As the comment was saying, these objects are just for optimization
purposes and do not really belong to the global state variable. Add a
function to array.h so that other parts of the code can retrieve them if
needed, and move the actual variables as static variables in array.c.
Instead of keeping named variables, store all readers into one array.
This helps in simplifying a bit the code.
These are in the public domain.
This is not yet complete and is likely to be buggy in many aspects, but
it allows running a non totally trivial example (the famous glgears),
which will be added in a later commit.

Among the known limitations:
- The API exposed to the client developer for implementing the shaders
  is not finalized.
- Texturing is not yet implemented.
In this way the examples (and any other binary we should add to the
project) will automatically gain an include path to the src/directoy
when building against opengx. This will allow them to find the
"opengx.h" file.
So we can rotate the gears on the console, too.
The association of a VBO to an array is to be saved in the client state:
we should look up the VBO only when we draw some geometry. The error was
discovered running the cube_tex example (it will be added to the repo in
a later commit), which uses two different VBOs for the position and
texture coordinate attributes.
This example uses SDL2 and glm. At the moment this example does not work
on the Wii/GameCube, as the textured rendering using OpenGL 2.0 will
come in a later commit.

The "common" directory contains textures that get embedded into the
executable, so that examples can be written without access to external
files (which makes testing on the console -- or on the emulator --
very straightforward).
Colors are often specifies as a 3 or 4 long vector of floats, but GX
does not support specifying colors using floating point components.
Therefore, convert such values to GXColor.
The data here is just an integer number representing the texture unit
bound to the uniform.
This is all what is needed to let the client developer write a GX shader
capable of supporting textured geometries.
This is a bit primitive, because we are hardcoding the texture stage and
other TEV variables (we'll improve this later), but it does the job.
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