chore: drop pixels-rs and add egui w/ wgpu backend

This commit is contained in:
2021-11-15 21:34:24 -04:00
parent ce5d58e1d2
commit 6f5e863645
9 changed files with 501 additions and 195 deletions

View File

@@ -1,21 +1,18 @@
use anyhow::Result;
use std::time::Instant;
use clap::{crate_authors, crate_description, crate_name, crate_version, App, Arg};
use gb::emu::{Emulator, CYCLES_IN_FRAME};
use gb::{Cycle, GB_HEIGHT, GB_WIDTH};
use egui_wgpu_backend::RenderPass;
use gb::emu::Emulator;
use gb::gui::GuiState;
use gilrs::Gilrs;
use pixels::{PixelsBuilder, SurfaceTexture};
use rodio::{OutputStream, Sink};
use tracing_subscriber::EnvFilter;
use winit::dpi::{LogicalSize, PhysicalSize};
use winit::event::{Event, VirtualKeyCode};
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::{Window, WindowBuilder};
use winit_input_helper::WinitInputHelper;
const WINDOW_SCALE: usize = 3;
const AUDIO_ENABLED: bool = true;
fn main() -> Result<()> {
fn main() {
let app = App::new(crate_name!())
.version(crate_version!())
.author(crate_authors!())
@@ -48,10 +45,28 @@ fn main() -> Result<()> {
.with_env_filter(EnvFilter::from_default_env())
.init();
// --Here lies a lot of Winit + WGPU Boilerplate--
let event_loop: EventLoop<Event<()>> = EventLoop::with_user_event();
let window = gb::gui::build_window(&event_loop).expect("build window");
let (instance, surface) = gb::gui::create_surface(&window);
let adapter = gb::gui::request_adapter(&instance, &surface).expect("request adaptor");
let (device, queue) = gb::gui::request_device(&adapter).expect("request device");
let format = surface
.get_preferred_format(&adapter)
.expect("get surface format");
let mut config = gb::gui::surface_config(&window, format);
surface.configure(&device, &config);
let mut platform = gb::gui::platform_desc(&window);
let mut render_pass = RenderPass::new(&device, format, 1);
// We interrupt your boiler plate to initialize the emulator so that
// we can copy it's empty pixel buffer to the GPU
let mut emu = match m.value_of("boot") {
Some(path) => {
tracing::info!("User-provided boot ROM");
Emulator::from_boot_rom(path)?
Emulator::from_boot_rom(path).expect("initialize emulator with custom boot rom")
}
None => {
tracing::info!("Built-in boot ROM");
@@ -59,39 +74,33 @@ fn main() -> Result<()> {
}
};
// Set up the WGPU (and then EGUI) texture we'll be working with.
let texture_size = gb::gui::texture_size();
let texture = gb::gui::create_texture(&device, texture_size);
gb::gui::write_to_texture(&queue, &texture, gb::emu::pixel_buf(&emu), texture_size);
let texture_id = gb::gui::expose_texture_to_egui(&mut render_pass, &device, &texture);
// Load ROM if filepath was provided
if let Some(path) = m.value_of("rom") {
tracing::info!("User-provided cartridge ROM");
emu.read_game_rom(path)?;
emu.read_game_rom(path).expect("read game rom from path");
}
// Load Save file if it exists
// Load Save File if it exists
// FIXME: Shouldn't the API be better than this?
emu.try_load_sav().expect("Load save if exists");
let rom_title = emu.title();
let rom_title = emu.title().to_string();
tracing::info!("Initialize Gamepad");
let mut gamepad = Gilrs::new().expect("Initialize Controller Support");
// Initialize GUI
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
let window = create_window(&event_loop, rom_title)?;
let mut pixels = {
let size = window.inner_size();
let surface_texture = SurfaceTexture::new(size.width, size.height, &window);
PixelsBuilder::new(GB_WIDTH as u32, GB_HEIGHT as u32, surface_texture)
.enable_vsync(false)
.build()?
};
// Initialize Audio
let (_stream, stream_handle) = OutputStream::try_default().expect("Initialized Audio");
if AUDIO_ENABLED {
let (prod, cons) = gb::spsc_init();
let sink = {
let s = Sink::try_new(&stream_handle)?;
let s = Sink::try_new(&stream_handle).expect("create sink from audio stream handle");
s.append(cons);
s.set_volume(0.1);
s
@@ -105,58 +114,85 @@ fn main() -> Result<()> {
});
}
let mut cycle_count: Cycle = Default::default();
// Set up state for the Immediate-mode GUI
let mut app = GuiState::new(rom_title);
let mut last_key = gb::gui::unused_key();
// used for egui animations
let start_time = Instant::now();
event_loop.run(move |event, _, control_flow| {
if let Event::RedrawRequested(_) = event {
if pixels.render().is_err() {
emu.try_write_sav().expect("Write game save if need be");
platform.handle_event(&event);
*control_flow = ControlFlow::Exit;
return;
}
}
match event {
Event::MainEventsCleared => {
if app.quit {
*control_flow = ControlFlow::Exit;
}
if input.update(&event) {
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
emu.try_write_sav().expect("Write game save if need be");
gb::emu::run_frame(&mut emu, &mut gamepad, last_key);
*control_flow = ControlFlow::Exit;
return;
}
if let Some(size) = input.window_resized() {
pixels.resize_surface(size.width, size.height);
}
cycle_count += gb::emu::run_frame(&mut emu, &mut gamepad, &input);
if cycle_count >= CYCLES_IN_FRAME {
cycle_count %= CYCLES_IN_FRAME;
let buf: &mut [u8; GB_WIDTH * GB_HEIGHT * 4] = pixels
.get_frame()
.try_into()
.expect("Size of Pixel Buffer is GB_WIDTH * GB_HEIGHT * 4");
gb::emu::draw_frame(&emu, buf);
window.request_redraw();
}
Event::RedrawRequested(..) => {
platform.update_time(start_time.elapsed().as_secs_f64());
let data = gb::emu::pixel_buf(&emu);
gb::gui::write_to_texture(&queue, &texture, data, texture_size);
let output_frame = match surface.get_current_texture() {
Ok(frame) => frame,
Err(e) => {
eprintln!("Dropped frame with error: {}", e);
return;
}
};
let output_view = gb::gui::create_view(&output_frame);
// Begin to draw Egui components
platform.begin_frame();
gb::gui::draw_egui(&mut app, &platform.context(), texture_id);
// End the UI frame. We could now handle the output and draw the UI with the backend.
let (_, paint_commands) = platform.end_frame(Some(&window));
let paint_jobs = platform.context().tessellate(paint_commands);
let mut encoder = gb::gui::create_command_encoder(&device);
let screen_descriptor = gb::gui::create_screen_descriptor(&window, &config);
// Upload all resources for the GPU.
render_pass.update_texture(&device, &queue, &platform.context().texture());
render_pass.update_user_textures(&device, &queue);
render_pass.update_buffers(&device, &queue, &paint_jobs, &screen_descriptor);
// Record all render passes.
gb::gui::execute_render_pass(
&mut render_pass,
&mut encoder,
&output_view,
paint_jobs,
&screen_descriptor,
)
.expect("record render passes");
// Submit the commands.
queue.submit(std::iter::once(encoder.finish()));
// Redraw egui
output_frame.present();
}
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(size) => {
config.width = size.width;
config.height = size.height;
surface.configure(&device, &config);
}
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
WindowEvent::KeyboardInput { input, .. } => last_key = input,
_ => {}
},
_ => {}
}
});
}
fn create_window(event_loop: &EventLoop<()>, title: &str) -> Result<Window> {
let logical = LogicalSize::new(GB_WIDTH as f64, GB_HEIGHT as f64);
let physical = PhysicalSize::new(
(GB_WIDTH * WINDOW_SCALE) as f32,
(GB_HEIGHT * WINDOW_SCALE) as f32,
);
Ok(WindowBuilder::new()
.with_title(title)
.with_min_inner_size(logical)
.with_inner_size(physical)
.with_resizable(true)
.build(event_loop)?)
}