386 lines
14 KiB
Zig
386 lines
14 KiB
Zig
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const std = @import("std");
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const SDL = @import("sdl2");
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const gl = @import("gl");
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const zgui = @import("zgui");
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const nds9 = @import("core/nds9.zig");
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const nds7 = @import("core/nds7.zig");
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const ppu = @import("core/ppu.zig");
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const imgui = @import("ui/imgui.zig");
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const emu = @import("core/emu.zig");
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const KeyInput = @import("core/nds9/io.zig").KeyInput;
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const Allocator = std.mem.Allocator;
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const GLuint = gl.GLuint;
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const GLsizei = gl.GLsizei;
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const SDL_GLContext = *anyopaque;
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const nds_width = ppu.screen_width;
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const nds_height = ppu.screen_height;
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pub const Dimensions = struct { width: u32, height: u32 };
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const window_title = "Turbo (Name Pending)";
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pub const Ui = struct {
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const Self = @This();
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window: *SDL.SDL_Window,
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ctx: SDL_GLContext,
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state: imgui.State,
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pub fn init(allocator: Allocator) !Self {
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var state = imgui.State{};
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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const window = SDL.SDL_CreateWindow(
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window_title,
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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@intCast(state.dim.width),
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@intCast(state.dim.height),
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SDL.SDL_WINDOW_OPENGL | SDL.SDL_WINDOW_SHOWN | SDL.SDL_WINDOW_RESIZABLE,
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) orelse panic();
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const ctx = SDL.SDL_GL_CreateContext(window) orelse panic();
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if (SDL.SDL_GL_MakeCurrent(window, ctx) < 0) panic();
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gl.load(ctx, Self.glGetProcAddress) catch {};
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if (SDL.SDL_GL_SetSwapInterval(0) < 0) panic();
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zgui.init(allocator);
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zgui.plot.init();
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zgui.backend.init(window, ctx, "#version 330 core");
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// zgui.io.setIniFilename(null);
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return Self{
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.window = window,
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.ctx = ctx,
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.state = state,
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};
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}
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pub fn deinit(self: Self, allocator: Allocator) void {
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_ = allocator;
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// self.state.deinit(self.allocator);
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zgui.backend.deinit();
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zgui.plot.deinit();
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zgui.deinit();
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SDL.SDL_GL_DeleteContext(self.ctx);
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SDL.SDL_DestroyWindow(self.window);
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SDL.SDL_Quit();
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}
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fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {
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_ = ctx;
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return SDL.SDL_GL_GetProcAddress(proc.ptr);
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}
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pub fn run(self: *Self, nds7_group: nds7.Group, nds9_group: nds9.Group) !void {
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// TODO: Sort this out please
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const objects = opengl_impl.createObjects();
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defer gl.deleteBuffers(3, &[_]GLuint{ objects.vao, objects.vbo, objects.ebo });
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const top_tex = opengl_impl.createScreenTexture(nds9_group.bus.ppu.fb.top(.front));
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const btm_tex = opengl_impl.createScreenTexture(nds9_group.bus.ppu.fb.btm(.front));
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const top_out_tex = opengl_impl.createOutputTexture();
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const btm_out_tex = opengl_impl.createOutputTexture();
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defer gl.deleteTextures(4, &[_]GLuint{ top_tex, top_out_tex, btm_tex, btm_out_tex });
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const top_fbo = try opengl_impl.createFrameBuffer(top_out_tex);
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const btm_fbo = try opengl_impl.createFrameBuffer(btm_out_tex);
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defer gl.deleteFramebuffers(2, &[_]GLuint{ top_fbo, btm_fbo });
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const prog_id = try opengl_impl.compileShaders();
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defer gl.deleteProgram(prog_id);
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var event: SDL.SDL_Event = undefined;
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emu_loop: while (true) {
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emu.runFrame(nds7_group, nds9_group);
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while (SDL.SDL_PollEvent(&event) != 0) {
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_ = zgui.backend.processEvent(&event);
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switch (event.type) {
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SDL.SDL_QUIT => break :emu_loop,
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SDL.SDL_WINDOWEVENT => {
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if (event.window.event == SDL.SDL_WINDOWEVENT_RESIZED) {
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std.log.debug("window resized to: {}x{}", .{ event.window.data1, event.window.data2 });
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self.state.dim.width = @intCast(event.window.data1);
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self.state.dim.height = @intCast(event.window.data2);
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}
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},
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SDL.SDL_KEYDOWN => {
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// TODO: Make use of compare_and_xor?
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const key_code = event.key.keysym.sym;
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var keyinput: KeyInput = .{ .raw = 0x0000 };
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switch (key_code) {
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SDL.SDLK_UP => keyinput.up.set(),
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SDL.SDLK_DOWN => keyinput.down.set(),
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SDL.SDLK_LEFT => keyinput.left.set(),
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SDL.SDLK_RIGHT => keyinput.right.set(),
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SDL.SDLK_x => keyinput.a.set(),
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SDL.SDLK_z => keyinput.b.set(),
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SDL.SDLK_a => keyinput.shoulder_l.set(),
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SDL.SDLK_s => keyinput.shoulder_r.set(),
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SDL.SDLK_RETURN => keyinput.start.set(),
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SDL.SDLK_RSHIFT => keyinput.select.set(),
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else => {},
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}
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nds9_group.bus.io.keyinput.fetchAnd(~keyinput.raw, .Monotonic);
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},
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SDL.SDL_KEYUP => {
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// TODO: Make use of compare_and_xor?
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const key_code = event.key.keysym.sym;
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var keyinput: KeyInput = .{ .raw = 0x0000 };
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switch (key_code) {
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SDL.SDLK_UP => keyinput.up.set(),
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SDL.SDLK_DOWN => keyinput.down.set(),
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SDL.SDLK_LEFT => keyinput.left.set(),
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SDL.SDLK_RIGHT => keyinput.right.set(),
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SDL.SDLK_x => keyinput.a.set(),
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SDL.SDLK_z => keyinput.b.set(),
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SDL.SDLK_a => keyinput.shoulder_l.set(),
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SDL.SDLK_s => keyinput.shoulder_r.set(),
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SDL.SDLK_RETURN => keyinput.start.set(),
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SDL.SDLK_RSHIFT => keyinput.select.set(),
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else => {},
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}
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nds9_group.bus.io.keyinput.fetchOr(keyinput.raw, .Monotonic);
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},
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else => {},
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}
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}
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, top_fbo);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreenTexture(top_tex, prog_id, objects, nds9_group.bus.ppu.fb.top(.front));
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}
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, btm_fbo);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreenTexture(btm_tex, prog_id, objects, nds9_group.bus.ppu.fb.btm(.front));
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}
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const zgui_redraw = imgui.draw(&self.state, top_out_tex, btm_out_tex, nds9_group.cpu);
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if (zgui_redraw) {
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// Background Colour
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const size = zgui.io.getDisplaySize();
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gl.viewport(0, 0, @intFromFloat(size[0]), @intFromFloat(size[1]));
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gl.clearColor(0, 0, 0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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zgui.backend.draw();
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}
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SDL.SDL_GL_SwapWindow(self.window);
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}
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}
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pub fn setTitle(self: *@This(), title: [12]u8) void {
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self.state.title = title ++ [_:0]u8{};
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}
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};
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fn panic() noreturn {
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const str: [*:0]const u8 = SDL.SDL_GetError() orelse "unknown error";
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@panic(std.mem.sliceTo(str, 0));
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}
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const opengl_impl = struct {
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// zig fmt: off
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const vertices: [32]f32 = [_]f32{
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// Positions // Colours // Texture Coords
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1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
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1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
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-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
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-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
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};
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const indices: [6]u32 = [_]u32{
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0, 1, 3, // First Triangle
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1, 2, 3, // Second Triangle
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};
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// zig fmt: on
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const Objects = struct { vao: GLuint, vbo: GLuint, ebo: GLuint };
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fn drawScreenTexture(tex_id: GLuint, prog_id: GLuint, ids: Objects, buf: []const u8) void {
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, nds_width, nds_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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// Bind VAO, EBO. VBO not bound
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gl.bindVertexArray(ids.vao); // VAO
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defer gl.bindVertexArray(0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.ebo); // EBO
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defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
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// Use compiled frag + vertex shader
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gl.useProgram(prog_id);
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defer gl.useProgram(0);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
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}
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fn compileShaders() !GLuint {
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const vert_shader = @embedFile("shader/pixelbuf.vert");
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const frag_shader = @embedFile("shader/pixelbuf.frag");
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const vs = gl.createShader(gl.VERTEX_SHADER);
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defer gl.deleteShader(vs);
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gl.shaderSource(vs, 1, &[_][*c]const u8{vert_shader}, 0);
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gl.compileShader(vs);
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if (!shader.didCompile(vs)) return error.VertexCompileError;
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const fs = gl.createShader(gl.FRAGMENT_SHADER);
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defer gl.deleteShader(fs);
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gl.shaderSource(fs, 1, &[_][*c]const u8{frag_shader}, 0);
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gl.compileShader(fs);
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if (!shader.didCompile(fs)) return error.FragmentCompileError;
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const program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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return program;
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}
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// Returns the VAO ID since it's used in run()
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fn createObjects() Objects {
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var vao_id: GLuint = undefined;
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var vbo_id: GLuint = undefined;
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var ebo_id: GLuint = undefined;
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gl.genVertexArrays(1, &vao_id);
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gl.genBuffers(1, &vbo_id);
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gl.genBuffers(1, &ebo_id);
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gl.bindVertexArray(vao_id);
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defer gl.bindVertexArray(0);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
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defer gl.bindBuffer(gl.ARRAY_BUFFER, 0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
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defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
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gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
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// Position
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gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), null); // lmao
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gl.enableVertexAttribArray(0);
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// Colour
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gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @ptrFromInt((3 * @sizeOf(f32))));
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gl.enableVertexAttribArray(1);
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// Texture Coord
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gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @ptrFromInt((6 * @sizeOf(f32))));
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gl.enableVertexAttribArray(2);
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return .{ .vao = vao_id, .vbo = vbo_id, .ebo = ebo_id };
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}
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fn createScreenTexture(buf: []const u8) GLuint {
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, nds_width, nds_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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return tex_id;
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}
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fn createOutputTexture() GLuint {
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, nds_width, nds_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, null);
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return tex_id;
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}
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fn createFrameBuffer(tex_id: GLuint) !GLuint {
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var fbo_id: GLuint = undefined;
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gl.genFramebuffers(1, &fbo_id);
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.framebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_id, 0);
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const draw_buffers: [1]GLuint = .{gl.COLOR_ATTACHMENT0};
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gl.drawBuffers(1, &draw_buffers);
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
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return error.FrameBufferObejctInitFailed;
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return fbo_id;
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}
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const shader = struct {
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const Kind = enum { vertex, fragment };
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const log = std.log.scoped(.shader);
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fn didCompile(id: gl.GLuint) bool {
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var success: gl.GLint = undefined;
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gl.getShaderiv(id, gl.COMPILE_STATUS, &success);
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if (success == 0) err(id);
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return success == 1;
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}
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fn err(id: gl.GLuint) void {
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const buf_len = 512;
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var error_msg: [buf_len]u8 = undefined;
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gl.getShaderInfoLog(id, buf_len, 0, &error_msg);
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log.err("{s}", .{std.mem.sliceTo(&error_msg, 0)});
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}
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};
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};
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