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6 Commits
e11144b9f0
...
e932021038
Author | SHA1 | Date |
---|---|---|
Rekai Nyangadzayi Musuka | e932021038 | |
Rekai Nyangadzayi Musuka | 70425b6568 | |
Rekai Nyangadzayi Musuka | 43f57c8e26 | |
Rekai Nyangadzayi Musuka | 7d2f988482 | |
Rekai Nyangadzayi Musuka | 0a17e0aa1c | |
Rekai Nyangadzayi Musuka | d7d58bf5a7 |
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@ -13,6 +13,8 @@ pub fn build(b: *std.build.Builder) void {
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const mode = b.standardReleaseOptions();
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const mode = b.standardReleaseOptions();
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const exe = b.addExecutable("zba", "src/main.zig");
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const exe = b.addExecutable("zba", "src/main.zig");
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exe.setTarget(target);
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// Known Folders (%APPDATA%, XDG, etc.)
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// Known Folders (%APPDATA%, XDG, etc.)
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exe.addPackagePath("known_folders", "lib/known-folders/known-folders.zig");
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exe.addPackagePath("known_folders", "lib/known-folders/known-folders.zig");
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@ -26,13 +28,14 @@ pub fn build(b: *std.build.Builder) void {
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// Argument Parsing Library
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// Argument Parsing Library
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exe.addPackagePath("clap", "lib/zig-clap/clap.zig");
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exe.addPackagePath("clap", "lib/zig-clap/clap.zig");
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// OpenGL 3.3 Bindings
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exe.addPackagePath("gl", "lib/gl.zig");
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// Zig SDL Bindings: https://github.com/MasterQ32/SDL.zig
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// Zig SDL Bindings: https://github.com/MasterQ32/SDL.zig
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const sdk = Sdk.init(b);
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const sdk = Sdk.init(b);
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sdk.link(exe, .dynamic);
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sdk.link(exe, .dynamic);
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exe.addPackage(sdk.getNativePackage("sdl2"));
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exe.addPackage(sdk.getNativePackage("sdl2"));
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exe.setTarget(target);
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exe.setBuildMode(mode);
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exe.setBuildMode(mode);
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exe.install();
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exe.install();
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File diff suppressed because it is too large
Load Diff
144
src/platform.zig
144
src/platform.zig
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@ -1,5 +1,6 @@
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const std = @import("std");
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const std = @import("std");
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const SDL = @import("sdl2");
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const SDL = @import("sdl2");
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const gl = @import("gl");
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const emu = @import("core/emu.zig");
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const emu = @import("core/emu.zig");
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const Apu = @import("core/apu.zig").Apu;
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const Apu = @import("core/apu.zig").Apu;
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@ -11,22 +12,43 @@ const span = @import("util.zig").span;
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const pitch = @import("core/ppu.zig").framebuf_pitch;
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const pitch = @import("core/ppu.zig").framebuf_pitch;
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const scale = @import("core/emu.zig").win_scale;
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const scale = @import("core/emu.zig").win_scale;
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const gba_width = @import("core/ppu.zig").width;
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const gba_height = @import("core/ppu.zig").height;
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const default_title: []const u8 = "ZBA";
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const default_title: []const u8 = "ZBA";
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pub const Gui = struct {
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pub const Gui = struct {
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const Self = @This();
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const Self = @This();
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const SDL_GLContext = *anyopaque; // SDL.SDL_GLContext is a ?*anyopaque
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const log = std.log.scoped(.Gui);
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const log = std.log.scoped(.Gui);
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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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window: *SDL.SDL_Window,
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window: *SDL.SDL_Window,
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ctx: SDL_GLContext,
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title: []const u8,
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title: []const u8,
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renderer: *SDL.SDL_Renderer,
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texture: *SDL.SDL_Texture,
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audio: Audio,
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audio: Audio,
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program_id: gl.GLuint,
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pub fn init(title: *const [12]u8, apu: *Apu, width: i32, height: i32) Self {
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pub fn init(title: *const [12]u8, apu: *Apu, width: i32, height: i32) Self {
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const ret = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
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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 (ret < 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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const window = SDL.SDL_CreateWindow(
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default_title.ptr,
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default_title.ptr,
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@ -34,28 +56,98 @@ pub const Gui = struct {
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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@as(c_int, width * scale),
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@as(c_int, width * scale),
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@as(c_int, height * scale),
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@as(c_int, height * scale),
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SDL.SDL_WINDOW_SHOWN,
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SDL.SDL_WINDOW_OPENGL | SDL.SDL_WINDOW_SHOWN,
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) orelse panic();
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) orelse panic();
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const renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) 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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const texture = SDL.SDL_CreateTexture(
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gl.load(ctx, Self.glGetProcAddress) catch @panic("gl.load failed");
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renderer,
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if (SDL.SDL_GL_SetSwapInterval(1) < 0) panic();
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SDL.SDL_PIXELFORMAT_RGBA8888,
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SDL.SDL_TEXTUREACCESS_STREAMING,
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const program_id = compileShaders();
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@as(c_int, width),
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@as(c_int, height),
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) orelse panic();
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return Self{
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return Self{
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.window = window,
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.window = window,
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.title = span(title),
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.title = span(title),
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.renderer = renderer,
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.ctx = ctx,
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.texture = texture,
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.program_id = program_id,
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.audio = Audio.init(apu),
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.audio = Audio.init(apu),
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};
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};
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}
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}
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fn compileShaders() gl.GLuint {
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// TODO: Panic on Shader Compiler Failure + Error Message
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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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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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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 generateBuffers() [3]c_uint {
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var vao_id: c_uint = undefined;
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var vbo_id: c_uint = undefined;
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var ebo_id: c_uint = 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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gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
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gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
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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), @intToPtr(?*anyopaque, 0)); // 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), @intToPtr(?*anyopaque, (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), @intToPtr(?*anyopaque, (6 * @sizeOf(f32))));
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gl.enableVertexAttribArray(2);
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return .{ vao_id, vbo_id, ebo_id };
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}
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fn generateTexture(buf: []const u8) c_uint {
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var tex_id: c_uint = 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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// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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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, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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// gl.generateMipmap(gl.TEXTURE_2D); // TODO: Remove?
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return tex_id;
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}
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pub fn run(self: *Self, cpu: *Arm7tdmi, scheduler: *Scheduler) !void {
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pub fn run(self: *Self, cpu: *Arm7tdmi, scheduler: *Scheduler) !void {
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var quit = std.atomic.Atomic(bool).init(false);
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var quit = std.atomic.Atomic(bool).init(false);
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var frame_rate = FpsTracker.init();
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var frame_rate = FpsTracker.init();
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@ -65,6 +157,9 @@ pub const Gui = struct {
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var title_buf: [0x100]u8 = [_]u8{0} ** 0x100;
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var title_buf: [0x100]u8 = [_]u8{0} ** 0x100;
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const vao_id = Self.generateBuffers()[0];
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_ = Self.generateTexture(cpu.bus.ppu.framebuf.get(.Renderer));
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emu_loop: while (true) {
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emu_loop: while (true) {
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var event: SDL.SDL_Event = undefined;
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var event: SDL.SDL_Event = undefined;
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while (SDL.SDL_PollEvent(&event) != 0) {
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while (SDL.SDL_PollEvent(&event) != 0) {
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@ -123,9 +218,12 @@ pub const Gui = struct {
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// Emulator has an internal Double Buffer
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// Emulator has an internal Double Buffer
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const framebuf = cpu.bus.ppu.framebuf.get(.Renderer);
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const framebuf = cpu.bus.ppu.framebuf.get(.Renderer);
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_ = SDL.SDL_UpdateTexture(self.texture, null, framebuf.ptr, pitch);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, framebuf.ptr);
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_ = SDL.SDL_RenderCopy(self.renderer, self.texture, null, null);
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SDL.SDL_RenderPresent(self.renderer);
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gl.useProgram(self.program_id);
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gl.bindVertexArray(vao_id);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
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SDL.SDL_GL_SwapWindow(self.window);
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const dyn_title = std.fmt.bufPrint(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, frame_rate.value() }) catch unreachable;
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const dyn_title = std.fmt.bufPrint(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, frame_rate.value() }) catch unreachable;
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SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr);
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SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr);
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@ -136,12 +234,18 @@ pub const Gui = struct {
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pub fn deinit(self: *Self) void {
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pub fn deinit(self: *Self) void {
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self.audio.deinit();
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self.audio.deinit();
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SDL.SDL_DestroyTexture(self.texture);
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// TODO: Buffer deletions
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SDL.SDL_DestroyRenderer(self.renderer);
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gl.deleteProgram(self.program_id);
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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_DestroyWindow(self.window);
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SDL.SDL_Quit();
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SDL.SDL_Quit();
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self.* = undefined;
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self.* = undefined;
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}
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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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};
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};
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const Audio = struct {
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const Audio = struct {
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@ -0,0 +1,25 @@
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#version 330 core
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out vec4 frag_color;
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in vec3 color;
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in vec2 uv;
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uniform sampler2D screen;
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void main() {
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// https://near.sh/video/color-emulation
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// Thanks to Talarubi + Near for the Colour Correction
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// Thanks to fleur + mattrb for the Shader Impl
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vec4 color = texture(screen, uv);
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color.rgb = pow(color.rgb, vec3(4.0)); // LCD Gamma
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frag_color = vec4(
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pow(vec3(
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0 * color.b + 50 * color.g + 255 * color.r,
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30 * color.b + 230 * color.g + 10 * color.r,
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220 * color.b + 10 * color.g + 50 * color.r
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) / 255, vec3(1.0 / 2.2)), // Out Gamma
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1.0);
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}
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@ -0,0 +1,13 @@
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#version 330 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 in_color;
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layout (location = 2) in vec2 in_uv;
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out vec3 color;
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out vec2 uv;
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void main() {
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color = in_color;
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uv = in_uv;
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gl_Position = vec4(pos, 1.0);
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}
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