Compare commits
7 Commits
e932021038
...
e11144b9f0
Author | SHA1 | Date |
---|---|---|
Rekai Nyangadzayi Musuka | e11144b9f0 | |
Rekai Nyangadzayi Musuka | 8d5b459b4b | |
Rekai Nyangadzayi Musuka | c5e37a21da | |
Rekai Nyangadzayi Musuka | 6e37b44e0d | |
Rekai Nyangadzayi Musuka | 1ba9d0696d | |
Rekai Nyangadzayi Musuka | e5ca6c76e8 | |
Rekai Nyangadzayi Musuka | c697dec716 |
|
@ -13,6 +13,8 @@ pub fn build(b: *std.build.Builder) void {
|
|||
const mode = b.standardReleaseOptions();
|
||||
|
||||
const exe = b.addExecutable("zba", "src/main.zig");
|
||||
exe.setTarget(target);
|
||||
|
||||
// Known Folders (%APPDATA%, XDG, etc.)
|
||||
exe.addPackagePath("known_folders", "lib/known-folders/known-folders.zig");
|
||||
|
||||
|
@ -26,13 +28,14 @@ pub fn build(b: *std.build.Builder) void {
|
|||
// Argument Parsing Library
|
||||
exe.addPackagePath("clap", "lib/zig-clap/clap.zig");
|
||||
|
||||
// OpenGL 3.3 Bindings
|
||||
exe.addPackagePath("gl", "lib/gl.zig");
|
||||
|
||||
// Zig SDL Bindings: https://github.com/MasterQ32/SDL.zig
|
||||
const sdk = Sdk.init(b);
|
||||
sdk.link(exe, .dynamic);
|
||||
|
||||
exe.addPackage(sdk.getNativePackage("sdl2"));
|
||||
|
||||
exe.setTarget(target);
|
||||
exe.setBuildMode(mode);
|
||||
exe.install();
|
||||
|
||||
|
|
|
@ -1 +1 @@
|
|||
Subproject commit 76ec54bf1d13170f1a9998063eecf8087856541a
|
||||
Subproject commit 6a9e37687a4b9ae3c14c9ea148ec51d14e01c7db
|
File diff suppressed because it is too large
Load Diff
|
@ -1 +1 @@
|
|||
Subproject commit ee6cb6a17bd8748c3af45467c5dabbe1d56be832
|
||||
Subproject commit 4f4196fc3bc95c4bd3b12ce2e4a5f1050742cd3c
|
144
src/platform.zig
144
src/platform.zig
|
@ -1,5 +1,6 @@
|
|||
const std = @import("std");
|
||||
const SDL = @import("sdl2");
|
||||
const gl = @import("gl");
|
||||
const emu = @import("core/emu.zig");
|
||||
|
||||
const Apu = @import("core/apu.zig").Apu;
|
||||
|
@ -11,22 +12,43 @@ const span = @import("util.zig").span;
|
|||
|
||||
const pitch = @import("core/ppu.zig").framebuf_pitch;
|
||||
const scale = @import("core/emu.zig").win_scale;
|
||||
const gba_width = @import("core/ppu.zig").width;
|
||||
const gba_height = @import("core/ppu.zig").height;
|
||||
|
||||
const default_title: []const u8 = "ZBA";
|
||||
|
||||
pub const Gui = struct {
|
||||
const Self = @This();
|
||||
const SDL_GLContext = *anyopaque; // SDL.SDL_GLContext is a ?*anyopaque
|
||||
const log = std.log.scoped(.Gui);
|
||||
|
||||
// zig fmt: off
|
||||
const vertices: [32]f32 = [_]f32{
|
||||
// Positions // Colours // Texture Coords
|
||||
1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
|
||||
1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
|
||||
-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
|
||||
-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
|
||||
};
|
||||
|
||||
const indices: [6]u32 = [_]u32{
|
||||
0, 1, 3, // First Triangle
|
||||
1, 2, 3, // Second Triangle
|
||||
};
|
||||
// zig fmt: on
|
||||
|
||||
window: *SDL.SDL_Window,
|
||||
ctx: SDL_GLContext,
|
||||
title: []const u8,
|
||||
renderer: *SDL.SDL_Renderer,
|
||||
texture: *SDL.SDL_Texture,
|
||||
audio: Audio,
|
||||
|
||||
program_id: gl.GLuint,
|
||||
|
||||
pub fn init(title: *const [12]u8, apu: *Apu, width: i32, height: i32) Self {
|
||||
const ret = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
|
||||
if (ret < 0) panic();
|
||||
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
|
||||
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
|
||||
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
|
||||
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
|
||||
|
||||
const window = SDL.SDL_CreateWindow(
|
||||
default_title.ptr,
|
||||
|
@ -34,28 +56,98 @@ pub const Gui = struct {
|
|||
SDL.SDL_WINDOWPOS_CENTERED,
|
||||
@as(c_int, width * scale),
|
||||
@as(c_int, height * scale),
|
||||
SDL.SDL_WINDOW_SHOWN,
|
||||
SDL.SDL_WINDOW_OPENGL | SDL.SDL_WINDOW_SHOWN,
|
||||
) orelse panic();
|
||||
|
||||
const renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse panic();
|
||||
const ctx = SDL.SDL_GL_CreateContext(window) orelse panic();
|
||||
if (SDL.SDL_GL_MakeCurrent(window, ctx) < 0) panic();
|
||||
|
||||
const texture = SDL.SDL_CreateTexture(
|
||||
renderer,
|
||||
SDL.SDL_PIXELFORMAT_RGBA8888,
|
||||
SDL.SDL_TEXTUREACCESS_STREAMING,
|
||||
@as(c_int, width),
|
||||
@as(c_int, height),
|
||||
) orelse panic();
|
||||
gl.load(ctx, Self.glGetProcAddress) catch @panic("gl.load failed");
|
||||
if (SDL.SDL_GL_SetSwapInterval(1) < 0) panic();
|
||||
|
||||
const program_id = compileShaders();
|
||||
|
||||
return Self{
|
||||
.window = window,
|
||||
.title = span(title),
|
||||
.renderer = renderer,
|
||||
.texture = texture,
|
||||
.ctx = ctx,
|
||||
.program_id = program_id,
|
||||
.audio = Audio.init(apu),
|
||||
};
|
||||
}
|
||||
|
||||
fn compileShaders() gl.GLuint {
|
||||
// TODO: Panic on Shader Compiler Failure + Error Message
|
||||
const vert_shader = @embedFile("shader/pixelbuf.vert");
|
||||
const frag_shader = @embedFile("shader/pixelbuf.frag");
|
||||
|
||||
const vs = gl.createShader(gl.VERTEX_SHADER);
|
||||
defer gl.deleteShader(vs);
|
||||
|
||||
gl.shaderSource(vs, 1, &[_][*c]const u8{vert_shader}, 0);
|
||||
gl.compileShader(vs);
|
||||
|
||||
const fs = gl.createShader(gl.FRAGMENT_SHADER);
|
||||
defer gl.deleteShader(fs);
|
||||
|
||||
gl.shaderSource(fs, 1, &[_][*c]const u8{frag_shader}, 0);
|
||||
gl.compileShader(fs);
|
||||
|
||||
const program = gl.createProgram();
|
||||
gl.attachShader(program, vs);
|
||||
gl.attachShader(program, fs);
|
||||
gl.linkProgram(program);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
// Returns the VAO ID since it's used in run()
|
||||
fn generateBuffers() [3]c_uint {
|
||||
var vao_id: c_uint = undefined;
|
||||
var vbo_id: c_uint = undefined;
|
||||
var ebo_id: c_uint = undefined;
|
||||
gl.genVertexArrays(1, &vao_id);
|
||||
gl.genBuffers(1, &vbo_id);
|
||||
gl.genBuffers(1, &ebo_id);
|
||||
|
||||
gl.bindVertexArray(vao_id);
|
||||
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
|
||||
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
|
||||
|
||||
// Position
|
||||
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, 0)); // lmao
|
||||
gl.enableVertexAttribArray(0);
|
||||
// Colour
|
||||
gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (3 * @sizeOf(f32))));
|
||||
gl.enableVertexAttribArray(1);
|
||||
// Texture Coord
|
||||
gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (6 * @sizeOf(f32))));
|
||||
gl.enableVertexAttribArray(2);
|
||||
|
||||
return .{ vao_id, vbo_id, ebo_id };
|
||||
}
|
||||
|
||||
fn generateTexture(buf: []const u8) c_uint {
|
||||
var tex_id: c_uint = undefined;
|
||||
gl.genTextures(1, &tex_id);
|
||||
gl.bindTexture(gl.TEXTURE_2D, tex_id);
|
||||
|
||||
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
|
||||
// gl.generateMipmap(gl.TEXTURE_2D); // TODO: Remove?
|
||||
|
||||
return tex_id;
|
||||
}
|
||||
|
||||
pub fn run(self: *Self, cpu: *Arm7tdmi, scheduler: *Scheduler) !void {
|
||||
var quit = std.atomic.Atomic(bool).init(false);
|
||||
var frame_rate = FpsTracker.init();
|
||||
|
@ -65,6 +157,9 @@ pub const Gui = struct {
|
|||
|
||||
var title_buf: [0x100]u8 = [_]u8{0} ** 0x100;
|
||||
|
||||
const vao_id = Self.generateBuffers()[0];
|
||||
_ = Self.generateTexture(cpu.bus.ppu.framebuf.get(.Renderer));
|
||||
|
||||
emu_loop: while (true) {
|
||||
var event: SDL.SDL_Event = undefined;
|
||||
while (SDL.SDL_PollEvent(&event) != 0) {
|
||||
|
@ -123,9 +218,12 @@ pub const Gui = struct {
|
|||
|
||||
// Emulator has an internal Double Buffer
|
||||
const framebuf = cpu.bus.ppu.framebuf.get(.Renderer);
|
||||
_ = SDL.SDL_UpdateTexture(self.texture, null, framebuf.ptr, pitch);
|
||||
_ = SDL.SDL_RenderCopy(self.renderer, self.texture, null, null);
|
||||
SDL.SDL_RenderPresent(self.renderer);
|
||||
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, framebuf.ptr);
|
||||
|
||||
gl.useProgram(self.program_id);
|
||||
gl.bindVertexArray(vao_id);
|
||||
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
|
||||
SDL.SDL_GL_SwapWindow(self.window);
|
||||
|
||||
const dyn_title = std.fmt.bufPrint(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, frame_rate.value() }) catch unreachable;
|
||||
SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr);
|
||||
|
@ -136,12 +234,18 @@ pub const Gui = struct {
|
|||
|
||||
pub fn deinit(self: *Self) void {
|
||||
self.audio.deinit();
|
||||
SDL.SDL_DestroyTexture(self.texture);
|
||||
SDL.SDL_DestroyRenderer(self.renderer);
|
||||
// TODO: Buffer deletions
|
||||
gl.deleteProgram(self.program_id);
|
||||
SDL.SDL_GL_DeleteContext(self.ctx);
|
||||
SDL.SDL_DestroyWindow(self.window);
|
||||
SDL.SDL_Quit();
|
||||
self.* = undefined;
|
||||
}
|
||||
|
||||
fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {
|
||||
_ = ctx;
|
||||
return SDL.SDL_GL_GetProcAddress(proc.ptr);
|
||||
}
|
||||
};
|
||||
|
||||
const Audio = struct {
|
||||
|
|
|
@ -0,0 +1,25 @@
|
|||
#version 330 core
|
||||
out vec4 frag_color;
|
||||
|
||||
in vec3 color;
|
||||
in vec2 uv;
|
||||
|
||||
uniform sampler2D screen;
|
||||
|
||||
void main() {
|
||||
// https://near.sh/video/color-emulation
|
||||
// Thanks to Talarubi + Near for the Colour Correction
|
||||
// Thanks to fleur + mattrb for the Shader Impl
|
||||
|
||||
vec4 color = texture(screen, uv);
|
||||
color.rgb = pow(color.rgb, vec3(4.0)); // LCD Gamma
|
||||
|
||||
frag_color = vec4(
|
||||
pow(vec3(
|
||||
0 * color.b + 50 * color.g + 255 * color.r,
|
||||
30 * color.b + 230 * color.g + 10 * color.r,
|
||||
220 * color.b + 10 * color.g + 50 * color.r
|
||||
) / 255, vec3(1.0 / 2.2)), // Out Gamma
|
||||
1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,13 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 pos;
|
||||
layout (location = 1) in vec3 in_color;
|
||||
layout (location = 2) in vec2 in_uv;
|
||||
|
||||
out vec3 color;
|
||||
out vec2 uv;
|
||||
|
||||
void main() {
|
||||
color = in_color;
|
||||
uv = in_uv;
|
||||
gl_Position = vec4(pos, 1.0);
|
||||
}
|
Loading…
Reference in New Issue