show chip8 display on model
This commit is contained in:
parent
ce31614950
commit
441a3df8ea
1
.gitignore
vendored
1
.gitignore
vendored
@ -1,2 +1,3 @@
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zig-cache
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zig-out
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*.blend1
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4
build-models.sh
Executable file
4
build-models.sh
Executable file
@ -0,0 +1,4 @@
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#!/bin/sh
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cd src/assets/models
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blender emulator.blend --background --python export_obj.py
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@ -1,5 +1,5 @@
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# Blender 3.5.1 MTL File: 'emulator.blend'
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# www.blender.org
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# Blender MTL File: 'emulator.blend'
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# Material Count: 4
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newmtl Behind_buttons
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Ns 0.000000
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@ -14,15 +14,16 @@ illum 2
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newmtl Button
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.003095 0.002616 0.002869
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd Buttons texture.png
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map_Kd /home/rokas/code/fun/chip8-zig/src/assets/models/Buttons texture.png
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newmtl Case
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Ns 298.057037
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Ns 298.057005
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Ka 1.000000 1.000000 1.000000
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Kd 0.057402 0.087001 0.228570
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Ks 0.500000 0.500000 0.500000
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@ -40,3 +41,4 @@ Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd /home/rokas/code/fun/chip8-zig/src/assets/models/screen-texture.png
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File diff suppressed because it is too large
Load Diff
8
src/assets/models/export_obj.py
Normal file
8
src/assets/models/export_obj.py
Normal file
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import bpy
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bpy.ops.export_scene.obj(
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filepath="emulator.obj",
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use_triangles=True,
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use_materials=True,
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use_normals=True,
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)
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BIN
src/assets/models/screen-texture.png
Normal file
BIN
src/assets/models/screen-texture.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 311 B |
@ -4,7 +4,7 @@ const Allocator = std.mem.Allocator;
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const Errors = error { UnknownInstruction };
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allocator: *const Allocator,
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allocator: Allocator,
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display: []bool,
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display_width: u8,
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@ -43,7 +43,7 @@ fn get_inst_n(inst: u16) u4 {
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return @truncate(inst & 0x000F);
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}
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pub fn init(allocator: *const Allocator) !Self {
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pub fn init(allocator: Allocator) !Self {
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const seed_bits: u128 = @bitCast(std.time.nanoTimestamp());
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const seed: u64 = @truncate(seed_bits);
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19
src/global-context.zig
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19
src/global-context.zig
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const Self = @This();
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const rl = @import("raylib");
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camera: rl.Camera3D,
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pub fn init() Self {
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var camera = rl.Camera3D{
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.position = rl.Vector3.new(0, 0, -10),
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.target = rl.Vector3.new(0.0, 0.0, 0.0),
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.up = rl.Vector3.new(0.0, 1.0, 0.0),
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.fovy = 45.0,
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.projection = rl.CameraProjection.CAMERA_PERSPECTIVE,
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};
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return Self {
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.camera = camera
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};
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}
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413
src/main-scene.zig
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413
src/main-scene.zig
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const Self = @This();
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const rl = @import("raylib");
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const std = @import("std");
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const MemoryView = @import("memory-view.zig").MemoryView;
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const Range = @import("memory-view.zig").Range;
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const UI = @import("ui.zig").UI;
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const GlobalContext = @import("./global-context.zig");
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const ChipContext = @import("chip.zig");
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const RaylibChip = @import("raylib-chip.zig");
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const assert = std.debug.assert;
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const Allocator = std.mem.Allocator;
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const Tab = enum {
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MemoryView
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};
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var edit_mode = false;
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var tab = Tab.MemoryView;
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ctx: *GlobalContext,
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allocator: Allocator,
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model: rl.Model,
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model_bbox: rl.BoundingBox,
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model_position: rl.Vector3,
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camera_turn_vel: rl.Vector3 = rl.Vector3{ .x = 0, .y = 0, .z = 0 },
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camera_target_orientation: ?rl.Vector3 = null,
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previous_click_time: f64 = 0.0,
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shader: rl.Shader,
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light: Light,
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chip: *ChipContext,
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raylib_chip: RaylibChip,
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chip_sound: rl.Sound,
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screen_texture: rl.RenderTexture2D,
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pub fn gen_sin_wave(wave: *rl.Wave, frequency: f32) void {
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assert(wave.sampleSize == 16); // Only 16 bits are supported
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const sample_rate: f32 = @floatFromInt(wave.sampleRate);
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const sample_size: u5 = @truncate(wave.sampleSize);
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const max_sample_value: f32 = @floatFromInt(@shlExact(@as(u32, 1), sample_size - 1));
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const data: [*]i16 = @ptrCast(@alignCast(wave.data));
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for (0..wave.frameCount) |i| {
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const i_f32: f32 = @floatFromInt(i);
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const sin_value: f32 = @sin(std.math.pi*2*frequency/sample_rate*i_f32);
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data[i] = @intFromFloat(sin_value*max_sample_value);
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}
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}
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const Light = struct {
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const LightType = enum(i32) {
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DIRECTIONAL = 0,
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POINT = 1,
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};
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type: LightType,
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enabled: bool,
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position: rl.Vector3,
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target: rl.Vector3,
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color: rl.Color,
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attenuation: f32 = 0.0,
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enabledLoc: i32,
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typeLoc: i32,
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positionLoc: i32,
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targetLoc: i32,
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colorLoc: i32,
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attenuationLoc: i32 = 0,
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fn create(light_type: LightType, postion: rl.Vector3, target: rl.Vector3, color: rl.Color, shader: rl.Shader) Light {
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var light = Light{
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.type = light_type,
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.enabled = true,
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.position = postion,
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.target = target,
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.color = color,
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.enabledLoc = rl.GetShaderLocation(shader, "lights[0].enabled"),
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.typeLoc = rl.GetShaderLocation(shader, "lights[0].type"),
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.positionLoc = rl.GetShaderLocation(shader, "lights[0].position"),
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.targetLoc = rl.GetShaderLocation(shader, "lights[0].target"),
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.colorLoc = rl.GetShaderLocation(shader, "lights[0].color"),
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};
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light.update_values(shader);
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return light;
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}
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fn update_values(light: *Light, shader: rl.Shader) void {
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const enabled: i32 = @intFromBool(light.enabled);
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rl.SetShaderValue(shader, light.enabledLoc, &enabled, rl.ShaderUniformDataType.SHADER_UNIFORM_INT);
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const lightType: i32 = @intFromEnum(light.type);
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rl.SetShaderValue(shader, light.typeLoc, &lightType, rl.ShaderUniformDataType.SHADER_UNIFORM_INT);
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const position = [3]f32{ light.position.x, light.position.y, light.position.z };
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rl.SetShaderValue(shader, light.positionLoc, &position, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC3);
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const target = [3]f32{ light.target.x, light.target.y, light.target.z };
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rl.SetShaderValue(shader, light.targetLoc, &target, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC3);
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const color = [4]f32{
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@as(f32, @floatFromInt(light.color.r)) / 255.0,
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@as(f32, @floatFromInt(light.color.g)) / 255.0,
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@as(f32, @floatFromInt(light.color.b)) / 255.0,
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@as(f32, @floatFromInt(light.color.a)) / 255.0,
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};
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rl.SetShaderValue(shader, light.colorLoc, &color, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4);
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}
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};
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fn get_camera_projection(camera: *const rl.Camera3D) rl.Matrix {
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const screen_width: f32 = @floatFromInt(rl.GetScreenWidth());
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const screen_height: f32 = @floatFromInt(rl.GetScreenHeight());
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if (camera.projection == .CAMERA_PERSPECTIVE) {
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return rl.MatrixPerspective(camera.fovy*rl.DEG2RAD, screen_width/screen_height, rl.RL_CULL_DISTANCE_NEAR, rl.RL_CULL_DISTANCE_FAR);
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} else if (camera.projection == .CAMERA_ORTHOGRAPHIC) {
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const aspect = screen_width/screen_height;
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const top = camera.fovy/2.0;
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const right = top*aspect;
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return rl.MatrixOrtho(-right, right, -top, top, rl.RL_CULL_DISTANCE_NEAR, rl.RL_CULL_DISTANCE_FAR);
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} else {
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unreachable;
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}
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}
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fn get_screen_direction_from_camera(mat_proj: *const rl.Matrix, mat_view: *const rl.Matrix, point: rl.Vector2) rl.Vector3 {
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const screen_width: f32 = @floatFromInt(rl.GetScreenWidth());
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const screen_height: f32 = @floatFromInt(rl.GetScreenHeight());
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const ndc_x = (2.0*point.x) / screen_width - 1.0;
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const ndc_y = 1.0 - (2.0*point.y) / screen_height;
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var near_point = rl.Vector3Unproject(.{ .x = ndc_x, .y = ndc_y, .z = 0.0 }, mat_proj.*, mat_view.*);
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var far_point = rl.Vector3Unproject(.{ .x = ndc_x, .y = ndc_y, .z = 1.0 }, mat_proj.*, mat_view.*);
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return rl.Vector3Subtract(far_point, near_point).normalize();
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}
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fn get_preffered_distance_to_box(camera: *const rl.Camera3D, box: rl.BoundingBox) f32 {
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const screen_width: f32 = @floatFromInt(rl.GetScreenWidth());
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const screen_height: f32 = @floatFromInt(rl.GetScreenHeight());
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const margin = @min(screen_width, screen_height)*0.1;
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const box_size = box.max.sub(box.min);
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const max_model_scale = @min((screen_width-2*margin)/box_size.x, (screen_height-2*margin)/box_size.y);
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// const model_screen_width = box_size.x * max_model_scale;
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const model_screen_height = box_size.y * max_model_scale;
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const mat_proj = get_camera_projection(camera);
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const mat_view = rl.MatrixIdentity(); // rl.MatrixLookAt(camera.position, camera.target, camera.up);
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const screen_middle = rl.Vector2{ .x = screen_width/2, .y = screen_height/2 };
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const box_top_middle = screen_middle.add(.{ .y = -model_screen_height/2 });
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const middle_dir = get_screen_direction_from_camera(&mat_proj, &mat_view, screen_middle);
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const top_middle_dir = get_screen_direction_from_camera(&mat_proj, &mat_view, box_top_middle);
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const angle = top_middle_dir.angleBetween(middle_dir);
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const distance = 1/@tan(angle) * (box_size.y/2) + box_size.z/4;
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return distance;
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}
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pub fn init(allocator: Allocator, ctx: *GlobalContext) !Self {
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// var temp_mem = [1]u8{0xAA} ** (16*80 + 10);
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// var memory_view = MemoryView.init(&temp_mem, &font, 32);
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// var memory_view = MemoryView.init(chip.memory, &font, font_size, &allocator);
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// var selected_memory = Range{};
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// var ui = UI.init();
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var model = rl.LoadModel("src/assets/models/emulator.obj");
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var model_bbox = rl.GetModelBoundingBox(model);
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var model_position = rl.Vector3{ };
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const shader = rl.LoadShader("src/shaders/main.vs", "src/shaders/main.fs");
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shader.locs.?[@intFromEnum(rl.ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = rl.GetShaderLocation(shader, "viewPos");
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const ambientLoc = rl.GetShaderLocation(shader, "ambient");
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rl.SetShaderValue(shader, ambientLoc, &[4]f32{ 0.2, 0.2, 0.2, 1.0 }, .SHADER_UNIFORM_VEC4);
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var light = Light.create(.DIRECTIONAL, rl.Vector3.new(0.2, 0, -0.2), rl.Vector3.zero(), rl.WHITE, shader);
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for (0..@intCast(model.materialCount)) |i| {
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model.materials.?[i].shader = shader;
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}
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var chip = try allocator.create(ChipContext);
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chip.* = try ChipContext.init(allocator);
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const sample_rate = 44100;
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var data = try allocator.alloc(i16, sample_rate);
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defer allocator.free(data);
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var chip_wave = rl.Wave{
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.frameCount = sample_rate,
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.sampleRate = sample_rate,
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.sampleSize = 16,
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.channels = 1,
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.data = @ptrCast(data.ptr),
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};
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gen_sin_wave(&chip_wave, 440);
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var chip_sound = rl.LoadSoundFromWave(chip_wave);
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rl.SetSoundVolume(chip_sound, 0.2);
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var raylib_chip = RaylibChip.init(chip, chip_sound);
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var screen_texture = rl.LoadRenderTexture(chip.display_width, chip.display_height);
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// TODO: Don't use the fourth material, use name of material to get its index. Or some other more reliable method
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rl.SetMaterialTexture(@ptrCast(&model.materials.?[3]), rl.MATERIAL_MAP_DIFFUSE, screen_texture.texture);
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var self = Self {
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.allocator = allocator,
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.ctx = ctx,
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.model = model,
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.model_bbox = model_bbox,
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.model_position = model_position,
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.shader = shader,
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.light = light,
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.chip = chip,
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.raylib_chip = raylib_chip,
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.chip_sound = chip_sound,
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.screen_texture = screen_texture,
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};
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return self;
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}
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pub fn deinit(self: *Self) void {
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rl.UnloadRenderTexture(self.screen_texture);
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rl.UnloadSound(self.chip_sound);
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self.chip.deinit();
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self.allocator.destroy(self.chip);
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}
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fn update_camera(self: *Self, dt: f32) void {
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const mouse_delta = rl.GetMouseDelta();
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const camera = &self.ctx.camera;
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if (rl.IsWindowResized()) {
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const distance = get_preffered_distance_to_box(camera, self.model_bbox);
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const direction = camera.position.sub(self.model_position).normalize();
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camera.position = self.model_position.add(direction.scale(distance));
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}
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if (rl.Vector3Equals(camera.position, rl.Vector3Zero()) == 1) {
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const distance = get_preffered_distance_to_box(camera, self.model_bbox);
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camera.target = self.model_position;
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camera.position = self.model_position.sub(rl.Vector3.new(0, 0, 1).scale(distance));
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}
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var camera_turn_acc = rl.Vector3Zero();
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if (rl.IsMouseButtonDown(rl.MouseButton.MOUSE_BUTTON_LEFT)) {
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if (@fabs(mouse_delta.x) > 5) {
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const rotation_speed = 2; // Radians/second
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camera_turn_acc.x = -rotation_speed*mouse_delta.x;
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}
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||||
if (@fabs(mouse_delta.x) < 5) {
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self.camera_turn_vel = self.camera_turn_vel.scale(0.90); // Holding drag
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}
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}
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if (rl.IsMouseButtonPressed(rl.MouseButton.MOUSE_BUTTON_LEFT)) {
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self.camera_target_orientation = null;
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const now = rl.GetTime();
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const duration_between_clicks = now - self.previous_click_time;
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if (duration_between_clicks < 0.3) {
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const ray = rl.GetMouseRay(rl.GetMousePosition(), camera.*);
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const collision = rl.GetRayCollisionBox(ray, self.model_bbox);
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if (collision.hit) {
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const front_face_normal = rl.Vector3.new(0, 0, -1);
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const back_face_normal = rl.Vector3.new(0, 0, 1);
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if (rl.Vector3Equals(collision.normal, front_face_normal) == 1) {
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self.camera_target_orientation = front_face_normal;
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} else if (rl.Vector3Equals(collision.normal, back_face_normal) == 1) {
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self.camera_target_orientation = back_face_normal;
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}
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}
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}
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self.previous_click_time = now;
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}
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if (self.camera_target_orientation) |target| {
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const current_direction = camera.position.sub(self.model_position).normalize();
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const current_angle = std.math.atan2(f32, current_direction.z, current_direction.x);
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const target_angle = std.math.atan2(f32, target.z, target.x);
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const diff_angle = std.math.pi - @mod((target_angle - current_angle) + 3*std.math.pi, 2*std.math.pi);
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||||
if (@fabs(diff_angle) < 0.001) {
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self.camera_turn_vel.x = 0;
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||||
self.camera_target_orientation = null;
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} else {
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||||
self.camera_turn_vel.x = diff_angle*3;
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||||
}
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||||
}
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||||
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||||
self.camera_turn_vel = self.camera_turn_vel.scale(0.95); // Ambient drag
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||||
self.camera_turn_vel = self.camera_turn_vel.add(camera_turn_acc.scale(dt));
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||||
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||||
const camera_min_vel = 0;
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if (self.camera_turn_vel.length() > camera_min_vel) {
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||||
const rotation = rl.MatrixRotate(camera.up.normalize(), self.camera_turn_vel.x*dt);
|
||||
var view = rl.Vector3Subtract(camera.position, camera.target);
|
||||
view = rl.Vector3Transform(view, rotation);
|
||||
camera.position = rl.Vector3Add(camera.target, view);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(self: *Self, dt: f32) void {
|
||||
if (rl.IsKeyPressed(rl.KeyboardKey.KEY_TAB)) {
|
||||
edit_mode = !edit_mode;
|
||||
}
|
||||
|
||||
if (edit_mode) {
|
||||
if (rl.IsKeyPressed(rl.KeyboardKey.KEY_ONE)) {
|
||||
tab = .MemoryView;
|
||||
}
|
||||
}
|
||||
|
||||
self.update_camera(dt);
|
||||
|
||||
const camera = &self.ctx.camera;
|
||||
const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
|
||||
rl.SetShaderValue(self.shader, self.shader.locs.?[@intFromEnum(rl.ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)], &cameraPos, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC3);
|
||||
self.light.update_values(self.shader);
|
||||
|
||||
rl.BeginTextureMode(self.screen_texture);
|
||||
self.raylib_chip.render();
|
||||
rl.EndTextureMode();
|
||||
|
||||
// {
|
||||
// var matProj = rl.MatrixIdentity();
|
||||
// // projection = CAMERA_PERSPECTIVE
|
||||
// matProj = rl.MatrixPerspective(camera.fovy*rl.DEG2RAD, (screen_width/screen_height), rl.RL_CULL_DISTANCE_NEAR, rl.RL_CULL_DISTANCE_FAR);
|
||||
//
|
||||
// var matView = rl.MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
// // Convert world position vector to quaternion
|
||||
// var worldPos = rl.Vector4{ .x = position.x, .y = position.y, .z = position.z, .w = 1.0 };
|
||||
//
|
||||
// std.debug.print("worldPos {}\n", .{worldPos});
|
||||
// // Transform world position to view
|
||||
// worldPos = rl.QuaternionTransform(worldPos, matView);
|
||||
//
|
||||
// // Transform result to projection (clip space position)
|
||||
// worldPos = rl.QuaternionTransform(worldPos, matProj);
|
||||
//
|
||||
// // Calculate normalized device coordinates (inverted y)
|
||||
// var ndcPos = rl.Vector3.new( worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w );
|
||||
//
|
||||
// // Calculate 2d screen position vector
|
||||
// screen_position = rl.Vector2{ .x = (ndcPos.x + 1.0)/2.0*screen_width, .y = (ndcPos.y + 1.0)/2.0*screen_height };
|
||||
// }
|
||||
|
||||
// const target_screen_position = rl.Vector2{ .x = screen_width/2, .y = screen_height*0.1 };
|
||||
// {
|
||||
// var matProj = get_camera_projection(&camera);
|
||||
// var matView = rl.MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
//
|
||||
// const ndc_x = (2.0*target_screen_position.x) / screen_width - 1.0;
|
||||
// const ndc_y = 1.0 - (2.0*target_screen_position.y) / screen_height;
|
||||
//
|
||||
// var near_point = rl.Vector3Unproject(.{ .x = ndc_x, .y = ndc_y, .z = 0.0 }, matProj, matView);
|
||||
// var far_point = rl.Vector3Unproject(.{ .x = ndc_x, .y = ndc_y, .z = 1.0 }, matProj, matView);
|
||||
//
|
||||
// var direction = rl.Vector3Subtract(far_point, near_point).normalize();
|
||||
//
|
||||
// var origin: rl.Vector3 = undefined;
|
||||
// if (camera.projection == .CAMERA_PERSPECTIVE) {
|
||||
// origin = camera.position;
|
||||
// } else {
|
||||
// origin = rl.Vector3Unproject(.{ .x = ndc_x, .y = ndc_y, .z = -1.0 }, matProj, matView);
|
||||
// }
|
||||
//
|
||||
// var world_pos = origin.add(direction.scale(3));
|
||||
//
|
||||
// model_position = world_pos;
|
||||
// }
|
||||
}
|
||||
|
||||
pub fn draw(self: *Self) void {
|
||||
rl.DrawModel(self.model, self.model_position, 1.0, rl.WHITE);
|
||||
// rl.DrawMesh(self.screen_mesh, self.screen_material, self.screen_transform);
|
||||
|
||||
// if (!edit_mode) {
|
||||
// rl.ClearBackground(rl.DARKGRAY);
|
||||
//
|
||||
// const scale_x = @divFloor(screen_width, chip.display_width);
|
||||
// const scale_y = @divFloor(screen_height, chip.display_height);
|
||||
// const min_scale = @min(scale_x, scale_y);
|
||||
//
|
||||
// const display_width = chip.display_width * min_scale;
|
||||
// const display_height = chip.display_height * min_scale;
|
||||
// const display_x = @divFloor(screen_width - display_width, 2);
|
||||
// const display_y = @divFloor(screen_height - display_height, 2);
|
||||
// raylib_chip.render(display_x, display_y, display_width, display_height);
|
||||
// } else {
|
||||
// rl.ClearBackground(rl.RAYWHITE);
|
||||
// ui.update();
|
||||
//
|
||||
// if (tab == .MemoryView) {
|
||||
// try memory_view.show(&ui, 0, 0, @floatFromInt(screen_width), @floatFromInt(screen_height), &selected_memory);
|
||||
// }
|
||||
// }
|
||||
}
|
399
src/main.zig
399
src/main.zig
@ -5,169 +5,20 @@ const print = std.debug.print;
|
||||
const Allocator = std.mem.Allocator;
|
||||
const ChipContext = @import("chip.zig");
|
||||
const RaylibChip = @import("raylib-chip.zig");
|
||||
const UI = @import("ui.zig").UI;
|
||||
|
||||
const MemoryView = @import("memory-view.zig").MemoryView;
|
||||
const Range = @import("memory-view.zig").Range;
|
||||
|
||||
const assert = std.debug.assert;
|
||||
|
||||
const Tab = enum {
|
||||
MemoryView
|
||||
};
|
||||
|
||||
pub fn gen_sin_wave(wave: *rl.Wave, frequency: f32) void {
|
||||
assert(wave.sampleSize == 16); // Only 16 bits are supported
|
||||
|
||||
const sample_rate: f32 = @floatFromInt(wave.sampleRate);
|
||||
const sample_size: u5 = @truncate(wave.sampleSize);
|
||||
const max_sample_value: f32 = @floatFromInt(@shlExact(@as(u32, 1), sample_size - 1));
|
||||
|
||||
const data: [*]i16 = @ptrCast(@alignCast(wave.data));
|
||||
for (0..wave.frameCount) |i| {
|
||||
const i_f32: f32 = @floatFromInt(i);
|
||||
const sin_value: f32 = @sin(std.math.pi*2*frequency/sample_rate*i_f32);
|
||||
data[i] = @intFromFloat(sin_value*max_sample_value);
|
||||
}
|
||||
}
|
||||
const GlobalContext = @import("./global-context.zig");
|
||||
const MainScene = @import("./main-scene.zig");
|
||||
|
||||
fn megabytes(amount: usize) usize {
|
||||
return amount * 1024 * 1024;
|
||||
}
|
||||
|
||||
const Light = struct {
|
||||
const LightType = enum(i32) {
|
||||
DIRECTIONAL = 0,
|
||||
POINT = 1,
|
||||
};
|
||||
|
||||
type: LightType,
|
||||
enabled: bool,
|
||||
position: rl.Vector3,
|
||||
target: rl.Vector3,
|
||||
color: rl.Color,
|
||||
attenuation: f32 = 0.0,
|
||||
|
||||
enabledLoc: i32,
|
||||
typeLoc: i32,
|
||||
positionLoc: i32,
|
||||
targetLoc: i32,
|
||||
colorLoc: i32,
|
||||
attenuationLoc: i32 = 0,
|
||||
|
||||
fn create(light_type: LightType, postion: rl.Vector3, target: rl.Vector3, color: rl.Color, shader: rl.Shader) Light {
|
||||
var light = Light{
|
||||
.type = light_type,
|
||||
.enabled = true,
|
||||
.position = postion,
|
||||
.target = target,
|
||||
.color = color,
|
||||
.enabledLoc = rl.GetShaderLocation(shader, "lights[0].enabled"),
|
||||
.typeLoc = rl.GetShaderLocation(shader, "lights[0].type"),
|
||||
.positionLoc = rl.GetShaderLocation(shader, "lights[0].position"),
|
||||
.targetLoc = rl.GetShaderLocation(shader, "lights[0].target"),
|
||||
.colorLoc = rl.GetShaderLocation(shader, "lights[0].color"),
|
||||
};
|
||||
light.update_values(shader);
|
||||
return light;
|
||||
}
|
||||
|
||||
fn update_values(light: *Light, shader: rl.Shader) void {
|
||||
const enabled: i32 = @intFromBool(light.enabled);
|
||||
rl.SetShaderValue(shader, light.enabledLoc, &enabled, rl.ShaderUniformDataType.SHADER_UNIFORM_INT);
|
||||
|
||||
const lightType: i32 = @intFromEnum(light.type);
|
||||
rl.SetShaderValue(shader, light.typeLoc, &lightType, rl.ShaderUniformDataType.SHADER_UNIFORM_INT);
|
||||
|
||||
const position = [3]f32{ light.position.x, light.position.y, light.position.z };
|
||||
rl.SetShaderValue(shader, light.positionLoc, &position, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC3);
|
||||
|
||||
const target = [3]f32{ light.target.x, light.target.y, light.target.z };
|
||||
rl.SetShaderValue(shader, light.targetLoc, &target, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC3);
|
||||
|
||||
const color = [4]f32{
|
||||
@as(f32, @floatFromInt(light.color.r)) / 255.0,
|
||||
@as(f32, @floatFromInt(light.color.g)) / 255.0,
|
||||
@as(f32, @floatFromInt(light.color.b)) / 255.0,
|
||||
@as(f32, @floatFromInt(light.color.a)) / 255.0,
|
||||
};
|
||||
rl.SetShaderValue(shader, light.colorLoc, &color, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4);
|
||||
}
|
||||
};
|
||||
|
||||
fn get_camera_projection(camera: *const rl.Camera3D) rl.Matrix {
|
||||
const screen_width: f32 = @floatFromInt(rl.GetScreenWidth());
|
||||
const screen_height: f32 = @floatFromInt(rl.GetScreenHeight());
|
||||
|
||||
if (camera.projection == .CAMERA_PERSPECTIVE) {
|
||||
return rl.MatrixPerspective(camera.fovy*rl.DEG2RAD, screen_width/screen_height, rl.RL_CULL_DISTANCE_NEAR, rl.RL_CULL_DISTANCE_FAR);
|
||||
} else if (camera.projection == .CAMERA_ORTHOGRAPHIC) {
|
||||
const aspect = screen_width/screen_height;
|
||||
const top = camera.fovy/2.0;
|
||||
const right = top*aspect;
|
||||
|
||||
return rl.MatrixOrtho(-right, right, -top, top, rl.RL_CULL_DISTANCE_NEAR, rl.RL_CULL_DISTANCE_FAR);
|
||||
} else {
|
||||
unreachable;
|
||||
}
|
||||
}
|
||||
|
||||
fn get_screen_direction_from_camera(mat_proj: *const rl.Matrix, mat_view: *const rl.Matrix, point: rl.Vector2) rl.Vector3 {
|
||||
const screen_width: f32 = @floatFromInt(rl.GetScreenWidth());
|
||||
const screen_height: f32 = @floatFromInt(rl.GetScreenHeight());
|
||||
|
||||
const ndc_x = (2.0*point.x) / screen_width - 1.0;
|
||||
const ndc_y = 1.0 - (2.0*point.y) / screen_height;
|
||||
|
||||
var near_point = rl.Vector3Unproject(.{ .x = ndc_x, .y = ndc_y, .z = 0.0 }, mat_proj.*, mat_view.*);
|
||||
var far_point = rl.Vector3Unproject(.{ .x = ndc_x, .y = ndc_y, .z = 1.0 }, mat_proj.*, mat_view.*);
|
||||
|
||||
return rl.Vector3Subtract(far_point, near_point).normalize();
|
||||
}
|
||||
|
||||
fn get_preffered_distance_to_box(camera: *const rl.Camera3D, box: rl.BoundingBox) f32 {
|
||||
const screen_width: f32 = @floatFromInt(rl.GetScreenWidth());
|
||||
const screen_height: f32 = @floatFromInt(rl.GetScreenHeight());
|
||||
const margin = @min(screen_width, screen_height)*0.1;
|
||||
|
||||
const box_size = box.max.sub(box.min);
|
||||
|
||||
const max_model_scale = @min((screen_width-2*margin)/box_size.x, (screen_height-2*margin)/box_size.y);
|
||||
// const model_screen_width = box_size.x * max_model_scale;
|
||||
const model_screen_height = box_size.y * max_model_scale;
|
||||
|
||||
const mat_proj = get_camera_projection(camera);
|
||||
const mat_view = rl.MatrixIdentity(); // rl.MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
|
||||
const screen_middle = rl.Vector2{ .x = screen_width/2, .y = screen_height/2 };
|
||||
const box_top_middle = screen_middle.add(.{ .y = -model_screen_height/2 });
|
||||
|
||||
const middle_dir = get_screen_direction_from_camera(&mat_proj, &mat_view, screen_middle);
|
||||
const top_middle_dir = get_screen_direction_from_camera(&mat_proj, &mat_view, box_top_middle);
|
||||
const angle = top_middle_dir.angleBetween(middle_dir);
|
||||
const distance = 1/@tan(angle) * (box_size.y/2) + box_size.z/4;
|
||||
return distance;
|
||||
}
|
||||
|
||||
pub fn main() anyerror!void {
|
||||
var program_memory = try std.heap.page_allocator.alloc(u8, megabytes(2));
|
||||
var fba = std.heap.FixedBufferAllocator.init(program_memory);
|
||||
const memory = try std.heap.page_allocator.alloc(u8, megabytes(5));
|
||||
var fba = std.heap.FixedBufferAllocator.init(memory);
|
||||
const allocator = fba.allocator();
|
||||
|
||||
var chip = try ChipContext.init(&allocator);
|
||||
defer chip.deinit();
|
||||
|
||||
chip.set_memory(0x200, @embedFile("ROMs/br8kout.ch8"));
|
||||
// const file = try std.fs.cwd().openFile("ROMs/morse_demo.ch8", .{ .mode = .read_only });
|
||||
// defer file.close();
|
||||
// try chip.set_memory_from_file(0x200, file);
|
||||
|
||||
const pixel_size = 20;
|
||||
const initial_screen_width: i32 = @as(i32, chip.display_width) * pixel_size;
|
||||
const initial_screen_height: i32 = @as(i32, chip.display_height) * pixel_size;
|
||||
|
||||
rl.SetConfigFlags(rl.ConfigFlags{ .FLAG_WINDOW_RESIZABLE = true });
|
||||
rl.InitWindow(initial_screen_width, initial_screen_height, "CHIP-8");
|
||||
rl.InitWindow(1024, 720, "CHIP-8");
|
||||
defer rl.CloseWindow();
|
||||
|
||||
rl.InitAudioDevice();
|
||||
@ -175,243 +26,33 @@ pub fn main() anyerror!void {
|
||||
|
||||
rl.SetTargetFPS(60);
|
||||
|
||||
var ctx = GlobalContext.init();
|
||||
var main_scene = try MainScene.init(allocator, &ctx);
|
||||
defer main_scene.deinit();
|
||||
|
||||
main_scene.chip.set_memory(0x200, @embedFile("ROMs/br8kout.ch8"));
|
||||
|
||||
const font_size = 24;
|
||||
const font_ttf_default_numchars = 95; // TTF font generation default charset: 95 glyphs (ASCII 32..126)
|
||||
const font = rl.LoadFontEx("src/fonts/generic-mono.otf", font_size, null, font_ttf_default_numchars);
|
||||
const font = rl.LoadFontEx("src/assets/fonts/generic-mono.otf", font_size, null, font_ttf_default_numchars);
|
||||
defer rl.UnloadFont(font);
|
||||
|
||||
const sample_rate = 44100;
|
||||
var data = try allocator.alloc(i16, sample_rate);
|
||||
defer allocator.free(data);
|
||||
var chip_wave = rl.Wave{
|
||||
.frameCount = sample_rate,
|
||||
.sampleRate = sample_rate,
|
||||
.sampleSize = 16,
|
||||
.channels = 1,
|
||||
.data = @ptrCast(data.ptr),
|
||||
};
|
||||
gen_sin_wave(&chip_wave, 440);
|
||||
var chip_sound = rl.LoadSoundFromWave(chip_wave);
|
||||
defer rl.UnloadSound(chip_sound);
|
||||
rl.SetSoundVolume(chip_sound, 0.2);
|
||||
|
||||
var raylib_chip = RaylibChip.init(&chip, &chip_sound);
|
||||
// var raylib_chip = RaylibChip.init(&chip, null);
|
||||
raylib_chip.tick_speed = 500;
|
||||
raylib_chip.timer_speed = 60;
|
||||
|
||||
var edit_mode = false;
|
||||
var tab: Tab = .MemoryView;
|
||||
|
||||
// var temp_mem = [1]u8{0xAA} ** (16*80 + 10);
|
||||
// var memory_view = MemoryView.init(&temp_mem, &font, 32);
|
||||
// var memory_view = MemoryView.init(chip.memory, &font, font_size, &allocator);
|
||||
// var selected_memory = Range{};
|
||||
// var ui = UI.init();
|
||||
|
||||
var camera = rl.Camera3D{
|
||||
.position = rl.Vector3.new(0.0, 0, 0.0),
|
||||
.target = rl.Vector3.new(0.0, 0.0, 0.0),
|
||||
.up = rl.Vector3.new(0.0, 1.0, 0.0),
|
||||
.fovy = 45.0,
|
||||
.projection = rl.CameraProjection.CAMERA_PERSPECTIVE,
|
||||
};
|
||||
|
||||
var model = rl.LoadModel("src/assets/models/emulator.obj");
|
||||
var model_bbox = rl.GetModelBoundingBox(model);
|
||||
|
||||
var model_position = rl.Vector3{ };
|
||||
var model_size = model_bbox.max.sub(model_bbox.min);
|
||||
|
||||
const shader = rl.LoadShader("src/shaders/lighting.vs", "src/shaders/lighting.fs");
|
||||
shader.locs.?[@intFromEnum(rl.ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = rl.GetShaderLocation(shader, "viewPos");
|
||||
const ambientLoc = rl.GetShaderLocation(shader, "ambient");
|
||||
rl.SetShaderValue(shader, ambientLoc, &[4]f32{ 0.2, 0.2, 0.2, 1.0 }, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC4);
|
||||
|
||||
for (0..@intCast(model.materialCount)) |i| {
|
||||
model.materials.?[i].shader = shader;
|
||||
}
|
||||
|
||||
var light = Light.create(Light.LightType.DIRECTIONAL, rl.Vector3.new(0.2, 0, -0.2), rl.Vector3.zero(), rl.WHITE, shader);
|
||||
|
||||
std.debug.print("dimensions {}", .{model_size});
|
||||
|
||||
var camera_turn_vel = rl.Vector3Zero();
|
||||
var camera_target_orientation: ?rl.Vector3 = null;
|
||||
var previous_click_time: f64 = 0.0;
|
||||
|
||||
// rl.DisableCursor();
|
||||
while (!rl.WindowShouldClose()) {
|
||||
var dt = rl.GetFrameTime();
|
||||
raylib_chip.update(dt);
|
||||
main_scene.raylib_chip.update_input();
|
||||
main_scene.raylib_chip.update(dt);
|
||||
|
||||
if (rl.IsKeyPressed(rl.KeyboardKey.KEY_TAB)) {
|
||||
edit_mode = !edit_mode;
|
||||
}
|
||||
|
||||
if (edit_mode) {
|
||||
if (rl.IsKeyPressed(rl.KeyboardKey.KEY_ONE)) {
|
||||
tab = .MemoryView;
|
||||
}
|
||||
}
|
||||
|
||||
const mouse_delta = rl.GetMouseDelta();
|
||||
|
||||
if (rl.IsWindowResized()) {
|
||||
const distance = get_preffered_distance_to_box(&camera, model_bbox);
|
||||
const direction = camera.position.sub(model_position).normalize();
|
||||
camera.position = model_position.add(direction.scale(distance));
|
||||
}
|
||||
|
||||
if (rl.Vector3Equals(camera.position, rl.Vector3Zero()) == 1) {
|
||||
const distance = get_preffered_distance_to_box(&camera, model_bbox);
|
||||
camera.target = model_position;
|
||||
camera.position = model_position.sub(rl.Vector3.new(0, 0, 1).scale(distance));
|
||||
}
|
||||
|
||||
var camera_turn_acc = rl.Vector3Zero();
|
||||
if (rl.IsMouseButtonDown(rl.MouseButton.MOUSE_BUTTON_LEFT)) {
|
||||
if (@fabs(mouse_delta.x) > 5) {
|
||||
const rotation_speed = 2; // Radians/second
|
||||
camera_turn_acc.x = -rotation_speed*mouse_delta.x;
|
||||
}
|
||||
if (@fabs(mouse_delta.x) < 5) {
|
||||
camera_turn_vel = camera_turn_vel.scale(0.90); // Holding drag
|
||||
}
|
||||
}
|
||||
|
||||
if (rl.IsMouseButtonPressed(rl.MouseButton.MOUSE_BUTTON_LEFT)) {
|
||||
camera_target_orientation = null;
|
||||
|
||||
const now = rl.GetTime();
|
||||
const duration_between_clicks = now - previous_click_time;
|
||||
if (duration_between_clicks < 0.3) {
|
||||
const ray = rl.GetMouseRay(rl.GetMousePosition(), camera);
|
||||
const collision = rl.GetRayCollisionBox(ray, model_bbox);
|
||||
if (collision.hit) {
|
||||
const front_face_normal = rl.Vector3.new(0, 0, -1);
|
||||
const back_face_normal = rl.Vector3.new(0, 0, 1);
|
||||
if (rl.Vector3Equals(collision.normal, front_face_normal) == 1) {
|
||||
camera_target_orientation = front_face_normal;
|
||||
} else if (rl.Vector3Equals(collision.normal, back_face_normal) == 1) {
|
||||
camera_target_orientation = back_face_normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
previous_click_time = now;
|
||||
}
|
||||
|
||||
if (camera_target_orientation) |target| {
|
||||
const current_direction = camera.position.sub(model_position).normalize();
|
||||
const current_angle = std.math.atan2(f32, current_direction.z, current_direction.x);
|
||||
const target_angle = std.math.atan2(f32, target.z, target.x);
|
||||
const diff_angle = std.math.pi - @mod((target_angle - current_angle) + 3*std.math.pi, 2*std.math.pi);
|
||||
if (@fabs(diff_angle) < 0.001) {
|
||||
camera_turn_vel.x = 0;
|
||||
camera_target_orientation = null;
|
||||
} else {
|
||||
camera_turn_vel.x = diff_angle*3;
|
||||
}
|
||||
}
|
||||
|
||||
camera_turn_vel = camera_turn_vel.scale(0.95); // Ambient drag
|
||||
camera_turn_vel = camera_turn_vel.add(camera_turn_acc.scale(dt));
|
||||
|
||||
const camera_min_vel = 0;
|
||||
if (camera_turn_vel.length() > camera_min_vel) {
|
||||
const rotation = rl.MatrixRotate(camera.up.normalize(), camera_turn_vel.x*dt);
|
||||
var view = rl.Vector3Subtract(camera.position, camera.target);
|
||||
view = rl.Vector3Transform(view, rotation);
|
||||
camera.position = rl.Vector3Add(camera.target, view);
|
||||
}
|
||||
|
||||
// {
|
||||
// var matProj = rl.MatrixIdentity();
|
||||
// // projection = CAMERA_PERSPECTIVE
|
||||
// matProj = rl.MatrixPerspective(camera.fovy*rl.DEG2RAD, (screen_width/screen_height), rl.RL_CULL_DISTANCE_NEAR, rl.RL_CULL_DISTANCE_FAR);
|
||||
//
|
||||
// var matView = rl.MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
// // Convert world position vector to quaternion
|
||||
// var worldPos = rl.Vector4{ .x = position.x, .y = position.y, .z = position.z, .w = 1.0 };
|
||||
//
|
||||
// std.debug.print("worldPos {}\n", .{worldPos});
|
||||
// // Transform world position to view
|
||||
// worldPos = rl.QuaternionTransform(worldPos, matView);
|
||||
//
|
||||
// // Transform result to projection (clip space position)
|
||||
// worldPos = rl.QuaternionTransform(worldPos, matProj);
|
||||
//
|
||||
// // Calculate normalized device coordinates (inverted y)
|
||||
// var ndcPos = rl.Vector3.new( worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w );
|
||||
//
|
||||
// // Calculate 2d screen position vector
|
||||
// screen_position = rl.Vector2{ .x = (ndcPos.x + 1.0)/2.0*screen_width, .y = (ndcPos.y + 1.0)/2.0*screen_height };
|
||||
// }
|
||||
|
||||
// const target_screen_position = rl.Vector2{ .x = screen_width/2, .y = screen_height*0.1 };
|
||||
// {
|
||||
// var matProj = get_camera_projection(&camera);
|
||||
// var matView = rl.MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
//
|
||||
// const ndc_x = (2.0*target_screen_position.x) / screen_width - 1.0;
|
||||
// const ndc_y = 1.0 - (2.0*target_screen_position.y) / screen_height;
|
||||
//
|
||||
// var near_point = rl.Vector3Unproject(.{ .x = ndc_x, .y = ndc_y, .z = 0.0 }, matProj, matView);
|
||||
// var far_point = rl.Vector3Unproject(.{ .x = ndc_x, .y = ndc_y, .z = 1.0 }, matProj, matView);
|
||||
//
|
||||
// var direction = rl.Vector3Subtract(far_point, near_point).normalize();
|
||||
//
|
||||
// var origin: rl.Vector3 = undefined;
|
||||
// if (camera.projection == .CAMERA_PERSPECTIVE) {
|
||||
// origin = camera.position;
|
||||
// } else {
|
||||
// origin = rl.Vector3Unproject(.{ .x = ndc_x, .y = ndc_y, .z = -1.0 }, matProj, matView);
|
||||
// }
|
||||
//
|
||||
// var world_pos = origin.add(direction.scale(3));
|
||||
//
|
||||
// model_position = world_pos;
|
||||
// }
|
||||
|
||||
const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
|
||||
rl.SetShaderValue(shader, shader.locs.?[@intFromEnum(rl.ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)], &cameraPos, rl.ShaderUniformDataType.SHADER_UNIFORM_VEC3);
|
||||
light.update_values(shader);
|
||||
main_scene.update(dt);
|
||||
|
||||
rl.BeginDrawing();
|
||||
{
|
||||
rl.ClearBackground(.{ .r = 33, .g = 33, .b = 33, .a = 255 });
|
||||
|
||||
|
||||
rl.BeginMode3D(camera);
|
||||
rl.DrawModel(model, model_position, 1.0, rl.WHITE);
|
||||
|
||||
// rl.rlPushMatrix();
|
||||
// rl.rlSetLineWidth(2);
|
||||
// rl.rlTranslatef(model_position.x, model_position.y, model_position.z);
|
||||
// rl.DrawBoundingBox(model_bbox, rl.GREEN);
|
||||
// rl.rlPopMatrix();
|
||||
rl.BeginMode3D(ctx.camera);
|
||||
main_scene.draw();
|
||||
rl.EndMode3D();
|
||||
}
|
||||
rl.EndDrawing();
|
||||
|
||||
rl.EndDrawing();
|
||||
|
||||
// if (!edit_mode) {
|
||||
// rl.ClearBackground(rl.DARKGRAY);
|
||||
//
|
||||
// const scale_x = @divFloor(screen_width, chip.display_width);
|
||||
// const scale_y = @divFloor(screen_height, chip.display_height);
|
||||
// const min_scale = @min(scale_x, scale_y);
|
||||
//
|
||||
// const display_width = chip.display_width * min_scale;
|
||||
// const display_height = chip.display_height * min_scale;
|
||||
// const display_x = @divFloor(screen_width - display_width, 2);
|
||||
// const display_y = @divFloor(screen_height - display_height, 2);
|
||||
// raylib_chip.render(display_x, display_y, display_width, display_height);
|
||||
// } else {
|
||||
// rl.ClearBackground(rl.RAYWHITE);
|
||||
// ui.update();
|
||||
//
|
||||
// if (tab == .MemoryView) {
|
||||
// try memory_view.show(&ui, 0, 0, @floatFromInt(screen_width), @floatFromInt(screen_height), &selected_memory);
|
||||
// }
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
@ -8,12 +8,12 @@ on_color: rl.Color,
|
||||
off_color: rl.Color,
|
||||
timer_speed: f32,
|
||||
tick_speed: f32,
|
||||
beep_sound: ?*rl.Sound,
|
||||
beep_sound: ?rl.Sound,
|
||||
|
||||
tick_time: f32,
|
||||
timer_time: f32,
|
||||
|
||||
pub fn init(chip: *ChipContext, beep_sound: ?*rl.Sound) Self {
|
||||
pub fn init(chip: *ChipContext, beep_sound: ?rl.Sound) Self {
|
||||
return Self{
|
||||
.chip = chip,
|
||||
.off_color = rl.BLACK,
|
||||
@ -22,7 +22,7 @@ pub fn init(chip: *ChipContext, beep_sound: ?*rl.Sound) Self {
|
||||
.tick_speed = 500,
|
||||
.tick_time = 0,
|
||||
.timer_time = 0,
|
||||
.beep_sound = beep_sound
|
||||
.beep_sound = beep_sound,
|
||||
};
|
||||
}
|
||||
|
||||
@ -72,29 +72,24 @@ pub fn update(self: *Self, dt: f32) void {
|
||||
|
||||
if (self.beep_sound) |beep_sound| {
|
||||
if (self.chip.ST > 0) {
|
||||
if (!rl.IsSoundPlaying(beep_sound.*)) {
|
||||
rl.PlaySound(beep_sound.*);
|
||||
if (!rl.IsSoundPlaying(beep_sound)) {
|
||||
rl.PlaySound(beep_sound);
|
||||
}
|
||||
} else {
|
||||
if (rl.IsSoundPlaying(beep_sound.*)) {
|
||||
rl.StopSound(beep_sound.*);
|
||||
if (rl.IsSoundPlaying(beep_sound)) {
|
||||
rl.StopSound(beep_sound);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render(self: *Self, x: i32, y: i32, width: i32, height: i32) void {
|
||||
const pixel_width = @divFloor(width, self.chip.display_width);
|
||||
const pixel_height = @divFloor(height, self.chip.display_height);
|
||||
pub fn render(self: *Self) void {
|
||||
rl.DrawRectangle(0, 0, self.chip.display_width, self.chip.display_height, self.off_color);
|
||||
|
||||
rl.DrawRectangle(x, y, width, height, self.off_color);
|
||||
|
||||
for (0..self.chip.display_height) |oy| {
|
||||
for (0..self.chip.display_width) |ox| {
|
||||
if (self.chip.display_get(@intCast(ox), @intCast(oy))) {
|
||||
const ix = x + @as(i32, @intCast(ox)) * pixel_width;
|
||||
const iy = y + @as(i32, @intCast(oy)) * pixel_height;
|
||||
rl.DrawRectangle(ix, iy, pixel_width, pixel_height, self.on_color);
|
||||
for (0..self.chip.display_height) |y| {
|
||||
for (0..self.chip.display_width) |x| {
|
||||
if (self.chip.display_get(@intCast(x), @intCast(y))) {
|
||||
rl.DrawPixel(@intCast(x), @intCast(y), self.on_color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -75,7 +75,6 @@ void main()
|
||||
}
|
||||
|
||||
finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
||||
finalColor += texelColor*(ambient/10.0)*colDiffuse;
|
||||
|
||||
// Gamma correction
|
||||
finalColor = pow(finalColor, vec4(1.0/1.9));
|
Loading…
Reference in New Issue
Block a user