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2 Commits

Author SHA1 Message Date
cdfd81fc91 include all ROMs into final binary at comptime 2023-11-09 00:20:28 +02:00
441a3df8ea show chip8 display on model 2023-11-08 23:34:25 +02:00
16 changed files with 3487 additions and 3384 deletions

1
.gitignore vendored
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@ -1,2 +1,3 @@
zig-cache
zig-out
*.blend1

4
build-models.sh Executable file
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@ -0,0 +1,4 @@
#!/bin/sh
cd src/assets/models
blender emulator.blend --background --python export_obj.py

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@ -32,6 +32,24 @@ pub fn build(b: *std.Build) !void {
const exe = b.addExecutable(.{ .name = "chip8-zig", .root_source_file = .{ .path = "src/main.zig" }, .optimize = optimize, .target = target });
// Provide filenames of all files in 'src/ROMs' to program as options
{
var files = std.ArrayList([]const u8).init(b.allocator);
defer files.deinit();
var options = b.addOptions();
var dir = try std.fs.cwd().openIterableDir("src/ROMs", .{ });
var it = dir.iterate();
while (try it.next()) |file| {
if (file.kind != .file) {
continue;
}
try files.append(b.pathJoin(&.{"ROMs", file.name}));
}
options.addOption([]const []const u8, "roms", files.items);
exe.addOptions("options", options);
}
raylib.addTo(b, exe, target, optimize);
// rl.link(b, exe, target, optimize);

BIN
src/ROMs/snek.ch8 Normal file

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@ -1,5 +1,5 @@
# Blender 3.5.1 MTL File: 'emulator.blend'
# www.blender.org
# Blender MTL File: 'emulator.blend'
# Material Count: 4
newmtl Behind_buttons
Ns 0.000000
@ -14,15 +14,16 @@ illum 2
newmtl Button
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.003095 0.002616 0.002869
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd Buttons texture.png
map_Kd /home/rokas/code/fun/chip8-zig/src/assets/models/Buttons texture.png
newmtl Case
Ns 298.057037
Ns 298.057005
Ka 1.000000 1.000000 1.000000
Kd 0.057402 0.087001 0.228570
Ks 0.500000 0.500000 0.500000
@ -40,3 +41,4 @@ Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd /home/rokas/code/fun/chip8-zig/src/assets/models/screen-texture.png

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@ -0,0 +1,8 @@
import bpy
bpy.ops.export_scene.obj(
filepath="emulator.obj",
use_triangles=True,
use_materials=True,
use_normals=True,
)

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@ -4,7 +4,7 @@ const Allocator = std.mem.Allocator;
const Errors = error { UnknownInstruction };
allocator: *const Allocator,
allocator: Allocator,
display: []bool,
display_width: u8,
@ -43,7 +43,7 @@ fn get_inst_n(inst: u16) u4 {
return @truncate(inst & 0x000F);
}
pub fn init(allocator: *const Allocator) !Self {
pub fn init(allocator: Allocator) !Self {
const seed_bits: u128 = @bitCast(std.time.nanoTimestamp());
const seed: u64 = @truncate(seed_bits);

19
src/global-context.zig Normal file
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@ -0,0 +1,19 @@
const Self = @This();
const rl = @import("raylib");
camera: rl.Camera3D,
pub fn init() Self {
var camera = rl.Camera3D{
.position = rl.Vector3.new(0, 0, -10),
.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,
};
return Self {
.camera = camera
};
}

413
src/main-scene.zig Normal file
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@ -0,0 +1,413 @@
const Self = @This();
const rl = @import("raylib");
const std = @import("std");
const MemoryView = @import("memory-view.zig").MemoryView;
const Range = @import("memory-view.zig").Range;
const UI = @import("ui.zig").UI;
const GlobalContext = @import("./global-context.zig");
const ChipContext = @import("chip.zig");
const RaylibChip = @import("raylib-chip.zig");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const Tab = enum {
MemoryView
};
var edit_mode = false;
var tab = Tab.MemoryView;
ctx: *GlobalContext,
allocator: Allocator,
model: rl.Model,
model_bbox: rl.BoundingBox,
model_position: rl.Vector3,
camera_turn_vel: rl.Vector3 = rl.Vector3{ .x = 0, .y = 0, .z = 0 },
camera_target_orientation: ?rl.Vector3 = null,
previous_click_time: f64 = 0.0,
shader: rl.Shader,
light: Light,
chip: *ChipContext,
raylib_chip: RaylibChip,
chip_sound: rl.Sound,
screen_texture: rl.RenderTexture2D,
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 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 init(allocator: Allocator, ctx: *GlobalContext) !Self {
// 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 model = rl.LoadModel("src/assets/models/emulator.obj");
var model_bbox = rl.GetModelBoundingBox(model);
var model_position = rl.Vector3{ };
const shader = rl.LoadShader("src/shaders/main.vs", "src/shaders/main.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 }, .SHADER_UNIFORM_VEC4);
var light = Light.create(.DIRECTIONAL, rl.Vector3.new(0.2, 0, -0.2), rl.Vector3.zero(), rl.WHITE, shader);
for (0..@intCast(model.materialCount)) |i| {
model.materials.?[i].shader = shader;
}
var chip = try allocator.create(ChipContext);
chip.* = try ChipContext.init(allocator);
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);
rl.SetSoundVolume(chip_sound, 0.2);
var raylib_chip = RaylibChip.init(chip, chip_sound);
var screen_texture = rl.LoadRenderTexture(chip.display_width, chip.display_height);
// TODO: Don't use the fourth material, use name of material to get its index. Or some other more reliable method
rl.SetMaterialTexture(@ptrCast(&model.materials.?[3]), rl.MATERIAL_MAP_DIFFUSE, screen_texture.texture);
var self = Self {
.allocator = allocator,
.ctx = ctx,
.model = model,
.model_bbox = model_bbox,
.model_position = model_position,
.shader = shader,
.light = light,
.chip = chip,
.raylib_chip = raylib_chip,
.chip_sound = chip_sound,
.screen_texture = screen_texture,
};
return self;
}
pub fn deinit(self: *Self) void {
rl.UnloadRenderTexture(self.screen_texture);
rl.UnloadSound(self.chip_sound);
self.chip.deinit();
self.allocator.destroy(self.chip);
}
fn update_camera(self: *Self, dt: f32) void {
const mouse_delta = rl.GetMouseDelta();
const camera = &self.ctx.camera;
if (rl.IsWindowResized()) {
const distance = get_preffered_distance_to_box(camera, self.model_bbox);
const direction = camera.position.sub(self.model_position).normalize();
camera.position = self.model_position.add(direction.scale(distance));
}
if (rl.Vector3Equals(camera.position, rl.Vector3Zero()) == 1) {
const distance = get_preffered_distance_to_box(camera, self.model_bbox);
camera.target = self.model_position;
camera.position = self.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) {
self.camera_turn_vel = self.camera_turn_vel.scale(0.90); // Holding drag
}
}
if (rl.IsMouseButtonPressed(rl.MouseButton.MOUSE_BUTTON_LEFT)) {
self.camera_target_orientation = null;
const now = rl.GetTime();
const duration_between_clicks = now - self.previous_click_time;
if (duration_between_clicks < 0.3) {
const ray = rl.GetMouseRay(rl.GetMousePosition(), camera.*);
const collision = rl.GetRayCollisionBox(ray, self.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) {
self.camera_target_orientation = front_face_normal;
} else if (rl.Vector3Equals(collision.normal, back_face_normal) == 1) {
self.camera_target_orientation = back_face_normal;
}
}
}
self.previous_click_time = now;
}
if (self.camera_target_orientation) |target| {
const current_direction = camera.position.sub(self.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) {
self.camera_turn_vel.x = 0;
self.camera_target_orientation = null;
} else {
self.camera_turn_vel.x = diff_angle*3;
}
}
self.camera_turn_vel = self.camera_turn_vel.scale(0.95); // Ambient drag
self.camera_turn_vel = self.camera_turn_vel.add(camera_turn_acc.scale(dt));
const camera_min_vel = 0;
if (self.camera_turn_vel.length() > camera_min_vel) {
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);
// }
// }
}

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@ -5,169 +5,26 @@ 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");
const options = @import("options");
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);
}
const ROM = struct {
name: []const u8,
data: []const u8,
};
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 +32,45 @@ pub fn main() anyerror!void {
rl.SetTargetFPS(60);
var ctx = GlobalContext.init();
var main_scene = try MainScene.init(allocator, &ctx);
defer main_scene.deinit();
comptime var roms = [1]ROM{ undefined } ** options.roms.len;
comptime {
var i = 0;
for (options.roms) |file| {
roms[i] = ROM{
.name = file,
.data = @embedFile(file)
};
i += 1;
}
}
main_scene.chip.set_memory(0x200, roms[3].data);
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);
// }
// }
}
}

View File

@ -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);
}
}
}

View File

@ -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));