shrooms-vb-native/src/app.rs

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use imgui::*;
use imgui_wgpu::{Renderer, RendererConfig};
use imgui_winit_support::WinitPlatform;
use pollster::block_on;
use std::{sync::Arc, time::Instant};
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use wgpu::util::DeviceExt as _;
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#[cfg(target_os = "windows")]
use winit::platform::windows::{CornerPreference, WindowAttributesExtWindows as _};
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use winit::{
application::ApplicationHandler,
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dpi::{LogicalSize, PhysicalSize},
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event::{Event, WindowEvent},
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event_loop::ActiveEventLoop,
window::Window,
};
use crate::{
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controller::ControllerState,
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emulator::{EmulatorClient, EmulatorCommand},
renderer::GameRenderer,
};
struct ImguiState {
context: imgui::Context,
platform: WinitPlatform,
renderer: Renderer,
clear_color: wgpu::Color,
last_frame: Instant,
last_cursor: Option<MouseCursor>,
}
struct AppWindow {
device: wgpu::Device,
queue: Arc<wgpu::Queue>,
window: Arc<Window>,
surface_desc: wgpu::SurfaceConfiguration,
surface: wgpu::Surface<'static>,
hidpi_factor: f64,
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
imgui: Option<ImguiState>,
}
impl AppWindow {
fn setup_gpu(event_loop: &ActiveEventLoop, client: &EmulatorClient) -> Self {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
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..Default::default()
});
let window = {
let size = LogicalSize::new(384, 244);
let attributes = Window::default_attributes()
.with_inner_size(size)
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.with_title("Shrooms VB");
#[cfg(target_os = "windows")]
let attributes = attributes.with_corner_preference(CornerPreference::DoNotRound);
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Arc::new(event_loop.create_window(attributes).unwrap())
};
let size = window.inner_size();
let hidpi_factor = window.scale_factor();
let surface = instance.create_surface(window.clone()).unwrap();
let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}))
.unwrap();
let (device, queue) =
block_on(adapter.request_device(&wgpu::DeviceDescriptor::default(), None)).unwrap();
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let queue = Arc::new(queue);
let eyes = Arc::new(GameRenderer::create_texture(&device, "eye"));
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client.send_command(EmulatorCommand::SetRenderer(GameRenderer {
queue: queue.clone(),
eyes: eyes.clone(),
}));
let eyes = eyes.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
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let colors = Colors {
left: [1.0, 0.0, 0.0, 1.0],
right: [0.0, 0.7734375, 0.9375, 1.0],
};
let color_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("colors"),
contents: bytemuck::bytes_of(&colors),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
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let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("texture bind group layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
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},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
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wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
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],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("bind group"),
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&eyes),
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},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
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wgpu::BindGroupEntry {
binding: 2,
resource: color_buf.as_entire_binding(),
},
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],
});
// Set up swap chain
let surface_desc = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
desired_maximum_frame_latency: 2,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![wgpu::TextureFormat::Bgra8Unorm],
};
surface.configure(&device, &surface_desc);
let shader = device.create_shader_module(wgpu::include_wgsl!("anaglyph.wgsl"));
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render pipeline layout"),
bind_group_layouts: &[&texture_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("render pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let imgui = None;
Self {
device,
queue,
window,
surface_desc,
surface,
hidpi_factor,
pipeline: render_pipeline,
bind_group,
imgui,
}
}
fn setup_imgui(&mut self) {
let mut context = imgui::Context::create();
let mut platform = imgui_winit_support::WinitPlatform::new(&mut context);
platform.attach_window(
context.io_mut(),
&self.window,
imgui_winit_support::HiDpiMode::Default,
);
context.set_ini_filename(None);
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let font_size = (16.0 * self.hidpi_factor) as f32;
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context.io_mut().font_global_scale = (1.0 / self.hidpi_factor) as f32;
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context.fonts().add_font(&[FontSource::TtfData {
data: include_bytes!("../assets/selawk.ttf"),
size_pixels: font_size,
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config: Some(imgui::FontConfig {
oversample_h: 1,
pixel_snap_h: true,
size_pixels: font_size,
..Default::default()
}),
}]);
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let style = context.style_mut();
style.use_light_colors();
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//
// Set up dear imgui wgpu renderer
//
let clear_color = wgpu::Color::BLACK;
let renderer_config = RendererConfig {
texture_format: self.surface_desc.format,
..Default::default()
};
let renderer = Renderer::new(&mut context, &self.device, &self.queue, renderer_config);
let last_frame = Instant::now();
let last_cursor = None;
self.imgui = Some(ImguiState {
context,
platform,
renderer,
clear_color,
last_frame,
last_cursor,
})
}
fn new(event_loop: &ActiveEventLoop, client: &EmulatorClient) -> Self {
let mut window = Self::setup_gpu(event_loop, client);
window.setup_imgui();
window
}
}
pub struct App {
window: Option<AppWindow>,
client: EmulatorClient,
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controller: ControllerState,
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}
impl App {
pub fn new(client: EmulatorClient) -> Self {
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let controller = ControllerState::new();
client.send_command(EmulatorCommand::SetKeys(controller.pressed()));
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Self {
window: None,
client,
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controller,
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}
}
}
impl ApplicationHandler for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
self.window = Some(AppWindow::new(event_loop, &self.client));
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
window_id: winit::window::WindowId,
event: WindowEvent,
) {
let window = self.window.as_mut().unwrap();
let imgui = window.imgui.as_mut().unwrap();
match &event {
WindowEvent::Resized(size) => {
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window.surface_desc.width = size.width;
window.surface_desc.height = size.height;
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window
.surface
.configure(&window.device, &window.surface_desc);
}
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput { event, .. } => {
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if self.controller.key_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(self.controller.pressed()));
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}
}
WindowEvent::RedrawRequested => {
let now = Instant::now();
imgui
.context
.io_mut()
.update_delta_time(now - imgui.last_frame);
imgui.last_frame = now;
let frame = match window.surface.get_current_texture() {
Ok(frame) => frame,
Err(e) => {
eprintln!("dropped frame: {e:?}");
return;
}
};
imgui
.platform
.prepare_frame(imgui.context.io_mut(), &window.window)
.expect("Failed to prepare frame");
let ui = imgui.context.frame();
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let mut menu_height = 0.0;
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ui.main_menu_bar(|| {
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menu_height = ui.window_size()[1];
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ui.menu("ROM", || {
if ui.menu_item("Open ROM") {
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let rom = native_dialog::FileDialog::new()
.add_filter("Virtual Boy ROMs", &["vb", "vbrom"])
.show_open_single_file()
.unwrap();
if let Some(path) = rom {
self.client.send_command(EmulatorCommand::LoadGame(path));
}
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}
if ui.menu_item("Quit") {
event_loop.exit();
}
});
ui.menu("Emulation", || {
let has_game = self.client.has_game();
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if self.client.is_running() {
if ui.menu_item_config("Pause").enabled(has_game).build() {
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self.client.send_command(EmulatorCommand::Pause);
}
} else if ui.menu_item_config("Resume").enabled(has_game).build() {
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self.client.send_command(EmulatorCommand::Resume);
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}
if ui.menu_item_config("Reset").enabled(has_game).build() {
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self.client.send_command(EmulatorCommand::Reset);
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}
});
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ui.menu("Video", || {
let current_dims = PhysicalSize::new(
window.surface_desc.width,
window.surface_desc.height,
)
.to_logical(window.hidpi_factor);
for scale in 1..=4 {
let label = format!("x{scale}");
let dims = LogicalSize::new(384 * scale, 224 * scale + 20);
let selected = dims == current_dims;
if ui.menu_item_config(label).selected(selected).build() {
if let Some(size) = window.window.request_inner_size(dims) {
window.surface_desc.width = size.width;
window.surface_desc.height = size.height;
window
.surface
.configure(&window.device, &window.surface_desc);
}
}
}
});
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});
let mut encoder: wgpu::CommandEncoder = window
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
if imgui.last_cursor != ui.mouse_cursor() {
imgui.last_cursor = ui.mouse_cursor();
imgui.platform.prepare_render(ui, &window.window);
}
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(imgui.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
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// Draw the game
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rpass.set_pipeline(&window.pipeline);
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let window_width = window.surface_desc.width as f32;
let window_height = window.surface_desc.height as f32;
let menu_height = menu_height * window.hidpi_factor as f32;
let ((x, y), (width, height)) =
compute_game_bounds(window_width, window_height, menu_height);
rpass.set_viewport(x, y, width, height, 0.0, 1.0);
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rpass.set_bind_group(0, &window.bind_group, &[]);
rpass.draw(0..6, 0..1);
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// Draw the menu on top of the game
rpass.set_viewport(0.0, 0.0, window_width, window_height, 0.0, 1.0);
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imgui
.renderer
.render(
imgui.context.render(),
&window.queue,
&window.device,
&mut rpass,
)
.expect("Rendering failed");
drop(rpass);
window.queue.submit(Some(encoder.finish()));
frame.present();
}
_ => (),
}
imgui.platform.handle_event::<()>(
imgui.context.io_mut(),
&window.window,
&Event::WindowEvent { window_id, event },
);
}
fn user_event(&mut self, _event_loop: &ActiveEventLoop, event: ()) {
let window = self.window.as_mut().unwrap();
let imgui = window.imgui.as_mut().unwrap();
imgui.platform.handle_event::<()>(
imgui.context.io_mut(),
&window.window,
&Event::UserEvent(event),
);
}
fn device_event(
&mut self,
_event_loop: &ActiveEventLoop,
device_id: winit::event::DeviceId,
event: winit::event::DeviceEvent,
) {
let window = self.window.as_mut().unwrap();
let imgui = window.imgui.as_mut().unwrap();
imgui.platform.handle_event::<()>(
imgui.context.io_mut(),
&window.window,
&Event::DeviceEvent { device_id, event },
);
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
let window = self.window.as_mut().unwrap();
let imgui = window.imgui.as_mut().unwrap();
window.window.request_redraw();
imgui.platform.handle_event::<()>(
imgui.context.io_mut(),
&window.window,
&Event::AboutToWait,
);
}
}
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fn compute_game_bounds(
window_width: f32,
window_height: f32,
menu_height: f32,
) -> ((f32, f32), (f32, f32)) {
let available_width = window_width;
let available_height = window_height - menu_height;
let width = available_width.min(available_height * 384.0 / 224.0);
let height = available_height.min(available_width * 224.0 / 384.0);
let x = (available_width - width) / 2.0;
let y = menu_height + (available_height - height) / 2.0;
((x, y), (width, height))
}
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Colors {
left: [f32; 4],
right: [f32; 4],
}