This commit is contained in:
Robin Hübner 2018-06-23 00:54:39 +02:00
parent a636ae5932
commit 57efb162d6
6 changed files with 389 additions and 60 deletions

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cimgui.dll Normal file

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@ -4,7 +4,8 @@
"profan" "profan"
], ],
"dependencies": { "dependencies": {
"derelict-sdl2": "~>3.1.0-alpha.4" "derelict-sdl2": "~>3.1.0-alpha.4",
"derelict-imgui": "~>0.10.0"
}, },
"description": "A minimal D application.", "description": "A minimal D application.",
"copyright": "Copyright © 2018, profan", "copyright": "Copyright © 2018, profan",

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@ -2,6 +2,7 @@
"fileVersion": 1, "fileVersion": 1,
"versions": { "versions": {
"derelict-gl3": "2.0.0-beta.6", "derelict-gl3": "2.0.0-beta.6",
"derelict-imgui": "0.10.0",
"derelict-sdl2": "3.1.0-alpha.4", "derelict-sdl2": "3.1.0-alpha.4",
"derelict-util": "3.0.0-beta.2" "derelict-util": "3.0.0-beta.2"
} }

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@ -1,7 +1,11 @@
import std.stdio; import std.stdio;
import derelict.sdl2.sdl; import derelict.sdl2.sdl;
import derelict.imgui.imgui;
import glad.gl.all; import glad.gl.all;
import window;
import imgui;
string doCapture(string sym, uint start, uint end)(){ string doCapture(string sym, uint start, uint end)(){
import std.string : format; import std.string : format;
@ -426,6 +430,10 @@ struct Chip8 {
} // step } // step
void handle_event(ref SDL_Event ev) {
} // handle_event
void tick() { void tick() {
if (run_flag) { if (run_flag) {
@ -448,49 +456,12 @@ struct Chip8 {
} // Emulator } // Emulator
struct Window {
import core.stdc.stdio;
import core.stdc.stdlib;
SDL_Window* window;
SDL_GLContext context;
void create_window(int w, int h, const char* title = "Chipd8 Emu") {
assert(w > 0, "window width must be > 0");
assert(h > 0, "window height must be > 0");
// minimum OpenGL 3.3
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_Window* new_win = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, SDL_WINDOW_OPENGL);
if (new_win == null) {
printf("SDL2 - Window could not be created: %s\n", SDL_GetError());
return;
}
SDL_GLContext new_con = SDL_GL_CreateContext(new_win);
if (new_con == null) {
printf("SDL2 - failed creating OpenGL 3.3 context: %s\n", SDL_GetError());
return;
}
// assign em yes
window = new_win;
context = new_con;
atexit(SDL_Quit);
} // create_window
} // Window
void load_libs() { void load_libs() {
import glad.gl.loader; import glad.gl.loader;
DerelictSDL2.load(); DerelictSDL2.load();
DerelictImgui.load();
auto status = gladLoadGL(); auto status = gladLoadGL();
} }
@ -534,28 +505,10 @@ struct Emulator {
SDL_Event event; SDL_Event event;
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
chip8.handle_event(event);
switch (event.type) with (SDL_EventType) { switch (event.type) with (SDL_EventType) {
case SDL_TEXTINPUT: {
break;
}
case SDL_TEXTEDITING: {
break;
}
case SDL_MOUSEBUTTONDOWN: {
break;
}
case SDL_MOUSEBUTTONUP: {
break;
}
case SDL_MOUSEWHEEL: {
break;
}
case SDL_KEYDOWN: {
break;
}
case SDL_KEYUP: {
break;
}
case SDL_QUIT: { case SDL_QUIT: {
running = false; running = false;
break; break;
@ -564,6 +517,7 @@ struct Emulator {
break; break;
} }
} }
} }
} // handle_events } // handle_events

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source/imgui.d Normal file
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@ -0,0 +1,278 @@
module imgui;
import glad.gl.all;
import derelict.sdl2.sdl;
import derelict.imgui.imgui;
import window;
import std.traits : isDelegate, ReturnType, ParameterTypeTuple;
auto bindDelegate(T, string file = __FILE__, size_t line = __LINE__)(T t) if(isDelegate!T) {
static T dg;
dg = t;
extern(C) static ReturnType!T func(ParameterTypeTuple!T args) {
return dg(args);
}
return &func;
} // bindDelegate (thanks Destructionator)
struct Imgui {
// OpenGL data, cleanup soon
GLuint g_FontTexture = 0;
int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
uint g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
void initialize() {
auto io = igGetIO();
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
io.RenderDrawListsFn = bindDelegate(&render_draw_lists);
io.SetClipboardTextFn = bindDelegate(&set_clipboard_text);
io.GetClipboardTextFn = bindDelegate(&get_clipboard_text);
}
void create_font_texture() {
}
void create_device_objects() {
// backup GL state
GLint last_texture, last_array_buffer, last_vertex_array;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
const GLchar *vertex_shader = q{
#version 330
uniform mat4 ProjMtx;
in vec2 Position;
in vec2 UV;
in vec4 Color;
out vec2 Frag_UV;
out vec4 Frag_Color;
void main() {
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy,0,1);
}
};
const GLchar* fragment_shader = q{
#version 330
uniform sampler2D Texture;
in vec2 Frag_UV;
in vec4 Frag_Color;
out vec4 Out_Color;
void main() {
Out_Color = Frag_Color * texture( Texture, Frag_UV.st);
}
};
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, null);
glShaderSource(g_FragHandle, 1, &fragment_shader, null);
glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(void*)ImDrawVert.pos.offsetof);
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, ImDrawVert.sizeof, cast(void*)ImDrawVert.uv.offsetof);
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, ImDrawVert.sizeof, cast(void*)ImDrawVert.col.offsetof);
create_font_texture();
// restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindVertexArray(last_vertex_array);
}
extern(C) nothrow
void render_draw_lists(ImDrawData* draw_data) {
// avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
auto io = igGetIO();
int fb_width = cast(int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = cast(int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0) { return; }
draw_data.ScaleClipRects(io.DisplayFramebufferScale);
// backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, cast(GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint[4] last_viewport; glGetIntegerv(GL_VIEWPORT, last_viewport.ptr);
GLint[4] last_scissor_box; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box.ptr);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, cast(GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, cast(GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, cast(GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, cast(GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, cast(GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, cast(GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, cast(GLsizei)fb_width, cast(GLsizei)fb_height);
const float[4][4] ortho_projection = [
[ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f ],
[ 0.0f, 2.0f/-io.DisplaySize.y, 0.0f, 0.0f ],
[ 0.0f, 0.0f, -1.0f, 0.0f ],
[-1.0f, 1.0f, 0.0f, 1.0f ],
];
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
foreach (int n; 0 .. draw_data.CmdListsCount) {
ImDrawList* cmd_list = draw_data.CmdLists[n];
ImDrawIdx* idx_buffer_offset;
auto countVertices = ImDrawList_GetVertexBufferSize(cmd_list);
auto countIndices = ImDrawList_GetIndexBufferSize(cmd_list);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, countVertices * ImDrawVert.sizeof, cast(GLvoid*)ImDrawList_GetVertexPtr(cmd_list,0), GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, countIndices * ImDrawIdx.sizeof, cast(GLvoid*)ImDrawList_GetIndexPtr(cmd_list,0), GL_STREAM_DRAW);
auto cmdCnt = ImDrawList_GetCmdSize(cmd_list);
foreach(int cmd_i; 0 .. cmdCnt) {
auto pcmd = ImDrawList_GetCmdPtr(cmd_list, cmd_i);
if (pcmd.UserCallback) {
pcmd.UserCallback(cmd_list, pcmd);
} else {
glBindTexture(GL_TEXTURE_2D, cast(GLuint)pcmd.TextureId);
glScissor(cast(int)pcmd.ClipRect.x, cast(int)(fb_height - pcmd.ClipRect.w), cast(int)(pcmd.ClipRect.z - pcmd.ClipRect.x), cast(int)(pcmd.ClipRect.w - pcmd.ClipRect.y));
glDrawElements(GL_TRIANGLES, cast(GLsizei)pcmd.ElemCount, ImDrawIdx.sizeof == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
}
idx_buffer_offset += pcmd.ElemCount;
}
}
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glViewport(last_viewport[0], last_viewport[1], cast(GLsizei)last_viewport[2], cast(GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], cast(GLsizei)last_scissor_box[2], cast(GLsizei)last_scissor_box[3]);
}
extern(C) nothrow
const(char)* get_clipboard_text(void* user_data) {
return SDL_GetClipboardText();
}
extern(C) nothrow
void set_clipboard_text(void* user_data, const (char)* text) {
SDL_SetClipboardText(text);
}
void new_frame(ref Window win) {
}
void handle_event(ref SDL_Event ev) {
switch (ev.type) with (SDL_EventType) {
case SDL_TEXTINPUT:
break;
case SDL_MOUSEBUTTONDOWN:
break;
case SDL_MOUSEBUTTONUP:
break;
case SDL_MOUSEWHEEL:
break;
case SDL_KEYDOWN:
break;
case SDL_KEYUP:
break;
default:
break;
}
}
}

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source/window.d Normal file
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module window;
import derelict.sdl2.sdl;
import glad.gl.all;
/**
* Converts an integer representing a colour, for example 0x428bca into a 4 element
* int array for passing to OpenGL.
*/
GLfloat[4] to(T : GLfloat[4])(int color, ubyte alpha = 255) nothrow @nogc pure {
GLfloat[4] gl_color = [ //mask out r, g, b components from int
cast(float)cast(ubyte)(color>>16)/255,
cast(float)cast(ubyte)(color>>8)/255,
cast(float)cast(ubyte)(color)/255,
cast(float)cast(ubyte)(alpha)/255
];
return gl_color;
} // to!GLfloat[4]
struct Window {
import core.stdc.stdio;
import core.stdc.stdlib;
SDL_Window* window;
SDL_GLContext context;
void create_window(int w, int h, const char* title = "Chipd8 Emu") {
assert(w > 0, "window width must be > 0");
assert(h > 0, "window height must be > 0");
// minimum OpenGL 3.3
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 32);
SDL_Window* new_win = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, SDL_WINDOW_OPENGL);
if (new_win == null) {
printf("SDL2 - Window could not be created: %s\n", SDL_GetError());
return;
}
SDL_GLContext new_con = SDL_GL_CreateContext(new_win);
if (new_con == null) {
printf("SDL2 - failed creating OpenGL 3.3 context: %s\n", SDL_GetError());
return;
}
// assign em yes
window = new_win;
context = new_con;
atexit(SDL_Quit);
} // create_window
void handle_event(ref SDL_Event ev) {
}
void render_clear(int colour) {
auto col = to!GLColor(color, 255);
glClearColor(col[0], col[1], col[2], col[3]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void render_present() {
SDL_GL_SwapWindow(window);
}
@property nothrow @nogc {
int[2] window_size() {
int w, h;
SDL_GetWindowSize(window, &w, &h);
return [w, h];
}
int[2] framebuffer_size() {
int w, h;
SDL_GL_GetDrawableSize(window, &w, &h);
return [w, h];
}
}
} // Window