365 lines
9.4 KiB
C
365 lines
9.4 KiB
C
#include <emscripten.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_video.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include <Core/gb.h>
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#include "main.h"
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#include "utils.h"
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GB_gameboy_t gb;
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Surface *screen;
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SDL_Texture *texture;
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SDL_PixelFormat *pixel_format;
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SDL_AudioDeviceID device_id;
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static SDL_AudioSpec want_aspec, have_aspec;
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static uint32_t pixel_buffer_1[256 * 224], pixel_buffer_2[256 * 224];
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static uint32_t *active_pixel_buffer = pixel_buffer_1;
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static uint32_t *previous_pixel_buffer = pixel_buffer_2;
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static char *battery_save_path_ptr;
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configuration_t configuration =
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{
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.keys = {
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SDL_SCANCODE_RIGHT,
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SDL_SCANCODE_LEFT,
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SDL_SCANCODE_UP,
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SDL_SCANCODE_DOWN,
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SDL_SCANCODE_X,
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SDL_SCANCODE_Z,
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SDL_SCANCODE_BACKSPACE,
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SDL_SCANCODE_RETURN,
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SDL_SCANCODE_SPACE
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},
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.keys_2 = {
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SDL_SCANCODE_TAB,
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SDL_SCANCODE_LSHIFT,
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},
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.joypad_configuration = {
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13,
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14,
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11,
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12,
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0,
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1,
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9,
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8,
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10,
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4,
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-1,
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5,
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},
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.joypad_axises = {
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0,
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1,
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},
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.color_correction_mode = GB_COLOR_CORRECTION_EMULATE_HARDWARE,
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.highpass_mode = GB_HIGHPASS_ACCURATE,
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.blend_frames = true,
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.rewind_length = 60 * 2,
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.model = MODEL_CGB
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};
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// Use this function instead of GB_save_battery()
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int save_battery(GB_gameboy_t *gb, const char *path) {
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int result = GB_save_battery(gb, path);
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fprintf(stderr, "Saving battery: \"%s\": %d\n", path, result);
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EM_ASM(Module.sync_fs());
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return result;
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}
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unsigned query_sample_rate_of_audiocontexts() {
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return EM_ASM_INT({
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const AudioContext = window.AudioContext || window.webkitAudioContext;
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const ctx = new AudioContext();
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const sr = ctx.sampleRate;
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ctx.close();
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return sr;
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});
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}
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static void audio_callback(void *gb, Uint8 *stream, int len)
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{
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if (GB_is_inited(gb)) {
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GB_apu_copy_buffer(gb, (GB_sample_t *) stream, len / sizeof(GB_sample_t));
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}
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else {
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memset(stream, 0, len);
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}
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}
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void render_texture(void *pixels, void *previous)
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{
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if (renderer) {
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if (pixels) {
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SDL_UpdateTexture(texture, NULL, pixels, 160 * sizeof (uint32_t));
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}
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, texture, NULL, NULL);
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SDL_RenderPresent(renderer);
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}
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/*else {
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static void *_pixels = NULL;
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if (pixels) {
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_pixels = pixels;
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}
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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render_bitmap_with_shader(&shader, _pixels, previous,
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GB_get_screen_width(&gb), GB_get_screen_height(&gb),
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rect.x, rect.y, rect.w, rect.h);
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SDL_GL_SwapWindow(window);
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}*/
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}
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static void handle_events(GB_gameboy_t *gb) {
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GB_set_key_state(gb, GB_KEY_START, true);
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}
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static void vblank(GB_gameboy_t *gb) {
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if (configuration.blend_frames) {
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render_texture(active_pixel_buffer, previous_pixel_buffer);
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uint32_t *temp = active_pixel_buffer;
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active_pixel_buffer = previous_pixel_buffer;
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previous_pixel_buffer = temp;
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GB_set_pixels_output(gb, active_pixel_buffer);
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}
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else {
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render_texture(active_pixel_buffer, NULL);
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}
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handle_events(gb);
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}
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static uint32_t rgb_encode(GB_gameboy_t *gb, uint8_t r, uint8_t g, uint8_t b)
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{
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return SDL_MapRGB(pixel_format, r, g, b);
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}
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void init_gb() {
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GB_model_t model;
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model = (GB_model_t [])
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{
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[MODEL_DMG] = GB_MODEL_DMG_B,
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[MODEL_CGB] = GB_MODEL_CGB_E,
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[MODEL_AGB] = GB_MODEL_AGB,
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[MODEL_SGB] = (GB_model_t [])
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{
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[SGB_NTSC] = GB_MODEL_SGB_NTSC,
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[SGB_PAL] = GB_MODEL_SGB_PAL,
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[SGB_2] = GB_MODEL_SGB2,
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}[configuration.sgb_revision],
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}[configuration.model];
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fprintf(stderr, "Initializing ...\n");
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if (GB_is_inited(&gb)) {
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fprintf(stderr, "Already initialized, switching model ...\n");
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GB_switch_model_and_reset(&gb, model);
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}
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else {
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fprintf(stderr, "Initializing new GB ...\n");
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GB_init(&gb, model);
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GB_set_input_callback(&gb, NULL);
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GB_set_async_input_callback(&gb, NULL);
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GB_set_vblank_callback(&gb, (GB_vblank_callback_t) vblank);
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GB_set_pixels_output(&gb, active_pixel_buffer);
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GB_set_rgb_encode_callback(&gb, rgb_encode);
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GB_set_sample_rate(&gb, have_aspec.freq);
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GB_set_color_correction_mode(&gb, configuration.color_correction_mode);
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GB_set_highpass_filter_mode(&gb, configuration.highpass_mode);
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GB_set_rewind_length(&gb, 0);
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}
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SDL_DestroyTexture(texture);
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texture = SDL_CreateTexture(
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renderer,
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SDL_GetWindowPixelFormat(window),
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SDL_TEXTUREACCESS_STREAMING,
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GB_get_screen_width(&gb),
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GB_get_screen_height(&gb)
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);
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SDL_SetWindowMinimumSize(window, GB_get_screen_width(&gb), GB_get_screen_height(&gb));
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bool error = false;
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const char * const boot_roms[] = {
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"dmg_boot.bin",
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"cgb_boot.bin",
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"agb_boot.bin",
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"sgb_boot.bin"
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};
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const char *boot_rom = boot_roms[configuration.model];
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if (configuration.model == GB_MODEL_SGB && configuration.sgb_revision == SGB_2) {
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boot_rom = "sgb2_boot.bin";
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}
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const char *boot_rom_path = resource_path(concat("BootROMs/", boot_rom));
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fprintf(stderr, "Loading boot ROM: %s\n", boot_rom_path);
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error = GB_load_boot_rom(&gb, boot_rom_path);
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}
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int EMSCRIPTEN_KEEPALIVE init() {
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#define str(x) #x
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#define xstr(x) str(x)
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pixel_format = (SDL_PixelFormat *) malloc(sizeof(SDL_PixelFormat));
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if (!pixel_format) {
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fprintf(stderr, "Failed to allocate memory\n");
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return EXIT_FAILURE;
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}
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// emscripten_sample_gamepad_data();
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
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fprintf(stderr, "SDL_Init Error: %s\n", SDL_GetError());
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return EXIT_FAILURE;
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}
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fprintf(stderr, "SameBoy v" xstr(VERSION) "\n");
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window = SDL_CreateWindow(
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"SameBoy v" xstr(VERSION),
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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VIDEO_WIDTH,
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VIDEO_HEIGHT,
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SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI
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);
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if (!window) {
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printf("Could not create window: %s\n", SDL_GetError());
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return EXIT_FAILURE;
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}
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SDL_SetWindowMinimumSize(window, VIDEO_WIDTH, VIDEO_HEIGHT);
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SDL_SetWindowMaximumSize(window, VIDEO_WIDTH, VIDEO_HEIGHT);
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renderer = SDL_CreateRenderer(
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window,
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-1,
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC
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);
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if (!renderer) {
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fprintf(stderr, "SDL_CreateRenderer Error: %s\n", SDL_GetError());
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return EXIT_FAILURE;
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}
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screen = SDL_CreateRGBSurface(
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0,
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VIDEO_WIDTH,
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VIDEO_HEIGHT,
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32,
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0, 0, 0, 0
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);
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if (!screen) {
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SDL_Log("SDL_CreateRGBSurface() failed: %s", SDL_GetError());
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exit(1);
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}
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pixel_format = screen->format;
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texture = SDL_CreateTextureFromSurface(renderer, screen);
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if (!texture) {
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fprintf(stderr, "SDL_CreateTextureFromSurface Error: %s\n", SDL_GetError());
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return EXIT_FAILURE;
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}
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unsigned audio_sample_rate = query_sample_rate_of_audiocontexts();
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fprintf(stderr, "Sample rate: %u\n", audio_sample_rate);
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memset(&want_aspec, 0, sizeof(want_aspec));
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want_aspec.freq = audio_sample_rate;
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want_aspec.format = AUDIO_S16SYS;
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want_aspec.channels = 2;
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want_aspec.samples = 512;
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want_aspec.callback = audio_callback;
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want_aspec.userdata = &gb;
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device_id = SDL_OpenAudioDevice(NULL, 0, &want_aspec, &have_aspec, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE);
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if (device_id == 0) {
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fprintf(stderr, "Failed to open audio: %s", SDL_GetError());
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}
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EM_ASM({
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var AudioContext = window.AudioContext || window.webkitAudioContext;
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var ctx = new AudioContext();
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// unlock audio for iOS
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if (ctx && ctx.currentTime == 0) {
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var buffer = ctx.createBuffer(1, 1, 22050);
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var source = ctx.createBufferSource();
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source.buffer = buffer;
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source.connect(ctx.destination);
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source.start(0);
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}
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// Google audio enable work-around:
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// https://github.com/emscripten-ports/SDL2/issues/57
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try {
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if (!Module.SDL2 || !ctx || !ctx.resume) return;
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ctx.resume();
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} catch (err) {}
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ctx.close();
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});
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init_gb();
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SDL_PauseAudioDevice(device_id, 0);
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return EXIT_SUCCESS;
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}
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int EMSCRIPTEN_KEEPALIVE load_rom(char* filename, char* battery_save_path) {
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int result = GB_load_rom(&gb, filename);
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if (result == 0) {
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battery_save_path_ptr = battery_save_path;
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GB_load_battery(&gb, battery_save_path);
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save_battery(&gb, battery_save_path_ptr);
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}
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return result;
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}
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void EMSCRIPTEN_KEEPALIVE quit() {
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fprintf(stderr, "Quitting ...\n");
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emscripten_set_main_loop(NULL, 0, false);
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GB_free(&gb);
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SDL_FreeSurface(screen);
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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void EMSCRIPTEN_KEEPALIVE run_frame() {
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GB_run_frame(&gb);
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}
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