Animating a nice backbuffer. Thank you Casey Muratori of Handmade Hero fame (https://www.youtube.com/watch?v=hNKU8Jiza2g)

This commit is contained in:
Michael Smith 2025-08-07 17:56:59 +02:00
parent 4c224a51ec
commit 5387152a21
4 changed files with 128 additions and 55 deletions

View File

@ -1,17 +1,40 @@
package gb
import (
"image"
"image/color"
)
const (
ConsoleWidth = 160
ConsoleHeight = 144
)
type Console struct {
Cartridge *Cartridge
front *image.RGBA
}
func NewConsole(path string) (*Console, error) {
cartridge := InsertCartridge(path)
buffer := image.NewRGBA(image.Rect(0, 0, ConsoleWidth, ConsoleHeight))
console := Console{cartridge}
console := Console{Cartridge: cartridge, front: buffer}
return &console, nil
}
func (console *Console) Update(dt uint64) {
console.StepSeconds(dt)
func (console *Console) StepMilliSeconds(ms uint64) {
speed := int(ms / 3)
for y := 0; y < ConsoleHeight; y++ {
for x := 0; x < ConsoleWidth; x++ {
console.front.Set(x, y, color.RGBA{0, uint8(y + speed), uint8(x + speed), 255})
}
}
}
func (console *Console) Buffer() *image.RGBA {
return console.front
}

View File

@ -1,25 +1,37 @@
package ui
import (
"gb-player/gb"
"fmt"
"log"
"github.com/veandco/go-sdl2/sdl"
"github.com/veandco/go-sdl2/ttf"
"gb-player/gb"
)
type Controller struct {
window *sdl.Window
renderer *sdl.Renderer
font *ttf.Font
view *View
timestamp uint64
}
func NewController(renderer *sdl.Renderer) *Controller {
func NewController(window *sdl.Window, renderer *sdl.Renderer, font *ttf.Font) *Controller {
controller := Controller{}
controller.window = window
controller.renderer = renderer
controller.font = font
return &controller
}
func (c *Controller) Start(path string) {
console := gb.NewConsole(path)
console, err := gb.NewConsole(path)
if err != nil {
log.Fatal(err)
}
c.view = NewView(c, console)
c.Run()
}
@ -27,17 +39,14 @@ func (c *Controller) Start(path string) {
func (c *Controller) Step() {
timestamp := sdl.GetTicks64()
dt := timestamp - c.timestamp
c.view.Update(timestamp, dt)
c.timestamp = timestamp
c.view.Update(dt)
}
func (c *Controller) Run() {
var fps float64
var frameCount uint32
var startTicks = sdl.GetTicks64()
var now, last uint64
// cartridge := gb.Insert(romPath)
// fmt.Println(cartridge)
var frameStart = sdl.GetTicks64()
running := true
for running {
@ -49,38 +58,49 @@ func (c *Controller) Run() {
}
}
last = now
now = sdl.GetPerformanceCounter()
deltaTime := float64((now - last) * 1000.0 / sdl.GetPerformanceFrequency())
_ = deltaTime
// Clear screen
renderer.SetDrawColor(0x63, 0x94, 0xED, 0xff)
renderer.Clear()
c.renderer.SetDrawColor(0x63, 0x94, 0xED, 0xff)
c.renderer.Clear()
// Update state
c.Step()
rect := sdl.Rect{X: 100, Y: 100, W: 200, H: 150}
renderer.SetDrawColor(0, 0, 255, 255)
renderer.FillRect(&rect)
drawDebugWindow(fps)
c.drawDebugWindow(fps)
// Present to screen
renderer.Present()
c.renderer.Present()
// Calculate framerate
frameCount++
currentTicks := sdl.GetTicks64()
elapsed := currentTicks - startTicks
frameEnd := sdl.GetTicks64()
elapsed := frameEnd - frameStart
if elapsed >= 1000 {
fps = float64(frameCount) / (float64(elapsed) / 1000.0)
// Reset counters
// Reset framerate counters
frameCount = 0
startTicks = currentTicks
frameStart = frameEnd
}
}
}
func (c *Controller) drawDebugWindow(fps float64) {
renderer := c.renderer
font := c.font
// FPS
textSurface, err := font.RenderUTF8Blended(fmt.Sprintf("FPS: %.2f", fps), sdl.Color{R: 0, G: 0, B: 0, A: 255})
if err != nil {
log.Fatal(err)
}
defer textSurface.Free()
textTexture, err := renderer.CreateTextureFromSurface(textSurface)
if err != nil {
log.Fatal(err)
}
defer textTexture.Destroy()
textRect := sdl.Rect{X: 0, Y: 0, W: textSurface.W, H: textSurface.H}
renderer.Copy(textTexture, nil, &textRect)
}

View File

@ -1,7 +1,6 @@
package ui
import (
"fmt"
"log"
"runtime"
@ -9,8 +8,10 @@ import (
"github.com/veandco/go-sdl2/ttf"
)
var renderer *sdl.Renderer
var font *ttf.Font
const (
windowWidth = 800
windowHeight = 600
)
func init() {
runtime.LockOSThread()
@ -31,45 +32,27 @@ func Run(romPath string) {
"GB Player",
sdl.WINDOWPOS_UNDEFINED,
sdl.WINDOWPOS_UNDEFINED,
800, 600,
windowWidth, windowHeight,
sdl.WINDOW_SHOWN)
if err != nil {
panic(err)
}
defer window.Destroy()
renderer, err = sdl.CreateRenderer(window, -1, 0)
renderer, err := sdl.CreateRenderer(window, -1, 0)
if err != nil {
panic(err)
}
defer renderer.Destroy()
renderer.RenderSetVSync(true)
font, err = ttf.OpenFont("SourceCodePro.ttf", 18)
font, err := ttf.OpenFont("SourceCodePro.ttf", 18)
if err != nil {
log.Fatal(err)
}
defer font.Close()
font.SetStyle(ttf.STYLE_BOLD)
controller := NewController(renderer)
controller := NewController(window, renderer, font)
controller.Start(romPath)
}
func drawDebugWindow(fps float64) {
// FPS
textSurface, err := font.RenderUTF8Blended(fmt.Sprintf("FPS: %.2f", fps), sdl.Color{R: 0, G: 0, B: 0, A: 255})
if err != nil {
log.Fatal(err)
}
defer textSurface.Free()
textTexture, err := renderer.CreateTextureFromSurface(textSurface)
if err != nil {
log.Fatal(err)
}
defer textTexture.Destroy()
textRect := sdl.Rect{X: 0, Y: 0, W: textSurface.W, H: textSurface.H}
renderer.Copy(textTexture, nil, &textRect)
}

View File

@ -1,6 +1,11 @@
package ui
import (
"image"
"log"
"github.com/veandco/go-sdl2/sdl"
"gb-player/gb"
)
@ -12,3 +17,45 @@ type View struct {
func NewView(controller *Controller, console *gb.Console) *View {
return &View{controller, console}
}
func (view *View) Update(dt uint64) {
console := view.console
renderer := view.controller.renderer
// console.StepMilliSeconds(dt)
console.StepMilliSeconds(sdl.GetTicks64())
buffer := console.Buffer()
drawBuffer(renderer, buffer)
}
func drawBuffer(renderer *sdl.Renderer, buffer *image.RGBA) {
width, height := gb.ConsoleWidth, gb.ConsoleHeight
imageTexture, err := renderer.CreateTexture(
uint32(sdl.PIXELFORMAT_RGBA32),
sdl.TEXTUREACCESS_STREAMING,
int32(width), int32(height))
if err != nil {
log.Fatal(err)
}
defer imageTexture.Destroy()
pixels, pitch, err := imageTexture.Lock(nil)
if err != nil {
log.Fatal(err)
}
for y := range height {
start := y * buffer.Stride
end := start + width*4
copy(pixels[y*pitch:y*pitch+width*4], buffer.Pix[start:end])
}
imageTexture.Unlock()
x := (windowWidth / 2) - width
y := (windowHeight / 2) - height
imageRect := sdl.Rect{X: int32(x), Y: int32(y), W: 2 * int32(width), H: 2 * int32(height)}
renderer.Copy(imageTexture, nil, &imageRect)
}