/Chip8Graphic.cs Secret
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November 4, 2020 17:41
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using UnityEngine; | |
namespace Arc8 | |
{ | |
public class Chip8Graphic : MonoBehaviour, IGraphic | |
{ | |
Material _mat; | |
byte[,] _buffer; | |
byte[,] _gfx; | |
[SerializeField] | |
Camera _targetCamera; | |
[SerializeField] | |
Color _backgroundColor = Color.black; | |
[SerializeField] | |
Color _foregroundColor = Color.green; | |
[SerializeField] | |
Shader _shader; | |
int _screenWidth; | |
int _screenHeight; | |
public bool HasRenderTexture { get => _targetCamera.targetTexture; } | |
public Shader Shader { get => _shader; } | |
public void Initialize() | |
{ | |
if (_targetCamera == null) | |
_targetCamera = Camera.main; | |
_targetCamera.cullingMask = 0; | |
_targetCamera.clearFlags = Application.isMobilePlatform ? CameraClearFlags.Depth : CameraClearFlags.Nothing; | |
if (HasRenderTexture) | |
{ | |
_screenWidth = _targetCamera.targetTexture.width; | |
_screenHeight = _targetCamera.targetTexture.height; | |
} | |
_mat = new Material(_shader); | |
_mat.SetPass(0); | |
_buffer = new byte[64, 32]; | |
for (int x = 0; x < 64; x++) | |
for (int y = 0; y < 32; y++) | |
_buffer[x, y] = 2; | |
} | |
public void Draw(byte[,] gfx) | |
{ | |
_gfx = gfx; | |
} | |
private void OnRenderObject() | |
{ | |
if (Camera.current == _targetCamera) | |
Render(); | |
} | |
public void Render() | |
{ | |
if (_targetCamera.targetTexture == null) | |
Render(true, Screen.width, Screen.height, true); | |
else | |
Render(false, _screenWidth, _screenHeight, true); | |
} | |
public void Render(bool clearBuffer, int screenWidth, int screenHeight, bool yInverted) | |
{ | |
if (_gfx == null) | |
return; | |
GL.PushMatrix(); | |
if (clearBuffer) | |
GL.Clear(true, false, _backgroundColor); | |
_mat.SetPass(0); | |
GL.LoadPixelMatrix(); | |
GL.Begin(GL.QUADS); | |
var pixelWidth = screenWidth / 64f; | |
var pixelHeight = screenHeight / 32f; | |
float xScaled; | |
float yScaled; | |
for (int x = 0; x < 64; x++) | |
{ | |
xScaled = x * pixelWidth; | |
for (int y = 0; y < 32; y++) | |
{ | |
if (!clearBuffer && _buffer[x, y] == _gfx[x, y]) | |
continue; | |
_buffer[x, y] = _gfx[x, y]; | |
if (_gfx[x, y] == 1) | |
GL.Color(_foregroundColor); | |
else | |
GL.Color(_backgroundColor); | |
if (yInverted) | |
yScaled = (31 - y) * pixelHeight; | |
else | |
yScaled = y * pixelHeight; | |
GL.Vertex3(xScaled, yScaled, 0); // Top left. | |
GL.Vertex3(xScaled + pixelWidth, yScaled, 0); // Top right. | |
GL.Vertex3(xScaled + pixelWidth, yScaled + pixelHeight, 0); // Bottom right. | |
GL.Vertex3(xScaled, yScaled + pixelHeight, 0); // Bottom left. | |
} | |
} | |
GL.End(); | |
GL.PopMatrix(); | |
} | |
public void Invalidate() | |
{ | |
} | |
public void SetRenderTexture(RenderTexture renderTexture) | |
{ | |
_targetCamera.targetTexture = renderTexture; | |
} | |
} | |
} |
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using System; | |
using UnityEngine; | |
using UnityEngine.Serialization; | |
namespace Arc8 | |
{ | |
[DefaultExecutionOrder(1000)] | |
public class Chip8Loader : MonoBehaviour | |
{ | |
Chip8 _chip8; | |
TextAsset _romLoaded; | |
[SerializeField] | |
int _FPS = 60; | |
[SerializeField] | |
int _opcodesPerCycle = 10; | |
[SerializeField] | |
Chip8Graphic _graphic; | |
[SerializeField] | |
Chip8Sound _sound; | |
[SerializeField] | |
KeyboardChip8Input _input; | |
[SerializeField] | |
Chip8Log _log; | |
[SerializeField] | |
[FormerlySerializedAs("Rom")] | |
TextAsset _rom; | |
public Chip8Graphic Graphics { get => _graphic; } | |
public TextAsset Rom { get => _rom;} | |
private void Start() | |
{ | |
if (_rom == null) | |
LogError("Rom should be defined"); | |
if (_graphic == null) | |
LogError("Graphic should be defined"); | |
if (_sound == null) | |
LogError("Sound should be defined"); | |
if (_input == null) | |
LogError("Input should be defined"); | |
if (_log == null) | |
LogError("Log should be defined"); | |
Application.targetFrameRate = _FPS; | |
Run(); | |
} | |
public void Run() | |
{ | |
Run(_graphic); | |
} | |
public void Run(TextAsset rom) | |
{ | |
_rom = rom; | |
Run(_graphic); | |
} | |
public void Run(IGraphic graphics) | |
{ | |
Restart(graphics, _input); | |
} | |
public void Run(IInput input) | |
{ | |
Restart(_graphic, input); | |
} | |
public void Restart() | |
{ | |
Restart(_graphic, _input); | |
} | |
public void Restart(IGraphic graphics, IInput input) | |
{ | |
if (Rom == null) | |
LogError("Rom should be defined."); | |
_log.Debug($"Rom size: {_rom.bytes.Length}"); | |
_chip8 = new Chip8(_log, graphics, _sound, input); | |
_graphic.Initialize(); | |
_chip8.LoadRom(Chip8Rom.FromData(_rom.name, _rom.bytes)); | |
_romLoaded = _rom; | |
} | |
public void LateUpdate() | |
{ | |
_chip8.EmulateCycle(_opcodesPerCycle); | |
} | |
[System.Diagnostics.Conditional("DEBUG")] | |
void LogError(string msg) | |
{ | |
Debug.LogError($"[{name}] {msg}"); | |
} | |
} | |
} |
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using UnityEngine; | |
namespace Arc8 | |
{ | |
public class Chip8Log : MonoBehaviour, ILog | |
{ | |
private void Start() | |
{ | |
} | |
public void Debug(string message, params object[] args) | |
{ | |
if (enabled) | |
UnityEngine.Debug.LogFormat($"[CHIP8] {message}", args); | |
} | |
public void Error(string message, params object[] args) | |
{ | |
UnityEngine.Debug.LogErrorFormat($"[CHIP8] {message}", args); | |
} | |
} | |
} |
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using UnityEngine; | |
namespace Arc8 | |
{ | |
[RequireComponent(typeof(AudioSource))] | |
[ExecuteInEditMode] | |
public class Chip8Sound : MonoBehaviour, ISound | |
{ | |
[SerializeField] | |
AudioClip _beep; | |
AudioSource _source; | |
private void Awake() | |
{ | |
_source = GetComponent<AudioSource>(); | |
if (_source == null) | |
Debug.LogError("Chip8Sound did not find any AudioSource"); | |
} | |
public void Play() | |
{ | |
if(enabled) | |
_source.PlayOneShot(_beep); | |
} | |
} | |
} |
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using System.Collections.Generic; | |
using UnityEngine; | |
namespace Arc8 | |
{ | |
public class KeyboardChip8Input : MonoBehaviour, IInput | |
{ | |
static readonly Dictionary<KeyCode, ushort> _map = new Dictionary<KeyCode, ushort> | |
{ | |
{ KeyCode.Alpha1, Keypad.Key1 }, | |
{ KeyCode.Alpha2, Keypad.Key2 }, | |
{ KeyCode.Alpha3, Keypad.Key3 }, | |
{ KeyCode.Alpha4, Keypad.KeyC }, | |
{ KeyCode.Q, Keypad.Key4 }, | |
{ KeyCode.W, Keypad.Key5 }, | |
{ KeyCode.E, Keypad.Key6 }, | |
{ KeyCode.R, Keypad.KeyD }, | |
{ KeyCode.A, Keypad.Key7 }, | |
{ KeyCode.S, Keypad.Key8 }, | |
{ KeyCode.D, Keypad.Key9 }, | |
{ KeyCode.F, Keypad.KeyE }, | |
{ KeyCode.Z, Keypad.KeyA }, | |
{ KeyCode.X, Keypad.Key0 }, | |
{ KeyCode.C, Keypad.KeyB }, | |
{ KeyCode.V, Keypad.KeyF } | |
}; | |
public void UpdateKeys(byte[] keys) | |
{ | |
foreach (var m in _map) | |
{ | |
if (Input.GetKey(m.Key)) | |
keys[m.Value] = 1; | |
else | |
keys[m.Value] = 0; | |
} | |
} | |
} | |
} |
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