rendering Panda correctly
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@@ -6,15 +6,20 @@
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#include <mem.hpp>
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#include <broadway.hpp>
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#include <SDL3/SDL.h>
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#include <filesystem>
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namespace fs = std::filesystem;
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int main(int argc, char **argv) {
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weee::core::mem mem;
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weee::core::broadway broadway;
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std::string binName;
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cflags::cflags flags;
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flags.add_string_callback(
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'\0', "elf",
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[&](const std::string &v) {
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binName = fs::path(v).filename().string();
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if (!weee::core::load_elf(v, mem, broadway))
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ircolib::panic("Could not load '{}'", v);
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},
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@@ -23,6 +28,7 @@ int main(int argc, char **argv) {
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flags.add_string_callback(
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'\0', "dol",
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[&](const std::string &v) {
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binName = fs::path(v).filename().string();
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if (!weee::core::load_dol(v, mem, broadway))
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ircolib::panic("Could not load '{}'", v);
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},
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@@ -34,13 +40,20 @@ int main(int argc, char **argv) {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window *window = SDL_CreateWindow("weee", 800, 600, SDL_WINDOW_HIGH_PIXEL_DENSITY | SDL_WINDOW_RESIZABLE);
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SDL_Renderer *renderer = SDL_CreateRenderer(window, nullptr);
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SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_UYVY, SDL_TEXTUREACCESS_STREAMING, 640, 240);
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SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, 640, 240);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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ircolib::u8 *rgbTexture = (ircolib::u8 *)calloc(640 * 240, 3);
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bool open = true;
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while (open) {
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ircolib::u64 start = SDL_GetTicks();
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broadway.run(mem);
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SDL_SetWindowTitle(window,
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std::format("weee - {} - {:.2f} fps | {} ms", binName,
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1000.f / ((float)SDL_GetTicks() - start), SDL_GetTicks() - start)
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.c_str());
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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@@ -48,8 +61,11 @@ int main(int argc, char **argv) {
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open = false;
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}
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SDL_ConvertPixels(640, 240, SDL_PIXELFORMAT_UYVY, &mem.mem1[0x104000], 640 * 4, SDL_PIXELFORMAT_BGR24,
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rgbTexture, 640 * 3);
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SDL_RenderClear(renderer);
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SDL_UpdateTexture(texture, nullptr, &mem.mem1[0x104000], 640 * 4);
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SDL_UpdateTexture(texture, nullptr, rgbTexture, 640 * 3);
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SDL_RenderTexture(renderer, texture, nullptr, nullptr);
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SDL_RenderPresent(renderer);
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}
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