mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2025-10-30 08:01:01 +00:00
348 lines
9.2 KiB
C
348 lines
9.2 KiB
C
#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#ifdef TARGET_WEB
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#endif
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#include "sm64.h"
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#include "pc/lua/smlua.h"
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#include "game/memory.h"
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#include "audio/external.h"
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#include "network/network.h"
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#include "lua/smlua.h"
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#include "gfx/gfx_pc.h"
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#include "gfx/gfx_opengl.h"
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#include "gfx/gfx_direct3d11.h"
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#include "gfx/gfx_direct3d12.h"
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#include "gfx/gfx_dxgi.h"
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#include "gfx/gfx_sdl.h"
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#include "gfx/gfx_dummy.h"
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#include "audio/audio_api.h"
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#include "audio/audio_sdl.h"
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#include "audio/audio_null.h"
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#include "pc_main.h"
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#include "cliopts.h"
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#include "configfile.h"
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#include "controller/controller_api.h"
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#include "controller/controller_keyboard.h"
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#include "fs/fs.h"
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#include "game/game_init.h"
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#include "game/main.h"
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#include "game/thread6.h"
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#ifdef DISCORDRPC
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#include "pc/discord/discordrpc.h"
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#endif
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#include "pc/network/version.h"
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#include "pc/network/network_player.h"
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#include "pc/djui/djui.h"
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#include "pc/mod_list.h"
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OSMesg D_80339BEC;
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OSMesgQueue gSIEventMesgQueue;
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s8 gResetTimer;
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s8 D_8032C648;
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s8 gDebugLevelSelect;
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s8 gShowProfiler;
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s8 gShowDebugText;
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s32 gRumblePakPfs;
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struct RumbleData gRumbleDataQueue[3];
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struct StructSH8031D9B0 gCurrRumbleSettings;
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static struct AudioAPI *audio_api;
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struct GfxWindowManagerAPI *wm_api;
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static struct GfxRenderingAPI *rendering_api;
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extern void gfx_run(Gfx *commands);
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extern void thread5_game_loop(void *arg);
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extern void create_next_audio_buffer(s16 *samples, u32 num_samples);
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void game_loop_one_iteration(void);
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void dispatch_audio_sptask(UNUSED struct SPTask *spTask) {
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}
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void set_vblank_handler(UNUSED s32 index, UNUSED struct VblankHandler *handler, UNUSED OSMesgQueue *queue, UNUSED OSMesg *msg) {
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}
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static bool inited = false;
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#include "game/display.h" // for gGlobalTimer
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void send_display_list(struct SPTask *spTask) {
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if (!inited) return;
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gfx_run((Gfx *)spTask->task.t.data_ptr);
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}
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#ifdef VERSION_EU
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#define SAMPLES_HIGH 656
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#define SAMPLES_LOW 640
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#else
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#define SAMPLES_HIGH 544
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#define SAMPLES_LOW 528
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#endif
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static inline void patch_interpolations(void) {
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extern void mtx_patch_interpolated(void);
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extern void patch_screen_transition_interpolated(void);
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extern void patch_title_screen_scales(void);
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extern void patch_interpolated_dialog(void);
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extern void patch_interpolated_hud(void);
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extern void patch_interpolated_paintings(void);
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extern void patch_interpolated_bubble_particles(void);
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extern void patch_interpolated_snow_particles(void);
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extern void djui_render_patch(void);
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mtx_patch_interpolated();
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patch_screen_transition_interpolated();
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patch_title_screen_scales();
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patch_interpolated_dialog();
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patch_interpolated_hud();
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patch_interpolated_paintings();
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patch_interpolated_bubble_particles();
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patch_interpolated_snow_particles();
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djui_render_patch();
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}
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void produce_one_frame(void) {
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network_update();
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gfx_start_frame();
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const f32 master_mod = (f32)configMasterVolume / 127.0f;
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set_sequence_player_volume(SEQ_PLAYER_LEVEL, (f32)configMusicVolume / 127.0f * master_mod);
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set_sequence_player_volume(SEQ_PLAYER_SFX, (f32)configSfxVolume / 127.0f * master_mod);
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set_sequence_player_volume(SEQ_PLAYER_ENV, (f32)configEnvVolume / 127.0f * master_mod);
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game_loop_one_iteration();
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smlua_update();
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thread6_rumble_loop(NULL);
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int samples_left = audio_api->buffered();
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u32 num_audio_samples = samples_left < audio_api->get_desired_buffered() ? SAMPLES_HIGH : SAMPLES_LOW;
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//printf("Audio samples: %d %u\n", samples_left, num_audio_samples);
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s16 audio_buffer[SAMPLES_HIGH * 2 * 2];
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for (int i = 0; i < 2; i++) {
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/*if (audio_cnt-- == 0) {
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audio_cnt = 2;
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}
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u32 num_audio_samples = audio_cnt < 2 ? 528 : 544;*/
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create_next_audio_buffer(audio_buffer + i * (num_audio_samples * 2), num_audio_samples);
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}
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//printf("Audio samples before submitting: %d\n", audio_api->buffered());
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audio_api->play((u8 *)audio_buffer, 2 * num_audio_samples * 4);
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gfx_end_frame();
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if (config60Fps) {
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gfx_start_frame();
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patch_interpolations();
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send_display_list(gGfxSPTask);
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gfx_end_frame();
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}
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}
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void audio_shutdown(void) {
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if (audio_api) {
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if (audio_api->shutdown) audio_api->shutdown();
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audio_api = NULL;
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}
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}
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void game_deinit(void) {
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#ifdef DISCORDRPC
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discord_shutdown();
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#endif
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configfile_save(configfile_name());
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controller_shutdown();
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audio_shutdown();
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gfx_shutdown();
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network_shutdown(true);
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smlua_shutdown();
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mod_list_shutdown();
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inited = false;
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}
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void game_exit(void) {
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game_deinit();
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#ifndef TARGET_WEB
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exit(0);
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#endif
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}
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#ifdef TARGET_WEB
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static void em_main_loop(void) {
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}
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static void request_anim_frame(void (*func)(double time)) {
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EM_ASM(requestAnimationFrame(function(time) {
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dynCall("vd", $0, [time]);
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}), func);
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}
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static void on_anim_frame(double time) {
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static double target_time;
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time *= 0.03; // milliseconds to frame count (33.333 ms -> 1)
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if (time >= target_time + 10.0) {
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// We are lagging 10 frames behind, probably due to coming back after inactivity,
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// so reset, with a small margin to avoid potential jitter later.
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target_time = time - 0.010;
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}
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for (int i = 0; i < 2; i++) {
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// If refresh rate is 15 Hz or something we might need to generate two frames
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if (time >= target_time) {
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produce_one_frame();
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target_time = target_time + 1.0;
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}
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}
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if (inited) // only continue if the init flag is still set
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request_anim_frame(on_anim_frame);
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}
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#endif
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void main_func(void) {
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const char *gamedir = gCLIOpts.GameDir[0] ? gCLIOpts.GameDir : FS_BASEDIR;
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const char *userpath = gCLIOpts.SavePath[0] ? gCLIOpts.SavePath : sys_user_path();
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fs_init(sys_ropaths, gamedir, userpath);
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mod_list_init();
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configfile_load(configfile_name());
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if (configPlayerModel >= CT_MAX) { configPlayerModel = 0; }
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if (configPlayerPalette >= PALETTE_MAX) { configPlayerPalette = 0; }
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if (gCLIOpts.FullScreen == 1)
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configWindow.fullscreen = true;
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else if (gCLIOpts.FullScreen == 2)
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configWindow.fullscreen = false;
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const size_t poolsize = gCLIOpts.PoolSize ? gCLIOpts.PoolSize : DEFAULT_POOL_SIZE;
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u64 *pool = calloc(poolsize, 1);
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if (!pool) sys_fatal("Could not alloc %u bytes for main pool.\n", poolsize);
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main_pool_init(pool, pool + poolsize / sizeof(pool[0]));
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gEffectsMemoryPool = mem_pool_init(0x4000, MEMORY_POOL_LEFT);
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#if defined(WAPI_SDL1) || defined(WAPI_SDL2)
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wm_api = &gfx_sdl;
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#elif defined(WAPI_DXGI)
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wm_api = &gfx_dxgi;
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#elif defined(WAPI_DUMMY)
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wm_api = &gfx_dummy_wm_api;
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#else
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#error No window API!
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#endif
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#if defined(RAPI_D3D11)
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rendering_api = &gfx_direct3d11_api;
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# define RAPI_NAME "DirectX 11"
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#elif defined(RAPI_D3D12)
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rendering_api = &gfx_direct3d12_api;
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# define RAPI_NAME "DirectX 12"
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#elif defined(RAPI_GL) || defined(RAPI_GL_LEGACY)
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rendering_api = &gfx_opengl_api;
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# ifdef USE_GLES
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# define RAPI_NAME "OpenGL ES"
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# else
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# define RAPI_NAME "OpenGL"
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# endif
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#elif defined(RAPI_DUMMY)
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rendering_api = &gfx_dummy_renderer_api;
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#else
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#error No rendering API!
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#endif
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char* version = get_version();
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char window_title[96] = { 0 };
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#ifdef GIT_HASH
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snprintf(window_title, 96, "sm64ex-coop: %s [%s]", version, GIT_HASH);
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#else
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snprintf(window_title, 96, "sm64ex-coop: %s", version);
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#endif
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gfx_init(wm_api, rendering_api, window_title);
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wm_api->set_keyboard_callbacks(keyboard_on_key_down, keyboard_on_key_up, keyboard_on_all_keys_up, keyboard_on_text_input);
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#if defined(AAPI_SDL1) || defined(AAPI_SDL2)
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if (audio_api == NULL && audio_sdl.init())
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audio_api = &audio_sdl;
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#endif
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if (audio_api == NULL) {
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audio_api = &audio_null;
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}
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djui_init();
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if (gCLIOpts.Network == NT_CLIENT) {
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network_set_system(NS_SOCKET);
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strncpy(configJoinIp, gCLIOpts.JoinIp, IP_MAX_LEN);
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configJoinPort = gCLIOpts.NetworkPort;
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network_init(NT_CLIENT);
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} else if (gCLIOpts.Network == NT_SERVER) {
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network_set_system(NS_SOCKET);
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configHostPort = gCLIOpts.NetworkPort;
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network_init(NT_SERVER);
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djui_panel_shutdown();
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djui_panel_modlist_create(NULL);
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} else {
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network_init(NT_NONE);
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}
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audio_init();
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sound_init();
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network_player_init();
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thread5_game_loop(NULL);
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inited = true;
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#ifdef EXTERNAL_DATA
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// precache data if needed
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if (configPrecacheRes) {
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fprintf(stdout, "precaching data\n");
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fflush(stdout);
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gfx_precache_textures();
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}
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#endif
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#ifdef DISCORDRPC
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discord_init();
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#endif
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#ifdef TARGET_WEB
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emscripten_set_main_loop(em_main_loop, 0, 0);
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request_anim_frame(on_anim_frame);
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#else
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while (true) {
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wm_api->main_loop(produce_one_frame);
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#ifdef DISCORDRPC
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discord_update_rich_presence();
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#endif
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#ifdef DEBUG
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fflush(stdout);
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fflush(stderr);
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#endif
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}
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#endif
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}
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int main(int argc, char *argv[]) {
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parse_cli_opts(argc, argv);
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main_func();
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return 0;
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}
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