/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes. * Copyright (C) 2010 - Hans-Kristian Arntzen * * Some code herein may be based on code found in BSNES. * * SSNES is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with SSNES. * If not, see . */ #include "driver.h" #include #include #include "libsnes.hpp" #include static GLuint texture; static uint8_t *gl_buffer; static bool keep_aspect = true; static GLuint tex_filter; typedef struct gl { bool vsync; } gl_t; static void glfw_input_poll(void *data) { (void)data; glfwPollEvents(); } static int16_t glfw_input_state(void *data, const struct snes_keybind *snes_keybinds, bool port, unsigned device, unsigned index, unsigned id) { (void)data; if ( port != 0 || device != SNES_DEVICE_JOYPAD ) return 0; int i; int joypad_id = -1; int joypad_buttons = -1; // Finds the first joypad that's alive for ( i = GLFW_JOYSTICK_1; i <= GLFW_JOYSTICK_LAST; i++ ) { if ( glfwGetJoystickParam(i, GLFW_PRESENT) == GL_TRUE ) { joypad_id = i; joypad_buttons = glfwGetJoystickParam(i, GLFW_BUTTONS); break; } } unsigned char buttons[128]; if ( joypad_id != -1 ) { glfwGetJoystickButtons(joypad_id, buttons, joypad_buttons); } // Finds fast forwarding state. for ( i = 0; snes_keybinds[i].id != -1; i++ ) { if ( snes_keybinds[i].id == SNES_FAST_FORWARD_KEY ) { if ( snes_keybinds[i].joykey < joypad_buttons ) set_fast_forward_button(buttons[snes_keybinds[i].joykey] == GLFW_PRESS); break; } } for ( i = 0; snes_keybinds[i].id != -1; i++ ) { if ( snes_keybinds[i].id == (int)id ) { if ( glfwGetKey(snes_keybinds[i].key) ) return 1; if ( snes_keybinds[i].joykey < joypad_buttons && buttons[snes_keybinds[i].joykey] == GLFW_PRESS ) return 1; } } return 0; } static void glfw_free_input(void *data) { free(data); } static const input_driver_t input_glfw = { .poll = glfw_input_poll, .input_state = glfw_input_state, .free = glfw_free_input }; static void GLFWCALL resize(int width, int height) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); if ( keep_aspect ) { //float desired_aspect = 256.0/224.0; float desired_aspect = 296.0/224.0; float in_aspect = (float)width / height; if ( (int)(in_aspect*100) > (int)(desired_aspect*100) ) { float delta = (in_aspect / desired_aspect - 1.0) / 2.0 + 0.5; glOrtho(0.5 - delta, 0.5 + delta, 0, 1, -1, 1); } else if ( (int)(in_aspect*100) < (int)(desired_aspect*100) ) { float delta = (desired_aspect / in_aspect - 1.0) / 2.0 + 0.5; glOrtho(0, 1, 0.5 - delta, 0.5 + delta, -1, 1); } else glOrtho(0, 1, 0, 1, -1, 1); } else glOrtho(0, 1, 0, 1, -1, 1); glViewport(0, 0, width, height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } static bool gl_frame(void *data, const uint16_t* frame, int width, int height) { (void)data; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter); glPixelStorei(GL_UNPACK_ROW_LENGTH, width); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame); glLoadIdentity(); glColor3f(1,1,1); glBegin(GL_QUADS); float h = 224.0/256.0; glTexCoord2f(0, h); glVertex3i(0, 0, 0); glTexCoord2f(0, 0); glVertex3i(0, 1, 0); glTexCoord2f(1, 0); glVertex3i(1, 1, 0); glTexCoord2f(1, h); glVertex3i(1, 0, 0); glEnd(); glfwSwapBuffers(); return true; } static void gl_free(void *data) { glfwTerminate(); free(gl_buffer); } static void gl_set_nonblock_state(void *data, bool state) { gl_t *gl = data; if (gl->vsync) { if (state) glfwSwapInterval(0); else glfwSwapInterval(1); } } static void* gl_init(video_info_t *video, const input_driver_t **input) { gl_t *gl = malloc(sizeof(gl_t)); if ( gl == NULL ) return NULL; keep_aspect = video->force_aspect; if ( video->smooth ) tex_filter = GL_LINEAR; else tex_filter = GL_NEAREST; glfwInit(); int res; res = glfwOpenWindow(video->width, video->height, 0, 0, 0, 0, 0, 0, (video->fullscreen) ? GLFW_FULLSCREEN : GLFW_WINDOW); if ( !res ) { glfwTerminate(); return NULL; } glfwSetWindowSizeCallback(resize); if ( video->vsync ) glfwSwapInterval(1); // Force vsync else glfwSwapInterval(0); gl->vsync = video->vsync; gl_buffer = malloc(256 * 256 * 2 * video->input_scale * video->input_scale); if ( !gl_buffer ) { fprintf(stderr, "Couldn't allocate memory :<\n"); exit(1); } glEnable(GL_TEXTURE_2D); glEnable(GL_DITHER); glEnable(GL_DEPTH_TEST); glfwSetWindowTitle("SSNES"); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glPixelStorei(GL_UNPACK_ROW_LENGTH, 256 * video->input_scale); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256 * video->input_scale, 256 * video->input_scale, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, gl_buffer); *input = &input_glfw; return gl; } const video_driver_t video_gl = { .init = gl_init, .frame = gl_frame, .set_nonblock_state = gl_set_nonblock_state, .free = gl_free };