RetroArch/gl.c

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/* 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 <http://www.gnu.org/licenses/>.
*/
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#include "driver.h"
#include <GL/glfw.h>
#include <stdint.h>
#include "libsnes.hpp"
#include <stdio.h>
static GLuint texture;
static uint8_t *gl_buffer;
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static bool keep_aspect = true;
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static GLuint tex_filter;
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typedef struct gl
{
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bool vsync;
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} gl_t;
static void glfw_input_poll(void *data)
{
(void)data;
glfwPollEvents();
}
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static int16_t glfw_input_state(void *data, const struct snes_keybind *snes_keybinds, bool port, unsigned device, unsigned index, unsigned id)
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{
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(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);
}
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// Finds fast forwarding state.
for ( i = 0; snes_keybinds[i].id != -1; i++ )
{
if ( snes_keybinds[i].id == SNES_FAST_FORWARD_KEY )
{
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bool pressed = false;
if ( glfwGetKey(snes_keybinds[i].key) )
pressed = true;
else if ( snes_keybinds[i].joykey < joypad_buttons && buttons[snes_keybinds[i].joykey] == GLFW_PRESS )
pressed = true;
set_fast_forward_button(pressed);
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break;
}
}
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for ( i = 0; snes_keybinds[i].id != -1; i++ )
{
if ( snes_keybinds[i].id == (int)id )
{
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if ( glfwGetKey(snes_keybinds[i].key) )
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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);
}
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static const input_driver_t input_glfw = {
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.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();
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if ( keep_aspect )
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{
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//float desired_aspect = 256.0/224.0;
float desired_aspect = 296.0/224.0;
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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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
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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);
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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);
}
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static void gl_set_nonblock_state(void *data, bool state)
{
gl_t *gl = data;
if (gl->vsync)
{
if (state)
glfwSwapInterval(0);
else
glfwSwapInterval(1);
}
}
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static void* gl_init(video_info_t *video, const input_driver_t **input)
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{
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gl_t *gl = malloc(sizeof(gl_t));
if ( gl == NULL )
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return NULL;
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keep_aspect = video->force_aspect;
if ( video->smooth )
tex_filter = GL_LINEAR;
else
tex_filter = GL_NEAREST;
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glfwInit();
int res;
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res = glfwOpenWindow(video->width, video->height, 0, 0, 0, 0, 0, 0, (video->fullscreen) ? GLFW_FULLSCREEN : GLFW_WINDOW);
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if ( !res )
{
glfwTerminate();
return NULL;
}
glfwSetWindowSizeCallback(resize);
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if ( video->vsync )
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glfwSwapInterval(1); // Force vsync
else
glfwSwapInterval(0);
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gl->vsync = video->vsync;
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gl_buffer = malloc(256 * 256 * 2 * video->input_scale * video->input_scale);
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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);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 256 * video->input_scale);
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glTexImage2D(GL_TEXTURE_2D,
0, GL_RGB, 256 * video->input_scale, 256 * video->input_scale, 0, GL_BGRA,
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GL_UNSIGNED_SHORT_1_5_5_5_REV, gl_buffer);
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*input = &input_glfw;
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return gl;
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}
const video_driver_t video_gl = {
.init = gl_init,
.frame = gl_frame,
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.set_nonblock_state = gl_set_nonblock_state,
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.free = gl_free
};