mirror of
https://github.com/libretro/scenewalker-libretro.git
synced 2024-11-27 01:50:33 +00:00
297 lines
6.8 KiB
C++
297 lines
6.8 KiB
C++
#include "libretro.h"
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#include "gl.hpp"
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#include "mesh.hpp"
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#include "object.hpp"
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#include <cstring>
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#include <string>
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#include <iostream>
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#include <cstdint>
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using namespace GL;
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using namespace glm;
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using namespace std;
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#define BASE_WIDTH 640
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#define BASE_HEIGHT 480
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#define MAX_WIDTH (BASE_WIDTH * 3)
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#define MAX_HEIGHT (BASE_HEIGHT * 3)
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static struct retro_hw_render_callback hw_render;
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static string mesh_path;
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static vector<shared_ptr<Mesh>> meshes;
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void retro_init(void)
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{}
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void retro_deinit(void)
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{}
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unsigned retro_api_version(void)
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{
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return RETRO_API_VERSION;
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}
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void retro_set_controller_port_device(unsigned, unsigned)
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{}
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void retro_get_system_info(struct retro_system_info *info)
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{
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memset(info, 0, sizeof(*info));
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info->library_name = "ModelViewer";
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info->library_version = "v1";
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info->need_fullpath = true;
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info->valid_extensions = "obj";
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}
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void retro_get_system_av_info(struct retro_system_av_info *info)
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{
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memset(info, 0, sizeof(*info));
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info->timing.fps = 60.0;
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info->timing.sample_rate = 30000.0;
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info->geometry.base_width = BASE_WIDTH;
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info->geometry.base_height = BASE_HEIGHT;
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info->geometry.max_width = MAX_WIDTH;
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info->geometry.max_height = MAX_HEIGHT;
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}
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static retro_video_refresh_t video_cb;
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static retro_audio_sample_t audio_cb;
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static retro_audio_sample_batch_t audio_batch_cb;
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static retro_environment_t environ_cb;
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static retro_input_poll_t input_poll_cb;
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static retro_input_state_t input_state_cb;
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void retro_set_environment(retro_environment_t cb)
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{
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environ_cb = cb;
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}
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void retro_set_audio_sample(retro_audio_sample_t cb)
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{
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audio_cb = cb;
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}
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void retro_set_audio_sample_batch(retro_audio_sample_batch_t cb)
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{
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audio_batch_cb = cb;
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}
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void retro_set_input_poll(retro_input_poll_t cb)
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{
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input_poll_cb = cb;
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}
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void retro_set_input_state(retro_input_state_t cb)
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{
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input_state_cb = cb;
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}
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void retro_set_video_refresh(retro_video_refresh_t cb)
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{
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video_cb = cb;
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}
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static void handle_input()
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{
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static float model_rotate_y;
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static float model_rotate_x;
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static float model_scale = 1.0f;
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input_poll_cb();
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int analog_x = input_state_cb(0, RETRO_DEVICE_ANALOG,
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RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X);
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int analog_y = input_state_cb(0, RETRO_DEVICE_ANALOG,
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RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y);
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int analog_ry = input_state_cb(0, RETRO_DEVICE_ANALOG,
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RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y);
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if (abs(analog_x) < 10000)
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analog_x = 0;
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if (abs(analog_y) < 10000)
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analog_y = 0;
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if (abs(analog_ry) < 10000)
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analog_ry = 0;
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model_scale *= 1.0f - analog_ry * 0.000001f;
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model_scale = clamp(model_scale, 0.1f, 100.0f);
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model_rotate_x += analog_y * 0.0001f;
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model_rotate_x = clamp(model_rotate_x, -80.0f, 80.0f);
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model_rotate_y += analog_x * 0.00015f;
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mat4 translation = translate(mat4(1.0), vec3(0, 0, -40));
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mat4 scaler = scale(mat4(1.0), vec3(model_scale, model_scale, model_scale));
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mat4 rotate_x = rotate(mat4(1.0), model_rotate_x, vec3(1, 0, 0));
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mat4 rotate_y = rotate(mat4(1.0), model_rotate_y, vec3(0, 1, 0));
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mat4 model = translation * scaler * rotate_x * rotate_y;
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for (auto& mesh : meshes)
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mesh->set_model(model);
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}
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void retro_run(void)
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{
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handle_input();
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SYM(glBindFramebuffer)(GL_FRAMEBUFFER, hw_render.get_current_framebuffer());
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SYM(glClearColor)(0.2f, 0.2f, 0.2f, 1.0f);
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SYM(glClear)(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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SYM(glEnable)(GL_DEPTH_TEST);
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SYM(glFrontFace)(GL_CW); // When we flip vertically, orientation changes.
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SYM(glEnable)(GL_CULL_FACE);
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SYM(glEnable)(GL_BLEND);
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// Make this a core option later.
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SYM(glViewport)(0, 0, MAX_WIDTH, MAX_HEIGHT);
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for (auto& mesh : meshes)
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mesh->render();
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SYM(glDisable)(GL_BLEND);
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SYM(glDisable)(GL_DEPTH_TEST);
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SYM(glDisable)(GL_CULL_FACE);
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SYM(glBindFramebuffer)(GL_FRAMEBUFFER, 0);
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video_cb(RETRO_HW_FRAME_BUFFER_VALID, MAX_WIDTH, MAX_HEIGHT, 0);
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}
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static void init_mesh(const string& path)
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{
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static const string vertex_shader =
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"uniform mat4 uModel;\n"
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"uniform mat4 uMVP;\n"
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"attribute vec4 aVertex;\n"
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"attribute vec3 aNormal;\n"
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"attribute vec2 aTex;\n"
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"varying vec4 vNormal;\n"
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"varying vec2 vTex;\n"
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"varying vec4 vPos;\n"
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"void main() {\n"
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" gl_Position = uMVP * aVertex;\n"
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" vTex = vec2(aTex.x, 1.0 - aTex.y);\n"
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" vPos = uModel * aVertex;\n"
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" vNormal = uModel * vec4(aNormal, 0.0);\n"
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"}";
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static const string fragment_shader =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 vTex;\n"
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"varying vec4 vNormal;\n"
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"varying vec4 vPos;\n"
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"uniform sampler2D sTexture;\n"
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"void main() {\n"
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" vec4 color = texture2D(sTexture, vTex);\n"
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" vec3 normal = normalize(vNormal.xyz);\n"
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" vec3 dist = vPos.xyz - vec3(20.0, 40.0, -30.0);\n"
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" float directivity = dot(normalize(dist), -normal);\n"
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" float diffuse = clamp(directivity, 0.0, 1.0) + 0.4;\n"
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" gl_FragColor = vec4(diffuse * color.rgb, color.a);\n"
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"}";
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auto shader = make_shared<Shader>(vertex_shader, fragment_shader);
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meshes = OBJ::load_from_file(path);
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mat4 projection = scale(mat4(1.0), vec3(1, -1, 1)) * perspective(45.0f, 640.0f / 480.0f, 1.0f, 100.0f);
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for (auto& mesh : meshes)
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{
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mesh->set_projection(projection);
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mesh->set_shader(shader);
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}
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}
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static void context_reset(void)
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{
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dead_state = true;
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meshes.clear();
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dead_state = false;
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GL::set_function_cb(hw_render.get_proc_address);
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GL::init_symbol_map();
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init_mesh(mesh_path);
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}
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bool retro_load_game(const struct retro_game_info *info)
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{
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enum retro_pixel_format fmt = RETRO_PIXEL_FORMAT_XRGB8888;
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if (!environ_cb(RETRO_ENVIRONMENT_SET_PIXEL_FORMAT, &fmt))
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{
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cerr << "XRGB8888 is not supported." << endl;
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return false;
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}
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#ifdef GLES
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hw_render.context_type = RETRO_HW_CONTEXT_OPENGLES2;
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#else
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hw_render.context_type = RETRO_HW_CONTEXT_OPENGL;
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#endif
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hw_render.context_reset = context_reset;
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hw_render.depth = true;
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if (!environ_cb(RETRO_ENVIRONMENT_SET_HW_RENDER, &hw_render))
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return false;
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mesh_path = info->path;
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return true;
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}
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void retro_unload_game(void)
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{
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dead_state = true;
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}
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unsigned retro_get_region(void)
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{
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return RETRO_REGION_NTSC;
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}
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bool retro_load_game_special(unsigned, const struct retro_game_info *, size_t)
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{
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return false;
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}
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size_t retro_serialize_size(void)
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{
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return 0;
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}
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bool retro_serialize(void *, size_t)
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{
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return false;
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}
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bool retro_unserialize(const void *, size_t)
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{
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return false;
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}
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void *retro_get_memory_data(unsigned)
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{
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return nullptr;
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}
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size_t retro_get_memory_size(unsigned)
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{
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return 0;
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}
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void retro_reset(void)
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{}
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void retro_cheat_reset(void)
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{}
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void retro_cheat_set(unsigned, bool, const char *)
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{
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}
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