src/gl-main.c (view raw)
1#include "debugger.h"
2#include "gba-thread.h"
3#include "gba.h"
4#include "sdl-audio.h"
5#include "sdl-events.h"
6#include "renderers/video-software.h"
7
8#include <SDL.h>
9#ifdef __APPLE__
10#include <OpenGL/gl.h>
11#else
12#include <GL/gl.h>
13#endif
14
15#include <fcntl.h>
16#include <errno.h>
17#include <signal.h>
18#include <sys/time.h>
19#include <unistd.h>
20
21struct GLSoftwareRenderer {
22 struct GBAVideoSoftwareRenderer d;
23 struct GBASDLAudio audio;
24 struct GBASDLEvents events;
25
26 GLuint tex;
27};
28
29static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
30static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
31static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
32
33static const GLint _glVertices[] = {
34 0, 0,
35 256, 0,
36 256, 256,
37 0, 256
38};
39
40static const GLint _glTexCoords[] = {
41 0, 0,
42 1, 0,
43 1, 1,
44 0, 1
45};
46
47int main(int argc, char** argv) {
48 const char* fname = "test.rom";
49 if (argc > 1) {
50 fname = argv[1];
51 }
52 int fd = open(fname, O_RDONLY);
53 if (fd < 0) {
54 return 1;
55 }
56
57 sigset_t signals;
58 sigaddset(&signals, SIGINT);
59 sigaddset(&signals, SIGTRAP);
60 pthread_sigmask(SIG_BLOCK, &signals, 0);
61
62 struct GBAThread context;
63 struct GLSoftwareRenderer renderer;
64 GBAVideoSoftwareRendererCreate(&renderer.d);
65
66 if (!_GBASDLInit(&renderer)) {
67 return 1;
68 }
69
70 context.fd = fd;
71 context.fname = fname;
72 context.useDebugger = 1;
73 context.renderer = &renderer.d.d;
74 context.frameskip = 0;
75 context.sync.videoFrameWait = 0;
76 context.sync.audioWait = 1;
77 GBAThreadStart(&context);
78 renderer.audio.audio = &context.gba->audio;
79
80 _GBASDLRunloop(&context, &renderer);
81
82 GBAThreadJoin(&context);
83 close(fd);
84
85 _GBASDLDeinit(&renderer);
86
87 return 0;
88}
89
90static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
91 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
92 return 0;
93 }
94
95 GBASDLInitEvents(&renderer->events);
96 GBASDLInitAudio(&renderer->audio);
97
98 SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
99 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
100 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
101 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
102 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
103#ifdef COLOR_16_BIT
104 SDL_SetVideoMode(240, 160, 16, SDL_OPENGL);
105#else
106 SDL_SetVideoMode(240, 160, 32, SDL_OPENGL);
107#endif
108
109 renderer->d.outputBuffer = malloc(256 * 256 * 4);
110 renderer->d.outputBufferStride = 256;
111 glGenTextures(1, &renderer->tex);
112 glBindTexture(GL_TEXTURE_2D, renderer->tex);
113 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
114 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
115 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
116 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
117 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
118
119 glViewport(0, 0, 240, 160);
120
121 return 1;
122}
123
124static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
125 SDL_Event event;
126
127 glEnable(GL_TEXTURE_2D);
128 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
129 glEnableClientState(GL_VERTEX_ARRAY);
130 glVertexPointer(2, GL_INT, 0, _glVertices);
131 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
132 glMatrixMode (GL_PROJECTION);
133 glLoadIdentity();
134 glOrtho(0, 240, 160, 0, 0, 1);
135 while (context->started && (!context->debugger || context->debugger->state != DEBUGGER_EXITING)) {
136 GBASyncWaitFrameStart(&context->sync, context->frameskip);
137 glBindTexture(GL_TEXTURE_2D, renderer->tex);
138#ifdef COLOR_16_BIT
139 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
140#else
141 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
142#endif
143 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
144
145 SDL_GL_SwapBuffers();
146
147 while (SDL_PollEvent(&event)) {
148 GBASDLHandleEvent(context, &event);
149 }
150 GBASyncWaitFrameEnd(&context->sync);
151 }
152}
153
154static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
155 free(renderer->d.outputBuffer);
156
157 GBASDLDeinitEvents(&renderer->events);
158 GBASDLDeinitAudio(&renderer->audio);
159 SDL_Quit();
160}