src/platform/sdl/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);
32static void _GBASDLStart(struct GBAThread* context);
33static void _GBASDLClean(struct GBAThread* context);
34
35static const GLint _glVertices[] = {
36 0, 0,
37 256, 0,
38 256, 256,
39 0, 256
40};
41
42static const GLint _glTexCoords[] = {
43 0, 0,
44 1, 0,
45 1, 1,
46 0, 1
47};
48
49int main(int argc, char** argv) {
50 const char* fname = "test.rom";
51 if (argc > 1) {
52 fname = argv[1];
53 }
54 int fd = open(fname, O_RDONLY);
55 if (fd < 0) {
56 return 1;
57 }
58
59 struct GBAThread context;
60 struct GLSoftwareRenderer renderer;
61 GBAVideoSoftwareRendererCreate(&renderer.d);
62
63 if (!_GBASDLInit(&renderer)) {
64 return 1;
65 }
66
67 context.fd = fd;
68 context.fname = fname;
69 context.useDebugger = 1;
70 context.renderer = &renderer.d.d;
71 context.frameskip = 0;
72 context.sync.videoFrameWait = 0;
73 context.sync.audioWait = 1;
74 context.startCallback = _GBASDLStart;
75 context.cleanCallback = _GBASDLClean;
76 context.frameCallback = 0;
77 context.userData = &renderer;
78 GBAThreadStart(&context);
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#ifndef _WIN32
117 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
118 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
119#endif
120
121 glViewport(0, 0, 240, 160);
122
123 return 1;
124}
125
126static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
127 SDL_Event event;
128
129 glEnable(GL_TEXTURE_2D);
130 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
131 glEnableClientState(GL_VERTEX_ARRAY);
132 glVertexPointer(2, GL_INT, 0, _glVertices);
133 glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
134 glMatrixMode (GL_PROJECTION);
135 glLoadIdentity();
136 glOrtho(0, 240, 160, 0, 0, 1);
137 while (context->state < THREAD_EXITING) {
138 if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) {
139 glBindTexture(GL_TEXTURE_2D, renderer->tex);
140#ifdef COLOR_16_BIT
141 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer);
142#else
143 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
144#endif
145 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
146 glFlush();
147 }
148 GBASyncWaitFrameEnd(&context->sync);
149 SDL_GL_SwapBuffers();
150
151 while (SDL_PollEvent(&event)) {
152 GBASDLHandleEvent(context, &event);
153 }
154 }
155}
156
157static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
158 free(renderer->d.outputBuffer);
159
160 GBASDLDeinitEvents(&renderer->events);
161 GBASDLDeinitAudio(&renderer->audio);
162 SDL_Quit();
163}
164
165static void _GBASDLStart(struct GBAThread* threadContext) {
166 struct GLSoftwareRenderer* renderer = threadContext->userData;
167 renderer->audio.audio = &threadContext->gba->audio;
168}
169
170static void _GBASDLClean(struct GBAThread* threadContext) {
171 struct GLSoftwareRenderer* renderer = threadContext->userData;
172 renderer->audio.audio = 0;
173}