/* Copyright (c) 2013-2014 Jeffrey Pfau * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "main.h" #include "gba-thread.h" #ifdef __APPLE__ #include #else #include #endif #ifdef BUILD_GL static const GLint _glVertices[] = { 0, 0, 256, 0, 256, 256, 0, 256 }; static const GLint _glTexCoords[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; #endif bool GBASDLInit(struct SDLSoftwareRenderer* renderer) { #ifndef COLOR_16_BIT SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); #else SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); #ifdef COLOR_5_6_5 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); #else SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); #endif SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); #endif #if SDL_VERSION_ATLEAST(2, 0, 0) renderer->window = SDL_CreateWindow(PROJECT_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, renderer->viewportWidth, renderer->viewportHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (SDL_WINDOW_FULLSCREEN_DESKTOP * renderer->events.fullscreen)); SDL_GL_CreateContext(renderer->window); SDL_GL_SetSwapInterval(1); SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight); renderer->events.window = renderer->window; #else SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); #ifdef COLOR_16_BIT SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 16, SDL_OPENGL); #else SDL_SetVideoMode(renderer->viewportWidth, renderer->viewportHeight, 32, SDL_OPENGL); #endif #endif renderer->d.outputBuffer = malloc(256 * 256 * 4); renderer->d.outputBufferStride = 256; glGenTextures(1, &renderer->tex); glBindTexture(GL_TEXTURE_2D, renderer->tex); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); #ifndef _WIN32 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #endif glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight); return true; } void GBASDLRunloop(struct GBAThread* context, struct SDLSoftwareRenderer* renderer) { SDL_Event event; glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_INT, 0, _glVertices); glTexCoordPointer(2, GL_INT, 0, _glTexCoords); glMatrixMode (GL_PROJECTION); glLoadIdentity(); glOrtho(0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, 0, 1); while (context->state < THREAD_EXITING) { while (SDL_PollEvent(&event)) { GBASDLHandleEvent(context, &renderer->events, &event); #if SDL_VERSION_ATLEAST(2, 0, 0) // Event handling can change the size of the screen if (renderer->events.windowUpdated) { SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight); glViewport(0, 0, renderer->viewportWidth, renderer->viewportHeight); renderer->events.windowUpdated = 0; } #endif } if (GBASyncWaitFrameStart(&context->sync, context->frameskip)) { glBindTexture(GL_TEXTURE_2D, renderer->tex); #ifdef COLOR_16_BIT #ifdef COLOR_5_6_5 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, renderer->d.outputBuffer); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, renderer->d.outputBuffer); #endif #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer); #endif if (context->sync.videoFrameWait) { glFlush(); } } glDrawArrays(GL_TRIANGLE_FAN, 0, 4); GBASyncWaitFrameEnd(&context->sync); #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_SwapWindow(renderer->window); #else SDL_GL_SwapBuffers(); #endif } } void GBASDLDeinit(struct SDLSoftwareRenderer* renderer) { UNUSED(renderer); }