Now use glfw/OpenGL for displaying.

Code is a bit crude, but the whole emulator would need a proper refactor at some point anyway.
This commit is contained in:
Godzil 2021-04-04 20:55:40 +01:00
parent 88468d6028
commit a89e253d9c
2 changed files with 235 additions and 57 deletions

View File

@ -3,7 +3,7 @@ set(HEADERS audio.h emulate.h gpu.h ieeprom.h initialIo.h io.h log.h memory.h ro
add_library(wswan ${SOURCES} ${HEADERS})
target_link_libraries(wswan nec_v30)
target_link_libraries(wswan nec_v30 glfw ${OPENGL_glu_LIBRARY} ${OPENGL_gl_LIBRARY})
target_include_directories(wswan PUBLIC .)

View File

@ -19,6 +19,15 @@
#include <errno.h> /* Error number definitions */
#include <termios.h> /* POSIX terminal control definitions */
#include <sys/mman.h>
#include <sys/time.h>
#define GLFW_INCLUDE_GLEXT
#define GL_SILENCE_DEPRECATION
#include <GLFW/glfw3.h>
/* "Apple" fix */
#ifndef GL_TEXTURE_RECTANGLE
#define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_EXT
#endif
#include "log.h"
#include "io.h"
@ -39,19 +48,205 @@ int app_rotated=0;
int ws_key_esc = 0;
/* Open GL stuffs */
typedef struct GLWindow_t GLWindow;
struct KeyArray
{
uint8_t lastState;
uint8_t curState;
uint8_t debounced;
GLFWwindow *window;
};
struct GLWindow_t
{
struct KeyArray keyArray[512];
GLFWwindow *windows;
uint8_t *videoMemory;
GLuint videoTexture;
int WIDTH;
int HEIGHT;
};
static GLWindow mainWindow;
static int window_num = 0;
static void ShowScreen(GLWindow *g, int w, int h)
{
glBindTexture(GL_TEXTURE_RECTANGLE, g->videoTexture);
// glTexSubImage2D is faster when not using a texture range
glTexSubImage2D(GL_TEXTURE_RECTANGLE, 0, 0, 0, w, h,
GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, g->videoMemory);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, 1.0f);
glTexCoord2f(0.0f, h);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(w, h);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(w, 0.0f);
glVertex2f(1.0f, 1.0f);
glEnd();
glFlush();
}
static void GLWindowInitEx(GLWindow *g, int w, int h)
{
g->WIDTH = w;
g->HEIGHT = h;
g->videoTexture = window_num++;
}
static void setupGL(GLWindow *g, int w, int h)
{
g->videoMemory = (uint8_t *)malloc(w * h * sizeof(uint16_t));
memset(g->videoMemory, 0, w * h * sizeof(uint16_t));
//Tell OpenGL how to convert from coordinates to pixel values
glViewport(0, 0, w, h);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glClearColor(1.0f, 0.f, 1.0f, 1.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_RECTANGLE);
glBindTexture(GL_TEXTURE_RECTANGLE, g->videoTexture);
// glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_NV_EXT, 0, NULL);
// glTexParameteri(GL_TEXTURE_RECTANGLE_NV_EXT, GL_TEXTURE_STORAGE_HINT_APPLE , GL_STORAGE_CACHED_APPLE);
// glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, g->videoMemory);
glDisable(GL_DEPTH_TEST);
}
void restoreGL(GLWindow *g)
{
//Tell OpenGL how to convert from coordinates to pixel values
glViewport(0, 0, g->WIDTH, g->HEIGHT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glClearColor(1.0f, 0.f, 1.0f, 1.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_RECTANGLE);
glDisable(GL_DEPTH_TEST);
}
static void kbHandler(GLFWwindow *window, int key, int scan, int action, int mod)
{
struct KeyArray *keyArray;
keyArray = (struct KeyArray *)glfwGetWindowUserPointer(window);
keyArray[key].lastState = keyArray[key].curState;
if (action == GLFW_RELEASE)
{
keyArray[key].curState = GLFW_RELEASE;
}
else
{
keyArray[key].curState = GLFW_PRESS;
}
keyArray[key].debounced |= (keyArray[key].lastState == GLFW_RELEASE) && (keyArray[key].curState == GLFW_PRESS);
keyArray[key].window = window;
/*printf("key:%d, state:%d debounce:%d, laststate:%d\n", key, keyArray[key].curState,
keyArray[key].debounced, keyArray[key].lastState);*/
}
static void sizeHandler(GLFWwindow *window, int xs, int ys)
{
glfwMakeContextCurrent(window);
glViewport(0, 0, xs, ys);
ShowScreen(&mainWindow, 244, 144);
}
static void error_callback(int error, const char *description)
{
puts(description);
}
static void initDisplay(GLWindow *g)
{
int h = g->HEIGHT;
int w = g->WIDTH;
/// Initialize GLFW
glfwInit();
glfwSetErrorCallback(error_callback);
// Open screen OpenGL window
if (!(g->windows = glfwCreateWindow(g->WIDTH, g->HEIGHT, "Main", NULL, NULL)))
{
glfwTerminate();
fprintf(stderr, "Window creation error...\n");
abort();
}
glfwSetWindowAspectRatio(g->windows, 244, 144);
glfwMakeContextCurrent(g->windows);
setupGL(g, g->WIDTH, g->HEIGHT);
glfwSwapInterval(1); // We need vsync
glfwGetWindowSize(g->windows, &w, &h);
glfwSetWindowUserPointer(g->windows, g->keyArray);
glfwSetKeyCallback(g->windows, kbHandler);
glfwSetWindowSizeCallback(g->windows, sizeHandler);
}
static void clearScreen(GLWindow *g)
{
memset(g->videoMemory, 0, sizeof(uint8_t) * g->WIDTH * g->HEIGHT * 4);
}
static void updateScreen(GLWindow *g)
{
/* Update windows code */
glfwMakeContextCurrent(g->windows);
ShowScreen(g, g->WIDTH, g->HEIGHT);
glfwSwapBuffers(g->windows);
glfwPollEvents();
}
uint64_t getTicks()
{
struct timeval curTime;
uint64_t ticks;
/* Get datetime */
gettimeofday(&curTime, NULL);
ticks = (curTime.tv_sec* 1000) + curTime.tv_usec / 1000;
return ticks;
}
static inline int getKeyState(int key)
{
return mainWindow.keyArray[key].curState;
}
static void read_keys()
{
#if 0
while ( SDL_PollEvent(&app_input_event) )
{
if ( app_input_event.type == SDL_QUIT )
{
ws_key_esc = 1;
}
}
#endif
ws_key_start=0;
ws_key_x4=0;
ws_key_x2=0;
@ -64,90 +259,86 @@ static void read_keys()
ws_key_button_a=0;
ws_key_button_b=0;
#if 0
uint8_t *keystate = SDL_GetKeyState(NULL);
if ( keystate[SDLK_e])
if (getKeyState(GLFW_KEY_E))
{
dump_memory();
}
if ( keystate[SDLK_r])
if (getKeyState(GLFW_KEY_R))
{
printf("Boop\n");
ws_reset();
}
if ( keystate[SDLK_ESCAPE] )
if (getKeyState(GLFW_KEY_ESCAPE))
{
ws_key_esc = 1;
}
if ( keystate[SDLK_UP] )
if ( getKeyState(GLFW_KEY_UP))
{
ws_key_x1=1;
}
if ( keystate[SDLK_DOWN] )
if ( getKeyState(GLFW_KEY_DOWN))
{
ws_key_x3=1;
}
if ( keystate[SDLK_RIGHT] )
if (getKeyState(GLFW_KEY_RIGHT))
{
ws_key_x2=1;
}
if ( keystate[SDLK_LEFT] )
if (getKeyState(GLFW_KEY_LEFT))
{
ws_key_x4=1;
}
if (keystate[SDLK_RETURN])
if (getKeyState(GLFW_KEY_ENTER))
{
ws_key_start=1;
}
if (keystate[SDLK_c])
if (getKeyState(GLFW_KEY_C))
{
ws_key_button_a=1;
}
if (keystate[SDLK_x])
if (getKeyState(GLFW_KEY_X))
{
ws_key_button_b=1;
}
if (keystate[SDLK_w])
if (getKeyState(GLFW_KEY_W))
{
ws_key_y1=1;
}
if (keystate[SDLK_a])
if (getKeyState(GLFW_KEY_A))
{
ws_key_y4=1;
}
if (keystate[SDLK_s])
if (getKeyState(GLFW_KEY_S))
{
ws_key_y3=1;
}
if (keystate[SDLK_d])
if (getKeyState(GLFW_KEY_D))
{
ws_key_y2=1;
}
if (keystate[SDLK_o])
if (getKeyState(GLFW_KEY_O))
{
ws_cyclesByLine+=10;
}
if (keystate[SDLK_l])
if (getKeyState(GLFW_KEY_L))
{
ws_cyclesByLine-=10;
}
#endif
}
////////////////////////////////////////////////////////////////////////////////
@ -163,31 +354,26 @@ static void read_keys()
////////////////////////////////////////////////////////////////////////////////
void ws_emulate(void)
{
// Placeholder
read_keys();
int32_t nCount = 0;
int i = 0;
double dTime = 0.0, dNormalLast = 0.0, dTemp;
//int32_t surfacePitch;
// 15 bits RGB555
// 15 bits RGB555
//Format format(16, 0x007c00, 0x00003e0, 0x0000001f);
//Surface *surface;
//surface = new Surface(224 * 2, 144 * 2, format);
int16_t *backbuffer = (int16_t *)malloc(224 * 144 * sizeof(int16_t));
memset(backbuffer, 0x00, 224 * 144 * sizeof(int16_t));
//surfacePitch = (surface->pitch() >> 1);
GLWindowInitEx(&mainWindow, 224, 144);
initDisplay(&mainWindow);
clearScreen(&mainWindow);
updateScreen(&mainWindow);
int16_t *backBuffer = (int16_t *)mainWindow.videoMemory;
//dNormalLast = (double)SDL_GetTicks();
//console.open(app_window_title, 224 * 2, 144 * 2, format);
dNormalLast = (double)getTicks();
while (1)
{
dTemp = 1;//(double)SDL_GetTicks();
dTemp = getTicks();
dTime = dTemp - dNormalLast;
@ -195,7 +381,8 @@ void ws_emulate(void)
if (nCount <= 0)
{
//SDL_Delay(2);
/* Sleep for 2ms */
usleep(2000);
} // No need to do anything for a bit
else
{
@ -217,30 +404,21 @@ void ws_emulate(void)
{
break;
}
//console.open(app_window_title, 224 * 2, 144 * 2, format);
}
for (i = 0 ; i < nCount - 1 ; i++)
{
while (!ws_executeLine(backbuffer, 0))
while (!ws_executeLine(backBuffer, 0))
{
}
}
while (!ws_executeLine(backbuffer, 1))
while (!ws_executeLine(backBuffer, 1))
{
}
//int16_t *backbuffer_alias = backbuffer;
//surface->unlock();
//surface->copy(console);
//console.update();
updateScreen(&mainWindow);
}
//console.close();
//delete surface;
}
}