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* Display_SDL.h - C64 graphics display, emulator window handling, |
3 |
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* SDL specific stuff |
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* |
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* Frodo (C) 1994-1997,2002-2004 Christian Bauer |
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* Frodo Copyright (C) Christian Bauer |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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#include <SDL.h> |
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|
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#ifdef ENABLE_OPENGL |
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#include <GL/glew.h> |
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#endif |
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|
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|
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// Display dimensions including drive LEDs etc. |
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static const int FRAME_WIDTH = DISPLAY_X; |
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static const int FRAME_HEIGHT = DISPLAY_Y + 16; |
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|
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// Display surface |
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static SDL_Surface *screen = NULL; |
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PALETTE_SIZE = 21 |
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}; |
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|
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#ifdef ENABLE_OPENGL |
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|
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// Display texture dimensions |
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static const int TEXTURE_SIZE = 512; // smallest power-of-two that fits DISPLAY_X/Y |
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|
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// Texture object for VIC palette |
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static GLuint palette_tex; |
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|
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// Texture object for VIC display |
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static GLuint vic_tex; |
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|
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#endif |
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|
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/* |
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C64 keyboard matrix: |
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|
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int init_graphics(void) |
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{ |
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// Init SDL |
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { |
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO) < 0) { |
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fprintf(stderr, "Couldn't initialize SDL (%s)\n", SDL_GetError()); |
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return 0; |
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} |
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} |
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|
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|
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#ifdef ENABLE_OPENGL |
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/* |
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* Set direct projection (GL coordinates = window pixel coordinates) |
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*/ |
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|
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static void set_projection() |
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{ |
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int width = SDL_GetVideoSurface()->w; |
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int height = SDL_GetVideoSurface()->h; |
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|
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glViewport(0, 0, width, height); |
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glMatrixMode(GL_PROJECTION); |
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glLoadIdentity(); |
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|
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float aspect = float(width) / float(height); |
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const float want_aspect = float(FRAME_WIDTH) / float(FRAME_HEIGHT); |
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int left, right, top, bottom; |
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if (aspect > want_aspect) { |
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// Window too wide, center horizontally |
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top = 0; bottom = FRAME_HEIGHT; |
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int diff = (int(FRAME_WIDTH * aspect / want_aspect) - FRAME_WIDTH) / 2; |
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left = -diff; |
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right = FRAME_WIDTH + diff; |
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} else { |
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// Window too high, center vertically |
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left = 0; right = FRAME_WIDTH; |
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int diff = (int(FRAME_HEIGHT * want_aspect / aspect) - FRAME_HEIGHT) / 2; |
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top = -diff; |
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bottom = FRAME_HEIGHT + diff; |
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} |
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glOrtho(left, right, bottom, top, -1, 1); |
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|
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glClear(GL_COLOR_BUFFER_BIT); |
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} |
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|
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|
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/* |
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* User resized video display (only possible with OpenGL) |
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*/ |
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|
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static void video_resized(int width, int height) |
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{ |
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uint32 flags = (ThePrefs.DisplayType == DISPTYPE_SCREEN ? SDL_FULLSCREEN : 0); |
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flags |= (SDL_ANYFORMAT | SDL_OPENGL | SDL_RESIZABLE); |
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SDL_SetVideoMode(width, height, 16, flags); |
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set_projection(); |
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} |
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#endif |
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|
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|
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/* |
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* Display constructor |
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*/ |
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|
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// Open window |
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SDL_WM_SetCaption(VERSION_STRING, "Frodo"); |
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screen = SDL_SetVideoMode(DISPLAY_X, DISPLAY_Y + 17, 8, SDL_DOUBLEBUF | (ThePrefs.DisplayType == DISPTYPE_SCREEN ? SDL_FULLSCREEN : 0)); |
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uint32 flags = (ThePrefs.DisplayType == DISPTYPE_SCREEN ? SDL_FULLSCREEN : 0); |
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|
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#ifdef ENABLE_OPENGL |
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|
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flags |= (SDL_ANYFORMAT | SDL_OPENGL | SDL_RESIZABLE); |
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); |
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); |
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); |
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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SDL_Surface *real_screen = SDL_SetVideoMode(FRAME_WIDTH * 2, FRAME_HEIGHT * 2, 16, flags); |
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if (!real_screen) { |
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fprintf(stderr, "Couldn't initialize OpenGL video output (%s)\n", SDL_GetError()); |
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exit(1); |
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} |
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|
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// VIC display and UI elements are rendered into an off-screen surface |
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screen = SDL_CreateRGBSurface(SDL_SWSURFACE, FRAME_WIDTH, FRAME_HEIGHT, 8, 0xff, 0xff, 0xff, 0xff); |
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|
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// We need OpenGL 2.0 or higher |
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GLenum err = glewInit(); |
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if (err != GLEW_OK) { |
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fprintf(stderr, "Couldn't initialize GLEW (%s)\n", glewGetErrorString(err)); |
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exit(1); |
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} |
194 |
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|
195 |
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if (!glewIsSupported("GL_VERSION_2_0")) { |
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fprintf(stderr, "Frodo requires OpenGL 2.0 or higher\n"); |
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exit(1); |
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} |
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|
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// Set direct projection |
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set_projection(); |
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|
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// Set GL state |
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glShadeModel(GL_FLAT); |
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glDisable(GL_DITHER); |
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glColor4f(1.0, 1.0, 1.0, 1.0); |
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|
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// Create fragment shader for emulating a paletted texture |
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GLuint shader = glCreateShader(GL_FRAGMENT_SHADER_ARB); |
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const char * src = |
211 |
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"uniform sampler2D screen;" |
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"uniform sampler1D palette;" |
213 |
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"uniform float texSize;" |
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"void main()" |
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"{" |
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#if 0 |
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// Nearest neighbour |
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" vec4 idx = texture2D(screen, gl_TexCoord[0].st);" |
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" gl_FragColor = texture1D(palette, idx.r);" |
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#else |
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// Linear interpolation |
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// (setting the GL_TEXTURE_MAG_FILTER to GL_LINEAR would interpolate |
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// the color indices which is not what we want; we need to manually |
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// interpolate the palette values instead) |
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" const float texel = 1.0 / texSize;" |
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" vec2 st = gl_TexCoord[0].st - vec2(texel * 0.5, texel * 0.5);" |
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" vec4 idx00 = texture2D(screen, st);" |
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" vec4 idx01 = texture2D(screen, st + vec2(0, texel));" |
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" vec4 idx10 = texture2D(screen, st + vec2(texel, 0));" |
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" vec4 idx11 = texture2D(screen, st + vec2(texel, texel));" |
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" float s1 = fract(st.s * texSize);" |
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" float s0 = 1.0 - s1;" |
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" float t1 = fract(st.t * texSize);" |
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" float t0 = 1.0 - t1;" |
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" vec4 color00 = texture1D(palette, idx00.r) * s0 * t0;" |
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" vec4 color01 = texture1D(palette, idx01.r) * s0 * t1;" |
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" vec4 color10 = texture1D(palette, idx10.r) * s1 * t0;" |
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" vec4 color11 = texture1D(palette, idx11.r) * s1 * t1;" |
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" gl_FragColor = color00 + color01 + color10 + color11;" |
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#endif |
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"}"; |
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glShaderSource(shader, 1, &src, NULL); |
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glCompileShader(shader); |
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|
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GLint status; |
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
247 |
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if (status == GL_FALSE) { |
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GLint logLength = 0; |
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength); |
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if (logLength > 0) { |
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GLchar *log = (GLchar *)malloc(logLength); |
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GLint actual; |
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glGetShaderInfoLog(shader, logLength, &actual, log); |
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fprintf(stderr, "%s\n", log); |
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exit(1); |
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} |
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} |
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|
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GLuint program = glCreateProgram(); |
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glAttachShader(program, shader); |
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glLinkProgram(program); |
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glUseProgram(program); |
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|
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glUniform1f(glGetUniformLocation(program, "texSize"), float(TEXTURE_SIZE)); |
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|
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// Create VIC display texture (8-bit color index in the red channel) |
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uint8 *tmp = (uint8 *)malloc(TEXTURE_SIZE * TEXTURE_SIZE); |
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memset(tmp, 0, TEXTURE_SIZE * TEXTURE_SIZE); |
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|
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glGenTextures(1, &vic_tex); |
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glActiveTexture(GL_TEXTURE0); |
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glBindTexture(GL_TEXTURE_2D, vic_tex); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // don't interpolate color index values |
276 |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, TEXTURE_SIZE, TEXTURE_SIZE, 0, GL_RED, GL_UNSIGNED_BYTE, tmp); |
278 |
> |
glUniform1i(glGetUniformLocation(program, "screen"), 0); |
279 |
> |
|
280 |
> |
free(tmp); |
281 |
> |
|
282 |
> |
// Create VIC palette texture |
283 |
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tmp = (uint8 *)malloc(256 * 3); |
284 |
> |
memset(tmp, 0xff, 256 * 3); |
285 |
> |
for (int i=0; i<16; ++i) { |
286 |
> |
tmp[i*3+0] = palette_red[i & 0x0f]; |
287 |
> |
tmp[i*3+1] = palette_green[i & 0x0f]; |
288 |
> |
tmp[i*3+2] = palette_blue[i & 0x0f]; |
289 |
> |
} |
290 |
> |
tmp[fill_gray*3+0] = tmp[fill_gray*3+1] = tmp[fill_gray*3+2] = 0xd0; |
291 |
> |
tmp[shine_gray*3+0] = tmp[shine_gray*3+1] = tmp[shine_gray*3+2] = 0xf0; |
292 |
> |
tmp[shadow_gray*3+0] = tmp[shadow_gray*3+1] = tmp[shadow_gray*3+2] = 0x80; |
293 |
> |
tmp[red*3+0] = 0xf0; |
294 |
> |
tmp[red*3+1] = tmp[red*3+2] = 0; |
295 |
> |
tmp[green*3+1] = 0xf0; |
296 |
> |
tmp[green*3+0] = tmp[green*3+2] = 0; |
297 |
> |
|
298 |
> |
glGenTextures(1, &palette_tex); |
299 |
> |
glActiveTexture(GL_TEXTURE1); |
300 |
> |
glBindTexture(GL_TEXTURE_1D, palette_tex); |
301 |
> |
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // don't interpolate palette entries |
302 |
> |
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
303 |
> |
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, tmp); |
304 |
> |
glUniform1i(glGetUniformLocation(program, "palette"), 1); |
305 |
> |
|
306 |
> |
free(tmp); |
307 |
> |
|
308 |
> |
#else |
309 |
> |
|
310 |
> |
flags |= (SDL_HWSURFACE | SDL_DOUBLEBUF); |
311 |
> |
screen = SDL_SetVideoMode(FRAME_WIDTH, FRAME_HEIGHT, 8, flags); |
312 |
> |
|
313 |
> |
#endif |
314 |
> |
|
315 |
> |
// Hide mouse pointer in fullscreen mode |
316 |
> |
if (ThePrefs.DisplayType == DISPTYPE_SCREEN) |
317 |
> |
SDL_ShowCursor(0); |
318 |
|
|
319 |
|
// LEDs off |
320 |
|
for (int i=0; i<4; i++) |
340 |
|
|
341 |
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C64Display::~C64Display() |
342 |
|
{ |
343 |
+ |
pulse_tv.it_interval.tv_sec = 0; |
344 |
+ |
pulse_tv.it_interval.tv_usec = 0; |
345 |
+ |
pulse_tv.it_value.tv_sec = 0; |
346 |
+ |
pulse_tv.it_value.tv_usec = 0; |
347 |
+ |
setitimer(ITIMER_REAL, &pulse_tv, NULL); |
348 |
+ |
|
349 |
|
SDL_Quit(); |
350 |
+ |
|
351 |
+ |
c64_disp = NULL; |
352 |
|
} |
353 |
|
|
354 |
|
|
358 |
|
|
359 |
|
void C64Display::NewPrefs(Prefs *prefs) |
360 |
|
{ |
361 |
+ |
// Unused, we handle fullscreen/window mode switches in PollKeyboard() |
362 |
|
} |
363 |
|
|
364 |
|
|
420 |
|
draw_string(screen, DISPLAY_X * 4/5 + 8, DISPLAY_Y + 4, "D\x12 11", black, fill_gray); |
421 |
|
draw_string(screen, 24, DISPLAY_Y + 4, speedometer_string, black, fill_gray); |
422 |
|
|
423 |
+ |
#ifdef ENABLE_OPENGL |
424 |
+ |
// Load screen to texture |
425 |
+ |
glActiveTexture(GL_TEXTURE0); |
426 |
+ |
glBindTexture(GL_TEXTURE_2D, vic_tex); |
427 |
+ |
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, FRAME_WIDTH, FRAME_HEIGHT, GL_RED, GL_UNSIGNED_BYTE, screen->pixels); |
428 |
+ |
|
429 |
+ |
// Draw textured rectangle |
430 |
+ |
glBegin(GL_QUADS); |
431 |
+ |
glTexCoord2f(0.0, 0.0); |
432 |
+ |
glVertex2f(0.0, 0.0); |
433 |
+ |
glTexCoord2f(float(FRAME_WIDTH) / TEXTURE_SIZE, 0.0); |
434 |
+ |
glVertex2f(float(FRAME_WIDTH), 0.0); |
435 |
+ |
glTexCoord2f(float(FRAME_WIDTH) / TEXTURE_SIZE, float(FRAME_HEIGHT) / TEXTURE_SIZE); |
436 |
+ |
glVertex2f(float(FRAME_WIDTH), float(FRAME_HEIGHT)); |
437 |
+ |
glTexCoord2f(0.0, float(FRAME_HEIGHT) / TEXTURE_SIZE); |
438 |
+ |
glVertex2f(0.0, float(FRAME_HEIGHT)); |
439 |
+ |
glEnd(); |
440 |
+ |
|
441 |
+ |
// Update display |
442 |
+ |
SDL_GL_SwapBuffers(); |
443 |
+ |
#else |
444 |
|
// Update display |
445 |
|
SDL_Flip(screen); |
446 |
+ |
#endif |
447 |
|
} |
448 |
|
|
449 |
|
|
678 |
|
switch (event.key.keysym.sym) { |
679 |
|
|
680 |
|
case SDLK_F9: // F9: Invoke SAM |
681 |
< |
SAM(TheC64); |
681 |
> |
if (ThePrefs.DisplayType == DISPTYPE_WINDOW) // don't invoke in fullscreen mode |
682 |
> |
SAM(TheC64); |
683 |
|
break; |
684 |
|
|
685 |
< |
case SDLK_F10: // F10: Quit |
686 |
< |
quit_requested = true; |
685 |
> |
case SDLK_F10: // F10: Prefs/Quit |
686 |
> |
TheC64->Pause(); |
687 |
> |
if (ThePrefs.DisplayType == DISPTYPE_SCREEN) { // exit fullscreen mode |
688 |
> |
SDL_WM_ToggleFullScreen(SDL_GetVideoSurface()); |
689 |
> |
SDL_ShowCursor(1); |
690 |
> |
} |
691 |
> |
|
692 |
> |
if (!TheApp->RunPrefsEditor()) { |
693 |
> |
quit_requested = true; |
694 |
> |
} else { |
695 |
> |
if (ThePrefs.DisplayType == DISPTYPE_SCREEN) { // enter fullscreen mode |
696 |
> |
SDL_ShowCursor(0); |
697 |
> |
SDL_WM_ToggleFullScreen(SDL_GetVideoSurface()); |
698 |
> |
} |
699 |
> |
} |
700 |
> |
|
701 |
> |
TheC64->Resume(); |
702 |
|
break; |
703 |
|
|
704 |
|
case SDLK_F11: // F11: NMI (Restore) |
740 |
|
translate_key(event.key.keysym.sym, true, key_matrix, rev_matrix, joystick); |
741 |
|
break; |
742 |
|
|
743 |
+ |
#ifdef ENABLE_OPENGL |
744 |
+ |
// Window resized |
745 |
+ |
case SDL_VIDEORESIZE: |
746 |
+ |
video_resized(event.resize.w, event.resize.h); |
747 |
+ |
break; |
748 |
+ |
#endif |
749 |
+ |
|
750 |
|
// Quit Frodo |
751 |
|
case SDL_QUIT: |
752 |
|
quit_requested = true; |
870 |
|
* Show a requester (error message) |
871 |
|
*/ |
872 |
|
|
873 |
< |
long int ShowRequester(char *a,char *b,char *) |
873 |
> |
long int ShowRequester(const char *a, const char *b, const char *) |
874 |
|
{ |
875 |
|
printf("%s: %s\n", a, b); |
876 |
|
return 1; |