/* * Graphic Manager - The peTI-NESulator Project * os/macos/graphics.c * * Created by Manoel TRAPIER on 08/05/08. * Copyright (c) 2003-2018 986-Studio. All rights reserved. * * $LastChangedDate$ * $Author$ * $HeadURL$ * $Revision$ * */ #include #include #include #include #include #define GLFW_INCLUDE_GLEXT #include /* "Apple" fix */ #ifndef GL_TEXTURE_RECTANGLE #define GL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE_EXT #endif #include typedef struct GLWindow_t GLWindow; struct KeyArray { unsigned char lastState; unsigned char curState; unsigned char debounced; GLFWwindow* window; }; struct GLWindow_t { struct KeyArray keyArray[512]; GLFWwindow* windows; unsigned char *videoMemory; GLint videoTexture; int WIDTH; int HEIGHT; }; static int window_num = 0; void GLWindowInitEx(GLWindow *g, int w, int h) { g->WIDTH = w; g->HEIGHT = h; g->videoTexture = window_num++; } void GLWindowInit(GLWindow *g) { GLWindowInitEx(g, 100, 100); } 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_INT_8_8_8_8_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(); } void setupGL(GLWindow *g, int w, int h) { g->videoMemory = (unsigned char*)malloc(w*h*sizeof(unsigned int)); memset(g->videoMemory, 0,w*h*sizeof(unsigned int)); //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, int w, int h) { //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); 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); } 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; } void sizeHandler(GLFWwindow* window,int xs,int ys) { glfwMakeContextCurrent(window); glViewport(0, 0, xs, ys); } static void error_callback(int error, const char* description) { puts(description); } 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, 4, 3); glfwMakeContextCurrent(g->windows); setupGL(g, g->WIDTH, g->HEIGHT); glfwSwapInterval(0); // Disable VSYNC glfwGetWindowSize(g->windows, &w, &h); glfwSetWindowUserPointer(g->windows, g->keyArray); glfwSetKeyCallback(g->windows, kbHandler); glfwSetWindowSizeCallback(g->windows, sizeHandler); } void drawPixel(GLWindow *gw, int x, int y, uint32_t colour) { uint8_t r,g,b,a; uint32_t offset = (y*gw->WIDTH*4)+4*x; if ((x < 0) || (x > gw->WIDTH) || (y < 0) || (y > gw->HEIGHT)) return; b = colour & 0xFF; g = (colour >> 8) & 0xFF; r = (colour >> 16) & 0xFF; a = (colour >> 24) & 0xFF; gw->videoMemory[offset + 0] = a; gw->videoMemory[offset + 1] = r; gw->videoMemory[offset + 2] = g; gw->videoMemory[offset + 3] = b; } void drawLine(GLWindow *g, int x0, int y0, int x1, int y1, uint32_t colour) { int d, dx, dy, aincr, bincr, xincr, yincr, x, y; if (abs(x1 - x0) < abs(y1 - y0)) { /* parcours par l'axe vertical */ if (y0 > y1) { drawLine(g, x1, y1, x0, y0, colour); goto exit; } xincr = x1 > x0 ? 1 : -1; dy = y1 - y0; dx = abs(x1 - x0); d = 2 * dx - dy; aincr = 2 * (dx - dy); bincr = 2 * dx; x = x0; y = y0; drawPixel(g, x, y, colour); for (y = y0+1; y <= y1; y++) { if (d >= 0) { x += xincr; d += aincr; } else { d += bincr; } drawPixel(g, x, y, colour); } } else { /* parcours par l'axe horizontal */ if (x0 > x1) { drawLine(g, x1, y1, x0, y0, colour); goto exit; } yincr = y1 > y0 ? 1 : -1; dx = x1 - x0; dy = abs(y1 - y0); d = 2 * dy - dx; aincr = 2 * (dy - dx); bincr = 2 * dy; x = x0; y = y0; drawPixel(g, x, y, colour); for (x = x0+1; x <= x1; ++x) { if (d >= 0) { y += yincr; d += aincr; } else { d += bincr; } drawPixel(g, x, y, colour); } } exit: return; } void drawCircle(GLWindow *g, int xc, int yc, int radius, uint32_t colour) { int f = 1 - radius; int ddF_x = 0; int ddF_y = -2 * radius; int x = 0; int y = radius; int pX, pY; pX = xc; pY = yc + radius; drawPixel(g, pX, pY, colour); pY -= (2*radius); drawPixel(g, pX, pY, colour); pY += radius; pX += radius; drawPixel(g, pX, pY, colour); pX -= (2*radius); drawPixel(g, pX, pY, colour); while(x < y) { if(f >= 0) { y--; ddF_y += 2; f += ddF_y; } x++; ddF_x += 2; f += ddF_x + 1; pX = xc+x ; pY = yc+y; drawPixel(g, pX, pY, colour); pX = xc-x ; pY = yc+y; drawPixel(g, pX, pY, colour); pX = xc+x ; pY = yc-y; drawPixel(g, pX, pY, colour); pX = xc-x ; pY = yc-y; drawPixel(g, pX, pY, colour); pX = xc+y ; pY = yc+x; drawPixel(g, pX, pY, colour); pX = xc-y ; pY = yc+x; drawPixel(g, pX, pY, colour); pX = xc+y ; pY = yc-x; drawPixel(g, pX, pY, colour); pX = xc-y ; pY = yc-x; drawPixel(g, pX, pY, colour); } return; } void drawRect(GLWindow *g, int x0, int y0, int w, int h, uint32_t colour) { drawLine(g, x0 , y0 , x0 + w, y0 , colour); drawLine(g, x0 + w, y0 , x0 + w, y0 + h, colour); drawLine(g, x0 + w, y0 + h, x0 , y0 + h, colour); drawLine(g, x0 , y0 + h, x0 , y0 , colour); } void drawFillrect(GLWindow *g, int x0, int y0, int w, int h, uint32_t colour) { int i; for(i = 0; i < h; i++) drawLine(g, x0, y0+i, x0+w, y0+i, colour); } void clearScreen(GLWindow *g) { memset(g->videoMemory, 0, sizeof(uint8_t) * g->WIDTH * g->HEIGHT * 4); } void updateScreen(GLWindow *g) { /*Update windows code */ glfwMakeContextCurrent(g->windows); ShowScreen(g, g->WIDTH, g->HEIGHT); glfwSwapBuffers(g->windows); glfwPollEvents(); } void updateScreenAndWait(GLWindow *g) { while (glfwGetKey(g->windows,GLFW_KEY_ESCAPE) != GLFW_PRESS) { updateScreen(g); glfwPollEvents(); } while(glfwGetKey(g->windows,GLFW_KEY_ESCAPE) != GLFW_RELEASE) { glfwPollEvents(); } } GLWindow mainWindow; int graphics_init() { GLWindowInitEx(&mainWindow, 256, 240); initDisplay(&mainWindow); clearScreen(&mainWindow); updateScreen(&mainWindow); return 0; } static unsigned long getColour(long color) { Palette *pal = &basicPalette[color]; uint8_t r, g, b, a; r = pal->r; b = pal->b; g = pal->g; a = 255;//pal->a; return (b << 24) | (g << 16) | (r << 8) | a; } int graphics_drawpixel(long x, long y, long color) { drawPixel(&mainWindow, x, y, getColour(color)); return 0; } int graphics_drawline(long x, long y, long x1, long y1, long color) { drawLine(&mainWindow, x, y, x1, y1, getColour(color)); return 0; } int graphics_blit(long x, long y, long w, long h) { updateScreen(&mainWindow); return 0; } int getKeyStatus(int key) { return mainWindow.keyArray[key].curState; }