Mercurial > repos > blastem
annotate render_sdl.c @ 353:a60e527cd21f
Updated todo list
author | Mike Pavone <pavone@retrodev.com> |
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date | Wed, 22 May 2013 09:37:02 -0700 |
parents | 13f994c88c34 |
children | 15dd6418fe67 |
rev | line source |
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1 #include <SDL.h> |
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2 #include <stdlib.h> |
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3 #include <stdio.h> |
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4 #include "render.h" |
66 | 5 #include "blastem.h" |
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6 |
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7 SDL_Surface *screen; |
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8 uint8_t render_dbg = 0; |
135 | 9 uint8_t debug_pal = 0; |
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10 |
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11 uint32_t last_frame = 0; |
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12 |
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13 int32_t color_map[1 << 12]; |
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14 uint8_t levels[] = {0, 27, 49, 71, 87, 103, 119, 130, 146, 157, 174, 190, 206, 228, 255}; |
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15 |
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16 uint32_t min_delay; |
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17 uint32_t frame_delay = 1000/60; |
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18 |
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19 void render_init(int width, int height, char * title) |
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20 { |
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21 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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22 fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError()); |
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23 exit(1); |
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24 } |
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25 atexit(SDL_Quit); |
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26 printf("width: %d, height: %d\n", width, height); |
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27 screen = SDL_SetVideoMode(width, height, 32, SDL_SWSURFACE | SDL_ANYFORMAT); |
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28 if (!screen) { |
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29 fprintf(stderr, "Unable to get SDL surface: %s\n", SDL_GetError()); |
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30 exit(1); |
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31 } |
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32 if (screen->format->BytesPerPixel < 2) { |
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33 fprintf(stderr, "BlastEm requires at least a 16-bit surface, SDL returned a %d-bit surface\n", screen->format->BytesPerPixel * 8); |
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34 exit(1); |
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35 } |
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36 SDL_WM_SetCaption(title, title); |
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37 uint8_t b,g,r; |
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38 for (uint16_t color = 0; color < (1 << 12); color++) { |
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39 if (color & FBUF_SHADOW) { |
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40 b = levels[(color >> 9) & 0x7]; |
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41 g = levels[(color >> 5) & 0x7]; |
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42 r = levels[(color >> 1) & 0x7]; |
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43 } else if(color & FBUF_HILIGHT) { |
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44 b = levels[((color >> 9) & 0x7) + 7]; |
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45 g = levels[((color >> 5) & 0x7) + 7]; |
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46 r = levels[((color >> 1) & 0x7) + 7]; |
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47 } else { |
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48 b = levels[(color >> 8) & 0xE]; |
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49 g = levels[(color >> 4) & 0xE]; |
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50 r = levels[color & 0xE]; |
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51 } |
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52 color_map[color] = SDL_MapRGB(screen->format, r, g, b); |
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53 } |
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54 min_delay = 0; |
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55 for (int i = 0; i < 100; i++) { |
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56 uint32_t start = SDL_GetTicks(); |
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57 SDL_Delay(1); |
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58 uint32_t delay = SDL_GetTicks()-start; |
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59 if (delay > min_delay) { |
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60 min_delay = delay; |
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61 } |
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62 } |
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63 if (!min_delay) { |
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64 min_delay = 1; |
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65 } |
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66 printf("minimum delay: %d\n", min_delay); |
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67 } |
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68 |
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69 void render_context(vdp_context * context) |
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70 { |
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71 uint8_t *buf_8; |
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72 uint16_t *buf_16; |
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73 uint32_t *buf_32; |
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74 uint8_t b,g,r; |
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75 last_frame = SDL_GetTicks(); |
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76 if (SDL_MUSTLOCK(screen)) { |
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77 if (SDL_LockSurface(screen) < 0) { |
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78 return; |
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79 } |
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80 } |
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81 uint16_t repeat_x = screen->clip_rect.w / 320; |
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82 uint16_t repeat_y = screen->clip_rect.h / 240; |
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83 if (repeat_x > repeat_y) { |
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84 repeat_x = repeat_y; |
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85 } else { |
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86 repeat_y = repeat_x; |
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87 } |
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88 switch (screen->format->BytesPerPixel) { |
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89 case 2: |
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90 buf_16 = (uint16_t *)screen->pixels; |
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91 for (int y = 0; y < 240; y++) { |
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92 for (int i = 0; i < repeat_y; i++,buf_16 += screen->pitch/2) { |
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93 uint16_t *line = buf_16; |
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94 uint16_t *src_line = context->framebuf + y * 320; |
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95 for (int x = 0; x < 320; x++) { |
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96 uint16_t color = color_map[*(src_line++) & 0xFFF]; |
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97 for (int j = 0; j < repeat_x; j++) { |
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98 *(line++) = color; |
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99 } |
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100 } |
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101 } |
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102 } |
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103 break; |
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104 case 3: |
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105 buf_8 = (uint8_t *)screen->pixels; |
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106 for (int y = 0; y < 240; y++) { |
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107 for (int i = 0; i < repeat_y; i++,buf_8 += screen->pitch) { |
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108 uint8_t *line = buf_8; |
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109 for (int x = 0; x < 320; x++) { |
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110 uint16_t gen_color = context->framebuf[y * 320 + x]; |
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111 b = ((gen_color >> 8) & 0xE) * 18; |
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112 g = ((gen_color >> 4) & 0xE) * 18; |
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113 r = (gen_color& 0xE) * 18; |
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114 for (int j = 0; j < repeat_x; j++) { |
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115 *(buf_8+screen->format->Rshift/8) = r; |
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116 *(buf_8+screen->format->Gshift/8) = g; |
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117 *(buf_8+screen->format->Bshift/8) = b; |
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118 buf_8 += 3; |
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119 } |
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120 } |
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121 } |
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122 } |
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123 break; |
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124 case 4: |
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125 buf_32 = (uint32_t *)screen->pixels; |
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126 |
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127 for (int y = 0; y < 240; y++) { |
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128 for (int i = 0; i < repeat_y; i++,buf_32 += screen->pitch/4) { |
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129 uint32_t *line = buf_32; |
229
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130 uint16_t *src_line = context->framebuf + y * 320; |
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131 for (int x = 0; x < 320; x++) { |
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132 uint32_t color; |
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133 if (!render_dbg) { |
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134 color = color_map[*(src_line++) & 0xFFF]; |
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135 } else if(render_dbg == 2) { |
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136 color = color_map[context->cram[(y/30)*8 + x/40]]; |
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137 } else if(render_dbg == 3) { |
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138 if (x & 1) { |
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139 color = color_map[context->cram[ (debug_pal << 4) | (context->vdpmem[(x/8)*32 + (y/8)*32*40 + (x%8)/2 + (y%8)*4] & 0xF) ]]; |
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140 } else { |
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141 color = color_map[context->cram[ (debug_pal << 4) | (context->vdpmem[(x/8)*32 + (y/8)*32*40 + (x%8)/2 + (y%8)*4] >> 4) ]]; |
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142 } |
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143 }else { |
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144 uint16_t gen_color = context->framebuf[y * 320 + x]; |
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145 r = g = b = 0; |
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146 switch(gen_color & FBUF_SRC_MASK) |
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147 { |
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148 case FBUF_SRC_A: |
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149 g = 127; |
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150 break; |
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151 case FBUF_SRC_W: |
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152 g = 127; |
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153 b = 127; |
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154 break; |
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155 case FBUF_SRC_B: |
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156 b = 127; |
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157 break; |
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158 case FBUF_SRC_S: |
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159 r = 127; |
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160 break; |
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161 case FBUF_SRC_BG: |
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162 r = 127; |
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163 b = 127; |
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164 } |
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165 if (gen_color & FBUF_BIT_PRIORITY) { |
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166 b *= 2; |
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167 g *= 2; |
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168 r *= 2; |
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169 } |
234
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170 if (gen_color & FBUF_SHADOW) { |
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171 b /= 2; |
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172 g /= 2; |
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173 r /= 2; |
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174 } else if(gen_color & FBUF_HILIGHT) { |
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175 b = b ? b : 64; |
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176 g = g ? g : 64; |
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177 r = r ? r : 64; |
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178 } |
229
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179 color = SDL_MapRGB(screen->format, r, g, b); |
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180 } |
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181 for (int j = 0; j < repeat_x; j++) { |
229
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182 *(line++) = color; |
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183 } |
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184 } |
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185 } |
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186 } |
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187 break; |
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188 } |
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189 if ( SDL_MUSTLOCK(screen) ) { |
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190 SDL_UnlockSurface(screen); |
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191 } |
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192 SDL_UpdateRect(screen, 0, 0, screen->clip_rect.w, screen->clip_rect.h); |
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193 } |
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194 |
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195 void render_wait_quit(vdp_context * context) |
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196 { |
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197 SDL_Event event; |
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198 while(SDL_WaitEvent(&event)) { |
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199 switch (event.type) { |
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200 case SDL_KEYDOWN: |
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201 if (event.key.keysym.sym == SDLK_LEFTBRACKET) { |
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202 render_dbg++; |
135 | 203 if (render_dbg == 4) { |
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204 render_dbg = 0; |
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205 } |
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206 render_context(context); |
135 | 207 } else if(event.key.keysym.sym == SDLK_RIGHTBRACKET) { |
208 debug_pal++; | |
209 if (debug_pal == 4) { | |
210 debug_pal = 0; | |
211 } | |
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212 } |
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213 break; |
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214 case SDL_QUIT: |
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215 return; |
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216 } |
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217 } |
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218 } |
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219 |
66 | 220 #define DPAD_UP 0x01 |
221 #define BUTTON_Z 0x01 | |
222 #define DPAD_DOWN 0x02 | |
223 #define BUTTON_Y 0x02 | |
224 #define DPAD_LEFT 0x04 | |
225 #define BUTTON_X 0x04 | |
226 #define DPAD_RIGHT 0x08 | |
227 #define BUTTON_MODE 0x08 | |
228 #define BUTTON_A 0x10 | |
229 #define BUTTON_B 0x10 | |
230 #define BUTTON_START 0x20 | |
231 #define BUTTON_C 0x20 | |
232 | |
63
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233 uint32_t frame_counter = 0; |
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234 uint32_t start = 0; |
338
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235 int wait_render_frame(vdp_context * context, int frame_limit) |
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236 { |
66 | 237 FILE * outfile; |
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238 SDL_Event event; |
198
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239 int ret = 0; |
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240 while(SDL_PollEvent(&event)) { |
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241 switch (event.type) { |
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242 case SDL_KEYDOWN: |
66 | 243 switch(event.key.keysym.sym) |
244 { | |
245 case SDLK_LEFTBRACKET: | |
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246 render_dbg++; |
135 | 247 if (render_dbg == 4) { |
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248 render_dbg = 0; |
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249 } |
66 | 250 break; |
135 | 251 case SDLK_RIGHTBRACKET: |
252 debug_pal++; | |
253 if (debug_pal == 4) { | |
254 debug_pal = 0; | |
255 } | |
256 break; | |
66 | 257 case SDLK_t: |
258 outfile = fopen("state.gst", "wb"); | |
55
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259 fwrite("GST\0\0\0\xE0\x40", 1, 8, outfile); |
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260 vdp_save_state(context, outfile); |
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261 fclose(outfile); |
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262 puts("state saved to state.gst"); |
66 | 263 break; |
198
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264 case SDLK_u: |
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265 ret = 1; |
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266 break; |
66 | 267 case SDLK_RETURN: |
268 gamepad_1.input[GAMEPAD_TH0] |= BUTTON_START; | |
269 break; | |
270 case SDLK_UP: | |
271 gamepad_1.input[GAMEPAD_TH0] |= DPAD_UP; | |
272 gamepad_1.input[GAMEPAD_TH1] |= DPAD_UP; | |
273 break; | |
274 case SDLK_DOWN: | |
275 gamepad_1.input[GAMEPAD_TH0] |= DPAD_DOWN; | |
276 gamepad_1.input[GAMEPAD_TH1] |= DPAD_DOWN; | |
277 break; | |
278 case SDLK_LEFT: | |
279 gamepad_1.input[GAMEPAD_TH1] |= DPAD_LEFT; | |
280 break; | |
281 case SDLK_RIGHT: | |
282 gamepad_1.input[GAMEPAD_TH1] |= DPAD_RIGHT; | |
283 break; | |
284 case SDLK_a: | |
285 gamepad_1.input[GAMEPAD_TH0] |= BUTTON_A; | |
286 //printf("BUTTON_A Dn | GAMEPAD_TH0: %X\n", gamepad_1.input[GAMEPAD_TH0]); | |
287 break; | |
288 case SDLK_s: | |
289 gamepad_1.input[GAMEPAD_TH1] |= BUTTON_B; | |
290 gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_B; | |
291 break; | |
292 case SDLK_d: | |
293 gamepad_1.input[GAMEPAD_TH1] |= BUTTON_C; | |
294 gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_C; | |
295 break; | |
296 case SDLK_q: | |
297 gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_X; | |
298 break; | |
299 case SDLK_w: | |
300 gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_Y; | |
301 break; | |
302 case SDLK_e: | |
303 gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_Z; | |
304 break; | |
305 case SDLK_f: | |
306 gamepad_1.input[GAMEPAD_EXTRA] |= BUTTON_MODE; | |
307 break; | |
308 } | |
309 break; | |
310 case SDL_KEYUP: | |
311 switch(event.key.keysym.sym) | |
312 { | |
313 case SDLK_RETURN: | |
314 gamepad_1.input[GAMEPAD_TH0] &= ~BUTTON_START; | |
315 break; | |
316 case SDLK_UP: | |
317 gamepad_1.input[GAMEPAD_TH0] &= ~DPAD_UP; | |
318 gamepad_1.input[GAMEPAD_TH1] &= ~DPAD_UP; | |
319 break; | |
320 case SDLK_DOWN: | |
321 gamepad_1.input[GAMEPAD_TH0] &= ~DPAD_DOWN; | |
322 gamepad_1.input[GAMEPAD_TH1] &= ~DPAD_DOWN; | |
323 break; | |
324 case SDLK_LEFT: | |
325 gamepad_1.input[GAMEPAD_TH1] &= ~DPAD_LEFT; | |
326 break; | |
327 case SDLK_RIGHT: | |
328 gamepad_1.input[GAMEPAD_TH1] &= ~DPAD_RIGHT; | |
329 break; | |
330 case SDLK_a: | |
331 gamepad_1.input[GAMEPAD_TH0] &= ~BUTTON_A; | |
332 //printf("BUTTON_A Up | GAMEPAD_TH0: %X\n", gamepad_1.input[GAMEPAD_TH0]); | |
333 break; | |
334 case SDLK_s: | |
335 gamepad_1.input[GAMEPAD_TH1] &= ~BUTTON_B; | |
336 gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_B; | |
337 break; | |
338 case SDLK_d: | |
339 gamepad_1.input[GAMEPAD_TH1] &= ~BUTTON_C; | |
340 gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_C; | |
341 break; | |
342 case SDLK_q: | |
343 gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_X; | |
344 break; | |
345 case SDLK_w: | |
346 gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_Y; | |
347 break; | |
348 case SDLK_e: | |
349 gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_Z; | |
350 break; | |
351 case SDLK_f: | |
352 gamepad_1.input[GAMEPAD_EXTRA] &= ~BUTTON_MODE; | |
353 break; | |
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354 } |
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355 break; |
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356 case SDL_QUIT: |
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357 puts(""); |
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358 exit(0); |
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359 } |
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360 } |
338
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361 if (frame_limit) { |
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362 //TODO: Adjust frame delay so we actually get 60 FPS rather than 62.5 FPS |
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363 uint32_t current = SDL_GetTicks(); |
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364 uint32_t desired = last_frame + frame_delay; |
338
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365 if (current < desired) { |
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366 uint32_t delay = last_frame + frame_delay - current; |
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367 if (delay > min_delay) { |
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368 SDL_Delay((delay/min_delay)*min_delay); |
338
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369 } |
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370 while ((desired) >= SDL_GetTicks()) { |
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371 } |
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372 } |
338
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373 } |
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374 render_context(context); |
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375 |
272 | 376 |
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377 //TODO: Figure out why this causes segfaults |
272 | 378 /*frame_counter++; |
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379 if ((last_frame - start) > 1000) { |
272 | 380 if (start && (last_frame-start)) { |
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381 printf("\r%f fps", ((float)frame_counter) / (((float)(last_frame-start)) / 1000.0)); |
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382 fflush(stdout); |
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383 } |
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384 start = last_frame; |
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385 frame_counter = 0; |
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386 }*/ |
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387 return ret; |
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388 } |
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389 |
342
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390 void render_fps(uint32_t fps) |
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391 { |
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392 frame_delay = 1000/fps; |
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393 } |
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394 |
342
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395 |