1 // OpenGL implementation in Qt
2 // Parts of this are blantantly ripped off from BSNES (thanks Byuu!)
5 // (C) 2010 Underground Software
7 // JLH = James Hammons <jlhamm@acm.org>
10 // --- ---------- -------------------------------------------------------------
11 // JLH 01/14/2010 Created this file
12 // JLH 02/03/2013 Added "centered" fullscreen mode with correct aspect ratio
22 // Apparently on win32, various OpenGL constants aren't pulled in.
27 GLWidget::GLWidget(QWidget * parent/*= 0*/): QGLWidget(parent), texture(0),
28 textureWidth(0), textureHeight(0), buffer(0), rasterWidth(326), rasterHeight(240),
29 offset(0), hideMouseTimeout(60)
31 // Screen pitch has to be the texture width (in 32-bit pixels)...
32 JaguarSetScreenPitch(1024);
33 setMouseTracking(true);
44 void GLWidget::initializeGL()
46 format().setDoubleBuffer(true);
47 resizeGL(rasterWidth, rasterHeight);
49 glDisable(GL_ALPHA_TEST);
51 glDisable(GL_DEPTH_TEST);
52 glDisable(GL_POLYGON_SMOOTH);
53 glDisable(GL_STENCIL_TEST);
55 glEnable(GL_TEXTURE_2D);
56 glClearColor(0.0, 0.0, 0.0, 0.0);
62 void GLWidget::paintGL()
65 //rasterHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
67 // If we're in fullscreen mode, we take the value of the screen width as
68 // set by MainWin, since it may be wider than what our aspect ratio allows.
69 // In that case, we adjust the viewport over so that it's centered on the
70 // screen. Otherwise, we simply take the width from our width() funtion
71 // which will always be correct in windowed mode.
73 // unsigned outputWidth = width();
75 outputWidth = width();
77 unsigned outputHeight = height();
79 glMatrixMode(GL_PROJECTION);
81 glOrtho(0, outputWidth, 0, outputHeight, -1.0, 1.0);
82 // glViewport(0, 0, outputWidth, outputHeight);
83 glViewport(0 + offset, 0, outputWidth, outputHeight);
85 glMatrixMode(GL_MODELVIEW);
88 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (vjs.glFilter ? GL_LINEAR : GL_NEAREST));
89 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (vjs.glFilter ? GL_LINEAR : GL_NEAREST));
90 // glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rasterWidth, rasterHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, buffer);
92 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TOMGetVideoModeWidth(), rasterHeight, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buffer);
93 // glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rasterWidth, rasterHeight, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buffer);
95 double w = (double)TOMGetVideoModeWidth() / (double)textureWidth;
96 // double w = (double)rasterWidth / (double)textureWidth;
97 double h = (double)rasterHeight / (double)textureHeight;
98 unsigned u = outputWidth;
99 unsigned v = outputHeight;
101 glBegin(GL_TRIANGLE_STRIP);
103 glTexCoord2f(0, 0); glVertex3i(0, v, 0);
104 glTexCoord2f(w, 0); glVertex3i(u, v, 0);
105 glTexCoord2f(0, h); glVertex3i(0, 0, 0);
106 glTexCoord2f(w, h); glVertex3i(u, 0, 0);
108 glTexCoord2f(0, 0); glVertex3i(0 + offset, v, 0);
109 glTexCoord2f(w, 0); glVertex3i(u + offset, v, 0);
110 glTexCoord2f(0, h); glVertex3i(0 + offset, 0, 0);
111 glTexCoord2f(w, h); glVertex3i(u + offset, 0, 0);
117 void GLWidget::resizeGL(int /*width*/, int /*height*/)
119 //kludge [No, this is where it belongs!]
120 rasterHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
126 // At some point, we'll have to create more than one texture to handle
127 // cases like Doom. Or have another go at TV type rendering; it will
128 // require a 2048x512 texture though. (Note that 512 is the correct height for
129 // interlaced screens; we won't have to change much here to support it.)
130 void GLWidget::CreateTextures(void)
132 // Seems that power of 2 sizes are still mandatory...
135 buffer = new uint32_t[textureWidth * textureHeight];
136 JaguarSetScreenBuffer(buffer);
138 glGenTextures(1, &texture);
139 glBindTexture(GL_TEXTURE_2D, texture);
140 glPixelStorei(GL_UNPACK_ROW_LENGTH, textureWidth);
141 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
142 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
143 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL);
147 void GLWidget::HandleMouseHiding(void)
149 // Mouse watchdog timer handling. Basically, if the timeout value is
150 // greater than zero, decrement it. Otherwise, check for zero, if so, then
151 // hide the mouse and set the hideMouseTimeout value to -1 to signal that
152 // the mouse has been hidden.
153 if (hideMouseTimeout > 0)
155 else if (hideMouseTimeout == 0)
158 qApp->setOverrideCursor(Qt::BlankCursor);
163 // We use this as part of a watchdog system for hiding/unhiding the mouse. This
164 // part shows the mouse (if hidden) and resets the watchdog timer.
165 void GLWidget::CheckAndRestoreMouseCursor(void)
167 // Has the mouse been hidden? (-1 means mouse was hidden)
168 if (hideMouseTimeout == -1)
169 qApp->restoreOverrideCursor();
171 hideMouseTimeout = 60;
175 // We check here for mouse movement; if there is any, show the mouse and reset
176 // the watchdog timer.
177 void GLWidget::mouseMoveEvent(QMouseEvent * /*event*/)
179 CheckAndRestoreMouseCursor();
184 class RubyGLWidget: public QGLWidget
188 unsigned textureWidth, textureHeight;
191 unsigned rasterWidth, rasterHeight;
196 void updateSynchronization() {
199 CGLContextObj context = CGLGetCurrentContext();
200 GLint value = synchronize; //0 = draw immediately (no vsync), 1 = draw once per frame (vsync)
201 CGLSetParameter(context, kCGLCPSwapInterval, &value);