// OpenGL implementation in Qt
// Parts of this are blantantly ripped off from BSNES (thanks Byuu!)
//
-// by James L. Hammons
+// by James Hammons
// (C) 2010 Underground Software
//
-// JLH = James L. Hammons <jlhamm@acm.org>
+// JLH = James Hammons <jlhamm@acm.org>
//
// Who When What
// --- ---------- -------------------------------------------------------------
// JLH 01/14/2010 Created this file
+// JLH 02/03/2013 Added "centered" fullscreen mode with correct aspect ratio
//
#include "glwidget.h"
+#include "jaguar.h"
#include "settings.h"
+#include "tom.h"
+
+#ifdef __GCCWIN32__
+// Apparently on win32, various OpenGL constants aren't pulled in.
+#include <GL/glext.h>
+#endif
+
GLWidget::GLWidget(QWidget * parent/*= 0*/): QGLWidget(parent), texture(0),
- textureWidth(0), textureHeight(0), buffer(0), rasterWidth(64), rasterHeight(64)
-// textureWidth(0), textureHeight(0), buffer(0), rasterWidth(256), rasterHeight(256)
+ textureWidth(0), textureHeight(0), buffer(0), rasterWidth(340), rasterHeight(240),
+ offset(0)
{
+ // Screen pitch has to be the texture width (in 32-bit pixels)...
+ JaguarSetScreenPitch(1024);
}
+
GLWidget::~GLWidget()
{
+ if (buffer)
+ delete[] buffer;
}
+
void GLWidget::initializeGL()
{
format().setDoubleBuffer(true);
glClearColor(0.0, 0.0, 0.0, 0.0);
}
+
void GLWidget::paintGL()
{
- unsigned outputWidth = width();
+//kludge
+rasterHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
+
+ // If we're in fullscreen mode, we take the value of the screen width as
+ // set by MainWin, since it may be wider than what our aspect ratio allows.
+ // In that case, we adjust the viewport over so that it's centered on the
+ // screen. Otherwise, we simply take the width from our width() funtion
+ // which will always be correct in windowed mode.
+
+// unsigned outputWidth = width();
+ if (!fullscreen)
+ outputWidth = width();
+
unsigned outputHeight = height();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, outputWidth, 0, outputHeight, -1.0, 1.0);
- glViewport(0, 0, outputWidth, outputHeight);
+// glViewport(0, 0, outputWidth, outputHeight);
+ glViewport(0 + offset, 0, outputWidth, outputHeight);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (vjs.glFilter ? GL_LINEAR : GL_NEAREST));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (vjs.glFilter ? GL_LINEAR : GL_NEAREST));
// glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rasterWidth, rasterHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, buffer);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rasterWidth, rasterHeight, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buffer);
+//more kludge
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TOMGetVideoModeWidth(), rasterHeight, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buffer);
+// glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rasterWidth, rasterHeight, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buffer);
- double w = (double)rasterWidth / (double)textureWidth;
+ double w = (double)TOMGetVideoModeWidth() / (double)textureWidth;
+// double w = (double)rasterWidth / (double)textureWidth;
double h = (double)rasterHeight / (double)textureHeight;
unsigned u = outputWidth;
unsigned v = outputHeight;
glBegin(GL_TRIANGLE_STRIP);
+#if 1
glTexCoord2f(0, 0); glVertex3i(0, v, 0);
glTexCoord2f(w, 0); glVertex3i(u, v, 0);
glTexCoord2f(0, h); glVertex3i(0, 0, 0);
glTexCoord2f(w, h); glVertex3i(u, 0, 0);
+#else
+ glTexCoord2f(0, 0); glVertex3i(0 + offset, v, 0);
+ glTexCoord2f(w, 0); glVertex3i(u + offset, v, 0);
+ glTexCoord2f(0, h); glVertex3i(0 + offset, 0, 0);
+ glTexCoord2f(w, h); glVertex3i(u + offset, 0, 0);
+#endif
glEnd();
}
+
void GLWidget::resizeGL(int width, int height)
{
if (width > textureWidth || height > textureHeight)
{
-// textureWidth = max(width, textureWidth);
-// textureHeight = max(height, textureHeight);
-// Seems that power of 2 sizes are still mandatory...
- textureWidth = 1024;//(width > textureWidth ? width : textureWidth);
- textureHeight = 512;//(height > textureHeight ? height : textureHeight);
-// textureWidth = (width > textureWidth ? width : textureWidth);
-// textureHeight = (height > textureHeight ? height : textureHeight);
+ // Seems that power of 2 sizes are still mandatory...
+ textureWidth = 1024;
+ textureHeight = 512;
#if 0
printf("Resizing: new texture width/height = %i x %i\n", textureWidth, textureHeight);
printf("Resizing: new raster width/height = %i x %i\n", rasterWidth, rasterHeight);
}
buffer = new uint32_t[textureWidth * textureHeight];
+ JaguarSetScreenBuffer(buffer);
+
+//???
+memset(buffer, 0xFF, textureWidth * textureHeight * sizeof(uint32_t));
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, textureWidth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureWidth, textureHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL);
}
}
+
#if 0
class RubyGLWidget: public QGLWidget
{