gen opengl texture, convert lcd to gl rgba format, draw in window

This commit is contained in:
Matthew Laux 2022-07-09 17:58:02 -05:00
parent 70ffd01a61
commit a831e584af
1 changed files with 77 additions and 1 deletions

View File

@ -15,6 +15,13 @@
#endif
#include <string>
extern "C" {
#include "dmg.h"
#include "cpu.h"
#include "rom.h"
#include "lcd.h"
}
static const char *A_FORMAT = "A: 0x%02x";
static const char *B_FORMAT = "B: 0x%02x";
static const char *C_FORMAT = "C: 0x%02x";
@ -25,9 +32,66 @@ static const char *L_FORMAT = "L: 0x%02x";
static const char *SP_FORMAT = "SP: 0x%02x";
static const char *PC_FORMAT = "PC: 0x%02x";
GLuint make_output_texture() {
GLuint image_texture;
glGenTextures(1, &image_texture);
glBindTexture(GL_TEXTURE_2D, image_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // This is required on WebGL for non power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Same
return image_texture;
}
unsigned char output_image[160 * 144 * 4];
void convert_output(struct lcd *lcd) {
int x, y;
int out_index = 0;
for (y = 0; y < 144; y++) {
for (x = 0; x < 160; x++) {
int val = lcd->pixels[y * 160 + x];
int fill = val ? 255 : 0;
output_image[out_index++] = val;
output_image[out_index++] = val;
output_image[out_index++] = val;
output_image[out_index++] = 255;
}
}
}
// Main code
int main(int, char**)
int main(int argc, char *argv[])
{
struct cpu cpu;
struct rom rom;
struct dmg dmg;
struct lcd lcd;
int executed;
if (argc < 2) {
printf("no rom specified\n");
return 1;
}
if (!rom_load(&rom, argv[1])) {
printf("error loading rom\n");
return 1;
}
lcd_new(&lcd);
// this might be too much abstraction but it'll let me
// test the cpu, rom, and dmg independently and use the cpu
// for other non-GB stuff
dmg_new(&dmg, &cpu, &rom, &lcd);
cpu_bind_mem_model(&cpu, &dmg, dmg_read, dmg_write);
cpu.pc = 0x100;
// Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
@ -86,6 +150,9 @@ int main(int, char**)
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
// setup output
GLuint texture = make_output_texture();
// Our state
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -118,6 +185,8 @@ int main(int, char**)
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
dmg_step(&dmg);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
ImGui::Begin("State"); // Create a window called "Hello, world!" and append into it.
@ -151,6 +220,11 @@ int main(int, char**)
{
ImGui::Begin("Output");
convert_output(dmg.lcd);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 160, 144, 0, GL_RGBA, GL_UNSIGNED_BYTE, output_image);
ImGui::Image((void*)(intptr_t) texture, ImVec2(160, 144));
ImGui::End();
}
@ -163,6 +237,8 @@ int main(int, char**)
SDL_GL_SwapWindow(window);
}
rom_free(&rom);
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();