void fs_emu_video_render_function() { static int initialized_menu = 0; if (!initialized_menu) { // render menu once (without really showing it, so all menu // resources are initialized and loaded, -prevents flickering // when really opening the menu later fs_emu_render_menu(g_menu_transition); initialized_menu = 1; } if (g_fs_emu_video_debug) { int quarter_height = fs_ml_video_height() / 4; fs_gl_viewport(0, quarter_height, fs_ml_video_width(), fs_ml_video_height() - quarter_height); } else { fs_gl_viewport(0, 0, fs_ml_video_width(), fs_ml_video_height()); } // FIXME: can perhaps remove this soon.. fs_emu_video_render_mutex_lock(); int in_menu = fs_emu_menu_is_active(); if (in_menu && g_menu_transition_target < 1.0) { g_menu_transition_target = 1.0; } if (!in_menu && g_menu_transition_target > 0.0) { g_menu_transition_target = 0.0; } // FIXME: ideally, we would use time-based animation - for now, we use a // simple frame-based animation if (g_menu_transition < g_menu_transition_target) { if (g_menu_transition_target == 1.0) { g_menu_transition += 0.10; } } if (g_menu_transition > g_menu_transition_target) { if (g_menu_transition_target == 0.0) { g_menu_transition -= 0.10; } } if (g_menu_transition > 1.0) { g_menu_transition = 1.0; } else if (g_menu_transition < 0.0) { g_menu_transition = 0.0; } int matrix_pushed = 0; double t0_x = 0.0; double t0_y = 0.0; double t0_z = -2.42; double r0_a = 0.0; double t1_x = -0.31; //double t1_y = -0.04; double t1_y = 0.0; double t1_z = -3.7; double r1_a = 30.0; int perspective = 0; if (g_menu_transition == 0.0) { perspective = 0; fs_gl_ortho(); //glTranslated(1920.0 / 2.0, 1080.0 / 2.0, 0.0); //glScaled(1920.0 / 2.0, 1080.0 / 2.0, 1.0); } else { perspective = 1; glClearColor(0.1, 0.1, 0.1, 1.0); glClear(GL_DEPTH_BUFFER_BIT); CHECK_GL_ERROR(); fs_gl_ortho_hd(); // transition y-coordinate between floor and wall int splt = 361; fs_gl_blending(FALSE); fs_gl_texturing(FALSE); GLfloat color[] = { 39.0 / 255.0, 44.0 / 255.0, 51.0 / 255.0, 1.0, 39.0 / 255.0, 44.0 / 255.0, 51.0 / 255.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 20.0 / 255.0, 22.0 / 255.0, 26.0 / 255.0, 1.0, 20.0 / 255.0, 22.0 / 255.0, 26.0 / 255.0, 1.0 }; GLfloat vert[] = { 0, splt, -0.9, 1920, splt, -0.9, 1920, 1020, -0.9, 0, 1020, -0.9, 0, 1020, -0.9, 1920, 1020, -0.9, 1920, 1080, -0.9, 0, 1080, -0.9, 0, 0, -0.9, 1920, 0, -0.9, 1920, splt, -0.9, 0, splt, -0.9 }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, 0, color); glVertexPointer(3, GL_FLOAT, 0, vert); glDrawArrays(GL_TRIANGLE_FAN, 0, 12); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); CHECK_GL_ERROR(); fs_gl_perspective(); double t_x = t0_x + (t1_x - t0_x) * g_menu_transition; double t_y = t0_y + (t1_y - t0_y) * g_menu_transition; double t_z = t0_z + (t1_z - t0_z) * g_menu_transition; double r_a = r0_a + (r1_a - r0_a) * g_menu_transition; glPushMatrix(); matrix_pushed = 1; glScaled(16.0 / 9.0, 1.0, 1.0); glTranslated(t_x, t_y, t_z); glRotated(r_a, 0.0, 1.0, 0.0); CHECK_GL_ERROR(); } if (perspective) { render_glow(g_menu_transition); } if (perspective) { glPushMatrix(); glTranslatef(0.0, -2.0, 0.0); //glTranslatef(0.0, -1.0, 0.0); //glScalef(1.0, -1.0, 1.0); glScalef(1.0, -0.5, 1.0); glTranslatef(0.0, -1.0, 0.0); CHECK_GL_ERROR(); render_frame(0.33, perspective); CHECK_GL_ERROR(); render_gloss(g_menu_transition * 0.66); CHECK_GL_ERROR(); glPopMatrix(); CHECK_GL_ERROR(); } render_frame(1.0, perspective); if (perspective) { render_gloss(g_menu_transition); } /* if (fs_emu_is_paused()) { render_pause_fade(); } */ if (matrix_pushed) { glPopMatrix(); CHECK_GL_ERROR(); matrix_pushed = 0; } fs_emu_acquire_gui_lock(); fs_emu_render_chat(); //if (fs_emu_menu_is_active()) { if (g_menu_transition > 0.0) { fs_emu_render_menu(g_menu_transition); } fs_emu_render_dialog(); fs_emu_release_gui_lock(); if (g_fs_emu_hud_mode && fs_emu_netplay_enabled()) { fs_gl_ortho_hd(); fs_gl_texturing(0); fs_gl_blending(1); fs_gl_color4f(0.0, 0.0, 0.0, 0.5); GLfloat vert[] = { 0, 1030, 1920, 1030, 1920, 1080, 0, 1080 }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vert); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); CHECK_GL_ERROR(); #if 0 glBegin(GL_QUADS); glVertex2f(0, 1030); glVertex2f(1920, 1030); fs_gl_color4f(0.0, 0.0, 0.0, 0.0); glVertex2f(1920, 1030 - 50); glVertex2f(0, 1030 - 50); glEnd(); #endif fs_emu_font *menu_font = fs_emu_font_get_menu(); char *str; for (int i = 0; i < MAX_PLAYERS; i++) { fs_emu_player *player = g_fs_emu_players + i; int x = i * 1920 / 6 + 20; int y = 1038; int rendered_tag = 0; if (player->tag && player->tag[0]) { str = g_strdup_printf("%s", player->tag); fs_emu_font_render(menu_font, str, x, y, 1.0, 1.0, 1.0, 1.0); g_free(str); rendered_tag = 1; } if (rendered_tag || player->ping) { str = g_strdup_printf("%03d", player->ping); fs_emu_font_render(menu_font, str, x + 100, y, 1.0, 1.0, 1.0, 1.0); g_free(str); } if (rendered_tag || player->lag) { str = g_strdup_printf("%03d", player->lag); fs_emu_font_render(menu_font, str, x + 200, y, 1.0, 1.0, 1.0, 1.0); g_free(str); } } } if (g_fs_emu_video_debug) { int quarter_height = fs_ml_video_height() / 4; fs_gl_viewport(0, 0, fs_ml_video_width(), quarter_height); CHECK_GL_ERROR(); fs_emu_set_texture(NULL); CHECK_GL_ERROR(); static GLuint debug_texture = 0; static uint32_t *debug_texture_data = NULL; if (debug_texture == 0) { debug_texture_data = g_malloc0(256 * 256 * 4); glGenTextures(1, &debug_texture); CHECK_GL_ERROR(); fs_gl_bind_texture(debug_texture); #ifndef HAVE_GLES fs_gl_unpack_row_length(0); #endif glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); CHECK_GL_ERROR(); 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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); CHECK_GL_ERROR(); } else { fs_gl_bind_texture(debug_texture); CHECK_GL_ERROR(); } memset(debug_texture_data, 0x00, 256 * 256 * 4); CHECK_GL_ERROR(); fs_emu_video_render_debug_info(debug_texture_data); CHECK_GL_ERROR(); fs_emu_audio_render_debug_info(debug_texture_data); CHECK_GL_ERROR(); #ifndef HAVE_GLES fs_gl_unpack_row_length(0); #endif CHECK_GL_ERROR(); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, debug_texture_data); CHECK_GL_ERROR(); fs_gl_ortho_hd(); fs_gl_texturing(1); fs_gl_blending(0); fs_gl_color4f(1.0, 1.0, 1.0, 1.0); GLfloat tex[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 }; GLfloat vert[] = { 0, 0, 1920, 0, 1920, 1080, 0, 1080 }; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, tex); glVertexPointer(2, GL_FLOAT, 0, vert); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); CHECK_GL_ERROR(); glPushMatrix(); glScalef(1.0, 4.0, 1.0); fs_emu_font *menu_font = fs_emu_font_get_menu(); char *str; /* str = g_strdup_printf("%d", fs_emu_get_audio_frequency()); fs_emu_font_render(menu_font, str, 1920 / 2 + 20, 3, 1.0, 1.0, 1.0, 1.0); g_free(str); */ str = g_strdup_printf("%0.1f", fs_emu_audio_get_measured_avg_buffer_fill(0) / 1000.0); fs_emu_font_render(menu_font, str, 1920 / 2 + 220, 3, 1.0, 1.0, 1.0, 1.0); g_free(str); str = g_strdup_printf("%d", g_fs_emu_audio_buffer_underruns); fs_emu_font_render(menu_font, str, 1920 / 2 + 420, 3, 1.0, 1.0, 1.0, 1.0); g_free(str); fs_emu_font_render(menu_font, "EMU", 20, 3, 1.0, 1.0, 1.0, 1.0); str = g_strdup_printf("%0.1f", fs_emu_get_average_emu_fps()); fs_emu_font_render(menu_font, str, 220, 3, 1.0, 1.0, 1.0, 1.0); g_free(str); str = g_strdup_printf("%d", g_fs_emu_lost_frames); fs_emu_font_render(menu_font, str, 420, 3, 1.0, 1.0, 1.0, 1.0); g_free(str); str = g_strdup_printf("%d", g_fs_emu_repeated_frames); fs_emu_font_render(menu_font, str, 620, 3, 1.0, 1.0, 1.0, 1.0); g_free(str); fs_emu_font_render(menu_font, "SYS", 20, 140, 1.0, 1.0, 1.0, 1.0); str = g_strdup_printf("%0.1f", fs_emu_get_average_sys_fps()); fs_emu_font_render(menu_font, str, 220, 140, 1.0, 1.0, 1.0, 1.0); g_free(str); str = g_strdup_printf("%d", g_fs_emu_lost_vblanks); fs_emu_font_render(menu_font, str, 420, 140, 1.0, 1.0, 1.0, 1.0); g_free(str); glPopMatrix(); CHECK_GL_ERROR(); } if (fs_emu_is_quitting()) { handle_quit_sequence(); } fs_emu_video_render_mutex_unlock(); }
static void event_handler(int line) { // printf("%d\n", line); if (line >= 0) { input_handler_loop(line); return; } //static int busy = 0; //static int idle = 0; //static int64_t last_time = 0; g_fs_uae_frame = g_fs_uae_frame + 1; #if 0 if (g_fs_uae_frame != amiga_get_vsync_counter()) { printf("g_fs_uae_frame %d amiga_get_vsync_count %d\n", g_fs_uae_frame, amiga_get_vsync_counter()); } #endif //printf("event_handler frame=%d\n", frame); fs_uae_record_frame(g_fs_uae_frame); /* int64_t t = fs_emu_monotonic_time(); if (last_time > 0) { int dt = (t - last_time) / 1000; printf("%d\n", dt); } */ //fs_emu_lua_run_handler("on_fs_uae_frame_start"); fs_emu_wait_for_frame(g_fs_uae_frame); if (g_fs_uae_frame == 1) { // we configure input ports after first frame are confirmed, // because otherwise configure events would get lost if initially // connected to the server (for net play game), but aborted connection // before game started fs_uae_reconfigure_input_ports_amiga(); } if (fs_emu_is_quitting()) { if (fs_emu_is_paused()) { fs_emu_pause(0); } static int quit_called = 0; if (quit_called == 0) { fs_log("calling amiga_quit\n"); amiga_quit(); quit_called = 1; } //return; } while (fs_emu_is_paused()) { /* if (!event_handler_loop()) { break; } */ pause_throttle(); if (fs_emu_is_quitting()) { break; } } //last_time = fs_emu_monotonic_time(); }