Supermodel/Src/OSD/SDL/Main.cpp

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/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
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** Copyright 2011-2020 Bart Trzynadlowski, Nik Henson, Ian Curtis,
** Harry Tuttle, and Spindizzi
**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
** more details.
**
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
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/*
* Main.cpp
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*
* Main program driver for the SDL port.
*
* To Do Before Next Release
* -------------------------
* - Thoroughly test config system (do overrides work as expected? XInput
* force settings?)
* - Remove all occurrences of "using namespace std" from Nik's code.
* - Standardize variable naming (recently introduced vars_like_this should be
* converted back to varsLikeThis).
* - Update save state file revision (strings > 1024 chars are now supported).
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* - Fix BlockFile.cpp to use fstream!
2016-04-29 23:57:15 +00:00
* - Check to make sure save states use explicitly-sized types for 32/64-bit
* compatibility (i.e., size_t, int, etc. not allowed).
* - Make sure quitting while paused works.
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* - Add UI keys for balance setting?
* - 5.1 audio support?
*
* Compile-Time Options
* --------------------
* - SUPERMODEL_WIN32: Define this if compiling on Windows.
* - SUPERMODEL_OSX: Define this if compiling on Mac OS X.
* - SUPERMODEL_DEBUGGER: Enable the debugger.
* - DEBUG: Debug mode (use with caution, produces large logs of game behavior)
*/
#include <new>
#include <cmath>
#include <cstdio>
#include <cstring>
#include <cstdarg>
#include <memory>
#include <vector>
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#include <algorithm>
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#include <GL/glew.h>
#include "Supermodel.h"
#include "Util/Format.h"
#include "Util/NewConfig.h"
#include "Util/ConfigBuilders.h"
#include "GameLoader.h"
#include "SDLInputSystem.h"
#ifdef SUPERMODEL_WIN32
#include "DirectInputSystem.h"
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
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#include "WinOutputs.h"
#endif
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#include "SDLIncludes.h"
#include <iostream>
// Log file names
#define DEBUG_LOG_FILE "debug.log"
#define ERROR_LOG_FILE "error.log"
/******************************************************************************
Global Run-time Config
******************************************************************************/
static Util::Config::Node s_runtime_config("Global");
/******************************************************************************
Display Management
******************************************************************************/
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static SDL_Window *s_window = nullptr;
/*
* Position and size of rectangular region within OpenGL display to render to.
* Unlike the config tree, these end up containing the actual resolution (and
* computed offsets within the viewport) that will be rendered based on what
* was obtained from SDL.
*/
static unsigned xOffset, yOffset; // offset of renderer output within OpenGL viewport
static unsigned xRes, yRes; // renderer output resolution (can be smaller than GL viewport)
static unsigned totalXRes, totalYRes; // total resolution (the whole GL viewport)
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
static bool SetGLGeometry(unsigned *xOffsetPtr, unsigned *yOffsetPtr, unsigned *xResPtr, unsigned *yResPtr, unsigned *totalXResPtr, unsigned *totalYResPtr, bool keepAspectRatio)
{
// What resolution did we actually get?
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int actualWidth;
int actualHeight;
SDL_GetWindowSize(s_window, &actualWidth, &actualHeight);
*totalXResPtr = actualWidth;
*totalYResPtr = actualHeight;
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// If required, fix the aspect ratio of the resolution that the user passed to match Model 3 ratio
float xRes = float(*xResPtr);
float yRes = float(*yResPtr);
if (keepAspectRatio)
{
float model3Ratio = 496.0f/384.0f;
if (yRes < (xRes/model3Ratio))
xRes = yRes*model3Ratio;
if (xRes < (yRes*model3Ratio))
yRes = xRes/model3Ratio;
}
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// Center the visible area
*xOffsetPtr = (*xResPtr - (unsigned) xRes)/2;
*yOffsetPtr = (*yResPtr - (unsigned) yRes)/2;
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// If the desired resolution is smaller than what we got, re-center again
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if (int(*xResPtr) < actualWidth)
*xOffsetPtr += (actualWidth - *xResPtr)/2;
if (int(*yResPtr) < actualHeight)
*yOffsetPtr += (actualHeight - *yResPtr)/2;
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// OpenGL initialization
glViewport(0,0,*xResPtr,*yResPtr);
glClearColor(0.0,0.0,0.0,0.0);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
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// Clear both buffers to ensure a black border
for (int i = 0; i < 2; i++)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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SDL_GL_SwapWindow(s_window);
}
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// Write back resolution parameters
*xResPtr = (unsigned) xRes;
*yResPtr = (unsigned) yRes;
UINT32 correction = (UINT32)(((yRes / 384.f) * 2) + 0.5f);
glEnable(GL_SCISSOR_TEST);
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// Scissor box (to clip visible area)
if (s_runtime_config["WideScreen"].ValueAsDefault<bool>(false))
{
glScissor(0, correction, *totalXResPtr, *totalYResPtr - (correction * 2));
}
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else
{
glScissor(*xOffsetPtr + correction, *yOffsetPtr + correction, *xResPtr - (correction * 2), *yResPtr - (correction * 2));
}
return OKAY;
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
}
/*
* CreateGLScreen():
*
* Creates an OpenGL display surface of the requested size. xOffset and yOffset
* are used to return a display surface offset (for OpenGL viewport commands)
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* because the actual drawing area may need to be adjusted to preserve the
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
* Model 3 aspect ratio. The new resolution will be passed back as well -- both
* the adjusted viewable area resolution and the total resolution.
*
* NOTE: keepAspectRatio should always be true. It has not yet been tested with
* the wide screen hack.
*/
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static bool CreateGLScreen(const std::string &caption, bool focusWindow, unsigned *xOffsetPtr, unsigned *yOffsetPtr, unsigned *xResPtr, unsigned *yResPtr, unsigned *totalXResPtr, unsigned *totalYResPtr, bool keepAspectRatio, bool fullScreen)
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
{
GLenum err;
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// Call only once per program session (this is because of issues with
// DirectInput when the window is destroyed and a new one created). Use
// ResizeGLScreen() to change resolutions instead.
if (s_window != nullptr)
{
return ErrorLog("Internal error: CreateGLScreen() called more than once");
}
// Initialize video subsystem
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if (SDL_Init(SDL_INIT_VIDEO) != 0)
return ErrorLog("Unable to initialize SDL video subsystem: %s\n", SDL_GetError());
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// Important GL attributes
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
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// Set video mode
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s_window = SDL_CreateWindow(caption.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, *xResPtr, *yResPtr, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | (fullScreen ? SDL_WINDOW_FULLSCREEN : 0));
if (nullptr == s_window)
{
ErrorLog("Unable to create an OpenGL display: %s\n", SDL_GetError());
return FAIL;
}
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if (focusWindow)
{
SDL_RaiseWindow(s_window);
}
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// Create OpenGL context
SDL_GLContext context = SDL_GL_CreateContext(s_window);
if (nullptr == context)
{
ErrorLog("Unable to create OpenGL context: %s\n", SDL_GetError());
return FAIL;
}
// Set vsync
SDL_GL_SetSwapInterval(s_runtime_config["VSync"].ValueAsDefault<bool>(false) ? 1 : 0);
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// Set the context as the current window context
SDL_GL_MakeCurrent(s_window, context);
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// Initialize GLEW, allowing us to use features beyond OpenGL 1.2
err = glewInit();
if (GLEW_OK != err)
{
ErrorLog("OpenGL initialization failed: %s\n", glewGetErrorString(err));
return FAIL;
}
2020-07-27 10:28:48 +00:00
return SetGLGeometry(xOffsetPtr, yOffsetPtr, xResPtr, yResPtr, totalXResPtr, totalYResPtr, keepAspectRatio);
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
}
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static void DestroyGLScreen()
{
if (s_window != nullptr)
{
SDL_GL_DeleteContext(SDL_GL_GetCurrentContext());
SDL_DestroyWindow(s_window);
}
}
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
static bool ResizeGLScreen(unsigned *xOffsetPtr, unsigned *yOffsetPtr, unsigned *xResPtr, unsigned *yResPtr, unsigned *totalXResPtr, unsigned *totalYResPtr, bool keepAspectRatio, bool fullScreen)
{
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// Set full screen mode
if (SDL_SetWindowFullscreen(s_window, fullScreen ? SDL_WINDOW_FULLSCREEN : 0) < 0)
{
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ErrorLog("Unable to enter %s mode: %s\n", fullScreen ? "fullscreen" : "windowed", SDL_GetError());
return FAIL;
}
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return SetGLGeometry(xOffsetPtr, yOffsetPtr, xResPtr, yResPtr, totalXResPtr, totalYResPtr, keepAspectRatio);
}
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/*
* PrintGLInfo():
*
* Queries and prints OpenGL information. A full list of extensions can
* optionally be printed.
*/
static void PrintGLInfo(bool createScreen, bool infoLog, bool printExtensions)
{
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unsigned xOffset, yOffset, xRes=496, yRes=384, totalXRes, totalYRes;
if (createScreen)
{
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if (OKAY != CreateGLScreen("Supermodel - Querying OpenGL Information...", false, &xOffset, &yOffset, &xRes, &yRes, &totalXRes, &totalYRes, false, false))
{
ErrorLog("Unable to query OpenGL.\n");
return;
}
}
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GLint value;
if (infoLog) InfoLog("OpenGL information:");
else puts("OpenGL information:\n");
const GLubyte *str = glGetString(GL_VENDOR);
if (infoLog) InfoLog(" Vendor : %s", str);
else printf(" Vendor : %s\n", str);
str = glGetString(GL_RENDERER);
if (infoLog) InfoLog(" Renderer : %s", str);
else printf(" Renderer : %s\n", str);
str = glGetString(GL_VERSION);
if (infoLog) InfoLog(" Version : %s", str);
else printf(" Version : %s\n", str);
str = glGetString(GL_SHADING_LANGUAGE_VERSION);
if (infoLog) InfoLog(" Shading Language Version : %s", str);
else printf(" Shading Language Version : %s\n", str);
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &value);
if (infoLog) InfoLog(" Maximum Vertex Array Size: %d vertices", value);
else printf(" Maximum Vertex Array Size: %d vertices\n", value);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
if (infoLog) InfoLog(" Maximum Texture Size : %d texels", value);
else printf(" Maximum Texture Size : %d texels\n", value);
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &value);
if (infoLog) InfoLog(" Maximum Vertex Attributes: %d", value);
else printf(" Maximum Vertex Attributes: %d\n", value);
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &value);
if (infoLog) InfoLog(" Maximum Vertex Uniforms : %d", value);
else printf(" Maximum Vertex Uniforms : %d\n", value);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &value);
if (infoLog) InfoLog(" Maximum Texture Img Units: %d", value);
else printf(" Maximum Texture Img Units: %d\n", value);
if (printExtensions)
{
str = glGetString(GL_EXTENSIONS);
char *strLocal = (char *) malloc((strlen((char *) str)+1)*sizeof(char));
if (NULL == strLocal)
{
if (infoLog) InfoLog(" Supported Extensions : %s", str);
else printf(" Supported Extensions : %s\n", str);
}
else
{
strcpy(strLocal, (char *) str);
if (infoLog) InfoLog(" Supported Extensions : %s", (strLocal = strtok(strLocal, " \t\n")));
else printf(" Supported Extensions : %s\n", (strLocal = strtok(strLocal, " \t\n")));
while ((strLocal = strtok(NULL, " \t\n")) != NULL)
{
if (infoLog) InfoLog(" %s", strLocal);
else printf(" %s\n", strLocal);
}
}
free(strLocal);
}
if (infoLog) InfoLog("");
else printf("\n");
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}
#ifdef DEBUG
static void PrintBAT(unsigned regu, unsigned regl)
{
uint32_t batu = ppc_read_spr(regu);
uint32_t batl = ppc_read_spr(regl);
uint32_t bepi = batu >> (31 - 14);
uint32_t bl = (batu >> (31 - 29)) & 0x7ff;
bool vs = batu & 2;
bool vp = batu & 1;
uint32_t brpn = batl >> (31 - 14);
uint32_t wimg = (batl >> (31 - 28)) & 0xf;
uint32_t pp = batl & 3;
uint32_t size = (bl + 1) * 128 * 1024;
uint32_t ea_base = bepi << (31 - 14);
uint32_t ea_limit = ea_base + size - 1;
uint32_t pa_base = brpn << (31 - 14);
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uint32_t pa_limit = pa_base + size - 1;
printf("%08X-%08X -> %08X-%08X ", ea_base, ea_limit, pa_base, pa_limit);
printf("%c%c%c%c ", (wimg&8)?'W':'-', (wimg&4)?'I':'-', (wimg&2)?'M':'-', (wimg&1)?'G':'-');
printf("PP=");
if (pp == 0)
printf("NA");
else if (pp == 2)
printf("RW");
else
printf("RO");
printf(" Vs=%d Vp=%d", vs, vp);
}
#endif
#ifdef DEBUG
static void DumpPPCRegisters(IBus *bus)
{
for (int i = 0; i < 32; i += 4)
{
printf("R%d=%08X\tR%d=%08X\tR%d=%08X\tR%d=%08X\n",
i + 0, ppc_get_gpr(i + 0),
i + 1, ppc_get_gpr(i + 1),
i + 2, ppc_get_gpr(i + 2),
i + 3, ppc_get_gpr(i + 3));
}
printf("PC =%08X\n", ppc_get_pc());
printf("LR =%08X\n", ppc_get_lr());
printf("DBAT0U=%08X\tIBAT0U=%08X\n", ppc_read_spr(SPR603E_DBAT0U), ppc_read_spr(SPR603E_IBAT0U));
printf("DBAT0L=%08X\tIBAT0L=%08X\n", ppc_read_spr(SPR603E_DBAT0L), ppc_read_spr(SPR603E_IBAT0L));
printf("DBAT1U=%08X\tIBAT1U=%08X\n", ppc_read_spr(SPR603E_DBAT1U), ppc_read_spr(SPR603E_IBAT1U));
printf("DBAT1L=%08X\tIBAT1L=%08X\n", ppc_read_spr(SPR603E_DBAT1L), ppc_read_spr(SPR603E_IBAT1L));
printf("DBAT2U=%08X\tIBAT2U=%08X\n", ppc_read_spr(SPR603E_DBAT2U), ppc_read_spr(SPR603E_IBAT2U));
printf("DBAT2L=%08X\tIBAT2L=%08X\n", ppc_read_spr(SPR603E_DBAT2L), ppc_read_spr(SPR603E_IBAT2L));
printf("DBAT3U=%08X\tIBAT3U=%08X\n", ppc_read_spr(SPR603E_DBAT3U), ppc_read_spr(SPR603E_IBAT3U));
printf("DBAT3L=%08X\tIBAT3L=%08X\n", ppc_read_spr(SPR603E_DBAT3L), ppc_read_spr(SPR603E_IBAT3L));
for (int i = 0; i < 10; i++)
printf("SR%d =%08X VSID=%06X\n", i, ppc_read_sr(i), ppc_read_sr(i) & 0x00ffffff);
for (int i = 10; i < 16; i++)
printf("SR%d=%08X VSID=%06X\n", i, ppc_read_sr(i), ppc_read_sr(i) & 0x00ffffff);
printf("SDR1=%08X\n", ppc_read_spr(SPR603E_SDR1));
printf("\n");
printf("DBAT0: "); PrintBAT(SPR603E_DBAT0U, SPR603E_DBAT0L); printf("\n");
printf("DBAT1: "); PrintBAT(SPR603E_DBAT1U, SPR603E_DBAT1L); printf("\n");
printf("DBAT2: "); PrintBAT(SPR603E_DBAT2U, SPR603E_DBAT2L); printf("\n");
printf("DBAT3: "); PrintBAT(SPR603E_DBAT3U, SPR603E_DBAT3L); printf("\n");
printf("IBAT0: "); PrintBAT(SPR603E_IBAT0U, SPR603E_IBAT0L); printf("\n");
printf("IBAT1: "); PrintBAT(SPR603E_IBAT1U, SPR603E_IBAT1L); printf("\n");
printf("IBAT2: "); PrintBAT(SPR603E_IBAT2U, SPR603E_IBAT2L); printf("\n");
printf("IBAT3: "); PrintBAT(SPR603E_IBAT3U, SPR603E_IBAT3L); printf("\n");
printf("\n");
/*
printf("First PTEG:\n");
uint32_t ptab = ppc_read_spr(SPR603E_SDR1) & 0xffff0000;
for (int i = 0; i < 65536/8; i++)
{
uint64_t pte = bus->Read64(ptab + i*8);
uint32_t vsid = (pte >> (32 + (31 - 24))) & 0x00ffffff;
uint32_t rpn = pte & 0xfffff000;
int wimg = (pte >> 3) & 0xf;
bool v = pte & 0x8000000000000000ULL;
printf(" %d: %016llX V=%d VSID=%06X RPN=%08X WIMG=%c%c%c%c\n", i, pte, v, vsid, rpn, (wimg&8)?'W':'-', (wimg&4)?'I':'-', (wimg&2)?'M':'-', (wimg&1)?'G':'-');
}
*/
}
#endif
/******************************************************************************
Render State Analysis
******************************************************************************/
#ifdef DEBUG
#include "Model3/Model3GraphicsState.h"
#include "Util/BMPFile.h"
#include "OSD/SDL/PolyAnalysis.h"
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#include <fstream>
static void SaveFrameBuffer(const std::string &file)
{
std::shared_ptr<uint8_t> pixels(new uint8_t[totalXRes*totalYRes*4], std::default_delete<uint8_t[]>());
glReadPixels(0, 0, totalXRes, totalYRes, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get());
Util::WriteSurfaceToBMP<Util::RGBA8>(file, pixels.get(), totalXRes, totalYRes, true);
}
static std::string s_gfxStatePath;
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static std::string GetFileBaseName(const std::string &file)
{
std::string base = file;
size_t pos = file.find_last_of('/');
if (pos != std::string::npos)
base = file.substr(pos + 1);
pos = file.find_last_of('\\');
if (pos != std::string::npos)
base = file.substr(pos + 1);
return base;
}
static void TestPolygonHeaderBits(IEmulator *Emu)
{
const static std::vector<uint32_t> unknownPolyBits
{
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0xffffffff,
0x000000ab, // actual color
0x000000fc,
0x000000c0,
0x000000a0,
0xffffff60,
0xff0300ff // contour, luminous, etc.
};
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const std::vector<uint32_t> unknownCullingNodeBits
{
0xffffffff,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000
};
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GLint readBuffer;
glGetIntegerv(GL_READ_BUFFER, &readBuffer);
glReadBuffer(GL_FRONT);
// Render separate image for each unknown bit
s_runtime_config.Set("Debug/ForceFlushModels", true);
for (int idx = 0; idx < 7; idx++)
{
for (int bit = 0; bit < 32; bit++)
{
uint32_t mask = 1 << bit;
s_runtime_config.Set("Debug/HighlightPolyHeaderIdx", idx);
s_runtime_config.Set("Debug/HighlightPolyHeaderMask", mask);
if ((unknownPolyBits[idx] & mask))
{
Emu->RenderFrame();
std::string file = Util::Format() << "Analysis/" << GetFileBaseName(s_gfxStatePath) << "." << "poly" << "." << idx << "_" << Util::Hex(mask) << ".bmp";
SaveFrameBuffer(file);
}
}
}
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for (int idx = 0; idx < 10; idx++)
{
for (int bit = 0; bit < 32; bit++)
{
uint32_t mask = 1 << bit;
s_runtime_config.Set("Debug/HighlightCullingNodeIdx", idx);
s_runtime_config.Set("Debug/HighlightCullingNodeMask", mask);
if ((unknownCullingNodeBits[idx] & mask))
{
Emu->RenderFrame();
std::string file = Util::Format() << "Analysis/" << GetFileBaseName(s_gfxStatePath) << "." << "culling" << "." << idx << "_" << Util::Hex(mask) << ".bmp";
SaveFrameBuffer(file);
}
}
}
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glReadBuffer(readBuffer);
// Generate the HTML GUI
std::string file = Util::Format() << "Analysis/_" << GetFileBaseName(s_gfxStatePath) << ".html";
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std::ofstream fs(file);
if (!fs.good())
ErrorLog("Unable to open '%s' for writing.", file.c_str());
else
{
std::string contents = s_polyAnalysisHTMLPrologue;
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contents += " var g_file_base_name = '" + GetFileBaseName(s_gfxStatePath) + "';\n";
contents += " var g_unknown_poly_bits = [" + std::string(Util::Format(",").Join(unknownPolyBits)) + "];\n";
contents += " var g_unknown_culling_bits = [" + std::string(Util::Format(",").Join(unknownCullingNodeBits)) + "];\n";
contents += s_polyAnalysisHTMLEpilogue;
fs << contents;
printf("Produced: %s\n", file.c_str());
}
}
#endif
/******************************************************************************
Save States and NVRAM
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Save states and NVRAM use the same basic format. When anything changes that
breaks compatibility with previous versions of Supermodel, the save state
and NVRAM version numbers must be incremented as needed.
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Header block name: "Supermodel Save State" or "Supermodel NVRAM State"
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Data: Save state file version (4-byte integer), ROM set ID (up to 9 bytes,
including terminating \0).
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Different subsystems output their own blocks.
******************************************************************************/
static const int STATE_FILE_VERSION = 3; // save state file version
static const int NVRAM_FILE_VERSION = 0; // NVRAM file version
static unsigned s_saveSlot = 0; // save state slot #
static void SaveState(IEmulator *Model3)
{
CBlockFile SaveState;
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std::string file_path = Util::Format() << "Saves/" << Model3->GetGame().name << ".st" << s_saveSlot;
if (OKAY != SaveState.Create(file_path, "Supermodel Save State", "Supermodel Version " SUPERMODEL_VERSION))
{
ErrorLog("Unable to save state to '%s'.", file_path.c_str());
return;
}
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// Write file format version and ROM set ID to header block
int32_t fileVersion = STATE_FILE_VERSION;
SaveState.Write(&fileVersion, sizeof(fileVersion));
SaveState.Write(Model3->GetGame().name);
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// Save state
Model3->SaveState(&SaveState);
SaveState.Close();
printf("Saved state to '%s'.\n", file_path.c_str());
DebugLog("Saved state to '%s'.\n", file_path.c_str());
}
static void LoadState(IEmulator *Model3, std::string file_path = std::string())
{
CBlockFile SaveState;
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// Generate file path
if (file_path.empty())
file_path = Util::Format() << "Saves/" << Model3->GetGame().name << ".st" << s_saveSlot;
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// Open and check to make sure format is correct
if (OKAY != SaveState.Load(file_path))
{
ErrorLog("Unable to load state from '%s'.", file_path.c_str());
return;
}
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if (OKAY != SaveState.FindBlock("Supermodel Save State"))
{
ErrorLog("'%s' does not appear to be a valid save state file.", file_path.c_str());
return;
}
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int32_t fileVersion;
SaveState.Read(&fileVersion, sizeof(fileVersion));
if (fileVersion != STATE_FILE_VERSION)
{
ErrorLog("'%s' is incompatible with this version of Supermodel.", file_path.c_str());
return;
}
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// Load
Model3->LoadState(&SaveState);
SaveState.Close();
printf("Loaded state from '%s'.\n", file_path.c_str());
DebugLog("Loaded state from '%s'.\n", file_path.c_str());
}
static void SaveNVRAM(IEmulator *Model3)
{
CBlockFile NVRAM;
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std::string file_path = Util::Format() << "NVRAM/" << Model3->GetGame().name << ".nv";
if (OKAY != NVRAM.Create(file_path, "Supermodel NVRAM State", "Supermodel Version " SUPERMODEL_VERSION))
{
ErrorLog("Unable to save NVRAM to '%s'. Make sure directory exists!", file_path.c_str());
return;
}
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// Write file format version and ROM set ID to header block
int32_t fileVersion = NVRAM_FILE_VERSION;
NVRAM.Write(&fileVersion, sizeof(fileVersion));
NVRAM.Write(Model3->GetGame().name);
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// Save NVRAM
Model3->SaveNVRAM(&NVRAM);
NVRAM.Close();
DebugLog("Saved NVRAM to '%s'.\n", file_path.c_str());
}
static void LoadNVRAM(IEmulator *Model3)
{
CBlockFile NVRAM;
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// Generate file path
std::string file_path = Util::Format() << "NVRAM/" << Model3->GetGame().name << ".nv";
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// Open and check to make sure format is correct
if (OKAY != NVRAM.Load(file_path))
{
//ErrorLog("Unable to restore NVRAM from '%s'.", filePath);
return;
}
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if (OKAY != NVRAM.FindBlock("Supermodel NVRAM State"))
{
ErrorLog("'%s' does not appear to be a valid NVRAM file.", file_path.c_str());
return;
}
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int32_t fileVersion;
NVRAM.Read(&fileVersion, sizeof(fileVersion));
if (fileVersion != NVRAM_FILE_VERSION)
{
ErrorLog("'%s' is incompatible with this version of Supermodel.", file_path.c_str());
return;
}
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// Load
Model3->LoadNVRAM(&NVRAM);
NVRAM.Close();
DebugLog("Loaded NVRAM from '%s'.\n", file_path.c_str());
}
/******************************************************************************
UI Rendering
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Currently, only does crosshairs for light gun games.
******************************************************************************/
static void GunToViewCoords(float *x, float *y)
{
*x = (*x-150.0f)/(651.0f-150.0f); // Scale [150,651] -> [0.0,1.0]
*y = (*y-80.0f)/(465.0f-80.0f); // Scale [80,465] -> [0.0,1.0]
}
static void DrawCrosshair(float x, float y, float r, float g, float b)
{
float base = 0.01f, height = 0.02f; // geometric parameters of each triangle
float dist = 0.004f; // distance of triangle tip from center
float a = (float)xRes/(float)yRes; // aspect ratio (to square the crosshair)
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glColor3f(r, g, b);
glVertex2f(x, y+dist); // bottom triangle
glVertex2f(x+base/2.0f, y+(dist+height)*a);
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glVertex2f(x-base/2.0f, y+(dist+height)*a);
glVertex2f(x, y-dist); // top triangle
glVertex2f(x-base/2.0f, y-(dist+height)*a);
glVertex2f(x+base/2.0f, y-(dist+height)*a);
glVertex2f(x-dist, y); // left triangle
glVertex2f(x-dist-height, y+(base/2.0f)*a);
glVertex2f(x-dist-height, y-(base/2.0f)*a);
glVertex2f(x+dist, y); // right triangle
glVertex2f(x+dist+height, y-(base/2.0f)*a);
glVertex2f(x+dist+height, y+(base/2.0f)*a);
}
/*
static void PrintGLError(GLenum error)
{
switch (error)
{
case GL_INVALID_ENUM: printf("invalid enum\n"); break;
case GL_INVALID_VALUE: printf("invalid value\n"); break;
case GL_INVALID_OPERATION: printf("invalid operation\n"); break;
case GL_STACK_OVERFLOW: printf("stack overflow\n"); break;
case GL_STACK_UNDERFLOW: printf("stack underflow\n"); break;
case GL_OUT_OF_MEMORY: printf("out of memory\n"); break;
case GL_TABLE_TOO_LARGE: printf("table too large\n"); break;
case GL_NO_ERROR: break;
default: printf("unknown error\n"); break;
}
2018-07-04 22:15:44 +00:00
}
*/
static void UpdateCrosshairs(uint32_t currentInputs, CInputs *Inputs, unsigned crosshairs)
{
bool offscreenTrigger[2];
float x[2], y[2];
crosshairs &= 3;
if (!crosshairs)
return;
// Set up the viewport and orthogonal projection
glUseProgram(0); // no shaders
glViewport(xOffset, yOffset, xRes, yRes);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 1.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D); // no texture mapping
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glDisable(GL_BLEND); // no blending
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glDisable(GL_DEPTH_TEST); // no Z-buffering needed
2018-07-04 22:15:44 +00:00
glDisable(GL_LIGHTING);
// Convert gun coordinates to viewspace coordinates
if (currentInputs & Game::INPUT_ANALOG_GUN1)
{
x[0] = ((float)Inputs->analogGunX[0]->value / 255.0f);
y[0] = ((255.0f - (float)Inputs->analogGunY[0]->value) / 255.0f);
offscreenTrigger[0] = Inputs->analogTriggerLeft[0]->value || Inputs->analogTriggerRight[0]->value;
}
else if (currentInputs & Game::INPUT_GUN1)
{
x[0] = (float)Inputs->gunX[0]->value;
y[0] = (float)Inputs->gunY[0]->value;
GunToViewCoords(&x[0], &y[0]);
offscreenTrigger[0] = (Inputs->trigger[0]->offscreenValue) > 0;
}
if (currentInputs & Game::INPUT_ANALOG_GUN2)
{
x[1] = ((float)Inputs->analogGunX[1]->value / 255.0f);
y[1] = ((255.0f - (float)Inputs->analogGunY[1]->value) / 255.0f);
offscreenTrigger[1] = Inputs->analogTriggerLeft[1]->value || Inputs->analogTriggerRight[1]->value;
}
else if (currentInputs & Game::INPUT_GUN2)
{
x[1] = (float)Inputs->gunX[1]->value;
y[1] = (float)Inputs->gunY[1]->value;
GunToViewCoords(&x[1], &y[1]);
offscreenTrigger[1] = (Inputs->trigger[1]->offscreenValue) > 0;
}
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// Draw visible crosshairs
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glBegin(GL_TRIANGLES);
if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
DrawCrosshair(x[0], y[0], 1.0f, 0.0f, 0.0f);
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
DrawCrosshair(x[1], y[1], 0.0f, 1.0f, 0.0f);
glEnd();
//PrintGLError(glGetError());
}
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/******************************************************************************
Video Callbacks
2018-07-04 22:15:44 +00:00
******************************************************************************/
static CInputs *videoInputs = NULL;
static uint32_t currentInputs = 0;
bool BeginFrameVideo()
{
return true;
}
void EndFrameVideo()
2018-07-04 22:15:44 +00:00
{
// Show crosshairs for light gun games
if (videoInputs)
UpdateCrosshairs(currentInputs, videoInputs, s_runtime_config["Crosshairs"].ValueAs<unsigned>());
// Swap the buffers
2020-04-19 08:34:58 +00:00
SDL_GL_SwapWindow(s_window);
}
static void SuperSleep(UINT32 time)
{
UINT32 start = SDL_GetTicks();
UINT32 tics = start;
while (start + time > tics) {
tics = SDL_GetTicks();
}
}
/******************************************************************************
Main Program Loop
******************************************************************************/
#ifdef SUPERMODEL_DEBUGGER
int Supermodel(const Game &game, ROMSet *rom_set, IEmulator *Model3, CInputs *Inputs, COutputs *Outputs, Debugger::CDebugger *Debugger)
{
CLogger *oldLogger = 0;
#else
int Supermodel(const Game &game, ROMSet *rom_set, IEmulator *Model3, CInputs *Inputs, COutputs *Outputs)
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{
#endif // SUPERMODEL_DEBUGGER
std::string initialState = s_runtime_config["InitStateFile"].ValueAs<std::string>();
unsigned prevFPSTicks;
unsigned fpsFramesElapsed;
bool gameHasLightguns = false;
bool quit = false;
bool paused = false;
bool dumpTimings = false;
// Initialize and load ROMs
if (OKAY != Model3->Init())
return 1;
if (Model3->LoadGame(game, *rom_set))
return 1;
*rom_set = ROMSet(); // free up this memory we won't need anymore
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// Load NVRAM
LoadNVRAM(Model3);
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2020-04-19 08:34:58 +00:00
// Set the video mode
char baseTitleStr[128];
char titleStr[128];
totalXRes = xRes = s_runtime_config["XResolution"].ValueAs<unsigned>();
totalYRes = yRes = s_runtime_config["YResolution"].ValueAs<unsigned>();
sprintf(baseTitleStr, "Supermodel - %s", game.title.c_str());
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SDL_SetWindowTitle(s_window, baseTitleStr);
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SDL_SetWindowSize(s_window, totalXRes, totalYRes);
SDL_SetWindowPosition(s_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
bool stretch = s_runtime_config["Stretch"].ValueAs<bool>();
bool fullscreen = s_runtime_config["FullScreen"].ValueAs<bool>();
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if (OKAY != ResizeGLScreen(&xOffset, &yOffset ,&xRes, &yRes, &totalXRes, &totalYRes, !stretch, fullscreen))
return 1;
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// Info log GL information
PrintGLInfo(false, true, false);
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// Initialize audio system
if (OKAY != OpenAudio())
return 1;
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// Hide mouse if fullscreen, enable crosshairs for gun games
Inputs->GetInputSystem()->SetMouseVisibility(!s_runtime_config["FullScreen"].ValueAs<bool>());
gameHasLightguns = !!(game.inputs & (Game::INPUT_GUN1|Game::INPUT_GUN2));
gameHasLightguns |= game.name == "lostwsga";
currentInputs = game.inputs;
if (gameHasLightguns)
videoInputs = Inputs;
else
videoInputs = NULL;
// Attach the inputs to the emulator
Model3->AttachInputs(Inputs);
// Attach the outputs to the emulator
if (Outputs != NULL)
Model3->AttachOutputs(Outputs);
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// Initialize the renderers
CRender2D *Render2D = new CRender2D(s_runtime_config);
IRender3D *Render3D = s_runtime_config["New3DEngine"].ValueAs<bool>() ? ((IRender3D *) new New3D::CNew3D(s_runtime_config, Model3->GetGame().name)) : ((IRender3D *) new Legacy3D::CLegacy3D(s_runtime_config));
if (OKAY != Render2D->Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes))
goto QuitError;
if (OKAY != Render3D->Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes))
goto QuitError;
Model3->AttachRenderers(Render2D,Render3D);
// Reset emulator
Model3->Reset();
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// Load initial save state if requested
if (initialState.length() > 0)
LoadState(Model3, initialState);
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#ifdef SUPERMODEL_DEBUGGER
// If debugger was supplied, set it as logger and attach it to system
oldLogger = GetLogger();
if (Debugger != NULL)
{
SetLogger(Debugger);
Debugger->Attach();
}
#endif // SUPERMODEL_DEBUGGER
// Emulate!
fpsFramesElapsed = 0;
prevFPSTicks = SDL_GetTicks();
quit = false;
paused = false;
dumpTimings = false;
#ifdef DEBUG
if (dynamic_cast<CModel3GraphicsState *>(Model3))
{
TestPolygonHeaderBits(Model3);
quit = true;
}
#endif
while (!quit)
{
auto startTime = SDL_GetTicks();
// Render if paused, otherwise run a frame
if (paused)
Model3->RenderFrame();
else
Model3->RunFrame();
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// Poll the inputs
if (!Inputs->Poll(&game, xOffset, yOffset, xRes, yRes))
quit = true;
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#ifdef SUPERMODEL_DEBUGGER
bool processUI = true;
if (Debugger != NULL)
{
Debugger->Poll();
// Check if debugger requests exit or pause
if (Debugger->CheckExit())
{
quit = true;
processUI = false;
}
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else if (Debugger->CheckPause())
{
paused = true;
processUI = false;
}
}
if (processUI)
{
#endif // SUPERMODEL_DEBUGGER
// Check UI controls
if (Inputs->uiExit->Pressed())
{
// Quit emulator
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quit = true;
}
else if (Inputs->uiReset->Pressed())
{
if (!paused)
{
Model3->PauseThreads();
SetAudioEnabled(false);
}
// Reset emulator
Model3->Reset();
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#ifdef SUPERMODEL_DEBUGGER
// If debugger was supplied, reset it too
if (Debugger != NULL)
Debugger->Reset();
#endif // SUPERMODEL_DEBUGGER
if (!paused)
{
Model3->ResumeThreads();
SetAudioEnabled(true);
}
puts("Model 3 reset.");
}
else if (Inputs->uiPause->Pressed())
{
// Toggle emulator paused flag
paused = !paused;
if (paused)
{
Model3->PauseThreads();
SetAudioEnabled(false);
sprintf(titleStr, "%s (Paused)", baseTitleStr);
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SDL_SetWindowTitle(s_window, titleStr);
}
else
{
Model3->ResumeThreads();
SetAudioEnabled(true);
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SDL_SetWindowTitle(s_window, baseTitleStr);
}
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// Send paused value as output
if (Outputs != NULL)
Outputs->SetValue(OutputPause, paused);
}
else if (Inputs->uiFullScreen->Pressed())
{
// Toggle emulator fullscreen
s_runtime_config.Get("FullScreen").SetValue(!s_runtime_config["FullScreen"].ValueAs<bool>());
// Delete renderers and recreate them afterwards since GL context will most likely be lost when switching from/to fullscreen
delete Render2D;
delete Render3D;
Render2D = NULL;
Render3D = NULL;
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// Resize screen
totalXRes = xRes = s_runtime_config["XResolution"].ValueAs<unsigned>();
totalYRes = yRes = s_runtime_config["YResolution"].ValueAs<unsigned>();
bool stretch = s_runtime_config["Stretch"].ValueAs<bool>();
bool fullscreen = s_runtime_config["FullScreen"].ValueAs<bool>();
if (OKAY != ResizeGLScreen(&xOffset,&yOffset,&xRes,&yRes,&totalXRes,&totalYRes,!stretch,fullscreen))
goto QuitError;
// Recreate renderers and attach to the emulator
Render2D = new CRender2D(s_runtime_config);
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Render3D = s_runtime_config["New3DEngine"].ValueAs<bool>() ? ((IRender3D *) new New3D::CNew3D(s_runtime_config, Model3->GetGame().name)) : ((IRender3D *) new Legacy3D::CLegacy3D(s_runtime_config));
if (OKAY != Render2D->Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes))
goto QuitError;
if (OKAY != Render3D->Init(xOffset, yOffset, xRes, yRes, totalXRes, totalYRes))
goto QuitError;
Model3->AttachRenderers(Render2D,Render3D);
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Inputs->GetInputSystem()->SetMouseVisibility(!s_runtime_config["FullScreen"].ValueAs<bool>());
}
else if (Inputs->uiSaveState->Pressed())
{
if (!paused)
{
Model3->PauseThreads();
SetAudioEnabled(false);
}
// Save game state
SaveState(Model3);
if (!paused)
{
Model3->ResumeThreads();
SetAudioEnabled(true);
}
}
else if (Inputs->uiChangeSlot->Pressed())
{
// Change save slot
++s_saveSlot;
s_saveSlot %= 10; // clamp to [0,9]
printf("Save slot: %d\n", s_saveSlot);
}
else if (Inputs->uiLoadState->Pressed())
{
if (!paused)
{
Model3->PauseThreads();
SetAudioEnabled(false);
}
// Load game state
LoadState(Model3);
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#ifdef SUPERMODEL_DEBUGGER
// If debugger was supplied, reset it after loading state
if (Debugger != NULL)
Debugger->Reset();
#endif // SUPERMODEL_DEBUGGER
if (!paused)
{
Model3->ResumeThreads();
SetAudioEnabled(true);
}
}
else if (Inputs->uiMusicVolUp->Pressed())
{
// Increase music volume by 10%
if (!Model3->GetGame().mpeg_board.empty())
{
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int vol = (std::min)(200, s_runtime_config["MusicVolume"].ValueAs<int>() + 10);
s_runtime_config.Get("MusicVolume").SetValue(vol);
printf("Music volume: %d%%", vol);
if (200 == vol)
puts(" (maximum)");
else
printf("\n");
}
else
puts("This game does not have an MPEG music board.");
}
else if (Inputs->uiMusicVolDown->Pressed())
{
// Decrease music volume by 10%
if (!Model3->GetGame().mpeg_board.empty())
{
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int vol = (std::max)(0, s_runtime_config["MusicVolume"].ValueAs<int>() - 10);
s_runtime_config.Get("MusicVolume").SetValue(vol);
printf("Music volume: %d%%", vol);
if (0 == vol)
puts(" (muted)");
else
printf("\n");
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}
else
puts("This game does not have an MPEG music board.");
}
else if (Inputs->uiSoundVolUp->Pressed())
{
// Increase sound volume by 10%
int vol = (std::min)(200, s_runtime_config["SoundVolume"].ValueAs<int>() + 10);
s_runtime_config.Get("SoundVolume").SetValue(vol);
printf("Sound volume: %d%%", vol);
if (200 == vol)
puts(" (maximum)");
else
printf("\n");
}
else if (Inputs->uiSoundVolDown->Pressed())
{
// Decrease sound volume by 10%
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int vol = (std::max)(0, s_runtime_config["SoundVolume"].ValueAs<int>() - 10);
s_runtime_config.Get("SoundVolume").SetValue(vol);
printf("Sound volume: %d%%", vol);
if (0 == vol)
puts(" (muted)");
else
printf("\n");
}
#ifdef SUPERMODEL_DEBUGGER
else if (Inputs->uiDumpInpState->Pressed())
{
// Dump input states
Inputs->DumpState(&game);
}
else if (Inputs->uiDumpTimings->Pressed())
{
dumpTimings = !dumpTimings;
}
#endif
else if (Inputs->uiSelectCrosshairs->Pressed() && gameHasLightguns)
{
int crosshairs = (s_runtime_config["Crosshairs"].ValueAs<unsigned>() + 1) & 3;
s_runtime_config.Get("Crosshairs").SetValue(crosshairs);
switch (crosshairs)
{
case 0: puts("Crosshairs disabled."); break;
case 3: puts("Crosshairs enabled."); break;
case 1: puts("Showing Player 1 crosshair only."); break;
case 2: puts("Showing Player 2 crosshair only."); break;
}
}
else if (Inputs->uiClearNVRAM->Pressed())
{
// Clear NVRAM
Model3->ClearNVRAM();
puts("NVRAM cleared.");
}
else if (Inputs->uiToggleFrLimit->Pressed())
{
// Toggle frame limiting
s_runtime_config.Get("Throttle").SetValue(!s_runtime_config["Throttle"].ValueAs<bool>());
printf("Frame limiting: %s\n", s_runtime_config["Throttle"].ValueAs<bool>() ? "On" : "Off");
}
#ifdef SUPERMODEL_DEBUGGER
else if (Debugger != NULL && Inputs->uiEnterDebugger->Pressed())
{
// Break execution and enter debugger
Debugger->ForceBreak(true);
}
}
#endif // SUPERMODEL_DEBUGGER
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// Frame rate and limiting
unsigned currentFPSTicks = SDL_GetTicks();
if (s_runtime_config["ShowFrameRate"].ValueAs<bool>())
{
++fpsFramesElapsed;
if((currentFPSTicks-prevFPSTicks) >= 1000) // update FPS every 1 second (each tick is 1 ms)
{
sprintf(titleStr, "%s - %1.1f FPS%s", baseTitleStr, (float)fpsFramesElapsed/((float)(currentFPSTicks-prevFPSTicks)/1000.0f), paused ? " (Paused)" : "");
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SDL_SetWindowTitle(s_window, titleStr);
prevFPSTicks = currentFPSTicks; // reset tick count
fpsFramesElapsed = 0; // reset frame count
}
}
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if (paused || s_runtime_config["Throttle"].ValueAs<bool>())
{
UINT32 endTime = SDL_GetTicks();
UINT32 diff = endTime - startTime;
UINT32 frameTime = (UINT32)(1000 / 60.f); // 60 fps, we could roll with 57.5? that would be a jerk fest on 60hz screens though
if (diff < frameTime) {
SuperSleep(frameTime - diff);
}
}
if (dumpTimings && !paused)
{
CModel3 *M = dynamic_cast<CModel3 *>(Model3);
if (M)
M->DumpTimings();
}
}
// Make sure all threads are paused before shutting down
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Model3->PauseThreads();
#ifdef SUPERMODEL_DEBUGGER
// If debugger was supplied, detach it from system and restore old logger
if (Debugger != NULL)
{
Debugger->Detach();
SetLogger(oldLogger);
}
#endif // SUPERMODEL_DEBUGGER
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// Save NVRAM
SaveNVRAM(Model3);
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// Close audio
CloseAudio();
// Shut down renderers
delete Render2D;
delete Render3D;
return 0;
// Quit with an error
QuitError:
delete Render2D;
delete Render3D;
return 1;
}
/******************************************************************************
Entry Point and Command Line Procesing
******************************************************************************/
static const char s_configFilePath[] = { "Config/Supermodel.ini" };
static const char s_gameXMLFilePath[] = { "Config/Games.xml" };
// Create and configure inputs
static bool ConfigureInputs(CInputs *Inputs, Util::Config::Node *fileConfig, Util::Config::Node *runtimeConfig, const Game &game, bool configure)
{
static const char configFileComment[] = {
";\n"
"; Supermodel Configuration File\n"
";\n"
};
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Inputs->LoadFromConfig(*runtimeConfig);
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// If the user wants to configure the inputs, do that now
if (configure)
{
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std::string title("Supermodel - ");
if (game.name.empty())
title.append("Configuring Default Inputs...");
else
title.append(Util::Format() << "Configuring Inputs for: " << game.title);
SDL_SetWindowTitle(s_window, title.c_str());
// Extract the relevant INI section (which will be the global section if no
// game was specified, otherwise the game's node) in the file config, which
// will be written back to disk
Util::Config::Node *fileConfigRoot = game.name.empty() ? fileConfig : fileConfig->TryGet(game.name);
if (fileConfigRoot == nullptr)
{
fileConfigRoot = &fileConfig->Add(game.name);
}
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// Configure the inputs
if (Inputs->ConfigureInputs(game, xOffset, yOffset, xRes, yRes))
{
// Write input configuration and input system settings to config file
Inputs->StoreToConfig(fileConfigRoot);
Util::Config::WriteINIFile(s_configFilePath, *fileConfig, configFileComment);
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// Also save to runtime configuration in case we proceed and play
Inputs->StoreToConfig(runtimeConfig);
}
else
puts("Configuration aborted...");
puts("");
}
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return OKAY;
}
// Print game list
static void PrintGameList(const std::string &xml_file, const std::map<std::string, Game> &games)
{
if (games.empty())
{
puts("No games defined.");
return;
}
printf("Games defined in %s:\n", xml_file.c_str());
puts("");
puts(" ROM Set Title");
puts(" ------- -----");
for (auto &v: games)
{
const Game &game = v.second;
printf(" %s", game.name.c_str());
for (int i = game.name.length(); i < 9; i++) // pad for alignment (no game ID should be more than 9 letters)
printf(" ");
if (!game.version.empty())
printf(" %s (%s)\n", game.title.c_str(), game.version.c_str());
else
printf(" %s\n", game.title.c_str());
}
}
static void LogConfig(const Util::Config::Node &config)
{
InfoLog("Runtime configuration:");
for (auto &child: config)
{
if (child.Empty())
InfoLog(" %s=<empty>", child.Key().c_str());
else
InfoLog(" %s=%s", child.Key().c_str(), child.ValueAs<std::string>().c_str());
}
InfoLog("");
}
static Util::Config::Node DefaultConfig()
{
Util::Config::Node config("Global");
config.Set("GameXMLFile", s_gameXMLFilePath);
config.Set("InitStateFile", "");
// CModel3
config.Set("MultiThreaded", true);
config.Set("GPUMultiThreaded", true);
config.Set("PowerPCFrequency", "50");
// 2D and 3D graphics engines
config.Set("MultiTexture", false);
config.Set("VertexShader", "");
config.Set("FragmentShader", "");
config.Set("VertexShaderFog", "");
config.Set("FragmentShaderFog", "");
config.Set("VertexShader2D", "");
config.Set("FragmentShader2D", "");
// CSoundBoard
config.Set("EmulateSound", true);
config.Set("Balance", false);
// CDSB
config.Set("EmulateDSB", true);
config.Set("SoundVolume", "100");
config.Set("MusicVolume", "100");
// Other sound options
config.Set("LegacySoundDSP", false); // New config option for games that do not play correctly with MAME's SCSP sound core.
// CDriveBoard
#ifdef SUPERMODEL_WIN32
config.Set("ForceFeedback", false);
#endif
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// Platform-specific/UI
config.Set("New3DEngine", true);
config.Set("QuadRendering", false);
config.Set("XResolution", "496");
config.Set("YResolution", "384");
config.Set("FullScreen", false);
config.Set("WideScreen", false);
config.Set("Stretch", false);
config.Set("VSync", true);
config.Set("Throttle", true);
config.Set("ShowFrameRate", false);
config.Set("Crosshairs", int(0));
config.Set("FlipStereo", false);
#ifdef SUPERMODEL_WIN32
config.Set("InputSystem", "dinput");
// DirectInput ForceFeedback
config.Set("DirectInputConstForceLeftMax", "100");
config.Set("DirectInputConstForceRightMax", "100");
config.Set("DirectInputSelfCenterMax", "100");
config.Set("DirectInputFrictionMax", "100");
config.Set("DirectInputVibrateMax", "100");
// XInput ForceFeedback
config.Set("XInputConstForceThreshold", "30");
config.Set("XInputConstForceMax", "100");
config.Set("XInputVibrateMax", "100");
#ifdef NET_BOARD
// NetBoard
config.Set("EmulateNet", false);
#endif
#else
config.Set("InputSystem", "sdl");
#endif
config.Set("Outputs", "none");
return config;
}
static void Title(void)
{
puts("Supermodel: A Sega Model 3 Arcade Emulator (Version " SUPERMODEL_VERSION ")");
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puts("Copyright 2011-2020 by Bart Trzynadlowski, Nik Henson, Ian Curtis,");
puts(" Harry Tuttle, and Spindizzi\n");
}
static void Help(void)
{
Util::Config::Node defaultConfig = DefaultConfig();
puts("Usage: Supermodel <romset> [options]");
puts("ROM set must be a valid ZIP file containing a single game.");
puts("");
puts("General Options:");
puts(" -?, -h, -help, --help Print this help text");
puts(" -print-games List supported games and quit");
printf(" -game-xml-file=<file> ROM set definition file [Default: %s]\n", s_gameXMLFilePath);
puts("");
puts("Core Options:");
printf(" -ppc-frequency=<freq> PowerPC frequency in MHz [Default: %d]\n", defaultConfig["PowerPCFrequency"].ValueAs<unsigned>());
puts(" -no-threads Disable multi-threading entirely");
puts(" -gpu-multi-threaded Run graphics rendering in separate thread [Default]");
puts(" -no-gpu-thread Run graphics rendering in main thread");
puts(" -load-state=<file> Load save state after starting");
puts("");
puts("Video Options:");
puts(" -res=<x>,<y> Resolution [Default: 496,384]");
puts(" -window Windowed mode [Default]");
puts(" -fullscreen Full screen mode");
puts(" -wide-screen Expand 3D field of view to screen width");
puts(" -stretch Fit viewport to resolution, ignoring aspect ratio");
puts(" -no-throttle Disable 60 Hz frame rate lock");
puts(" -vsync Lock to vertical refresh rate [Default]");
puts(" -no-vsync Do not lock to vertical refresh rate");
puts(" -show-fps Display frame rate in window title bar");
puts(" -crosshairs=<n> Crosshairs configuration for gun games:");
puts(" 0=none [Default], 1=P1 only, 2=P2 only, 3=P1 & P2");
puts(" -new3d New 3D engine by Ian Curtis [Default]");
2018-09-14 20:31:34 +00:00
puts(" -quad-rendering Enable proper quad rendering");
puts(" -legacy3d Legacy 3D engine (faster but less accurate)");
puts(" -multi-texture Use 8 texture maps for decoding (legacy engine)");
puts(" -no-multi-texture Decode to single texture (legacy engine) [Default]");
puts(" -vert-shader=<file> Load Real3D vertex shader for 3D rendering");
puts(" -frag-shader=<file> Load Real3D fragment shader for 3D rendering");
puts(" -vert-shader-fog=<file> Load Real3D scroll fog vertex shader (new engine)");
puts(" -frag-shader-fog=<file> Load Real3D scroll fog fragment shader (new engine)");
puts(" -vert-shader-2d=<file> Load tile map vertex shader");
puts(" -frag-shader-2d=<file> Load tile map fragment shader");
puts(" -print-gl-info Print OpenGL driver information and quit");
puts("");
puts("Audio Options:");
puts(" -sound-volume=<vol> Volume of SCSP-generated sound in %, applies only");
puts(" when Digital Sound Board is present [Default: 100]");
puts(" -music-volume=<vol> Digital Sound Board volume in % [Default: 100]");
puts(" -balance=<bal> Relative front/rear balance in % [Default: 0]");
puts(" -flip-stereo Swap left and right audio channels");
puts(" -no-sound Disable sound board emulation (sound effects)");
puts(" -no-dsb Disable Digital Sound Board (MPEG music)");
puts(" -new-scsp New SCSP engine based on MAME [Default]");
puts(" -legacy-scsp Legacy SCSP engine by ElSemi");
puts("");
#ifdef NET_BOARD
puts("Net Options:");
puts(" -no-net Disable net board emulation (default)");
puts(" -net Enable net board emulation (not working ATM - need -no-threads)");
puts("");
#endif
puts("Input Options:");
#ifdef SUPERMODEL_WIN32
puts(" -force-feedback Enable force feedback (DirectInput, XInput)");
#endif
puts(" -config-inputs Configure keyboards, mice, and game controllers");
#ifdef SUPERMODEL_WIN32
printf(" -input-system=<s> Input system [Default: %s]\n", defaultConfig["InputSystem"].ValueAs<std::string>().c_str());
printf(" -outputs=<s> Outputs [Default: %s]\n", defaultConfig["Outputs"].ValueAs<std::string>().c_str());
#endif
puts(" -print-inputs Prints current input configuration");
puts("");
2011-09-17 23:42:42 +00:00
#ifdef SUPERMODEL_DEBUGGER
puts("Debug Options:");
puts(" -disable-debugger Completely disable debugger functionality");
puts(" -enter-debugger Enter debugger at start of emulation");
puts("");
#endif // SUPERMODEL_DEBUGGER
}
struct ParsedCommandLine
{
Util::Config::Node config = Util::Config::Node("CommandLine");
std::vector<std::string> rom_files;
bool print_help = false;
bool print_games = false;
bool print_gl_info = false;
bool config_inputs = false;
bool print_inputs = false;
bool disable_debugger = false;
bool enter_debugger = false;
#ifdef DEBUG
std::string gfx_state;
#endif
};
static ParsedCommandLine ParseCommandLine(int argc, char **argv)
{
ParsedCommandLine cmd_line;
const std::map<std::string, std::string> valued_options
{ // -option=value
{ "-game-xml-file", "GameXMLFile" },
{ "-load-state", "InitStateFile" },
{ "-ppc-frequency", "PowerPCFrequency" },
{ "-crosshairs", "Crosshairs" },
{ "-vert-shader", "VertexShader" },
{ "-frag-shader", "FragmentShader" },
{ "-vert-shader-fog", "VertexShaderFog" },
{ "-frag-shader-fog", "FragmentShaderFog" },
{ "-vert-shader-2d", "VertexShader2D" },
{ "-frag-shader-2d", "FragmentShader2D" },
{ "-sound-volume", "SoundVolume" },
{ "-music-volume", "MusicVolume" },
{ "-balance", "Balance" },
{ "-input-system", "InputSystem" },
{ "-outputs", "Outputs" }
};
const std::map<std::string, std::pair<std::string, bool>> bool_options
{ // -option
{ "-threads", { "MultiThreaded", true } },
{ "-no-threads", { "MultiThreaded", false } },
{ "-gpu-multi-threaded", { "GPUMultiThreaded", true } },
{ "-no-gpu-thread", { "GPUMultiThreaded", false } },
{ "-window", { "FullScreen", false } },
{ "-fullscreen", { "FullScreen", true } },
{ "-no-wide-screen", { "WideScreen", false } },
{ "-wide-screen", { "WideScreen", true } },
{ "-stretch", { "Stretch", true } },
{ "-no-stretch", { "Stretch", false } },
{ "-no-multi-texture", { "MultiTexture", false } },
{ "-multi-texture", { "MultiTexture", true } },
{ "-throttle", { "Throttle", true } },
{ "-no-throttle", { "Throttle", false } },
{ "-vsync", { "VSync", true } },
{ "-no-vsync", { "VSync", false } },
{ "-show-fps", { "ShowFrameRate", true } },
{ "-no-fps", { "ShowFrameRate", false } },
{ "-new3d", { "New3DEngine", true } },
{ "-quad-rendering", { "QuadRendering", true } },
{ "-legacy3d", { "New3DEngine", false } },
{ "-no-flip-stereo", { "FlipStereo", false } },
{ "-flip-stereo", { "FlipStereo", true } },
{ "-sound", { "EmulateSound", true } },
{ "-no-sound", { "EmulateSound", false } },
{ "-dsb", { "EmulateDSB", true } },
{ "-no-dsb", { "EmulateDSB", false } },
{ "-legacy-scsp", { "LegacySoundDSP", true } },
{ "-new-scsp", { "LegacySoundDSP", false } },
#ifdef NET_BOARD
{ "-net", { "EmulateNet", true } },
{ "-no-net", { "EmulateNet", false } },
#endif
#ifdef SUPERMODEL_WIN32
{ "-no-force-feedback", { "ForceFeedback", false } },
{ "-force-feedback", { "ForceFeedback", true } },
#endif
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};
for (int i = 1; i < argc; i++)
{
std::string arg(argv[i]);
if (arg[0] == '-')
{
// First, check maps
size_t idx_equals = arg.find_first_of('=');
if (idx_equals != std::string::npos)
{
std::string option(arg.begin(), arg.begin() + idx_equals);
std::string value(arg.begin() + idx_equals + 1, arg.end());
if (value.length() == 0)
{
ErrorLog("Argument to '%s' cannot be blank.", option.c_str());
continue;
}
auto it = valued_options.find(option);
if (it != valued_options.end())
{
const std::string &config_key = it->second;
cmd_line.config.Set(config_key, value);
continue;
}
}
else
{
auto it = bool_options.find(arg);
if (it != bool_options.end())
{
const std::string &config_key = it->second.first;
bool value = it->second.second;
cmd_line.config.Set(config_key, value);
continue;
}
else if (valued_options.find(arg) != valued_options.end())
{
ErrorLog("'%s' requires an argument.", argv[i]);
continue;
}
}
// Fell through -- handle special cases
if (arg == "-?" || arg == "-h" || arg == "-help" || arg == "--help")
cmd_line.print_help = true;
else if (arg == "-print-games")
cmd_line.print_games = true;
else if (arg == "-res" || arg.find("-res=") == 0)
{
std::vector<std::string> parts = Util::Format(arg).Split('=');
if (parts.size() != 2)
ErrorLog("'-res' requires both a width and height (e.g., '-res=496,384').");
else
{
unsigned x, y;
if (2 == sscanf(&argv[i][4],"=%d,%d", &x, &y))
{
std::string xres = Util::Format() << x;
std::string yres = Util::Format() << y;
cmd_line.config.Set("XResolution", xres);
cmd_line.config.Set("YResolution", yres);
}
else
ErrorLog("'-res' requires both a width and height (e.g., '-res=496,384').");
}
}
else if (arg == "-print-gl-info")
cmd_line.print_gl_info = true;
else if (arg == "-config-inputs")
cmd_line.config_inputs = true;
else if (arg == "-print-inputs")
cmd_line.print_inputs = true;
#ifdef SUPERMODEL_DEBUGGER
else if (arg == "-disable-debugger")
cmd_line.disable_debugger = true;
else if (arg == "-enter-debugger")
cmd_line.enter_debugger = true;
#endif
#ifdef DEBUG
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else if (arg == "-gfx-state" || arg.find("-gfx-state=") == 0)
{
std::vector<std::string> parts = Util::Format(arg).Split('=');
if (parts.size() != 2)
ErrorLog("'-gfx-state' requires a file name.");
else
cmd_line.gfx_state = parts[1];
}
#endif
else
ErrorLog("Ignoring unrecognized option: %s", argv[i]);
}
else
cmd_line.rom_files.emplace_back(arg);
}
return cmd_line;
}
/*
* main(argc, argv):
*
* Program entry point.
*/
int main(int argc, char **argv)
{
#ifdef SUPERMODEL_DEBUGGER
bool cmdEnterDebugger = false;
#endif // SUPERMODEL_DEBUGGER
Title();
if (argc <= 1)
{
Help();
return 0;
}
// Create default logger
CFileLogger Logger(DEBUG_LOG_FILE, ERROR_LOG_FILE);
Logger.ClearLogs();
SetLogger(&Logger);
InfoLog("Started as:");
for (int i = 0; i < argc; i++)
InfoLog(" argv[%d] = %s", i, argv[i]);
InfoLog("");
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// Load config and parse command line
auto cmd_line = ParseCommandLine(argc, argv);
if (cmd_line.print_help)
{
Help();
return 0;
}
if (cmd_line.print_gl_info)
{
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// We must exit after this because CreateGLScreen() is used
PrintGLInfo(true, false, false);
return 0;
}
#ifdef DEBUG
s_gfxStatePath.assign(cmd_line.gfx_state);
#endif
bool print_games = cmd_line.print_games;
bool rom_specified = !cmd_line.rom_files.empty();
if (!rom_specified && !print_games && !cmd_line.config_inputs && !cmd_line.print_inputs)
{
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ErrorLog("No ROM file specified.");
return 0;
}
// Load game and resolve run-time config
Game game;
ROMSet rom_set;
Util::Config::Node fileConfig("Global");
{
Util::Config::Node fileConfigWithDefaults("Global");
Util::Config::Node config3("Global");
Util::Config::Node config4("Global");
Util::Config::FromINIFile(&fileConfig, s_configFilePath);
Util::Config::MergeINISections(&fileConfigWithDefaults, DefaultConfig(), fileConfig); // apply .ini file's global section over defaults
Util::Config::MergeINISections(&config3, fileConfigWithDefaults, cmd_line.config); // apply command line overrides
if (rom_specified || print_games)
{
std::string xml_file = config3["GameXMLFile"].ValueAs<std::string>();
GameLoader loader(xml_file);
if (print_games)
{
PrintGameList(xml_file, loader.GetGames());
return 0;
}
if (loader.Load(&game, &rom_set, *cmd_line.rom_files.begin()))
return 1;
Util::Config::MergeINISections(&config4, config3, fileConfig[game.name]); // apply game-specific config
}
else
config4 = config3;
Util::Config::MergeINISections(&s_runtime_config, config4, cmd_line.config); // apply command line overrides once more
}
LogConfig(s_runtime_config);
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std::string selectedInputSystem = s_runtime_config["InputSystem"].ValueAs<std::string>();
// Initialize SDL (individual subsystems get initialized later)
if (SDL_Init(0) != 0)
{
ErrorLog("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
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// Begin initializing various subsystems...
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int exitCode = 0;
IEmulator *Model3 = nullptr;
CInputSystem *InputSystem = nullptr;
CInputs *Inputs = nullptr;
COutputs *Outputs = nullptr;
#ifdef SUPERMODEL_DEBUGGER
Debugger::CSupermodelDebugger *Debugger = NULL;
#endif // SUPERMODEL_DEBUGGER
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// Create a window
xRes = 496;
yRes = 384;
if (OKAY != CreateGLScreen("Supermodel", false, &xOffset, &yOffset, &xRes, &yRes, &totalXRes, &totalYRes, false, false))
{
exitCode = 1;
goto Exit;
}
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// Create Model 3 emulator
#ifdef DEBUG
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Model3 = s_gfxStatePath.empty() ? static_cast<IEmulator *>(new CModel3(s_runtime_config)) : static_cast<IEmulator *>(new CModel3GraphicsState(s_runtime_config, s_gfxStatePath));
#else
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Model3 = new CModel3(s_runtime_config);
#endif
// Create input system
if (selectedInputSystem == "sdl")
InputSystem = new CSDLInputSystem();
#ifdef SUPERMODEL_WIN32
else if (selectedInputSystem == "dinput")
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InputSystem = new CDirectInputSystem(s_runtime_config, s_window, false, false);
else if (selectedInputSystem == "xinput")
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InputSystem = new CDirectInputSystem(s_runtime_config, s_window, false, true);
else if (selectedInputSystem == "rawinput")
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InputSystem = new CDirectInputSystem(s_runtime_config, s_window, true, false);
#endif // SUPERMODEL_WIN32
else
{
ErrorLog("Unknown input system: %s\n", selectedInputSystem.c_str());
exitCode = 1;
goto Exit;
}
// Create inputs from input system (configuring them if required)
Inputs = new CInputs(InputSystem);
if (!Inputs->Initialize())
{
ErrorLog("Unable to initalize inputs.\n");
exitCode = 1;
goto Exit;
}
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// NOTE: fileConfig is passed so that the global section is used for input settings
// and because this function may write out a new config file, which must preserve
// all sections. We don't want to pollute the output with built-in defaults.
if (ConfigureInputs(Inputs, &fileConfig, &s_runtime_config, game, cmd_line.config_inputs))
{
exitCode = 1;
goto Exit;
}
if (cmd_line.print_inputs)
{
Inputs->PrintInputs(NULL);
InputSystem->PrintSettings();
}
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if (!rom_specified)
goto Exit;
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// Create outputs
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
#ifdef SUPERMODEL_WIN32
{
std::string outputs = s_runtime_config["Outputs"].ValueAs<std::string>();
if (outputs == "none")
Outputs = NULL;
else if (outputs == "win")
Outputs = new CWinOutputs();
else
{
ErrorLog("Unknown outputs: %s\n", outputs.c_str());
exitCode = 1;
goto Exit;
}
}
Committing various small updates that have been hanging around in my source tree for a while now: - Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
2012-07-15 21:04:46 +00:00
#endif // SUPERMODEL_WIN32
// Initialize outputs
if (Outputs != NULL && !Outputs->Initialize())
{
ErrorLog("Unable to initialize outputs.\n");
exitCode = 1;
goto Exit;
}
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#ifdef SUPERMODEL_DEBUGGER
// Create Supermodel debugger unless debugging is disabled
if (!cmd_line.disable_debugger)
{
Debugger = new Debugger::CSupermodelDebugger(dynamic_cast<CModel3 *>(Model3), Inputs, &Logger);
// If -enter-debugger option was set force debugger to break straightaway
if (cmdEnterDebugger)
Debugger->ForceBreak(true);
}
// Fire up Supermodel with debugger
exitCode = Supermodel(game, &rom_set, Model3, Inputs, Outputs, Debugger);
if (Debugger != NULL)
delete Debugger;
#else
// Fire up Supermodel
exitCode = Supermodel(game, &rom_set, Model3, Inputs, Outputs);
#endif // SUPERMODEL_DEBUGGER
delete Model3;
Exit:
if (Inputs != NULL)
delete Inputs;
if (InputSystem != NULL)
delete InputSystem;
if (Outputs != NULL)
delete Outputs;
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DestroyGLScreen();
SDL_Quit();
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if (exitCode)
InfoLog("Program terminated due to an error.");
else
InfoLog("Program terminated normally.");
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return exitCode;
}