kopia lustrzana https://github.com/OpenRTX/OpenRTX
302 wiersze
9.3 KiB
C
302 wiersze
9.3 KiB
C
/***************************************************************************
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* Copyright (C) 2020 by Federico Izzo IU2NUO, Niccolò Izzo IU2KIN and *
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* Silvano Seva IU2KWO *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, see <http://www.gnu.org/licenses/> *
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***************************************************************************/
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/**
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* This driver provides an lcd screen emulator to allow UI development and
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* testing on a x86/x64 computer.
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* Graphics control is provided through SDL2 library, you need to have the SDL2
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* development library installed on your machine to compile and run code using
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* this driver.
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*/
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#include <interfaces/display.h>
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#include <stdio.h>
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#include <string.h>
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#include <SDL2/SDL.h>
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#undef main /* necessary to avoid conflicts with SDL_main */
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/*
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* Screen dimensions, adjust basing on the size of the screen you need to
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* emulate
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*/
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#ifndef SCREEN_WIDTH
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#define SCREEN_WIDTH 160
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#endif
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#ifndef SCREEN_HEIGHT
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#define SCREEN_HEIGHT 128
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#endif
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#ifdef PIX_FMT_RGB565
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#define PIXEL_FORMAT SDL_PIXELFORMAT_RGB565
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#define PIXEL_SIZE uint16_t
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#else
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#define PIXEL_FORMAT SDL_PIXELFORMAT_ARGB8888
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#define PIXEL_SIZE uint32_t
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#endif
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SDL_Renderer *renderer; /* SDL renderer */
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SDL_Window *window; /* SDL window */
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SDL_Texture *displayTexture; /* SDL rendering surface */
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void *frameBuffer; /* Pointer to framebuffer */
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bool inProgress; /* Flag to signal when rendering is in progress */
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int screenshot_display(const char *filename)
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{
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//https://stackoverflow.com/a/48176678
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//user1902824
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//modified to keep renderer and display texture references in the body rather than as a parameter
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SDL_Renderer * ren = renderer;
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SDL_Texture * tex = displayTexture;
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int err = 0;
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SDL_Texture *ren_tex;
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SDL_Surface *surf;
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int st;
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int w;
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int h;
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int format;
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void *pixels;
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pixels = NULL;
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surf = NULL;
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ren_tex = NULL;
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format = SDL_PIXELFORMAT_RGBA32;
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/* Get information about texture we want to save */
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st = SDL_QueryTexture(tex, NULL, NULL, &w, &h);
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if (st != 0) {
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SDL_Log("Failed querying texture: %s\n", SDL_GetError());
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err++;
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goto cleanup;
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}
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ren_tex = SDL_CreateTexture(ren, format, SDL_TEXTUREACCESS_TARGET, w, h);
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if (!ren_tex) {
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SDL_Log("Failed creating render texture: %s\n", SDL_GetError());
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err++;
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goto cleanup;
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}
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/*
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* Initialize our canvas, then copy texture to a target whose pixel data we
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* can access
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*/
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st = SDL_SetRenderTarget(ren, ren_tex);
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if (st != 0) {
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SDL_Log("Failed setting render target: %s\n", SDL_GetError());
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err++;
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goto cleanup;
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}
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SDL_SetRenderDrawColor(ren, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderClear(ren);
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st = SDL_RenderCopy(ren, tex, NULL, NULL);
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if (st != 0) {
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SDL_Log("Failed copying texture data: %s\n", SDL_GetError());
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err++;
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goto cleanup;
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}
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/* Create buffer to hold texture data and load it */
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pixels = malloc(w * h * SDL_BYTESPERPIXEL(format));
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if (!pixels) {
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SDL_Log("Failed allocating memory\n");
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err++;
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goto cleanup;
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}
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st = SDL_RenderReadPixels(ren, NULL, format, pixels, w * SDL_BYTESPERPIXEL(format));
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if (st != 0) {
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SDL_Log("Failed reading pixel data: %s\n", SDL_GetError());
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err++;
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goto cleanup;
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}
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/* Copy pixel data over to surface */
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surf = SDL_CreateRGBSurfaceWithFormatFrom(pixels, w, h, SDL_BITSPERPIXEL(format), w * SDL_BYTESPERPIXEL(format), format);
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if (!surf) {
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SDL_Log("Failed creating new surface: %s\n", SDL_GetError());
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err++;
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goto cleanup;
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}
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/* Save result to an image */
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st = SDL_SaveBMP(surf, filename);
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if (st != 0) {
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SDL_Log("Failed saving image: %s\n", SDL_GetError());
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err++;
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goto cleanup;
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}
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SDL_Log("Saved texture as BMP to \"%s\"\n", filename);
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cleanup:
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SDL_FreeSurface(surf);
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free(pixels);
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SDL_DestroyTexture(ren_tex);
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return err;
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}
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/**
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* @internal
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* Internal helper function which fetches pixel at position (x, y) from framebuffer
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* and returns it in SDL-compatible format, which is ARGB8888.
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*/
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uint32_t fetchPixelFromFb(__attribute__((unused)) unsigned int x,
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__attribute__((unused)) unsigned int y)
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{
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uint32_t pixel = 0;
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#ifdef PIX_FMT_BW
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/*
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* Black and white 1bpp format: framebuffer is an array of uint8_t, where
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* each cell contains the values of eight pixels, one per bit.
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*/
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uint8_t *fb = (uint8_t *)(frameBuffer);
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unsigned int cell = (x + y*SCREEN_WIDTH) / 8;
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unsigned int elem = (x + y*SCREEN_WIDTH) % 8;
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if(fb[cell] & (1 << elem)) pixel = 0xFFFFFFFF;
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#endif
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#ifdef PIX_FMT_GRAYSC
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/*
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* Convert from 8bpp grayscale to ARGB8888, we have to do nothing more that
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* replicating the pixel value for the three components
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*/
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uint8_t *fb = (uint8_t *)(frameBuffer);
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uint8_t px = fb[x + y*SCREEN_WIDTH];
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pixel = 0xFF000000 | (px << 16) | (px << 8) | px;
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#endif
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return pixel;
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}
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void display_init()
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{
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if (SDL_Init(SDL_INIT_VIDEO) < 0)
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{
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printf("SDL video init error!!\n");
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} else
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{
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window = SDL_CreateWindow("OpenRTX",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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SCREEN_WIDTH * 3, SCREEN_HEIGHT * 3,
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SDL_WINDOW_SHOWN );
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//removed RESIZABLE flag so automatic screen recording is a little easier
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renderer = SDL_CreateRenderer(window, -1, 0);
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SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
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displayTexture = SDL_CreateTexture(renderer, PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING,
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SCREEN_WIDTH, SCREEN_HEIGHT);
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, displayTexture, NULL, NULL);
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SDL_RenderPresent(renderer);
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/*
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* Black and white pixel format: framebuffer type is uint8_t where each
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* bit represents a pixel. We have to allocate
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* (SCREEN_HEIGHT * SCREEN_WIDTH)/8 elements
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*/
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#ifdef PIX_FMT_BW
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unsigned int fbSize = (SCREEN_HEIGHT * SCREEN_WIDTH)/8;
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if((fbSize * 8) < (SCREEN_HEIGHT * SCREEN_WIDTH)) fbSize += 1; /* Compensate for eventual truncation error in division */
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fbSize *= sizeof(uint8_t);
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#endif
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/*
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* Grayscale pixel format: framebuffer type is uint8_t where each element
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* controls one pixel
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*/
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#ifdef PIX_FMT_GRAYSC
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unsigned int fbSize = SCREEN_HEIGHT * SCREEN_WIDTH * sizeof(uint8_t);
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#endif
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/*
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* RGB565 pixel format: framebuffer type is uint16_t where each element
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* controls one pixel
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*/
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#ifdef PIX_FMT_RGB565
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unsigned int fbSize = SCREEN_HEIGHT * SCREEN_WIDTH * sizeof(uint16_t);
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#endif
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frameBuffer = malloc(fbSize);
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memset(frameBuffer, 0xFFFF, fbSize);
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inProgress = false;
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}
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}
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void display_terminate()
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{
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while (inProgress)
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{} /* Wait until current render finishes */
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printf("Terminating SDL display emulator, goodbye!\n");
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free(frameBuffer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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void display_renderRows(__attribute__((unused)) uint8_t startRow,
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__attribute__((unused)) uint8_t endRow)
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{
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PIXEL_SIZE *pixels;
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int pitch = 0;
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if (SDL_LockTexture(displayTexture, NULL, (void **) &pixels, &pitch) < 0)
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{
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printf("SDL_lock failed: %s\n", SDL_GetError());
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}
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inProgress = true;
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#ifdef PIX_FMT_RGB565
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uint16_t *fb = (uint16_t *) (frameBuffer);
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memcpy(pixels, fb, sizeof(uint16_t) * SCREEN_HEIGHT * SCREEN_WIDTH);
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#else
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for (unsigned int x = 0; x < SCREEN_WIDTH; x++) {
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for (unsigned int y = startRow; y < endRow; y++) {
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pixels[x + y * SCREEN_WIDTH] = fetchPixelFromFb(x, y);
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}
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}
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#endif
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SDL_UnlockTexture(displayTexture);
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SDL_RenderCopy(renderer, displayTexture, NULL, NULL);
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SDL_RenderPresent(renderer);
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inProgress = false;
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}
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void display_render()
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{
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display_renderRows(0, SCREEN_HEIGHT);
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}
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bool display_renderingInProgress()
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{
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return inProgress;
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}
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void *display_getFrameBuffer()
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{
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return (void *) (frameBuffer);
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}
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void display_setContrast(uint8_t contrast)
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{
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printf("Setting display contrast to %d\n", contrast);
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}
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