2 // VIDEO.CPP: SDL/local hardware specific video routines
9 #include "gui.h" // For "finished"
12 #include "sdlemu_opengl.h"
15 // External global variables
17 //shouldn't these exist here??? Prolly.
18 //And now, they do! :-)
19 SDL_Surface * surface, * mainSurface;
20 SDL_Joystick * joystick;
21 Uint32 mainSurfaceFlags;
25 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
26 #define RMASK 0xFF000000
27 #define GMASK 0x00FF0000
28 #define BMASK 0x0000FF00
29 #define AMASK 0x000000FF
31 #define RMASK 0x000000FF
32 #define GMASK 0x0000FF00
33 #define BMASK 0x00FF0000
34 #define AMASK 0xFF000000
38 // One of the reasons why OpenGL is slower then normal SDL rendering, is because
39 // the data is being pumped into the buffer every frame with a overflow as result.
40 // So, we going tot render every 1 frame instead of every 0 frame.
42 // [Shamus] This isn't the case. OpenGL is slower because 60 frames a second is a
43 // lot of data to pump through the system. In any case, frameskip is probably
44 // a good idea for now, since most systems are probably too slow to run at
45 // 60 FPS. But doing so will have some nasty side effects in some games.
46 // You have been warned!
51 // Create SDL/OpenGL surfaces
55 // Get proper info about the platform we're running on...
56 const SDL_VideoInfo * info = SDL_GetVideoInfo();
60 WriteLog("VJ: SDL is unable to get the video info: %s\n", SDL_GetError());
66 // Initializing SDL attributes with OpenGL
67 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
68 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
69 mainSurfaceFlags = SDL_OPENGL;
73 if (info->hw_available)
74 mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF;
77 mainSurfaceFlags |= SDL_HWACCEL;
81 mainSurfaceFlags |= SDL_FULLSCREEN;
83 /* if (!vjs.useOpenGL)
84 // mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
85 mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
86 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
87 16, mainSurfaceFlags);
89 // When OpenGL is used, we're going to use a standard resolution of 640x480.
90 // This way we have good scaling functionality and when the screen is resized
91 // because of the NTSC <-> PAL resize, we only have to re-create the texture
92 // instead of initializing the entire OpenGL texture en screens.
93 mainSurface = SDL_SetVideoMode(640, 480, 16, mainSurfaceFlags);//*/
96 // mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
97 mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
98 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
99 32, mainSurfaceFlags);
101 // When OpenGL is used, we're going to use a standard resolution of 640x480.
102 // This way we have good scaling functionality and when the screen is resized
103 // because of the NTSC <-> PAL resize, we only have to re-create the texture
104 // instead of initializing the entire OpenGL texture en screens.
105 mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);//*/
107 if (mainSurface == NULL)
109 WriteLog("VJ: SDL is unable to set the video mode: %s\n", SDL_GetError());
113 SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
115 // Create the primary SDL display (16 BPP, 5/5/5 RGB format)
116 /* surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
117 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
118 16, 0x7C00, 0x03E0, 0x001F, 0);//*/
120 uint32 vsWidth = (vjs.renderType == RT_TV ? 1280 : VIRTUAL_SCREEN_WIDTH),
121 vsHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
123 // if (vjs.renderType == RT_TV)
126 // surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
127 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32, RMASK, GMASK, BMASK, AMASK);
131 WriteLog("VJ: Could not create primary SDL surface: %s\n", SDL_GetError());
136 // Let us setup OpenGL and our rendering texture. We give the src (surface) and the
137 // dst (mainSurface) display as well as the automatic bpp selection as options so that
138 // our texture is automatically created :)
139 sdlemu_init_opengl(surface, mainSurface, 1 /*method*/,
140 vjs.glFilter /*texture type (linear, nearest)*/,
141 0 /* Automatic bpp selection based upon src */);
143 // Initialize Joystick support under SDL
147 if (SDL_NumJoysticks() <= 0)
149 vjs.useJoystick = false;
150 printf("VJ: No joystick(s) or joypad(s) detected on your system. Using keyboard...\n");
154 if ((joystick = SDL_JoystickOpen(vjs.joyport)) == 0)
156 vjs.useJoystick = false;
157 printf("VJ: Unable to open a Joystick on port: %d\n", (int)vjs.joyport);
160 printf("VJ: Using: %s\n", SDL_JoystickName(vjs.joyport));
164 // Set up the backbuffer
165 // To be safe, this should be 1280 * 625 * 2...
166 backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32));
167 memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
168 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
175 // Free various SDL components
180 sdlemu_close_opengl();
182 SDL_JoystickClose(joystick);
183 SDL_FreeSurface(surface);
188 // Render the backbuffer to the primary screen surface
190 void RenderBackbuffer(void)
192 // Handle frameskip *before* we do any heavy lifting here...
194 if (frame_ticker > 0)
200 frame_ticker = vjs.frameSkip; // Reset frame_ticker
202 if (SDL_MUSTLOCK(surface))
203 while (SDL_LockSurface(surface) < 0)
206 // memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
207 // This memcpy is expensive--do some profiling to see what the impact is!
208 if (vjs.renderType == RT_NORMAL)
209 memcpy(surface->pixels, backbuffer, TOMGetVideoModeWidth() * TOMGetVideoModeHeight() * 4);
210 else if (vjs.renderType == RT_TV)
211 memcpy(surface->pixels, backbuffer, 1280 * TOMGetVideoModeHeight() * 4);
213 if (SDL_MUSTLOCK(surface))
214 SDL_UnlockSurface(surface);
217 // One of the reasons why OpenGL is slower then normal SDL rendering, is because
218 // the data is being pumped into the buffer every frame with a overflow as result.
219 // So, we going to render every 1 fps instead of every 0 fps.
220 // [Shamus] This is isn't why it's slower--see top of file for explanation... ;-)
221 //The problem lies in this function...
222 sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
225 SDL_Rect rect = { 0, 0, surface->w, surface->h };
226 SDL_BlitSurface(surface, &rect, mainSurface, &rect);
227 SDL_Flip(mainSurface);
232 // Resize the main SDL screen & backbuffer
234 void ResizeScreen(uint32 width, uint32 height)
236 SDL_FreeSurface(surface);
237 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, RMASK, GMASK, BMASK, AMASK);
241 WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());
242 //This is just crappy. We shouldn't exit this way--it leaves all kinds of memory leaks
243 //as well as screwing up SDL... !!! FIX !!!
245 // OK, this is cleaner. We can't continue if there is no surface created!
251 // Recreate the texture because of the NTSC <-> PAL screen resize.
252 //Not sure why this is here...
253 //Is it because of the resized surface up above?
254 sdlemu_create_texture(surface, mainSurface, vjs.glFilter, 0);
258 mainSurface = SDL_SetVideoMode(width, height, 32, mainSurfaceFlags);
260 if (mainSurface == NULL)
262 WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
263 // Don't exit because we can't resize!
268 char window_title[64];
270 sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
271 SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : window_title), "Virtual Jaguar");
275 // Return the screen's width in pixels
277 uint32 GetSDLScreenWidthInPixels(void)
279 return surface->pitch / 4; // Pitch / 4 since we're in 32BPP mode
283 // Fullscreen <-> window switching
285 void ToggleFullscreen(void)
287 // Set our internal variable, then toggle the SDL flag
288 vjs.fullscreen = !vjs.fullscreen;
289 mainSurfaceFlags ^= SDL_FULLSCREEN;
290 // mainSurfaceFlags = (vjs.fullscreen ? mainSurfaceFlags | SDL_FULLSCREEN :
291 // mainSurfaceFlags & ~SDL_FULLSCREEN);
293 // mainSurfaceFlags &= ~SDL_FULLSCREEN;
295 // if (vjs.fullscreen)
296 // mainSurfaceFlags |= SDL_FULLSCREEN;
300 // When OpenGL is used, we're going to use a standard resolution of 640x480.
301 // This way we have good scaling functionality and when the screen is resized
302 // because of the NTSC <-> PAL resize, we only have to re-create the texture
303 // instead of initializing the entire OpenGL texture en screens.
304 mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);
306 // Reset viewport, etc.
307 glViewport(0, 0, mainSurface->w, mainSurface->h);
308 glMatrixMode(GL_PROJECTION);
311 glOrtho(0.0, (GLdouble)mainSurface->w, (GLdouble)mainSurface->h, 0.0, 0.0, 1.0);
312 glMatrixMode(GL_MODELVIEW);
317 mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
318 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
319 32, mainSurfaceFlags);
321 if (mainSurface == NULL)
323 WriteLog("Video: SDL was unable to switch the video to %s: %s\n", (vjs.fullscreen ? "fullscreen" : "windowed"), SDL_GetError());
324 // Shouldn't exit because we can't switch! BAD!!!
329 SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : "Virtual Jaguar"), "Virtual Jaguar");