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 // One of the reasons why OpenGL is slower then normal SDL rendering, is because
26 // the data is being pumped into the buffer every frame with a overflow as result.
27 // So, we going tot render every 1 frame instead of every 0 frame.
29 // [Shamus] This isn't the case. OpenGL is slower because 60 frames a second is a
30 // lot of data to pump through the system. In any case, frameskip is probably
31 // a good idea for now, since most systems are probably too slow to run at
32 // 60 FPS. But doing so will have some nasty side effects in some games.
33 // You have been warned!
38 // Create SDL/OpenGL surfaces
42 // Get proper info about the platform we're running on...
43 const SDL_VideoInfo * info = SDL_GetVideoInfo();
47 WriteLog("VJ: SDL is unable to get the video info: %s\n", SDL_GetError());
53 // Initializing SDL attributes with OpenGL
54 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
55 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
56 mainSurfaceFlags = SDL_OPENGL;
61 if (info->hw_available)
62 mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF;
65 mainSurfaceFlags |= SDL_HWACCEL;
69 mainSurfaceFlags |= SDL_FULLSCREEN;
71 /* if (!vjs.useOpenGL)
72 // mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
73 mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
74 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
75 16, mainSurfaceFlags);
77 // When OpenGL is used, we're going to use a standard resolution of 640x480.
78 // This way we have good scaling functionality and when the screen is resized
79 // because of the NTSC <-> PAL resize, we only have to re-create the texture
80 // instead of initializing the entire OpenGL texture en screens.
81 mainSurface = SDL_SetVideoMode(640, 480, 16, mainSurfaceFlags);//*/
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 32, 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, 32, mainSurfaceFlags);//*/
95 if (mainSurface == NULL)
97 WriteLog("VJ: SDL is unable to set the video mode: %s\n", SDL_GetError());
101 SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
103 // Create the primary SDL display (16 BPP, 5/5/5 RGB format)
104 /* surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
105 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
106 16, 0x7C00, 0x03E0, 0x001F, 0);//*/
108 uint32 vsWidth = (vjs.renderType == RT_TV ? 1280 : VIRTUAL_SCREEN_WIDTH),
109 vsHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
111 // if (vjs.renderType == RT_TV)
114 // surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
115 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32,
116 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
117 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
119 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
124 WriteLog("VJ: Could not create primary SDL surface: %s\n", SDL_GetError());
129 // Let us setup OpenGL and our rendering texture. We give the src (surface) and the
130 // dst (mainSurface) display as well as the automatic bpp selection as options so that
131 // our texture is automatically created :)
132 sdlemu_init_opengl(surface, mainSurface, 1 /*method*/,
133 vjs.glFilter /*texture type (linear, nearest)*/,
134 0 /* Automatic bpp selection based upon src */);
136 // Initialize Joystick support under SDL
140 if (SDL_NumJoysticks() <= 0)
142 vjs.useJoystick = false;
143 printf("VJ: No joystick(s) or joypad(s) detected on your system. Using keyboard...\n");
147 if ((joystick = SDL_JoystickOpen(vjs.joyport)) == 0)
149 vjs.useJoystick = false;
150 printf("VJ: Unable to open a Joystick on port: %d\n", (int)vjs.joyport);
153 printf("VJ: Using: %s\n", SDL_JoystickName(vjs.joyport));
157 // Set up the backbuffer
158 // To be safe, this should be 1280 * 625 * 2...
159 backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32));
160 memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
161 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
168 // Free various SDL components
173 sdlemu_close_opengl();
175 SDL_JoystickClose(joystick);
176 SDL_FreeSurface(surface);
181 // Render the backbuffer to the primary screen surface
183 void RenderBackbuffer(void)
185 // Handle frameskip *before* we do any heavy lifting here...
187 if (frame_ticker > 0)
193 frame_ticker = vjs.frameSkip; // Reset frame_ticker
195 if (SDL_MUSTLOCK(surface))
196 while (SDL_LockSurface(surface) < 0)
199 // memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
200 // This memcpy is expensive--do some profiling to see what the impact is!
201 if (vjs.renderType == RT_NORMAL)
202 memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 4);
203 else if (vjs.renderType == RT_TV)
204 memcpy(surface->pixels, backbuffer, 1280 * tom_getVideoModeHeight() * 4);
206 if (SDL_MUSTLOCK(surface))
207 SDL_UnlockSurface(surface);
210 // One of the reasons why OpenGL is slower then normal SDL rendering, is because
211 // the data is being pumped into the buffer every frame with a overflow as result.
212 // So, we going to render every 1 fps instead of every 0 fps.
213 // [Shamus] This is isn't why it's slower--see top of file for explanation... ;-)
214 //The problem lies in this function...
215 sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
218 SDL_Rect rect = { 0, 0, surface->w, surface->h };
219 SDL_BlitSurface(surface, &rect, mainSurface, &rect);
220 SDL_Flip(mainSurface);
225 // Resize the main SDL screen & backbuffer
227 void ResizeScreen(uint32 width, uint32 height)
229 SDL_FreeSurface(surface);
230 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
231 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
232 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
234 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
239 WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());
240 //This is just crappy. We shouldn't exit this way--it leaves all kinds of memory leaks
241 //as well as screwing up SDL... !!! FIX !!!
243 // OK, this is cleaner. We can't continue if there is no surface created!
249 // Recreate the texture because of the NTSC <-> PAL screen resize.
250 //Not sure why this is here...
251 //Is it because of the resized surface up above?
252 sdlemu_create_texture(surface, mainSurface, vjs.glFilter, 0);
256 mainSurface = SDL_SetVideoMode(width, height, 32, mainSurfaceFlags);
258 if (mainSurface == NULL)
260 WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
261 // Don't exit because we can't resize!
266 char window_title[64];
268 sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
269 SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : window_title), "Virtual Jaguar");
273 // Return the screen's width in pixels
275 uint32 GetSDLScreenWidthInPixels(void)
277 return surface->pitch / 4; // Pitch / 4 since we're in 32BPP mode
281 // Fullscreen <-> window switching
283 void ToggleFullscreen(void)
285 vjs.fullscreen = !vjs.fullscreen;
286 mainSurfaceFlags &= ~SDL_FULLSCREEN;
289 mainSurfaceFlags |= SDL_FULLSCREEN;
293 // When OpenGL is used, we're going to use a standard resolution of 640x480.
294 // This way we have good scaling functionality and when the screen is resized
295 // because of the NTSC <-> PAL resize, we only have to re-create the texture
296 // instead of initializing the entire OpenGL texture en screens.
297 mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);//*/
299 // Reset viewport, etc.
300 glViewport(0, 0, mainSurface->w, mainSurface->h);
301 glMatrixMode(GL_PROJECTION);
304 glOrtho(0.0, (GLdouble)mainSurface->w, (GLdouble)mainSurface->h, 0.0, 0.0, 1.0);
305 glMatrixMode(GL_MODELVIEW);
310 mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
311 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
312 32, mainSurfaceFlags);
314 if (mainSurface == NULL)
316 WriteLog("Video: SDL was unable to switch the video to %s: %s\n", (vjs.fullscreen ? "fullscreen" : "windowed"), SDL_GetError());
317 // Shouldn't exit because we can't switch! BAD!!!
322 SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : "Virtual Jaguar"), "Virtual Jaguar");