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;
60 if (info->hw_available)
61 mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF;
64 mainSurfaceFlags |= SDL_HWACCEL;
68 mainSurfaceFlags |= SDL_FULLSCREEN;
70 /* if (!vjs.useOpenGL)
71 // mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
72 mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
73 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
74 16, mainSurfaceFlags);
76 // When OpenGL is used, we're going to use a standard resolution of 640x480.
77 // This way we have good scaling functionality and when the screen is resized
78 // because of the NTSC <-> PAL resize, we only have to re-create the texture
79 // instead of initializing the entire OpenGL texture en screens.
80 mainSurface = SDL_SetVideoMode(640, 480, 16, mainSurfaceFlags);//*/
83 // mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
84 mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
85 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
86 32, mainSurfaceFlags);
88 // When OpenGL is used, we're going to use a standard resolution of 640x480.
89 // This way we have good scaling functionality and when the screen is resized
90 // because of the NTSC <-> PAL resize, we only have to re-create the texture
91 // instead of initializing the entire OpenGL texture en screens.
92 mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);//*/
94 if (mainSurface == NULL)
96 WriteLog("VJ: SDL is unable to set the video mode: %s\n", SDL_GetError());
100 SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
102 // Create the primary SDL display (16 BPP, 5/5/5 RGB format)
103 /* surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
104 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
105 16, 0x7C00, 0x03E0, 0x001F, 0);//*/
107 uint32 vsWidth = (vjs.renderType == RT_TV ? 1280 : VIRTUAL_SCREEN_WIDTH),
108 vsHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
110 // if (vjs.renderType == RT_TV)
113 // surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
114 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32,
115 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
116 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
118 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
123 WriteLog("VJ: Could not create primary SDL surface: %s\n", SDL_GetError());
128 // Let us setup OpenGL and our rendering texture. We give the src (surface) and the
129 // dst (mainSurface) display as well as the automatic bpp selection as options so that
130 // our texture is automatically created :)
131 sdlemu_init_opengl(surface, mainSurface, 1 /*method*/,
132 vjs.glFilter /*texture type (linear, nearest)*/,
133 0 /* Automatic bpp selection based upon src */);
135 // Initialize Joystick support under SDL
139 if (SDL_NumJoysticks() <= 0)
141 vjs.useJoystick = false;
142 printf("VJ: No joystick(s) or joypad(s) detected on your system. Using keyboard...\n");
146 if ((joystick = SDL_JoystickOpen(vjs.joyport)) == 0)
148 vjs.useJoystick = false;
149 printf("VJ: Unable to open a Joystick on port: %d\n", (int)vjs.joyport);
152 printf("VJ: Using: %s\n", SDL_JoystickName(vjs.joyport));
156 // Set up the backbuffer
157 // To be safe, this should be 1280 * 625 * 2...
158 backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32));
159 memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
160 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
167 // Free various SDL components
172 sdlemu_close_opengl();
174 SDL_JoystickClose(joystick);
175 SDL_FreeSurface(surface);
180 // Render the backbuffer to the primary screen surface
182 void RenderBackbuffer(void)
184 // Handle frameskip *before* we do any heavy lifting here...
186 if (frame_ticker > 0)
192 frame_ticker = vjs.frameSkip; // Reset frame_ticker
194 if (SDL_MUSTLOCK(surface))
195 while (SDL_LockSurface(surface) < 0)
198 // memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
199 // This memcpy is expensive--do some profiling to see what the impact is!
200 if (vjs.renderType == RT_NORMAL)
201 memcpy(surface->pixels, backbuffer, TOMGetVideoModeWidth() * TOMGetVideoModeHeight() * 4);
202 else if (vjs.renderType == RT_TV)
203 memcpy(surface->pixels, backbuffer, 1280 * TOMGetVideoModeHeight() * 4);
205 if (SDL_MUSTLOCK(surface))
206 SDL_UnlockSurface(surface);
209 // One of the reasons why OpenGL is slower then normal SDL rendering, is because
210 // the data is being pumped into the buffer every frame with a overflow as result.
211 // So, we going to render every 1 fps instead of every 0 fps.
212 // [Shamus] This is isn't why it's slower--see top of file for explanation... ;-)
213 //The problem lies in this function...
214 sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
217 SDL_Rect rect = { 0, 0, surface->w, surface->h };
218 SDL_BlitSurface(surface, &rect, mainSurface, &rect);
219 SDL_Flip(mainSurface);
224 // Resize the main SDL screen & backbuffer
226 void ResizeScreen(uint32 width, uint32 height)
228 SDL_FreeSurface(surface);
229 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
230 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
231 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
233 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
238 WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());
239 //This is just crappy. We shouldn't exit this way--it leaves all kinds of memory leaks
240 //as well as screwing up SDL... !!! FIX !!!
242 // OK, this is cleaner. We can't continue if there is no surface created!
248 // Recreate the texture because of the NTSC <-> PAL screen resize.
249 //Not sure why this is here...
250 //Is it because of the resized surface up above?
251 sdlemu_create_texture(surface, mainSurface, vjs.glFilter, 0);
255 mainSurface = SDL_SetVideoMode(width, height, 32, mainSurfaceFlags);
257 if (mainSurface == NULL)
259 WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
260 // Don't exit because we can't resize!
265 char window_title[64];
267 sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
268 SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : window_title), "Virtual Jaguar");
272 // Return the screen's width in pixels
274 uint32 GetSDLScreenWidthInPixels(void)
276 return surface->pitch / 4; // Pitch / 4 since we're in 32BPP mode
280 // Fullscreen <-> window switching
282 void ToggleFullscreen(void)
284 // Set our internal variable, then toggle the SDL flag
285 vjs.fullscreen = !vjs.fullscreen;
286 mainSurfaceFlags ^= SDL_FULLSCREEN;
287 // mainSurfaceFlags = (vjs.fullscreen ? mainSurfaceFlags | SDL_FULLSCREEN :
288 // mainSurfaceFlags & ~SDL_FULLSCREEN);
290 // mainSurfaceFlags &= ~SDL_FULLSCREEN;
292 // if (vjs.fullscreen)
293 // mainSurfaceFlags |= SDL_FULLSCREEN;
297 // When OpenGL is used, we're going to use a standard resolution of 640x480.
298 // This way we have good scaling functionality and when the screen is resized
299 // because of the NTSC <-> PAL resize, we only have to re-create the texture
300 // instead of initializing the entire OpenGL texture en screens.
301 mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);
303 // Reset viewport, etc.
304 glViewport(0, 0, mainSurface->w, mainSurface->h);
305 glMatrixMode(GL_PROJECTION);
308 glOrtho(0.0, (GLdouble)mainSurface->w, (GLdouble)mainSurface->h, 0.0, 0.0, 1.0);
309 glMatrixMode(GL_MODELVIEW);
314 mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
315 (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
316 32, mainSurfaceFlags);
318 if (mainSurface == NULL)
320 WriteLog("Video: SDL was unable to switch the video to %s: %s\n", (vjs.fullscreen ? "fullscreen" : "windowed"), SDL_GetError());
321 // Shouldn't exit because we can't switch! BAD!!!
326 SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : "Virtual Jaguar"), "Virtual Jaguar");