]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/video.cpp
Changed executable from vj to virtualjaguar to avoid possible future naming
[virtualjaguar] / src / video.cpp
index 4d3ffea6578a719dc3845a638b502d478adbba58..1d86f18b83e61dfa725cfd4b5806a0400c7fc4d1 100644 (file)
@@ -2,26 +2,62 @@
 // VIDEO.CPP: SDL/local hardware specific video routines
 //
 // by James L. Hammons
+// (C) 2010 Underground Software
+//
+// JLH = James L. Hammons <jlhamm@acm.org>
+//
+// Who  When        What
+// ---  ----------  -------------------------------------------------------------
+// JLH  01/16/2010  Created this log ;-)
 //
 
+#include "video.h"
+
+//#include "gui.h"                                                             // For "finished"
+#include "log.h"
 #include "tom.h"
 #include "sdlemu_opengl.h"
 #include "settings.h"
-#include "video.h"
 
 // External global variables
 
 //shouldn't these exist here??? Prolly.
 //And now, they do! :-)
 SDL_Surface * surface, * mainSurface;
+SDL_Joystick * joystick1;
 Uint32 mainSurfaceFlags;
-int16 * backbuffer;
-SDL_Joystick * joystick;
+//int16 * backbuffer;
+uint32 * backbuffer;
+
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+       #define RMASK 0xFF000000
+       #define GMASK 0x00FF0000
+       #define BMASK 0x0000FF00
+       #define AMASK 0x000000FF
+#else
+       #define RMASK 0x000000FF
+       #define GMASK 0x0000FF00
+       #define BMASK 0x00FF0000
+       #define AMASK 0xFF000000
+#endif
+
+
+// One of the reasons why OpenGL is slower then normal SDL rendering, is because
+// the data is being pumped into the buffer every frame with a overflow as result.
+// So, we going tot render every 1 frame instead of every 0 frame.
+
+// [Shamus] This isn't the case. OpenGL is slower because 60 frames a second is a
+//          lot of data to pump through the system. In any case, frameskip is probably
+//          a good idea for now, since most systems are probably too slow to run at
+//          60 FPS. But doing so will have some nasty side effects in some games.
+//          You have been warned!
+
+int frame_ticker = 0;
 
 //
 // Create SDL/OpenGL surfaces
 //
-bool InitVideo(void)
+bool VideoInit(void)
 {
        // Get proper info about the platform we're running on...
        const SDL_VideoInfo * info = SDL_GetVideoInfo();
@@ -34,12 +70,10 @@ bool InitVideo(void)
 
        if (vjs.useOpenGL)
        {
-           SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
-        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-
-//             mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL;
+               // Initializing SDL attributes with OpenGL
+               SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
+               SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
                mainSurfaceFlags = SDL_OPENGL;
-               
        }
        else
        {
@@ -53,16 +87,29 @@ bool InitVideo(void)
        if (vjs.fullscreen)
                mainSurfaceFlags |= SDL_FULLSCREEN;
 
-       if (!vjs.useOpenGL)
+/*     if (!vjs.useOpenGL)
 //             mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
                mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
                        (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
                        16, mainSurfaceFlags);
        else
-//             mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT_NTSC * 2, 16, mainSurfaceFlags);
-               mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2,
-                       (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL) * 2,
-                       16, mainSurfaceFlags);
+               // When OpenGL is used, we're going to use a standard resolution of 640x480.
+               // This way we have good scaling functionality and when the screen is resized
+               // because of the NTSC <-> PAL resize, we only have to re-create the texture
+               // instead of initializing the entire OpenGL texture en screens.
+               mainSurface = SDL_SetVideoMode(640, 480, 16, mainSurfaceFlags);//*/
+//24BPP
+       if (!vjs.useOpenGL)
+//             mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT_NTSC, 16, mainSurfaceFlags);
+               mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
+                       (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+                       32, mainSurfaceFlags);
+       else
+               // When OpenGL is used, we're going to use a standard resolution of 640x480.
+               // This way we have good scaling functionality and when the screen is resized
+               // because of the NTSC <-> PAL resize, we only have to re-create the texture
+               // instead of initializing the entire OpenGL texture en screens.
+               mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);//*/
 
        if (mainSurface == NULL)
        {
@@ -73,10 +120,18 @@ bool InitVideo(void)
        SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
 
        // Create the primary SDL display (16 BPP, 5/5/5 RGB format)
-       surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+/*     surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
                (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
-//             16, 63488, 2016, 31, 0);
-               16, 0x7C00, 0x03E0, 0x001F, 0);
+               16, 0x7C00, 0x03E0, 0x001F, 0);//*/
+
+       uint32 vsWidth = (vjs.renderType == RT_TV ? 1280 : VIRTUAL_SCREEN_WIDTH),
+               vsHeight = (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL);
+
+//     if (vjs.renderType == RT_TV)
+//             vsWidth = 1280;
+//24BPP
+//     surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
+       surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32, RMASK, GMASK, BMASK, AMASK);
 
        if (surface == NULL)
        {
@@ -85,11 +140,15 @@ bool InitVideo(void)
        }
 
        if (vjs.useOpenGL)
-//Should make another setting here, for either linear or nearest (instead of just picking one)
-//And we have! ;-)
-               sdlemu_init_opengl(surface, 1/*method*/, 2/*size*/, vjs.glFilter/*texture type (linear, nearest)*/, NULL);
+               // Let us setup OpenGL and our rendering texture. We give the src (surface) and the
+               // dst (mainSurface) display as well as the automatic bpp selection as options so that
+               // our texture is automatically created :)
+               sdlemu_init_opengl(surface, mainSurface, 1 /*method*/,
+                       vjs.glFilter /*texture type (linear, nearest)*/,
+                       0 /* Automatic bpp selection based upon src */);
 
        // Initialize Joystick support under SDL
+
        if (vjs.useJoystick)
        {
                if (SDL_NumJoysticks() <= 0)
@@ -99,7 +158,7 @@ bool InitVideo(void)
                }
                else
                {
-                       if ((joystick = SDL_JoystickOpen(vjs.joyport)) == 0)
+                       if ((joystick1 = SDL_JoystickOpen(vjs.joyport)) == 0)
                        {
                                vjs.useJoystick = false;
                                printf("VJ: Unable to open a Joystick on port: %d\n", (int)vjs.joyport);
@@ -110,13 +169,11 @@ bool InitVideo(void)
        }
 
        // Set up the backbuffer
-//To be safe, this should be 1280 * 625 * 2...
-//     backbuffer = (int16 *)malloc(845 * 525 * sizeof(int16));
-       backbuffer = (int16 *)malloc(1280 * 625 * sizeof(int16));
-//     memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
+       // To be safe, this should be 1280 * 625 * 2...
+       backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32));
        memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
                (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
-               * sizeof(int16));
+               * sizeof(uint32));
 
        return true;
 }
@@ -129,7 +186,7 @@ void VideoDone(void)
        if (vjs.useOpenGL)
                sdlemu_close_opengl();
 
-       SDL_JoystickClose(joystick);
+       SDL_JoystickClose(joystick1);
        SDL_FreeSurface(surface);
        free(backbuffer);
 }
@@ -139,16 +196,36 @@ void VideoDone(void)
 //
 void RenderBackbuffer(void)
 {
+       // Handle frameskip *before* we do any heavy lifting here...
+
+       if (frame_ticker > 0)
+       {
+               frame_ticker--;
+               return;
+       }
+
+       frame_ticker = vjs.frameSkip;                           // Reset frame_ticker
+
        if (SDL_MUSTLOCK(surface))
                while (SDL_LockSurface(surface) < 0)
                        SDL_Delay(10);
 
-       memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
+//     memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
+// This memcpy is expensive--do some profiling to see what the impact is!
+       if (vjs.renderType == RT_NORMAL)
+               memcpy(surface->pixels, backbuffer, TOMGetVideoModeWidth() * TOMGetVideoModeHeight() * 4);
+       else if (vjs.renderType == RT_TV)
+               memcpy(surface->pixels, backbuffer, 1280 * TOMGetVideoModeHeight() * 4);
 
        if (SDL_MUSTLOCK(surface))
                SDL_UnlockSurface(surface);
 
        if (vjs.useOpenGL)
+               // One of the reasons why OpenGL is slower then normal SDL rendering, is because
+               // the data is being pumped into the buffer every frame with a overflow as result.
+               // So, we going to render every 1 fps instead of every 0 fps.
+               // [Shamus] This is isn't why it's slower--see top of file for explanation... ;-)
+//The problem lies in this function...
                sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
        else
        {
@@ -163,50 +240,51 @@ void RenderBackbuffer(void)
 //
 void ResizeScreen(uint32 width, uint32 height)
 {
-       char window_title[256];
-
        SDL_FreeSurface(surface);
-       surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 
-//             16, 63488, 2016, 31, 0);
-        16, 0x7C00, 0x03E0, 0x001F, 0);
+       surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, RMASK, GMASK, BMASK, AMASK);
 
        if (surface == NULL)
        {
                WriteLog("Video: Could not create primary SDL surface: %s", SDL_GetError());
 //This is just crappy. We shouldn't exit this way--it leaves all kinds of memory leaks
 //as well as screwing up SDL... !!! FIX !!!
-               exit(1);
+//             exit(1);
+               // OK, this is cleaner. We can't continue if there is no surface created!
+#warning "!!! FIX !!! (finished = true)"
+//             finished = true;
        }
 
        if (vjs.useOpenGL)
        {
-//Need to really resize the window height--no pixel height shenanigans!
-//Err, we should only do this *if* we changed from PAL to NTSC or vice versa... !!! FIX !!!
-               mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, height * 2, 16, mainSurfaceFlags);
-               // This seems to work well for resizing (i.e., changes in the pixel width)...
-               sdlemu_resize_texture(surface, mainSurface, vjs.glFilter, NULL);
+               // Recreate the texture because of the NTSC <-> PAL screen resize.
+//Not sure why this is here...
+//Is it because of the resized surface up above?
+               sdlemu_create_texture(surface, mainSurface, vjs.glFilter, 0);
        }
        else
        {
-               mainSurface = SDL_SetVideoMode(width, height, 16, mainSurfaceFlags);
+               mainSurface = SDL_SetVideoMode(width, height, 32, mainSurfaceFlags);
 
                if (mainSurface == NULL)
                {
                        WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
-                       exit(1);
+// Don't exit because we can't resize!
+//                     exit(1);
                }
        }
 
+       char window_title[64];
+
        sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
-       SDL_WM_SetCaption(window_title, window_title);
+       SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : window_title), "Virtual Jaguar");
 }
 
 //
-// Return the screen's pitch
+// Return the screen's width in pixels
 //
-uint32 GetSDLScreenPitch(void)
+uint32 GetSDLScreenWidthInPixels(void)
 {
-       return surface->pitch;
+       return surface->pitch / 4;                                              // Pitch / 4 since we're in 32BPP mode
 }
 
 //
@@ -214,23 +292,49 @@ uint32 GetSDLScreenPitch(void)
 //
 void ToggleFullscreen(void)
 {
-//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
-//     if (vjs.useOpenGL)
-//             return;                                                                         // Until we can fix it...
-
+       // Set our internal variable, then toggle the SDL flag
        vjs.fullscreen = !vjs.fullscreen;
-       mainSurfaceFlags &= ~SDL_FULLSCREEN;
+       mainSurfaceFlags ^= SDL_FULLSCREEN;
+//     mainSurfaceFlags = (vjs.fullscreen ? mainSurfaceFlags | SDL_FULLSCREEN :
+//             mainSurfaceFlags & ~SDL_FULLSCREEN);
 
-       if (vjs.fullscreen)
-               mainSurfaceFlags |= SDL_FULLSCREEN;
+//     mainSurfaceFlags &= ~SDL_FULLSCREEN;
 
-       mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags);
+//     if (vjs.fullscreen)
+//             mainSurfaceFlags |= SDL_FULLSCREEN;
+
+       if (vjs.useOpenGL)
+       {
+               // When OpenGL is used, we're going to use a standard resolution of 640x480.
+               // This way we have good scaling functionality and when the screen is resized
+               // because of the NTSC <-> PAL resize, we only have to re-create the texture
+               // instead of initializing the entire OpenGL texture en screens.
+               mainSurface = SDL_SetVideoMode(640, 480, 32, mainSurfaceFlags);
+
+               // Reset viewport, etc.
+               glViewport(0, 0, mainSurface->w, mainSurface->h);
+               glMatrixMode(GL_PROJECTION);
+               glPushMatrix();
+               glLoadIdentity();
+               glOrtho(0.0, (GLdouble)mainSurface->w, (GLdouble)mainSurface->h, 0.0, 0.0, 1.0);
+               glMatrixMode(GL_MODELVIEW);
+               glPushMatrix();
+               glLoadIdentity();
+       }
+       else
+               mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH,
+                       (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+                       32, mainSurfaceFlags);
 
        if (mainSurface == NULL)
        {
-               WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
-               exit(1);
+               WriteLog("Video: SDL was unable to switch the video to %s: %s\n", (vjs.fullscreen ? "fullscreen" : "windowed"), SDL_GetError());
+// Shouldn't exit because we can't switch! BAD!!!
+//             exit(1);
+               return;
        }
 
-       SDL_WM_SetCaption("Virtual Jaguar", "Virtual Jaguar");
+       SDL_WM_SetCaption((vjs.useOpenGL ? "Virtual Jaguar (OpenGL)" : "Virtual Jaguar"), "Virtual Jaguar");
+
+       return;
 }