]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/video.cpp
Fixed fullscreen<-->windowed mode swith in OpenGL mode, phase one of
[virtualjaguar] / src / video.cpp
index 4507363cf99c23dd941d0d70a1c1e05d598c272a..b35cc1a048e50b68abad5a7dc7e8388ab26cc54d 100644 (file)
@@ -6,10 +6,11 @@
 
 #include "video.h"
 
+#include "gui.h"                                                               // For "finished"
+#include "log.h"
 #include "tom.h"
 #include "sdlemu_opengl.h"
 #include "settings.h"
-#include "log.h"
 
 // External global variables
 
@@ -31,7 +32,7 @@ uint32 * backbuffer;
 //          60 FPS. But doing so will have some nasty side effects in some games.
 //          You have been warned!
 
-int frame_ticker = vjs.frameSkip;
+int frame_ticker = 0;
 
 //
 // Create SDL/OpenGL surfaces
@@ -53,7 +54,7 @@ bool InitVideo(void)
            SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
         SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
                mainSurfaceFlags = SDL_OPENGL;
-               
+
        }
        else
        {
@@ -104,14 +105,14 @@ bool InitVideo(void)
                (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
                16, 0x7C00, 0x03E0, 0x001F, 0);//*/
 
-       uint32 vsWidth = VIRTUAL_SCREEN_WIDTH;
+       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;
+//     if (vjs.renderType == RT_TV)
+//             vsWidth = 1280;
 //24BPP
 //     surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
-       surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth,
-               (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), 32,
+       surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32,
 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
                 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
 #else
@@ -127,7 +128,7 @@ bool InitVideo(void)
        if (vjs.useOpenGL)
                // 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 automaticly created :)
+               // 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 */);
@@ -154,16 +155,8 @@ 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));
-       memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
-               (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
-               * sizeof(int16));//*/
-//24BPP
+       // To be safe, this should be 1280 * 625 * 2...
        backbuffer = (uint32 *)malloc(1280 * 625 * sizeof(uint32));
-//     memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH * VIRTUAL_SCREEN_HEIGHT_NTSC * sizeof(int16));
        memset(backbuffer, 0x44, VIRTUAL_SCREEN_WIDTH *
                (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL)
                * sizeof(uint32));
@@ -189,11 +182,22 @@ 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);
+// This memcpy is expensive--do some profiling to see what the impact is!
        if (vjs.renderType == RT_NORMAL)
                memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 4);
        else if (vjs.renderType == RT_TV)
@@ -203,19 +207,12 @@ void RenderBackbuffer(void)
                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... ;-)
-               if (frame_ticker == 0)
-               {
-                       sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
-                       frame_ticker = vjs.frameSkip;           // Reset frame_ticker
-               }
-               else
-                       frame_ticker--;
-    }  
+//The problem lies in this function...
+               sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
        else
        {
                SDL_Rect rect = { 0, 0, surface->w, surface->h };
@@ -229,11 +226,7 @@ void RenderBackbuffer(void)
 //
 void ResizeScreen(uint32 width, uint32 height)
 {
-       char window_title[256];
-
        SDL_FreeSurface(surface);
-//     surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 16, 0x7C00, 0x03E0, 0x001F, 0);
-//24BPP
        surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
                 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
@@ -246,12 +239,16 @@ void ResizeScreen(uint32 width, uint32 height)
                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!
+               finished = true;
        }
 
        if (vjs.useOpenGL)
        {
                // 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
@@ -261,12 +258,15 @@ void ResizeScreen(uint32 width, uint32 height)
                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");
 }
 
 //
@@ -282,23 +282,44 @@ uint32 GetSDLScreenWidthInPixels(void)
 //
 void ToggleFullscreen(void)
 {
-//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
-       if (vjs.useOpenGL)
-               return;                                                                         // Until we can fix it...
-
        vjs.fullscreen = !vjs.fullscreen;
        mainSurfaceFlags &= ~SDL_FULLSCREEN;
 
        if (vjs.fullscreen)
                mainSurfaceFlags |= SDL_FULLSCREEN;
 
-       mainSurface = SDL_SetVideoMode(tom_width, tom_height, 32, mainSurfaceFlags);
+       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;
 }