]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/video.cpp
Fixed fullscreen<-->windowed mode swith in OpenGL mode, phase one of
[virtualjaguar] / src / video.cpp
index a035f4af4de3eddce6c82cfe73e9dea662162f4b..b35cc1a048e50b68abad5a7dc7e8388ab26cc54d 100644 (file)
 // by James L. Hammons
 //
 
-#include "types.h"
-#include "tom.h"
-#include "sdlemu_opengl.h"                                                     // For testing only... ;-)
 #include "video.h"
 
+#include "gui.h"                                                               // For "finished"
+#include "log.h"
+#include "tom.h"
+#include "sdlemu_opengl.h"
+#include "settings.h"
+
 // External global variables
 
-extern SDL_Surface * surface, * mainSurface;
-extern Uint32 mainSurfaceFlags;
-extern int16 * backbuffer;
-extern bool useOpenGL;                                                         // Testing, testing... :-)
-extern bool fullscreen;
+//shouldn't these exist here??? Prolly.
+//And now, they do! :-)
+SDL_Surface * surface, * mainSurface;
+SDL_Joystick * joystick;
+Uint32 mainSurfaceFlags;
+//int16 * backbuffer;
+uint32 * backbuffer;
+
+// 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)
+{
+       // Get proper info about the platform we're running on...
+       const SDL_VideoInfo * info = SDL_GetVideoInfo();
+
+       if (!info)
+       {
+               WriteLog("VJ: SDL is unable to get the video info: %s\n", SDL_GetError());
+               return false;
+       }
+
+       if (vjs.useOpenGL)
+       {
+           // Initializing SDL attributes with OpenGL
+           SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
+        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+               mainSurfaceFlags = SDL_OPENGL;
+
+       }
+       else
+       {
+               if (info->hw_available)
+                       mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF;
+
+               if (info->blit_hw)
+                       mainSurfaceFlags |= SDL_HWACCEL;
+       }
+
+       if (vjs.fullscreen)
+               mainSurfaceFlags |= SDL_FULLSCREEN;
+
+/*     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
+               // 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)
+       {
+               WriteLog("VJ: SDL is unable to set the video mode: %s\n", SDL_GetError());
+               return false;
+       }
+
+       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,
+               (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL),
+               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,
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+                0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
+#else
+                0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
+#endif//*/
+
+       if (surface == NULL)
+       {
+               WriteLog("VJ: Could not create primary SDL surface: %s\n", SDL_GetError());
+               return false;
+       }
+
+       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 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)
+               {
+                       vjs.useJoystick = false;
+                       printf("VJ: No joystick(s) or joypad(s) detected on your system. Using keyboard...\n");
+               }
+               else
+               {
+                       if ((joystick = SDL_JoystickOpen(vjs.joyport)) == 0)
+                       {
+                               vjs.useJoystick = false;
+                               printf("VJ: Unable to open a Joystick on port: %d\n", (int)vjs.joyport);
+                       }
+                       else
+                               printf("VJ: Using: %s\n", SDL_JoystickName(vjs.joyport));
+               }
+       }
+
+       // Set up the backbuffer
+       // 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(uint32));
+
+       return true;
+}
+
+//
+// Free various SDL components
+//
+void VideoDone(void)
+{
+       if (vjs.useOpenGL)
+               sdlemu_close_opengl();
+
+       SDL_JoystickClose(joystick);
+       SDL_FreeSurface(surface);
+       free(backbuffer);
+}
 
 //
 // Render the backbuffer to the primary screen surface
 //
 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, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 4);
+       else if (vjs.renderType == RT_TV)
+               memcpy(surface->pixels, backbuffer, 1280 * tom_getVideoModeHeight() * 4);
 
        if (SDL_MUSTLOCK(surface))
                SDL_UnlockSurface(surface);
 
-       if (useOpenGL)
+       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
        {
@@ -46,63 +226,100 @@ 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);
+       surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+                0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
+#else
+                0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
+#endif//*/
+
        if (surface == NULL)
        {
-               WriteLog("TOM: Could not create primary SDL surface: %s", SDL_GetError());
-               exit(1);
+               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);
+               // OK, this is cleaner. We can't continue if there is no surface created!
+               finished = true;
        }
 
-       sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
-//Hmm.
-/*     mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags);
-
-       if (mainSurface == NULL)
+       if (vjs.useOpenGL)
        {
-               WriteLog("Joystick: SDL is unable to set the video mode: %s\n", SDL_GetError());
-               exit(1);
-       }//*/
+               // 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, 32, mainSurfaceFlags);
 
-       SDL_WM_SetCaption(window_title, window_title);
+               if (mainSurface == NULL)
+               {
+                       WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError());
+// Don't exit because we can't resize!
+//                     exit(1);
+               }
+       }
 
-//This seems to work well for resizing...
-       if (useOpenGL)
-               sdlemu_resize_texture(surface, mainSurface);
+       char window_title[64];
+
+       sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height);
+       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)
 {
-//     extern SDL_Surface * surface;
-
-       return surface->pitch;
+       return surface->pitch / 4;                                              // Pitch / 4 since we're in 32BPP mode
 }
 
 //
 // Fullscreen <-> window switching
 //
-//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!!
 void ToggleFullscreen(void)
 {
-       fullscreen = !fullscreen;
+       vjs.fullscreen = !vjs.fullscreen;
        mainSurfaceFlags &= ~SDL_FULLSCREEN;
 
-       if (fullscreen)
+       if (vjs.fullscreen)
                mainSurfaceFlags |= SDL_FULLSCREEN;
 
-       mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, 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("Joystick: 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;
 }