X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fvideo.cpp;h=45fd04c2af8f73e121ef49590f471f8c5ca45c0c;hb=4b32affecce8cf8f557feb96daa76ba1692c3afe;hp=1df9fca1e15627bfd619bfb8fb77dbf810729130;hpb=824222a5bc2a86fdef6763104fc0f48b8972cfbe;p=virtualjaguar diff --git a/src/video.cpp b/src/video.cpp index 1df9fca..45fd04c 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -4,7 +4,6 @@ // by James L. Hammons // -#include "types.h" #include "tom.h" #include "sdlemu_opengl.h" #include "settings.h" @@ -13,23 +12,30 @@ // External global variables //shouldn't these exist here??? Prolly. -extern SDL_Surface * surface, * mainSurface; -extern Uint32 mainSurfaceFlags; -extern int16 * backbuffer; -extern SDL_Joystick * joystick; +//And now, they do! :-) +SDL_Surface * surface, * mainSurface; +Uint32 mainSurfaceFlags; +//int16 * backbuffer; +uint32 * backbuffer; +SDL_Joystick * joystick; + +// 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 = vjs.frameSkip; // -// Prime SDL and create surfaces +// Create SDL/OpenGL surfaces // bool InitVideo(void) { - // Set up SDL library - if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER | SDL_INIT_NOPARACHUTE) < 0) - { - WriteLog("VJ: Could not initialize the SDL library: %s", SDL_GetError()); - return false; - } - // Get proper info about the platform we're running on... const SDL_VideoInfo * info = SDL_GetVideoInfo(); @@ -41,8 +47,11 @@ bool InitVideo(void) if (vjs.useOpenGL) { - mainSurfaceFlags = SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL; - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + // Initializing SDL attributes with OpenGL + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + mainSurfaceFlags = SDL_OPENGL; + } else { @@ -56,10 +65,29 @@ bool InitVideo(void) 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, 16, mainSurfaceFlags); +// 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 - mainSurface = SDL_SetVideoMode(VIRTUAL_SCREEN_WIDTH * 2, VIRTUAL_SCREEN_HEIGHT * 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, 32, mainSurfaceFlags);//*/ if (mainSurface == NULL) { @@ -70,8 +98,17 @@ 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, VIRTUAL_SCREEN_HEIGHT, - 16, 0x7C00, 0x03E0, 0x001F, 0); +/* surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH, + (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), + 16, 0x7C00, 0x03E0, 0x001F, 0);//*/ +//24BPP + surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH, + (vjs.hardwareTypeNTSC ? VIRTUAL_SCREEN_HEIGHT_NTSC : VIRTUAL_SCREEN_HEIGHT_PAL), 32, +#if SDL_BYTEORDER == SDL_BIG_ENDIAN + 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF); +#else + 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); +#endif//*/ if (surface == NULL) { @@ -80,9 +117,15 @@ bool InitVideo(void) } if (vjs.useOpenGL) - sdlemu_init_opengl(surface, 1/*method*/, 2/*size*/, 0/*texture type (linear, nearest)*/); + // 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 :) + 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) @@ -102,6 +145,21 @@ 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 + 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)); + return true; } @@ -115,8 +173,7 @@ void VideoDone(void) SDL_JoystickClose(joystick); SDL_FreeSurface(surface); - SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_TIMER); - SDL_Quit(); + free(backbuffer); } // @@ -128,13 +185,26 @@ void RenderBackbuffer(void) 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); + memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 4); if (SDL_MUSTLOCK(surface)) SDL_UnlockSurface(surface); if (vjs.useOpenGL) - sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/); + { + // 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--; + } else { SDL_Rect rect = { 0, 0, surface->w, surface->h }; @@ -151,18 +221,29 @@ 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, 16, 0x7C00, 0x03E0, 0x001F, 0); +//24BPP + 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("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); } - sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height); - - if (!vjs.useOpenGL) + if (vjs.useOpenGL) + { + // Recreate the texture because of the NTSC <-> PAL screen resize. + sdlemu_create_texture(surface, mainSurface, vjs.glFilter, 0); + } + else { mainSurface = SDL_SetVideoMode(width, height, 16, mainSurfaceFlags); @@ -173,11 +254,8 @@ void ResizeScreen(uint32 width, uint32 height) } } + sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height); SDL_WM_SetCaption(window_title, window_title); - - // This seems to work well for resizing (i.e., changes in the pixel width)... - if (vjs.useOpenGL) - sdlemu_resize_texture(surface, mainSurface); } // @@ -188,12 +266,23 @@ uint32 GetSDLScreenPitch(void) return surface->pitch; } +// +// Return the screen's width in pixels +// +uint32 GetSDLScreenWidthInPixels(void) +{ + 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) { +//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;