X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fvideo.cpp;h=aa694451f1f5b26a37664b7292e09f091db01787;hb=73ca0f1c81b606de50838deb1e464cc95a1e15cc;hp=a035f4af4de3eddce6c82cfe73e9dea662162f4b;hpb=da2d8843238769dbc93dd978f48c2c3843fce52d;p=virtualjaguar diff --git a/src/video.cpp b/src/video.cpp index a035f4a..aa69445 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -4,18 +4,143 @@ // by James L. Hammons // -#include "types.h" #include "tom.h" -#include "sdlemu_opengl.h" // For testing only... ;-) +#include "sdlemu_opengl.h" +#include "settings.h" #include "video.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; +Uint32 mainSurfaceFlags; +int16 * 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. +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); + + 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); + + 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 automaticly created :) + sdlemu_init_opengl(surface, mainSurface, 1 /*method*/, + vjs.glFilter /*texture type (linear, nearest)*/, + NULL /* 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 = (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)); + + 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 @@ -31,8 +156,17 @@ void RenderBackbuffer(void) if (SDL_MUSTLOCK(surface)) SDL_UnlockSurface(surface); - if (useOpenGL) - sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/); + 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 tot render every 1 fps instead of every 0 fps. + if ( frame_ticker != 0 ) { + sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/); + frame_ticker = 0; // Reset frame_ticker to 0 otherwise we won't get + // backrendering "frameskip". + } else + frame_ticker = frame_ticker + 1; + } else { SDL_Rect rect = { 0, 0, surface->w, surface->h }; @@ -49,29 +183,34 @@ 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); + if (surface == NULL) { - WriteLog("TOM: Could not create primary SDL surface: %s", SDL_GetError()); + 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); -//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. + sdlemu_create_texture( surface, mainSurface, vjs.glFilter , NULL); + } + else + { + mainSurface = SDL_SetVideoMode(width, height, 16, 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()); + exit(1); + } + } -//This seems to work well for resizing... - if (useOpenGL) - sdlemu_resize_texture(surface, mainSurface); + sprintf(window_title, "Virtual Jaguar (%i x %i)", (int)width, (int)height); + SDL_WM_SetCaption(window_title, window_title); } // @@ -79,28 +218,29 @@ void ResizeScreen(uint32 width, uint32 height) // uint32 GetSDLScreenPitch(void) { -// extern SDL_Surface * surface; - return surface->pitch; } // // Fullscreen <-> window switching // -//NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!! void ToggleFullscreen(void) { - fullscreen = !fullscreen; +//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 (fullscreen) + if (vjs.fullscreen) mainSurfaceFlags |= SDL_FULLSCREEN; mainSurface = SDL_SetVideoMode(tom_width, tom_height, 16, mainSurfaceFlags); if (mainSurface == NULL) { - WriteLog("Joystick: SDL is unable to set the video mode: %s\n", SDL_GetError()); + WriteLog("Video: SDL is unable to set the video mode: %s\n", SDL_GetError()); exit(1); }