From: Neils Wagenaar Date: Wed, 6 Oct 2004 19:27:48 +0000 (+0000) Subject: Clean up of certain code and adding of new functions related to OpenGL. X-Git-Tag: 1.0.7~3 X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=commitdiff_plain;h=e38df3d3caf3c101357c49715139ceb6e1eac1e2;p=virtualjaguar Clean up of certain code and adding of new functions related to OpenGL. --- diff --git a/src/include/sdlemu_opengl.h b/src/include/sdlemu_opengl.h index 8ec090f..a63b7b9 100644 --- a/src/include/sdlemu_opengl.h +++ b/src/include/sdlemu_opengl.h @@ -28,10 +28,10 @@ extern "C" { #endif -void sdlemu_init_opengl(SDL_Surface * src, int texturetype, float size, int filter, int src_bpp); +void sdlemu_init_opengl(SDL_Surface * src, SDL_Surface * dst, int texturetype, int filter, int src_bpp); void sdlemu_draw_texture(SDL_Surface * dst, SDL_Surface * src, int texturetype); void sdlemu_close_opengl(void); -void sdlemu_resize_texture(SDL_Surface * src, SDL_Surface * dst, int filter, int src_bpp); +void sdlemu_create_texture(SDL_Surface * src, SDL_Surface * dst, int filter, int src_bpp); #ifdef __cplusplus } diff --git a/src/video.cpp b/src/video.cpp index 4d3ffea..aa69445 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -18,6 +18,11 @@ 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 // @@ -34,10 +39,9 @@ bool InitVideo(void) 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_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF | SDL_OPENGL; mainSurfaceFlags = SDL_OPENGL; } @@ -59,10 +63,11 @@ bool InitVideo(void) (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); if (mainSurface == NULL) { @@ -75,7 +80,6 @@ bool InitVideo(void) // 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, 63488, 2016, 31, 0); 16, 0x7C00, 0x03E0, 0x001F, 0); if (surface == NULL) @@ -85,9 +89,13 @@ 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 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) @@ -148,8 +156,17 @@ void RenderBackbuffer(void) if (SDL_MUSTLOCK(surface)) SDL_UnlockSurface(surface); - if (vjs.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 }; @@ -166,9 +183,7 @@ 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, 16, 0x7C00, 0x03E0, 0x001F, 0); if (surface == NULL) { @@ -180,11 +195,8 @@ void ResizeScreen(uint32 width, uint32 height) 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. + sdlemu_create_texture( surface, mainSurface, vjs.glFilter , NULL); } else { @@ -215,8 +227,8 @@ uint32 GetSDLScreenPitch(void) void ToggleFullscreen(void) { //NOTE: This does *NOT* work with OpenGL rendering! !!! FIX !!! -// if (vjs.useOpenGL) -// return; // Until we can fix it... + if (vjs.useOpenGL) + return; // Until we can fix it... vjs.fullscreen = !vjs.fullscreen; mainSurfaceFlags &= ~SDL_FULLSCREEN;