update gfx_sdl2.c with the latest stuff from Emill/n64-fast3d-engine

This commit is contained in:
fgsfds 2020-05-17 19:42:46 +03:00
parent b222decc38
commit 0a246ab8f1
1 changed files with 83 additions and 38 deletions

View File

@ -24,17 +24,28 @@
#include "gfx_window_manager_api.h"
#include "gfx_screen_config.h"
#include "../pc_main.h"
#include "../configfile.h"
#include "../cliopts.h"
#include "src/pc/controller/controller_keyboard.h"
// TODO: figure out if this shit even works
#ifdef VERSION_EU
# define FRAMERATE 25
#else
# define FRAMERATE 30
#endif
static SDL_Window *wnd;
static SDL_GLContext ctx = NULL;
static int inverted_scancode_table[512];
static bool cur_fullscreen;
static uint32_t cur_width, cur_height;
static bool window_fullscreen;
static bool window_vsync;
static int window_width, window_height;
static Uint64 frame_time = 0;
const SDL_Scancode windows_scancode_table[] =
{
@ -88,22 +99,42 @@ const SDL_Scancode scancode_rmapping_nonextended[][2] = {
};
static void gfx_sdl_set_fullscreen(bool fullscreen) {
if (fullscreen == cur_fullscreen) return;
if (fullscreen == window_fullscreen) return;
if (fullscreen) {
SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_ShowCursor(SDL_DISABLE);
SDL_GetWindowSize(wnd, &window_width, &window_height);
} else {
SDL_SetWindowFullscreen(wnd, 0);
SDL_ShowCursor(SDL_ENABLE);
window_width = DESIRED_SCREEN_WIDTH;
window_height = DESIRED_SCREEN_HEIGHT;
SDL_SetWindowSize(wnd, window_width, window_height);
}
cur_fullscreen = fullscreen;
window_fullscreen = fullscreen;
}
static bool test_vsync(void) {
// Even if SDL_GL_SetSwapInterval succeeds, it doesn't mean that VSync actually works.
// A 60 Hz monitor should have a swap interval of 16.67 milliseconds.
// If it takes less than 12 milliseconds, assume that VSync is not working.
// SDL_GetTicks() probably does not offer enough precision for this kind of shit.
Uint32 start, end;
// do an extra swap, sometimes the first one takes longer (maybe creates buffers?)
SDL_GL_SwapWindow(wnd);
SDL_GL_SwapWindow(wnd);
start = SDL_GetTicks();
SDL_GL_SwapWindow(wnd);
end = SDL_GetTicks();
return (end - start >= 12);
}
static void gfx_sdl_init(void) {
Uint32 window_flags = 0;
SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
@ -118,18 +149,8 @@ static void gfx_sdl_init(void) {
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
if (gCLIOpts.FullScreen) {
if (gCLIOpts.FullScreen)
configFullscreen = true;
}
if (configFullscreen) {
window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
SDL_DisplayMode sdl_displaymode;
SDL_GetCurrentDisplayMode(0, &sdl_displaymode);
const char* window_title =
#ifndef USE_GLES
@ -138,18 +159,28 @@ static void gfx_sdl_init(void) {
"Super Mario 64 PC port (OpenGL_ES2)";
#endif
Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE;
window_width = DESIRED_SCREEN_WIDTH;
window_height = DESIRED_SCREEN_HEIGHT;
window_fullscreen = configFullscreen;
if (configFullscreen) {
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
sdl_displaymode.w, sdl_displaymode.h, window_flags);
window_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
SDL_ShowCursor(SDL_DISABLE);
} else {
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, window_flags);
SDL_ShowCursor(SDL_ENABLE);
}
SDL_GL_CreateContext(wnd);
SDL_GL_SetSwapInterval(1); // We have a double buffered GL context, it makes no sense to want tearing.
wnd = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
window_width, window_height, window_flags);
ctx = SDL_GL_CreateContext(wnd);
SDL_GL_SetSwapInterval(2);
window_vsync = test_vsync();
if (!window_vsync)
printf("Warning: VSync is not enabled or not working. Falling back to timer for synchronization\n");
for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
inverted_scancode_table[windows_scancode_table[i]] = i;
@ -166,20 +197,13 @@ static void gfx_sdl_init(void) {
}
static void gfx_sdl_main_loop(void (*run_one_game_iter)(void)) {
int t;
while (1) {
t = SDL_GetTicks();
while (1)
run_one_game_iter();
t = SDL_GetTicks() - t;
if (t < 1000 / 30) {
SDL_Delay ((1000 / 30) - t);
}
}
}
static void gfx_sdl_get_dimensions(uint32_t *width, uint32_t *height) {
SDL_GetWindowSize(wnd, width, height);
*width = window_width;
*height = window_height;
}
static int translate_scancode(int scancode) {
@ -218,12 +242,19 @@ static void gfx_sdl_handle_events(void) {
gfx_sdl_onkeyup(event.key.keysym.scancode);
break;
#endif
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
window_width = event.window.data1;
window_height = event.window.data2;
}
break;
case SDL_QUIT:
exit(0);
game_exit();
break;
}
}
// just check if the fullscreen value has changed and toggle fullscreen if it has
if (configFullscreen != cur_fullscreen)
if (configFullscreen != window_fullscreen)
gfx_sdl_set_fullscreen(configFullscreen);
}
@ -231,7 +262,21 @@ static bool gfx_sdl_start_frame(void) {
return true;
}
static void sync_framerate_with_timer(void) {
// Number of milliseconds a frame should take (30 fps)
const Uint32 FRAME_TIME = 1000 / FRAMERATE;
static Uint32 last_time;
Uint32 elapsed = SDL_GetTicks() - last_time;
if (elapsed < FRAME_TIME)
SDL_Delay(FRAME_TIME - elapsed);
last_time = SDL_GetTicks();
}
static void gfx_sdl_swap_buffers_begin(void) {
if (!window_vsync)
sync_framerate_with_timer();
SDL_GL_SwapWindow(wnd);
}