Fix kerning for the first pair of characters
[ipdf/code.git] / src / screen.cpp
1 #include "common.h"
2 #include "screen.h"
3
4 #include "gl_core44.h"
5 #include <fcntl.h> // for access(2)
6 #include <unistd.h> // for access(2)
7
8 #include "bufferbuilder.h"
9 #include "shaderprogram.h"
10
11 #define BASICTEX_VERT "shaders/basictex_vert.glsl"
12 #define BASICTEX_FRAG "shaders/basictex_frag.glsl"
13
14 using namespace IPDF;
15 using namespace std;
16
17 static void opengl_debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* msg, const void *data)
18 {
19         // Don't print out gl Errors we generated.
20         if (source == GL_DEBUG_SOURCE_APPLICATION) return;
21         //Error("OpenGL Error (%d): %s", id, msg);
22         // Spams this message on fglrx, disabling for now because it's damn annoying.
23         // ERROR: opengl_debug_callback (screen.cpp:21) - OpenGL Error (1011): glObjectLabel failed because (depending on the operation) a referenced binding point is empty; a referenced name is not the name of an object; or the given name is otherwise not valid to this operation (GL_INVALID_VALUE)
24 }
25
26
27 Screen::Screen()
28 {
29
30         SDL_Init(SDL_INIT_VIDEO);
31         m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
32                         800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
33
34         if (!m_window)
35         {
36                 Fatal("Couldn't create window!");
37         }
38
39         SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
40         SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
41         SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
42         SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
43
44         m_gl_context = SDL_GL_CreateContext(m_window);
45
46         ogl_LoadFunctions();
47
48         // Why is this so horribly broken?
49         if (ogl_IsVersionGEQ(3,0))
50         {
51                 Fatal("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion());
52         }
53
54         if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack"))
55         {
56                 Fatal("Your system does not support the ARB_shading_language_420pack extension, which is required.");
57         }
58
59         if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location"))
60         {
61                 Fatal("Your system does not support the ARB_explicit_attrib_location extension, which is required.");
62         }
63
64         m_frame_begin_time = SDL_GetPerformanceCounter();
65         m_last_frame_time = 0;
66         m_last_frame_gpu_timer = 0;
67         glGenQueries(1, &m_frame_gpu_timer);
68         glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
69
70         glDebugMessageCallback(opengl_debug_callback, 0);
71
72         GLuint default_vao;
73         glGenVertexArrays(1, &default_vao);
74         glBindVertexArray(default_vao);
75
76         m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
77         m_texture_prog.Use();
78
79         // We always want to use the texture bound to texture unit 0.
80         GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
81         glUniform1i(texture_uniform_location, 0);
82
83         m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
84         m_font_prog.Use();
85
86         // We always want to use the texture bound to texture unit 0.
87         GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
88         glUniform1i(font_texture_uniform_location, 0);
89         m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
90
91         m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
92         m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
93
94         m_debug_font_atlas = 0;
95         m_no_quit_requested = true;
96         m_view = NULL;
97         ResizeViewport(800, 600);
98         
99         Clear();
100         Present();
101         
102
103 }
104
105 Screen::~Screen()
106 {
107         SDL_GL_DeleteContext(m_gl_context);
108         SDL_DestroyWindow(m_window);
109         SDL_Quit();
110 }
111
112 void Screen::Clear(float r, float g, float b, float a)
113 {
114         glClearColor(r,g,b,a);
115         glClear(GL_COLOR_BUFFER_BIT);
116         DebugFontClear();
117 }
118
119 void Screen::ResizeViewport(int width, int height)
120 {
121         glViewport(0, 0, width, height);
122         m_viewport_width = width;
123         m_viewport_height = height;
124         GLfloat viewportfloats[] = {(float)width, (float)height};
125         m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
126 }
127
128 bool Screen::PumpEvents()
129 {
130         SDL_Event evt;
131         
132         while (SDL_PollEvent(&evt))
133         {
134                 switch (evt.type)
135                 {
136                 case SDL_QUIT:
137                         m_no_quit_requested = false;
138                         break;
139                 case SDL_WINDOWEVENT:
140                         switch (evt.window.event)
141                         {
142                         case SDL_WINDOWEVENT_RESIZED:
143                         case SDL_WINDOWEVENT_SIZE_CHANGED:
144                                 ResizeViewport(evt.window.data1, evt.window.data2);
145                                 break;
146                         }
147                         break;
148                 case SDL_MOUSEMOTION:
149                         m_last_mouse_x = evt.motion.x;
150                         m_last_mouse_y = evt.motion.y;
151                         if (m_mouse_handler)
152                         {
153                                 m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0, this, m_view);
154                         }
155                         break;
156                 case SDL_MOUSEBUTTONDOWN:
157                 case SDL_MOUSEBUTTONUP:
158                         m_last_mouse_x = evt.button.x;
159                         m_last_mouse_y = evt.button.y;
160                         if (m_mouse_handler)
161                         {
162                                 m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0, this, m_view);
163                         }
164                         break;
165                 case SDL_MOUSEWHEEL:
166                         if (m_mouse_handler)
167                         {
168                                 m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y, this, m_view);
169                         }
170                         break;
171                 case SDL_KEYDOWN:
172                 {
173                         Debug("Key %c down", (char)evt.key.keysym.sym);
174                         if (isalnum((char)evt.key.keysym.sym))
175                         {
176                                 char filename[] = "0.bmp";
177                                 filename[0] = (char)evt.key.keysym.sym;
178                                 ScreenShot(filename);
179                         }
180                         break;
181                 }
182                 default:
183                         break;
184                 }
185         }
186         return m_no_quit_requested;
187 }
188
189 void Screen::SetMouseCursor(Screen::MouseCursors cursor)
190 {
191         SDL_SystemCursor system_cursor_id = SDL_SYSTEM_CURSOR_ARROW;
192         switch (cursor)
193         {
194         case CursorArrow: system_cursor_id = SDL_SYSTEM_CURSOR_ARROW; break;
195         case CursorWait: system_cursor_id = SDL_SYSTEM_CURSOR_WAIT; break;
196         case CursorWaitArrow: system_cursor_id = SDL_SYSTEM_CURSOR_WAITARROW; break;
197         case CursorMove: system_cursor_id = SDL_SYSTEM_CURSOR_SIZEALL; break;
198         case CursorHand: system_cursor_id = SDL_SYSTEM_CURSOR_HAND; break;
199         default: break;
200         }
201         SDL_Cursor *system_cursor = SDL_CreateSystemCursor(system_cursor_id);
202         SDL_SetCursor(system_cursor);
203         //TODO: Check if we need to free the system cursors.
204 }
205
206 void Screen::Present()
207 {
208         if (m_debug_font_atlas)
209                 DebugFontFlush();
210         m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
211         glEndQuery(GL_TIME_ELAPSED);
212         SDL_GL_SwapWindow(m_window);
213         m_frame_begin_time = SDL_GetPerformanceCounter();
214         if (m_last_frame_gpu_timer)
215                 glDeleteQueries(1, &m_last_frame_gpu_timer);
216         m_last_frame_gpu_timer = m_frame_gpu_timer;
217         glGenQueries(1, &m_frame_gpu_timer);
218         glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
219 }
220
221 double Screen::GetLastFrameTimeGPU() const
222 {
223         if (!m_last_frame_gpu_timer)
224                 return 0;
225         uint64_t frame_time_ns;
226         glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
227         return frame_time_ns/1000000000.0;
228 }
229
230 void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
231 {
232         GLenum texture_format = GL_RGBA;
233
234         m_texture_prog.Use();
235         GraphicsBuffer quad_vertex_buffer;
236         quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
237         quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
238         //rectangular texture == 2 triangles
239         GLfloat quad[] = { 
240                 0, 0, (float)x, (float)y,
241                 1, 0, (float)(x+w), (float)y,
242                 0, 1, (float)x, (float)(y+h),
243                 1, 1, (float)(x+w), (float)(y+h)
244         };
245         quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
246         quad_vertex_buffer.Bind();
247         m_viewport_ubo.Bind();
248
249         glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
250
251         GLuint texID;
252         glGenTextures(1, &texID);
253         glBindTexture(GL_TEXTURE_2D, texID);
254
255         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
256         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
257         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
258         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
259
260         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
261
262         glEnableVertexAttribArray(0);
263         glEnableVertexAttribArray(1);
264         glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
265         glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
266         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
267         glDisableVertexAttribArray(1);
268         glDisableVertexAttribArray(0);
269
270 }
271
272 void Screen::ScreenShot(const char * filename) const
273 {
274         Debug("Attempting to save BMP to file %s", filename);
275
276         int w = ViewportWidth();
277         int h = ViewportHeight();
278         unsigned char * pixels = new unsigned char[w*h*4];
279         if (pixels == NULL)
280                 Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
281
282         for (int y = 0; y < h; ++y)
283         {
284                 glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]);
285         }
286
287 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
288         SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0x000000ff,0x0000ff00,0x00ff0000,0xff000000);
289 #else
290         SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0xff000000,0x00ff0000,0x0000ff00,0x000000ff);
291 #endif
292         if (surf == NULL)
293                 Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
294
295         GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
296         Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", surf->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
297
298         if (SDL_SaveBMP(surf, filename) != 0)
299                 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
300         
301         SDL_FreeSurface(surf);
302         delete [] pixels;
303         Debug("Succeeded!");
304 }
305
306 /**
307  * Render a BMP
308  * NOT PART OF THE DOCUMENT FORMAT
309  */
310 void Screen::RenderBMP(const char * filename) const
311 {
312         if (access(filename, R_OK) == -1)
313         {
314                 Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename);
315                 return;
316         }
317         SDL_Surface * bmp = SDL_LoadBMP(filename);
318         if (bmp == NULL)
319                 Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError());
320
321         int w = bmp->w;
322         int h = bmp->h;
323
324         GLenum texture_format = GL_RGBA;
325         switch (bmp->format->BytesPerPixel)
326         {
327                 case 4: //contains alpha
328                         texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
329                         break;
330                 case 3: //does not contain alpha
331                         texture_format = (bmp->format->Rmask == 0x000000FF) ? GL_RGB : GL_BGR;  
332                         break;
333                 default:
334                         Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
335                         break;  
336         }
337
338         //Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", bmp->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
339
340         m_texture_prog.Use();
341         GraphicsBuffer quad_vertex_buffer;
342         quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
343         quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
344         GLfloat quad[] = { 
345                 0, 0, 0, 0,
346                 1, 0, (float)ViewportWidth(), 0,
347                 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
348                 0, 1, 0, (float)ViewportHeight()
349         };
350         quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
351         quad_vertex_buffer.Bind();
352         m_viewport_ubo.Bind();
353
354         glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
355
356         GLuint texID;
357         glGenTextures(1, &texID);
358         glBindTexture(GL_TEXTURE_2D, texID);
359
360         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
361         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
362         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
363         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
364
365         glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
366
367         glEnableVertexAttribArray(0);
368         glEnableVertexAttribArray(1);
369         glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
370         glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
371         glDisableVertexAttribArray(1);
372         glDisableVertexAttribArray(0);
373         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
374
375         SDL_FreeSurface(bmp);   
376 }
377
378 void Screen::DebugFontInit(const char *name, float font_size)
379 {
380         unsigned char font_atlas_data[1024*1024];
381         FILE *font_file = fopen(name, "rb");
382         fseek(font_file, 0, SEEK_END);
383         size_t font_file_size = ftell(font_file);
384         fseek(font_file, 0, SEEK_SET);
385         unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
386         SDL_assert(fread(font_file_data, 1, font_file_size, font_file) == font_file_size);
387         fclose(font_file);
388         stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
389         free(font_file_data);
390         glGenTextures(1, &m_debug_font_atlas);
391         glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
392         glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
393         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
394         m_debug_font_size = font_size;
395
396         m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
397         m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
398         m_debug_font_vertices.SetName("m_debug_font_vertices");
399         m_debug_font_vertices.Upload(8192,NULL);
400         m_debug_font_vertex_head = 0;
401
402         m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
403         m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
404         m_debug_font_indices.SetName("m_debug_font_indices");
405         m_debug_font_indices.Resize(500);
406         m_debug_font_index_head = 0;
407 }
408
409 void Screen::DebugFontClear()
410 {
411         m_debug_font_x = m_debug_font_y = 0;
412         if (!m_debug_font_atlas) return;
413         DebugFontPrint("\n");
414 }
415
416 void Screen::DebugFontFlush()
417 {
418         glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 40, -1, "Screen::DebugFontFlush()");      
419                 
420         glEnable(GL_BLEND);
421         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
422         glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
423
424         m_font_prog.Use();
425         m_viewport_ubo.Bind();
426         m_debug_font_vertices.Bind();
427         m_debug_font_indices.Bind();
428         glUniform4f(m_colour_uniform_location, 0,0,0,1);
429         glEnableVertexAttribArray(0);
430         glEnableVertexAttribArray(1);
431         glEnable(GL_PRIMITIVE_RESTART);
432         glPrimitiveRestartIndex(65535);
433         glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
434         glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
435         glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
436         glDisable(GL_PRIMITIVE_RESTART);
437         glDisableVertexAttribArray(1);
438         glDisableVertexAttribArray(0);
439
440         glDisable(GL_BLEND);
441
442         m_debug_font_vertices.Invalidate();
443         m_debug_font_indices.Invalidate();
444         m_debug_font_vertex_head = 0;
445         m_debug_font_index_head = 0;
446
447         glPopDebugGroup();
448 }
449
450 struct fontvertex
451 {
452         float x, y, s, t;
453 };
454
455 void Screen::DebugFontPrint(const char* str)
456 {
457         if (!m_debug_font_atlas) return;
458
459         glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 41, -1, "Screen::DebugFontPrint()");
460
461         BufferBuilder<fontvertex> vertexData(m_debug_font_vertices.MapRange(m_debug_font_vertex_head*sizeof(float), m_debug_font_vertices.GetSize() - m_debug_font_vertex_head*sizeof(float), false, true, true), m_debug_font_vertices.GetSize() - m_debug_font_vertex_head*sizeof(float));
462         BufferBuilder<uint16_t> indexData(m_debug_font_indices.MapRange(m_debug_font_index_head*sizeof(uint16_t), m_debug_font_indices.GetSize() - m_debug_font_index_head*sizeof(uint16_t), false, true, true), m_debug_font_indices.GetSize() - m_debug_font_index_head*sizeof(uint16_t));
463
464         size_t baseVertex = m_debug_font_vertex_head/4;
465         while (*str) {
466                 if (!vertexData.Free(4) || !indexData.Free(5))
467                 {
468                         m_debug_font_indices.UnMap();
469                         m_debug_font_vertices.UnMap();
470                         DebugFontFlush();
471                         DebugFontPrint(str);
472                         glPopDebugGroup();
473                         return;
474                 }
475                 if (*str >= 32 && (unsigned char)(*str) < 128) {
476                         stbtt_aligned_quad q;
477                         stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
478                         size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
479                         index += baseVertex;
480                         indexData.Add(index);
481                         index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
482                         index += baseVertex;
483                         indexData.Add(index);
484                         index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
485                         index += baseVertex;
486                         indexData.Add(index);
487                         index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
488                         index += baseVertex;
489                         indexData.Add(index);
490                         indexData.Add(65535);
491
492                         m_debug_font_vertex_head += 16;
493                         m_debug_font_index_head += 5;
494
495                 }
496                 else if (*str == '\n')
497                 {
498                         m_debug_font_x = 0;
499                         m_debug_font_y += m_debug_font_size;
500                 }
501                 ++str;
502         }
503         m_debug_font_indices.UnMap();
504         m_debug_font_vertices.UnMap();
505         glPopDebugGroup();
506         //DebugFontFlush();
507 }
508
509 void Screen::DebugFontPrintF(const char *fmt, ...)
510 {
511         char buffer[BUFSIZ];
512         va_list va;
513         va_start(va, fmt);
514         vsnprintf(buffer, BUFSIZ, fmt,va);
515         va_end(va);
516         DebugFontPrint(buffer);
517 }

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