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

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