Make bezier control point coordinates relative
[ipdf/code.git] / src / screen.cpp
index 5c3957c..27675d5 100644 (file)
@@ -1,15 +1,30 @@
 #include "common.h"
 #include "screen.h"
 
-#include "SDL_opengl.h"
+#include "gl_core44.h"
 #include <fcntl.h> // for access(2)
 #include <unistd.h> // for access(2)
 
+#include "bufferbuilder.h"
+#include "shaderprogram.h"
+
+#define BASICTEX_VERT "shaders/basictex_vert.glsl"
+#define BASICTEX_FRAG "shaders/basictex_frag.glsl"
+
 using namespace IPDF;
 using namespace std;
 
+static void opengl_debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* msg, const void *data)
+{
+       // Don't print out gl Errors we generated.
+       if (source == GL_DEBUG_SOURCE_APPLICATION) return;
+       Error("OpenGL Error (%d): %s", id, msg);
+}
+
+
 Screen::Screen()
 {
+
        SDL_Init(SDL_INIT_VIDEO);
        m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
                        800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
@@ -19,8 +34,64 @@ Screen::Screen()
                Fatal("Couldn't create window!");
        }
 
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
+       SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+
        m_gl_context = SDL_GL_CreateContext(m_window);
 
+       ogl_LoadFunctions();
+
+       // Why is this so horribly broken?
+       if (ogl_IsVersionGEQ(3,0))
+       {
+               Fatal("We require OpenGL 3.1, but you have version %d.%d!",ogl_GetMajorVersion(), ogl_GetMinorVersion());
+       }
+
+       if (!SDL_GL_ExtensionSupported("GL_ARB_shading_language_420pack"))
+       {
+               Fatal("Your system does not support the ARB_shading_language_420pack extension, which is required.");
+       }
+
+       if (!SDL_GL_ExtensionSupported("GL_ARB_explicit_attrib_location"))
+       {
+               Fatal("Your system does not support the ARB_explicit_attrib_location extension, which is required.");
+       }
+
+       m_frame_begin_time = SDL_GetPerformanceCounter();
+       m_last_frame_time = 0;
+       m_last_frame_gpu_timer = 0;
+       glGenQueries(1, &m_frame_gpu_timer);
+       glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
+
+       glDebugMessageCallback(opengl_debug_callback, 0);
+
+       GLuint default_vao;
+       glGenVertexArrays(1, &default_vao);
+       glBindVertexArray(default_vao);
+
+       m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
+       m_texture_prog.Use();
+
+       // We always want to use the texture bound to texture unit 0.
+       GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
+       glUniform1i(texture_uniform_location, 0);
+
+       m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
+       m_font_prog.Use();
+
+       // We always want to use the texture bound to texture unit 0.
+       GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
+       glUniform1i(font_texture_uniform_location, 0);
+       m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
+
+       m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+       m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
+
+       m_debug_font_atlas = 0;
+
+       m_view = NULL;
        ResizeViewport(800, 600);
 
        Clear();
@@ -48,6 +119,8 @@ void Screen::ResizeViewport(int width, int height)
        glViewport(0, 0, width, height);
        m_viewport_width = width;
        m_viewport_height = height;
+       GLfloat viewportfloats[] = {(float)width, (float)height};
+       m_viewport_ubo.Upload(sizeof(float)*2, viewportfloats);
 }
 
 bool Screen::PumpEvents()
@@ -75,7 +148,7 @@ bool Screen::PumpEvents()
                        m_last_mouse_y = evt.motion.y;
                        if (m_mouse_handler)
                        {
-                               m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0);
+                               m_mouse_handler(evt.motion.x, evt.motion.y,evt.motion.state, 0, this, m_view);
                        }
                        break;
                case SDL_MOUSEBUTTONDOWN:
@@ -84,13 +157,13 @@ bool Screen::PumpEvents()
                        m_last_mouse_y = evt.button.y;
                        if (m_mouse_handler)
                        {
-                               m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0);
+                               m_mouse_handler(evt.button.x, evt.button.y, evt.button.state?evt.button.button:0, 0, this, m_view);
                        }
                        break;
                case SDL_MOUSEWHEEL:
                        if (m_mouse_handler)
                        {
-                               m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y);
+                               m_mouse_handler(m_last_mouse_x, m_last_mouse_y, 0, evt.wheel.y, this, m_view);
                        }
                        break;
                case SDL_KEYDOWN:
@@ -130,7 +203,68 @@ void Screen::SetMouseCursor(Screen::MouseCursors cursor)
 
 void Screen::Present()
 {
+       if (m_debug_font_atlas)
+               DebugFontFlush();
+       m_last_frame_time = SDL_GetPerformanceCounter() - m_frame_begin_time;
+       glEndQuery(GL_TIME_ELAPSED);
        SDL_GL_SwapWindow(m_window);
+       m_frame_begin_time = SDL_GetPerformanceCounter();
+       if (m_last_frame_gpu_timer)
+               glDeleteQueries(1, &m_last_frame_gpu_timer);
+       m_last_frame_gpu_timer = m_frame_gpu_timer;
+       glGenQueries(1, &m_frame_gpu_timer);
+       glBeginQuery(GL_TIME_ELAPSED, m_frame_gpu_timer);
+}
+
+double Screen::GetLastFrameTimeGPU() const
+{
+       if (!m_last_frame_gpu_timer)
+               return 0;
+       uint64_t frame_time_ns;
+       glGetQueryObjectui64v(m_last_frame_gpu_timer, GL_QUERY_RESULT, &frame_time_ns);
+       return frame_time_ns/1000000000.0;
+}
+
+void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
+{
+       GLenum texture_format = GL_RGBA;
+
+       m_texture_prog.Use();
+       GraphicsBuffer quad_vertex_buffer;
+       quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+       quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
+       //rectangular texture == 2 triangles
+       GLfloat quad[] = { 
+               0, 0, (float)x, (float)y,
+               1, 0, (float)(x+w), (float)y,
+               0, 1, (float)x, (float)(y+h),
+               1, 1, (float)(x+w), (float)(y+h)
+       };
+       quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
+       quad_vertex_buffer.Bind();
+       m_viewport_ubo.Bind();
+
+       glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
+
+       GLuint texID;
+       glGenTextures(1, &texID);
+       glBindTexture(GL_TEXTURE_2D, texID);
+
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
+
+       glEnableVertexAttribArray(0);
+       glEnableVertexAttribArray(1);
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
+       glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+       glDisableVertexAttribArray(1);
+       glDisableVertexAttribArray(0);
+
 }
 
 void Screen::ScreenShot(const char * filename) const
@@ -185,7 +319,7 @@ void Screen::RenderBMP(const char * filename) const
        int w = bmp->w;
        int h = bmp->h;
 
-       GLenum texture_format
+       GLenum texture_format = GL_RGBA;
        switch (bmp->format->BytesPerPixel)
        {
                case 4: //contains alpha
@@ -201,9 +335,23 @@ void Screen::RenderBMP(const char * filename) const
 
        //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);
 
+       m_texture_prog.Use();
+       GraphicsBuffer quad_vertex_buffer;
+       quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+       quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
+       GLfloat quad[] = { 
+               0, 0, 0, 0,
+               1, 0, (float)ViewportWidth(), 0,
+               1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
+               0, 1, 0, (float)ViewportHeight()
+       };
+       quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
+       quad_vertex_buffer.Bind();
+       m_viewport_ubo.Bind();
+
+       glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
 
        GLuint texID;
-       glEnable(GL_TEXTURE_2D);
        glGenTextures(1, &texID);
        glBindTexture(GL_TEXTURE_2D, texID);
 
@@ -214,20 +362,14 @@ void Screen::RenderBMP(const char * filename) const
 
        glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
 
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity();
-
-       glBegin(GL_QUADS);
-               glTexCoord2i(0,0); glVertex2f(0,0);
-               glTexCoord2i(1,0); glVertex2f(1,0);
-               glTexCoord2i(1,1); glVertex2f(1,1);
-               glTexCoord2i(0,1); glVertex2f(0,1);
-       glEnd();
+       glEnableVertexAttribArray(0);
+       glEnableVertexAttribArray(1);
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
+       glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+       glDisableVertexAttribArray(1);
+       glDisableVertexAttribArray(0);
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 
-       glDisable(GL_TEXTURE_2D);
        SDL_FreeSurface(bmp);   
 }
 
@@ -239,48 +381,115 @@ void Screen::DebugFontInit(const char *name, float font_size)
        size_t font_file_size = ftell(font_file);
        fseek(font_file, 0, SEEK_SET);
        unsigned char *font_file_data = (unsigned char*)malloc(font_file_size);
-       fread(font_file_data, 1, font_file_size, font_file);
+       SDL_assert(fread(font_file_data, 1, font_file_size, font_file) == font_file_size);
        fclose(font_file);
        stbtt_BakeFontBitmap(font_file_data,0, font_size, font_atlas_data,1024,1024, 32,96, m_debug_font_rects);
        free(font_file_data);
        glGenTextures(1, &m_debug_font_atlas);
        glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 1024,1024, 0, GL_ALPHA, GL_UNSIGNED_BYTE, font_atlas_data);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 1024,1024, 0, GL_RED, GL_UNSIGNED_BYTE, font_atlas_data);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        m_debug_font_size = font_size;
+
+       m_debug_font_vertices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+       m_debug_font_vertices.SetType(GraphicsBuffer::BufferTypeVertex);
+       m_debug_font_vertices.SetName("m_debug_font_vertices");
+       m_debug_font_vertices.Upload(8192,NULL);
+       m_debug_font_vertex_head = 0;
+
+       m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+       m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex);
+       m_debug_font_indices.SetName("m_debug_font_indices");
+       m_debug_font_indices.Resize(500);
+       m_debug_font_index_head = 0;
 }
 
 void Screen::DebugFontClear()
 {
        m_debug_font_x = m_debug_font_y = 0;
+       if (!m_debug_font_atlas) return;
        DebugFontPrint("\n");
 }
 
-void Screen::DebugFontPrint(const char* str)
+void Screen::DebugFontFlush()
 {
-       glMatrixMode(GL_PROJECTION);
-       glPushMatrix();
-       glLoadIdentity();
-       glOrtho(0,ViewportWidth(), ViewportHeight(), 0, -1, 1);
-       glMatrixMode(GL_MODELVIEW);
-       glPushMatrix();
-       glLoadIdentity();
-       
-       
-       
-       glEnable(GL_TEXTURE_2D);
+       glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 40, -1, "Screen::DebugFontFlush()");      
+               
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
-       glBegin(GL_QUADS);
+
+       m_font_prog.Use();
+       m_viewport_ubo.Bind();
+       m_debug_font_vertices.Bind();
+       m_debug_font_indices.Bind();
+       glUniform4f(m_colour_uniform_location, 0,0,0,1);
+       glEnableVertexAttribArray(0);
+       glEnableVertexAttribArray(1);
+       glEnable(GL_PRIMITIVE_RESTART);
+       glPrimitiveRestartIndex(65535);
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+       glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
+       glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
+       glDisable(GL_PRIMITIVE_RESTART);
+       glDisableVertexAttribArray(1);
+       glDisableVertexAttribArray(0);
+
+       glDisable(GL_BLEND);
+
+       m_debug_font_vertices.Invalidate();
+       m_debug_font_indices.Invalidate();
+       m_debug_font_vertex_head = 0;
+       m_debug_font_index_head = 0;
+
+       glPopDebugGroup();
+}
+
+struct fontvertex
+{
+       float x, y, s, t;
+};
+
+void Screen::DebugFontPrint(const char* str)
+{
+       if (!m_debug_font_atlas) return;
+
+       glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 41, -1, "Screen::DebugFontPrint()");
+
+       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));
+       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));
+
+       size_t baseVertex = m_debug_font_vertex_head/4;
        while (*str) {
-               if (*str >= 32 && *str < 128) {
+               if (!vertexData.Free(4) || !indexData.Free(5))
+               {
+                       m_debug_font_indices.UnMap();
+                       m_debug_font_vertices.UnMap();
+                       DebugFontFlush();
+                       DebugFontPrint(str);
+                       glPopDebugGroup();
+                       return;
+               }
+               if (*str >= 32 && (unsigned char)(*str) < 128) {
                        stbtt_aligned_quad q;
                        stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
-                       glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0);
-                       glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0);
-                       glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1);
-                       glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1);
+                       size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
+                       index += baseVertex;
+                       indexData.Add(index);
+                       index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
+                       index += baseVertex;
+                       indexData.Add(index);
+                       index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
+                       index += baseVertex;
+                       indexData.Add(index);
+                       index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
+                       index += baseVertex;
+                       indexData.Add(index);
+                       indexData.Add(65535);
+
+                       m_debug_font_vertex_head += 16;
+                       m_debug_font_index_head += 5;
+
                }
                else if (*str == '\n')
                {
@@ -289,12 +498,10 @@ void Screen::DebugFontPrint(const char* str)
                }
                ++str;
        }
-       glEnd();
-       glDisable(GL_BLEND);
-       glDisable(GL_TEXTURE_2D);
-       glPopMatrix();
-       glMatrixMode(GL_PROJECTION);
-       glPopMatrix();
+       m_debug_font_indices.UnMap();
+       m_debug_font_vertices.UnMap();
+       glPopDebugGroup();
+       //DebugFontFlush();
 }
 
 void Screen::DebugFontPrintF(const char *fmt, ...)

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