X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fscreen.cpp;h=40754b3e6e3efcc37bb88d22962c82eb5e3b072a;hp=2764ef7d9283174352ba22fc09c09fc7fb0cf954;hb=a851cf197844a2eb15fd5ee2c350ee296e415dca;hpb=6ad7439e8ebf969fcd2d3a710a4b16e2b1ee131f diff --git a/src/screen.cpp b/src/screen.cpp index 2764ef7..40754b3 100644 --- a/src/screen.cpp +++ b/src/screen.cpp @@ -1,11 +1,63 @@ #include "common.h" #include "screen.h" -#include "SDL_opengl.h" +#include "gl_core44.h" +#include // for access(2) +#include // for access(2) + +#include "shaderprogram.h" + +#define BASICTEX_VERT \ + "#version 140\n"\ + "#extension GL_ARB_shading_language_420pack : require\n"\ + "#extension GL_ARB_explicit_attrib_location : require\n"\ + "\n"\ + "layout(std140, binding=0) uniform Viewport\n"\ + "{\n"\ + "\tfloat width;\n"\ + "\tfloat height;\n"\ + "};\n"\ + "\n"\ + "layout(location = 0) in vec2 position;\n"\ + "layout(location = 1) in vec2 tex_coord;\n"\ + "\n"\ + "out vec2 fp_tex_coord;\n"\ + "\n"\ + "void main()\n"\ + "{\n"\ + "\t// Transform to clip coordinates (-1,1, -1,1).\n"\ + "\tgl_Position.x = (position.x*2/width) - 1;\n"\ + "\tgl_Position.y = 1 - (position.y*2/height);\n"\ + "\tgl_Position.z = 0.0;\n"\ + "\tgl_Position.w = 1.0;\n"\ + "\tfp_tex_coord = tex_coord;\n"\ + "}\n" + +#define BASICTEX_FRAG \ + "#version 140\n"\ + "\n"\ + "in vec2 fp_tex_coord;\n"\ + "\n"\ + "out vec4 output_colour;\n"\ + "\n"\ + "uniform sampler2D tex;\n"\ + "uniform vec4 colour;\n"\ + "\n"\ + "void main()\n"\ + "{\n"\ + "\toutput_colour = colour;\n"\ + "\toutput_colour.a = texture(tex, fp_tex_coord).r;\n"\ + "}\n" 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) +{ + Error("OpenGL Error (%d): %s", id, msg); +} + + Screen::Screen() { SDL_Init(SDL_INIT_VIDEO); @@ -17,8 +69,54 @@ 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."); + } + + glDebugMessageCallback(opengl_debug_callback, 0); + + GLuint default_vao; + glGenVertexArrays(1, &default_vao); + glBindVertexArray(default_vao); + + //TODO: Error checking. + m_texture_prog.AttachVertexProgram(BASICTEX_VERT); + m_texture_prog.AttachFragmentProgram(BASICTEX_FRAG); + m_texture_prog.Link(); + 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_colour_uniform_location = m_texture_prog.GetUniformLocation("colour"); + + m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform); + + m_debug_font_atlas = 0; + ResizeViewport(800, 600); Clear(); @@ -46,6 +144,8 @@ 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() @@ -128,6 +228,8 @@ void Screen::SetMouseCursor(Screen::MouseCursors cursor) void Screen::Present() { + if (m_debug_font_atlas) + DebugFontFlush(); SDL_GL_SwapWindow(m_window); } @@ -140,8 +242,7 @@ void Screen::ScreenShot(const char * filename) const unsigned char * pixels = new unsigned char[w*h*4]; if (pixels == NULL) Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4); - glReadBuffer(GL_FRONT); - glPixelStorei(GL_PACK_ALIGNMENT, 1); + for (int y = 0; y < h; ++y) { glReadPixels(0,h-y-1,w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[y*w*4]); @@ -172,6 +273,11 @@ void Screen::ScreenShot(const char * filename) const */ void Screen::RenderBMP(const char * filename) const { + if (access(filename, R_OK) == -1) + { + Error("No such file \"%s\" - Nothing to render - You might have done this deliberately?", filename); + return; + } SDL_Surface * bmp = SDL_LoadBMP(filename); if (bmp == NULL) Fatal("Failed to load BMP from %s - %s", filename, SDL_GetError()); @@ -195,9 +301,23 @@ 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, ViewportWidth(), 0, + 1, 1, ViewportWidth(), ViewportHeight(), + 0, 1, 0, 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); @@ -208,20 +328,14 @@ 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(); + 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); - 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(); - - glDisable(GL_TEXTURE_2D); SDL_FreeSurface(bmp); } @@ -239,42 +353,103 @@ void Screen::DebugFontInit(const char *name, float font_size) 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.Upload(8192, nullptr); + m_debug_font_vertex_head = 0; + + m_debug_font_indices.SetUsage(GraphicsBuffer::BufferUsageStreamDraw); + m_debug_font_indices.SetType(GraphicsBuffer::BufferTypeIndex); + 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); + glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas); - glBegin(GL_QUADS); + + m_texture_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), (void*)(2*sizeof(float))); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0); + 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_vertex_head = 0; + m_debug_font_index_head = 0; +} + +void Screen::DebugFontPrint(const char* str) +{ + if (!m_debug_font_atlas) return; + + float *vertexData = (float*)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); + uint16_t *indexData = (uint16_t*)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); while (*str) { + if ((m_debug_font_vertex_head*sizeof(float) + 16*sizeof(float) >= m_debug_font_vertices.GetSize() ) || + (m_debug_font_index_head*sizeof(uint16_t) + 5*sizeof(uint16_t) >= m_debug_font_indices.GetSize())) + { + m_debug_font_indices.UnMap(); + m_debug_font_vertices.UnMap(); + DebugFontFlush(); + DebugFontPrint(str); + return; + } if (*str >= 32 && *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); + *vertexData = q.s0; vertexData++; + *vertexData = q.t0; vertexData++; + *vertexData = q.x0; vertexData++; + *vertexData = q.y0; vertexData++; + *vertexData = q.s1; vertexData++; + *vertexData = q.t0; vertexData++; + *vertexData = q.x1; vertexData++; + *vertexData = q.y0; vertexData++; + *vertexData = q.s1; vertexData++; + *vertexData = q.t1; vertexData++; + *vertexData = q.x1; vertexData++; + *vertexData = q.y1; vertexData++; + *vertexData = q.s0; vertexData++; + *vertexData = q.t1; vertexData++; + *vertexData = q.x0; vertexData++; + *vertexData = q.y1; vertexData++; + + *indexData = m_debug_font_vertex_head/4; indexData++; + *indexData = m_debug_font_vertex_head/4+1; indexData++; + *indexData = m_debug_font_vertex_head/4+3; indexData++; + *indexData = m_debug_font_vertex_head/4+2; indexData++; + *indexData = 65535; indexData++; + + m_debug_font_vertex_head += 16; + m_debug_font_index_head += 5; + } else if (*str == '\n') { @@ -283,12 +458,9 @@ void Screen::DebugFontPrint(const char* str) } ++str; } - glEnd(); - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); + m_debug_font_indices.UnMap(); + m_debug_font_vertices.UnMap(); + //DebugFontFlush(); } void Screen::DebugFontPrintF(const char *fmt, ...)